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Switch to Forum Live View They Might Be Giants (3.5e, SRD)
3 years ago  ::  Sep 02, 2010 - 11:43AM #1
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

They Might be Giants



Approved by seTiny

Overview

The player characters are some of the traditional (and non-traditional) large and bigger races of the world. Seen as threats to the humans and humanoids, they were imprisoned in a secure holding facility as the "last of their kind" and now live on in relative solitude. What happens outside of the walls of their prison is unknown to them.

For years, they have lived in relative isolation. They know the few of their captors who come to check on their health and the scientists who want to learn more about them.

A Cry for Help

One auspicious day, all of the captured monsters are restrained. A man enters in the uniform of a general and asks them if they would like their freedom back. A threat has been made against the livelihood of the humans, and, unable to thwart it themselves, they are willing to trade the freedom of the monsters for stopping this unknown menace which threatens not only the humans but the world itself.

Length This is intended as a shortish adventure with something in the order of 5-8 encounters and maybe 1 or 2 levels.

Character Generation Show


System and Allowed resources: SRD only. Custom items with approval only.
Point buy: Since we're playing up the whole "larger than life" I figure a super-heroic 36 point buy is appropriate.
Races: Each character will be of a race that is large or larger. I have provided the list of acceptable races in the spoiler block below, but there's a possibility I have made an error - so if something is amiss - please just let me know.

Since some races have limited forms of communication, you should pay attention to that when creating the character. Also, there's no requirement that your character speak common - but there must be at least one other person in the party with the means to communicate with you. This doesn't have to be an issue - but it can be if you want it to be.

Allowed Races Show

ECL6 Centaur (4HD, +2 LA, +8 str, +4 dex, +4 con, -2 int, +2 wis, +3 NA)
ECL6 Eagle, Giant (4HD, +2 LA, +8 str, +6 dex, +2 con, +4 wis, +3 NA)
ECL6 Ogre (4HD, +2 LA, +10 str, -2 dex, +4 con, -4 int, -4 cha, +5 NA)
ECL6 Owl, Giant (4HD, +2 LA, +8 str, +6 dex, +2 con, +4 wis, +3 NA)
ECL6 Pegasus (4HD, +2 LA, +8 str, +4 dex, +6 con, +2 wis, +2 cha, +3 NA)

ECL7 Krenshar (5HD, +2 LA, +8 str, +2 dex, +4 con, -4 int, +2 wis, +2 cha, +5 NA)

ECL8 Minotaur (6HD, +2 LA, +8 str, +4 con, -4 int, -2 cha, +5 NA)
ECL8 Sahuagin (6HD, +2 LA, +12 str, +6 con, +4 int, +2 wis, +2 cha, +8 NA)
ECL8 Skum (5HD, +3 LA, +16 str, +6 con, -4 cha, +5 NA)
ECL8 Unicorn (4HD, +4 LA, +10 str, +6 dex, +10 con, +10 wis, +14 cha, +6 NA)
ECL8 Worg (7HD, +1 LA, +14 str, +2 dex, +8 con, -4 int, +4 wis, +5 NA)

ECL9 Howler (6HD, +3 LA, +10 str, +6 dex, +4 con, -4 int, +4 wis, -2 cha, +5 NA)
ECL9 Manticore (6HD, +3 LA, +10 str, +4 dex, +8 con, -4 int, +2 wis, -2 cha, +6 NA)
ECL9 Sahuagin Mutant (6HD, +3 LA, +12 str, +6 con, +4 int, +2 wis, +2 cha, +8 NA)
ECL9 Winter Wolf (6HD, +3 LA, +8 str, +2 dex, +6 con, -2 int, +2 wis, +5 NA)

ECL10 Drider (6HD, +4 LA, +4 str, +4 dex, +6 con, +4 int, +6 wis, +6 cha, +6 NA)
ECL10 Griffon (7HD, +3 LA, +8 str, +4 dex, +6 con, -6 int, +2 wis, -2 cha, +6 NA)
ECL10 Nightmare (6HD, +4 LA, +8 str, +4 dex, +6 con, +2 int, +2 wis, +2 cha, +13 NA)
ECL10 Shadow Mastiff (7HD, +3 LA, +14 str, +10 con, -6 int, +2 wis, +2 cha, +6 NA)
ECL10 Yeth Hound (7HD, +3 LA, +14 str, +2 dex, +8 con, -4 int, +4 wis, +11 NA)
ECL10 Blink Dog (8HD, +2 LA, +8 str, +4 dex, +2 wis, +6 NA)

ECL11 Troll (6HD, +5 LA, +12 str, +4 dex, +12 con, -4 int, -2 wis, -4 cha, +5 NA)
ECL11 Chimera (9HD, +2 LA, +8 str, +2 dex, +6 con, -6 int, +2 wis, +9 NA)
ECL11 Eagle, Giant (Advanced, huge) (9HD, +2 LA, +16 str, +4 dex, +6 con, +4 wis, +6 NA)
ECL11 Owl, Giant (Advanced, huge) (9HD, +2 LA, +16 str, +4 dex, +6 con, +4 wis, +6 NA)

ECL12 Ettercap (8HD, +4 LA, +12 str, +4 dex, +6 con, -4 int, +4 wis, -2 cha, +4 NA)
ECL12 Gargoyle (7HD, +5 LA, +12 str, +2 dex, +12 con, -4 int, -4 cha, +7 NA)
ECL12 Hell Hound (9HD, +3 LA, +10 str, +6 con, -4 int, -4 cha, +8 NA)
ECL12 Lammasu (7HD, +5 LA, +12 str, +2 dex, +6 con, +6 int, +6 wis, +4 cha, +10 NA)
ECL12 Ogre Mage (5HD, +7 LA, +10 str, +6 con, +4 int, +4 wis, +6 cha, +5 NA)
ECL12 Sphinx, Gyno- (8HD, +4 LA, +8 str, +2 dex, +2 con, +8 int, +8 wis, +8 cha, +11 NA)
ECL12 Sphinx, Hieraco- (9HD, +3 LA, +10 str, +4 dex, +4 con, -4 int, +4 wis, +8 NA)
ECL12 Treant (7HD, +5 LA, +18 str, -2 dex, +10 con, +2 int, +6 wis, +2 cha, +13 NA)

ECL13 Dragonne (9HD, +4 LA, +8 str, +4 dex, +6 con, -4 int, +2 wis, +2 cha, +7 NA)
ECL13 Genie, Djinni (7HD, +6 LA, +8 str, +8 dex, +4 con, +4 int, +4 wis, +4 cha, +3 NA)
ECL13 Lamia (9HD, +4 LA, +8 str, +4 dex, +2 con, +2 int, +4 wis, +2 cha, +7 NA)
ECL13 Lillend (7HD, +6 LA, +10 str, +6 dex, +4 con, +4 int, +6 wis, +8 cha, +5 NA)
ECL13 Sphinx, Crio- (10HD, +3 LA, +12 str, +6 con, +11 NA)
ECL13 Xill (9HD, +4 LA, +12 str, +4 dex, +8 con, +2 int, +2 wis, +7 NA)
ECL13 Winter Wolf (Advanced, huge) (10HD, +3 LA, +16 str, +0 dex, +10 con, -2 int, +2 wis, +8 NA)

ECL14 Shambling Mound (8HD, +6 LA, +10 str, +6 con, -4 int, -2 cha, +11 NA)
ECL14 Howler (Advanced, huge) (11HD, +3 LA, +18 str, +4 dex, +8 con, -4 int, +4 wis, -2 cha, +8 NA)
ECL14 Griffon (Advanced, huge) (11HD, +3 LA, +16 str, +2 dex, +10 con, -6 int, +2 wis, -2 cha, +9 NA)

ECL15 Dragon, Very Young Red (10HD, +5 LA, +10 str, +6 con, +2 int, +2 wis, +2 cha, +9 NA)
ECL15 Ettin (10HD, +5 LA, +12 str, -2 dex, +4 con, -4 int, +7 NA)
ECL15 Genie, Janni (10HD, +5 LA, +14 str, +2 dex, +6 con, +4 int, +4 wis, +2 cha, +4 NA)
ECL15 Gray Render (10HD, +5 LA, +12 str, +14 con, -8 int, +2 wis, -2 cha, +10 NA)
ECL15 Inevitable, Zelekhut (8HD, +7 LA, +10 str, +6 wis, +4 cha, +10 NA)
ECL15 Archon, Hound (10HD, +5 LA, +12 str, -2 dex, +6 con, +2 wis, +2 cha, +12 NA)
ECL15 Nightmare (Advanced, huge) (11HD, +4 LA, +16 str, +2 dex, +10 con, +2 int, +2 wis, +2 cha, +16 NA)


Templates: The following templates are allowed - Celestial, Fiendish, Half-celestial, Half-dragon, Half-fiendish, Lycanthrope.
Classes: only SRD. No psionics for this game
Starting Level: start at ECL15. If you pick an ECL15 race - you will have no class levels. Everyone can start with up to 107 000 exp, though crafting would reduce that some. If you craft more than 2000xp worth of equipment (50 000gp market value), yes, you would start at ECL14 instead.
Starting Wealth: up to 200 000gp.
Alignment: I am fine with any alignment, but if the character wouldn't be motivated to help the group thwart the unknown opposing force, please don't apply. I'm interested in a really rag-tag group - but something that is still a group.
Starting HP: Max first hit die and average thereafter (3.5 for d6, 4.5 for d8, etc). Round down the extra 0.5 if there is one.

# of Slots: 5-8 players. Recruiting will remain open for 2 weeks (Tuesday Aug 31, 5pm EDT).


Characters Accepted Show
Character NamePlayerRaceClassHPACSavesAttacks
Pudge the BadgerBalthanonOgre Were-Dire Badger (advanced)Whirling Frenzy Wolf Totem Barbarian 218341 (17 touch, 36 flat-foot); DR10/silver+25/+13/+12Shield +25/+20 (3d6+26), Bite +18 (1d8+8)
FloraOmen_of_PeaceUnicornSimple Druidic Avenger 715742 (29 touch, 35 flat-foot)+22/+17/+21Horn +22 (2d6+14), 2 Hooves +17 (1d4+5), spells
FhamorelPincushionHalf-Celestial UnicornMonk 38934 (27 touch, 27 flat-foot), DR5/magic+14/+14/+14; SR17Flurry +21/+21/+16 (2d8+14), Horn +14 (1d8+9), 2 Hooves +14 (1d4+5), SLAs
Falmack the Vengeful/Vrasshak the ViolentRaptorEX121Very Young Red Dragonnone12029 (15 touch, 27 flat-foot)+12/+9/+7Bite +19 (2d6+10), 2 Claws +17 (2d6+5), 2 Wings +17 (1d6+5), Tail Slap +17 (1d8+12), Breath weapon (4d10, Reflex DC20)
Ariel AchshiyarshuAkavashaLammasuFighter 1/Cloistered Cleric 29533 (25 touch, 27 flat-foot)+14/+9/+92 claws +16 (1d8+8), pounce, rake, spells
Peter DaliantOspreyAdvanced WorgSorcerer 713828 (19 touch, 22 flat-foot), total concealment+12/+11/+9Bite +15 (1d8+9), spells
VaprakGuido_caOgreSorcerer 99628 (15 touch, 25 flat-foot)+16/+13/+14Greatsword +12/+7 (3d6+8), spells
Ssa'ThramzoreanNightmareAssassin 1/Fighter 1/Sorcerer 1/Paladin of Tyranny 211937 (23 touch, 32 flat), smoke+23/+21/+182 hooves +17? (1d8+9+1d4 fire), bite +12? (1d4+4)


Characters Applied Show

Character NamePlayerRaceClass
Ulgorthrax the TerribleJonathan_VagabondChimera??
Pudge the Badger, leveling notesBalthanonOgre Were-Dire Badger (advanced)Whirling Frenzy Wolf Totem Barbarian 2
FloraOmen_of_PeaceUnicornSimple Druidic Avenger 7
Ssa'ThramzoreanNightmareAssassin 1/Fighter 1/Sorcerer 1/Paladin of Tyranny 2
KoranNiTCentaurRanger 1/Wizard 3/Arcane Archer 5
FhamorelPincushionHalf-Celestial UnicornMonk 3
Falmack the Vengeful/Vrasshak the ViolentRaptorEX121Very Young Red Dragonnone
Ariel AchshiyarshuAkavashaLammasuFighter 1/Cloistered Cleric 2
BirchramAnder SpectacularTreantWolf-totem Barbarian 2/Figher 1
Peter DaliantOspreyAdvanced WorgSorcerer 7
SzordrinOtakkunDriderWizard 5
Krul-kuhn, The UndyingEluriaHalf-Green Dragon TrollFighter 1
Imbato RagnaKujo_der_ZahnMinotaurFighter 7
VaprakGuido_caOgreSorcerer 9


Summary of Questions and Answers Show

Q: Is Unearthed Arcana SRD available?
A: By approval only. For the most part, just the variant classes and bloodlines, but ask before choosing anything. Flaws, Item Familiars are specifically not allowed.

Q: Can the base race or the animal portion of a lycanthrope be medium sized?
A: No. The base race and the animal must both be large sized or greater.

Q: For the aquatic races, are there some options for magic items to allow them to be out of water?
A: This goes for pretty much anything, but custom items can be approved on a case by case basis. I will always try to find a reasonable solution among the SRD items first however.

Q: Can the Arcane Archer be of a different race than elf or half-elf?
A: For this game, that is reasonable to me. Dwarven defender doesn't have to be a dwarf either.

Q: Are stacking items allowed or would that be in the realm of custom items?
A: Stacking is allowed, but follow the rules in the SRD (not the MiC), and make sure to be aware of body slots. When in doubt - ask.

Q: Could a beast that can talk but cannot quite perform somatic components in the usual way (due to a lack of hands) cast spells, as long as she has Eschew Materials?
A: Yes. This is covered in the SRD (see Types, Subtypes and Abilities, under the heading "Spells"

Q: Can I use a feat from Races of the Dragon that would allow a half dragon to use his breath weapon once every 1d4 rounds like a dragon?
A: No.

Q: Can I get my natural weapons enchanted like manufactured weapons (a la Amulet of Mighty Fists to get Flaming)?
A: No. Amulet of Mighty Fists is fine, but there's no item to add a Flaming enhancement to your natural weapons. I suggest a custom item of produce flame or a wand of produce flame.

Q: On the topic of items: can bracers of armor be enchanted with an armor property? Outside the SRD they can (Arms and Equipment Guide, MIC) but the SRD itself isn't clear on that.
A: No. If you want an armor enhancement you will need armor to get it or find an equivalent item.

Q: What body slots does {one of the allowed races} have?
A: Assume that all of the races have the appropriate body slots and reflavor it into something comparable. The exception is the weapon and shield slots which can be covered with either a ring of force shield, an animated shield or something similar.

Q: Can a bashing shield be used as a primary weapon?
A: Yes.

Q: Can a raging lycanthrope alter form?
A: Not during the rage.

Q: Can a unicorn's horn be used as the basis for the starting damage for a monk's unarmed strikes?
A: Unarmed strikes are not any of the listed natural weapons of a monster. That said, the unicorn could have an attack sequence that included flurry/flurry/horn/hoof/hoof - so the unarmed strikes for the unicorn monk are separate from the rest of the attacks.

Q: Under the influence of whirling frenzy or haste, do creatures attacking with natural weapons gain an extra attack?
A: No. Only attacks from manufactured weapons benefit from this.

Q: If I want to make my shield a specific type of metal like adamantine, do you want me to price the armor spikes separately-- i.e. 2000 gold for the shield and 3000 gold for the spikes, just take the more expensive of the two (3000 gold), or something else altogether?
A: Just take the more expensive of the two and call it a day.

Q: If A {flying creature} grapples someone, could it fly with the person it's grappling with (of course if he can carry the subject as a light load)? since if you move with a grappled opponent you can only move at half your speed (the minamial needed to stay aflight when you have an average or less manuverability rating)
A: Yes and no. Without perfect maneuverability, you gain altitude at half speed. Combined with the move while grappled reducing you by half speed - this means that you won't be able to gain altitude without perfect or good maneuverability.

Q: Are mimics available as a player race?
A: No.

Q: Is this campaign taking place in a specific campaign world (Eberron, ...) or is it just a standard "featureless" one?
A: Treat it like a points of light scenario. Most of you have been imprisoned for long enough that your knowledge of the regular world is probably at least a decade old. Any specific information about terrain and geography you will be given as needed.

Q: If my monster race has 4 or more hit dice, do I get an attribute bonus at 4th like normal PCs?
A: No, from the Improving Monsters section of the SRD, it details that the attribute bonus that PCs normally get at 4th (and later HD if your race has 8 or 12HD) is accounted for in the base race's attribute adjustments.

Q: Is the Knock Down feat from the Divine section of the SRD allowed? What about general feats in the Epic section of the SRD.
A: Yes, Divine section of the SRD is allowed (both for feats, new spells and new domains). General feats in the Epic section are also allowed.

Q: How does it work with non-SRD non-magical stuff? Can we still haved crafted things like custom wand holders, alchemical teeth and that sort of stuff?
A: These would be custom and need approval.

Q: If I go Avenging Druid, can I "chain" Variants and pick up Whirling Frenzy?
A: Yes.

Q: When building the monster's skill points do we assume all the skills listed in the SRD listing are 'class' skills, and anything else is 'cross-class'?
A: Correct. If the monster doesn't have a "As characters" section, the skills listed in the entry are the race's class skills. (See SRD, Monster Intro under "Skills)

Q: What are the rules re wands for creatures without hands? I'll be picking up the standard hand of the mage to apply poisons, potions, etc but not sure where the limitations of being a beast begin and end. Would he need to telekenetically draw a wand to use it?
A: To draw something that is stowed, you will likely need to use telekinesis or something similar or employ the help of another.

Q: Since a Minotaur has Natural Cunning which states that it allows them to track their enemies, should a Minotaur have Track as a Bonus Feat?
A: No.

Q: What is {race}'s favored class?
A: If the race doesn't have an "As characters" section, the only favored class the race has is the racial hit dice.

Q: Is permanency an available option to purchase?
A: Yes, with the caveat that neither the permanency nor the spell it is making permanent is higher than CL15. Don't forget to pay the 5gp per xp spent on the spell.

Q: Are weapon capsules available (complete adventurer)?
A: No.

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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3 years ago  ::  Sep 02, 2010 - 11:43AM #2
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

Current Status

Character Name (Player)Race and ClassHP (Curr/Max)ACSavesConditions
Vaprak (Guido_ca)Ogre Sorcerer 996+26/96+2628 (15 touch, 25 flat-foot)+16/+12/+14Shield (+4 AC, 7 minutes), Bless, Spectral Hand (4hp), Bear's Endurance
Ariel Achshiyarshu (Akavasha)Lammasu Fighter 1/Cloistered Cleric 295/9537 (25 touch, 27 flat-foot), Magic Circle Against Evil 20ft+18/+15/+15Bless
Falmack the Vengeful/Vrasshak the Violent (RaptorEX121)Very Young Red Dragon120/12034 (17 touch, 30 flat-foot)+17/+16/+12Invisible
Fleurus (Omen_of_Peace)Unicorn Simple Druidic Avenger 7130/15742 (29 touch, 35 flat-foot)+22/+17/+21Invisible (ring), Barkskin (+3 AC)
Pudge the Badger (Balthanon)Ogre Were-Dire Badger (advanced) Whirling Frenzy Wolf Totem Barbarian 2183/18341 (17 touch, 36 flat-foot); DR10/silver+25/+13/+12Bless
Peter Daliant (Osprey)Advanced Worg Sorcerer 7138/13829 (20 touch, 23 flat-foot), concealment+12/+11/+9Mage Armor (+4 AC), Bless
Fhamorel (Pincushion)Half-Celestial Unicorn Monk 386/8934 (27 touch, 27 flat-foot), DR5/magic+15/+15/+15; SR17Bless, -4 Str
Ssa' (Thramzorean)Nightmare Assassin 1/Fighter 1/Sorcerer 1/Paladin of Tyranny 269/11937 (23 touch, 32 flat), smoke+23/+21/+18Mage Armor (+4 AC), Bless, Str (-14), Ethereal


Encounter 1: Big Fish and Beholder Dragon (chased off fish, dragon disabled by spells temporarily)
Encounter 2: Welcome Mat
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
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3 years ago  ::  Sep 02, 2010 - 11:44AM #3
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730
reserved for additional info
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
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3 years ago  ::  Sep 02, 2010 - 12:18PM #4
guido_ca
Date Joined: Jul 23, 2002
Posts: 3,122

Vaprak
Male Ogre (4d8HD in Giant)
Sorcerer 9th Level
Alignment: Neutral Evil

Spoiler: Show


Str: 24 (+7) (Base10, +10Race) (+4 from Ariel's Bull's Strength Spell)
Dex: 16 (+3) (Base14, -2Race, +4Gloves)
Con: 22 (+6) (Base14, +4Race) (+4 from Ariel's Bear's Endurance Spell)
Int: 4 (-3) (Base08, -4Race)
Wis: 14 (+2) (Base14)
Cha: 22 (+6) (Base18, -4Race, +1 at 8th & 12th Lvl + 6Headband)


Hit Points: 96 (8 + 3*4.5Og + 9*2.5Sor + 52Con)
(Currently 114 hps) (-4 spectral hand) (+22 from Vampiric Touch)
AC: 32 T 15 FF 25 (3Dex + 5NA - 1Size + 8Armor + 3Prot + 4Shield Spell)
Space/Reach: 10ft/10ft
Init: +3 (3Dex)
BAB: +7/+2 (3Og + 4Sor)
Grap: +16 (7BAB + 5Str + 4Size)
Speed: 40ft (base 40ft, light load 48/266)
Fort: +16 (4Con + 4Og + 3Sor + 5cloak)
Ref: +12 (3Dex + 1Og + 3Sor + 5cloak)
Will: +14 (2Wis + 1Og + 6Sor + 5cloak)
Spell Penetration: +13 (+4Feat)


+12/+7 Melee (-1Size), Large +1 Greatsword, 3d6+8, 19-20/x2, slashing
+11/+6 Melee (-1 Size), Touch Spell (+2 if using spectral hand)
+10/+5 Ranged (-1Size + 1feat), Ray, Spell Damage, 20/x2 (+1 if within 30ft)


Large, 9'5" tall, 620 wt, 37 yrs old
Black hair, reddish eyes, orangish skin


Speaks Common & Giant


Skills: (7Og, 9Sor)
+3 Climb (3Og + 5Str)
+13 Concentration (9Sor + 4Con)
+2 Listen (2Wis)
+6 Spot (4Og + 2Wis)


Feats:
-Point Blank Shot
-Precise Shot
-Weapon Focus: Rays
-Spell Penetration
-Greater Spell Penetration


Spells Per Day: 6|6+2/6+2/6+1/4+1
Spells Per Day: 6|14/8/7/5 (Ring of Wizardy I)
Spells Remaining: 6|10/6/4/5

Spells Known:
8|5/4/3/2
Cantrips (DC 16): Touch of Fatigue(Nec), Light(Evo), Acid Splash(Conj), Read Magic(Div), Detect Magic(Div), Mage Hand(Tra), Mending (Tra), Detect Poison(Div)
1st (DC 17): Chill Touch(Nec), Ray of Enfeeblement(Nec), Magic Missile(Evo), Shield(Abj), Shocking Grasp(Evo)
2nd (DC 18): Scorching Ray (Evo), Touch of Idiocy(Ench), Spectral Hand(Nec), Hideous Laughter(Ench)
3rd (DC 19): Fireball(Evo), Vampiric Touch(Nec), Ray of Exhaustion(Nec)
4th (DC 20): Ice Storm(Evo), Enervation(Nec)


Sorcerer Abilities:
-Summon Familiar


Ogre Traits:
-Proficient with simple/martial weapons, light/medium armor, and shields
-Darkvision 60ft
-Low-light vision


Background:
Spoiler: Show

The ogre known as Vaprak has lived his entire life within human enclosures. He was a result of forced breeding done in order to keep his short lived race alive for study. As a child, Vaprak was allowed to reside with his mother, which is how he learned most of what he does about his own kind. However, as a youth he was separated from his mother and thrown into his forced solitude. This way the humans are better able to control their ‘animals’ and also so that the ogre could be studied.


As it turns out Vaprak is an oddity amongst his kin in more than a few ways. He was born with innate magical powers that the ogre can manipulate, much like the human sorcerers. One of the human mages identified the trait early and set aside Vaprak for his own personal study. Uncharacteristically stupid, even for one of his race, Vaprak doesn’t really understand his nature but with the help of his human handlers he has learned to use it. Unfortunately, those human handlers were not against playing tricks on their pet. They delighted in teasing Vaprak into believing things that are not wholly true.


At first the tricks started as a game, or a distraction during the boring duty of watching an ogre youth in an antimagic field. But eventually the tricks turned into cruel manipulations in order to see who could convince the ogre to believe the most outlandish things. The controlling mages were aware of the games but did nothing to stop them so long as they didn’t interfere with the ogre’s training. So as Vaprak was trained in the use of magic, his mind was also altered to believe the most outrageous things. His own name is a result of one of those games.


Having had little contact with his own race the ogre has had to make up his own beliefs based on what his human handlers have taught him and what little he remembers from his distant childhood. As it so happens, Vaprak believes himself to be a priest of the ogre god, Vaprak. The human’s game of renaming the ogre was instrumental in starting him down this path. But not only does he mistakenly think he is a cleric of his deity, Vaprak is truly convinced that he himself is the true Vaprak. In a sad, simplistic sort of way his logic makes sense. Each day he prays…to himself and is rewarded with a cadre of powerful spells to throw. Yet the magic comes from no deity, rather it comes from within. So Vaprak believes himself to be none other than Vaprak the ogre demi-god.


Once the joke wore off with the humans they tried to change the ogre’s beliefs once again. But something about the story and the personality seemed to fit with the simple minded ogre. The persona stuck and despite their best efforts the humans have been unable to convince Vaprak otherwise. Despite his beliefs, the ruling mages continued to coax and train more magic from Vaprak. In hindsight, the magical testing has been a blessing for the humans have a need. Fortunately for them Vaprak is bored and tired of his imprisonment. He intends to set out and follow the task that they placed before him. There is much yet for this god to see and experience before he can rise up to join the other true gods.


Personality:
Spoiler: Show

Vaprak is rather stupid, even for an ogre. He tends to try to solve things by brute force of his magic or muscles. He has a superiority complex driven by his insane suggestions that he is the demi-god Vaprak. Despite his beliefs, his time amongst the humans has taught Vaprak patience and acceptance of those that are different than himself. Usually he is quite patronizing to those other than himself, though he certainly isn’t good natured. His major strength is his ability to just have faith in his beliefs despite the disparaging remarks of others. If he wasn’t so then doubtless the little people around him would certainly have succeeded in stripping him of what little remained of his divine powers.


Looks:
Spoiler: Show

Big and dumb, Vaprak weighs in at 620 pounds and towers over humans at 9'5".  He is surprisingly charismatic, possessing a force of personality and strength that is hard to ignore. His size and strength add to that personality such that it is almost intimidating to lesser folk. Although certainly not handsome by human standards, he isn’t as ugly as your typical ogre. This leads others not of his race to believe that maybe he isn’t quite the same as his evil kindred. Then again, the ogre usually spoils that image after a few moments of conversation. He favours an accoutrement of magical items fashioned for him by the human mages as well as a flair for relying on the big, heavy weapons that work so well for his race. He has mottled, leaf green flesh and big brown eyes. He lacks much of the sloped brow and thick lipped appearance that his kin has but he still slouches. His biggest trait is the aura of power that seems to encapsulate Vaprak, a residue of his innate ability to cast arcane magic.


Equipment:
Explorer's Outfit (worn, --wt) Freebie
Large +1 Greatsword (center back, 16wt) 2400gp
Spell Component Pouch (right belt, 2wt) 5gp
Silver Holy Symbol (neck, 1wt) 25gp
Bracers of Armor +8 (worn, 1wt) 64,000gp
Cloak of Resistance +5 (worn, 1wt) 25,000gp
Headband of Charisma +6 (worn, --wt) 36,000gp
Gloves of Dexterity +4 (worn, --wt) 16,000gp
Ring of Wizardry 1st Level (worn, left pinky) 20,000gp
Ring of Protection +3 (worn, right pinky) 18,000gp
Lesser Rod of Maximize Spell (left belt, --wt) 14,000gp (2 uses used)


Scroll of Fly x2 (backpack, --wt) 750gp
Scroll of Slow x2 (backpack, --wt) 750gp
Scroll of Haste x2 (backpack, --wt) 750gp
Scroll of See Invisibility x2 (backpack, --wt) 300gp
Scroll of Invisibility x3 (backpack, --wt) 450gp
Scroll of Bull's Strength (backpack, --wt) 150gp
Potion of CSW (backpack, --wt) 750gp
Potion of Lesser Restoration (backpack, --wt) 300gp

Backpack (center back, 2wt) 2gp
Bedroll (back, 10wt) 2sp
Rope, Silk (backpack, 5wt) 10gp
Waterskin- water (backpack, 4wt) 1gp
Flint & Steel (backpack, --wt) 1gp
Trail Rations- 6 days (backpack, 6wt) 3gp
Black Pearl (backpack, --wt) 340 gp
Coins- 12gp, 8sp (backpack, --wt)

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3 years ago  ::  Sep 02, 2010 - 12:39PM #5
Akavasha
Date Joined: Oct 31, 2007
Posts: 10,812

Ariel Spoiler: Show


Stats: Spoiler: Show

Ariel Achshiyarshu
Rolls under Ariel
Lammasu ECL 12, LA +5
Fighter 1 / Cloistered Cleric 2
Deity: The One Above ALL Others
Alignment: Lawful Good (without all the goody-goody)
XP: 107,000


+8 Str 26 (6pts, +12 racial)
+6 Dex 22 (10pts, +2 racial, +4 gloves)
+4 Con 18 (4pts, +6 racial)
+5 Int 20 (6pts, +6 racial)
+6 Wis 22 (10pts, +6 racial)
+1 Cha 12 (0pts, +4 racial)


Large (-1 size), 10-ft long, 487wt,
Golden body of a lion, the wings of a giant golden eagle, and the face of a beautiful woman with eyes of molten gold.


Speaks Common, Celestial, Draconic (Egyptian Hieroglyphics?), Infernal, Abyssal, + Ancient Persian (She has an empty language slot but has already filled all her slots with the allotted class and racial languages. The Ancient Persian is just a throw-away, obviously.)


Hit Points 95.5 
AC 37/*39, Touch 25, Flat 27  (-1 size, +10 racial, +6 Dex, +4 Amulet, +4 Shield, +4 chain shirt /*+2 deflection versus evil foes due to Magic Circle effect (Su))
Init +6 (+6 Dex)
BAB +9, Grap +25  (+1 F, +1 CC, +7 Magical Beast, +4 grapple racial, +4 grapple from feat, +8 Str)
Speed:30/60 land 30, air 60 (base: land 30 / Air 60-ft average, load ?/33, light)


Fort +18 (+5 racial, +2F, +3C, +4 cloak, +4 Con)
Ref +15 (+5 racial, +4 cloak+6 Dex)
Will +15 (+2 racial, +3C, +4 cloak, +6 Will)


Space/Reach: 10-ft/5-ft
Type: Magical Beast
Darkvision: 60-ft
Low-light vision


-1 to Attack Rolls due to size
A lammasu is only proficient with natural weapons
+16 Melee, claws, 1d8+8 and 1d6+8, 20/x2 
*Improved Natural Attack feat


Special Attacks:
1. Pounce
2. Rake (Improved Natural Attack does not affect Rake)


Special Abilities:
1. Has a continuous 20-ft Magic Circle Against Evil (can be dismissed at will & summoned as free action at start of next turn)
2. Spell-Like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th. 


Skills Spoiler: Show


Racial: 10 x (2 + Int mod) = 10(7) = 70 racial ranks
Fighter: 1-lvl = (2 + Int mod) = 7 fighter ranks
Cleric: 1-2 lvl = 2 x (6 + Int mod) = 22 cloistered cleric ranks
+10 Concentration (+5R, 1C, +4 Con)
Craft (F, C)
+11 Decipher Script (6C, +5 Int)
+19 Diplomacy (12R, 6C, +1 Cha)
[s]Handle Animal (F)
+07 Heal (1C, +6 Wis)
+02 Hide (-4 racial, +6 Dex)
+06 Intimidate (5F, +1 Cha)
+10 Knowledge of Nature (5R)
+10 Knowledge of Planes (5R)
+06 Knowledge of Religion (1R, +5 int)
+07 Profession: Hero & Savior of the Human Race (1C, +6 Wis)
[s]Ride (F)
+01 Speak Language (1C)
+11 Spellcraft (6C, +5 Int)
+14 Sense Motive (8R, +6 Wis)
+10 Swim (2F, +8 Str)
+11 Listen (5R, +6 Wis)
+13 Spot (+2 racial, 5R, +6 Wis)
(F = Fighter class, C = Cloistered Cleric class, R = Racial class
*All Knowledge skills available due to Knowledge Domain)


Feats Spoiler: Show


1. Hover (Racial Feat)
2. Spell Penetration (+2 bonus on Caster Lvl Ck (1d20 + caster lvl) made to overcome a creature’s spell resistance. Racial Feat)
3. Greater Spell Penetration (+2 bonus on Caster Lvl Ck made to overcome a creature’s spell resistance. This bonus stacks with Spell Penetration feat. Racial Feat)
4. Improved Natural Attack (this takes the place of Improved Unarmed Strike as a prerequisite for Improved Grapple; Racial Feat).
5. Improved Grapple (+4 grapple ck, do not provoke AoO;1-lvl)


Hover [General]: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight up or down, at half speed, regardless of its maneuverability. If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If a creature of Large size or larger hovers within 20-ft off the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60-ft. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10-ft. Creatures have concealment at 15-20 feet (20% miss chance). At 25-ft or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature.) Those caught in the cloud must succeed on a Concentration check (DC 10 + ½ creature’s HD) to cast a spell.
Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.


Racial Traits Spoiler: Show


Lammasu Traits
- +12 Strength, +2 Dexterity, +6 Constitution, +6 Intelligence, +6 Wisdom, +4 Charisma.
- Large magical beast, 10-ft/5-ft reach
- Size Large: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks,
- Spell-Like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.
- +10 natural armor bonus.
- Darkvision 60-ft
- Low-light vision
- Magic Circle Against Evil (Su) 20-ft radius at all time (can be dismissed & restated as free-action at start of next turn.)
- Land speed is 30-ft and air speed is 60-ft with average maneuverability
- Racial Hit Dice: 7d10HD, BAB +7, Fort +5, Ref +5, Will +2 (Not sure what the correct numbers are for her. Working it out with DM)
- Racial Skills: A lammasu’s magical beast levels give it skill points equal to 10 × (2 + Int modifier). Its class skills are Concentration, Diplomacy, Knowledge, Listen, Sense Motive, and Spot. A lammasu has a +2 racial bonus on Spot checks.
- Racial Feats: A lammasu’s magical beast levels give it three feats.
- Weapon and Armor Proficiency: A lammasu is only proficient with natural weapons.
- Natural Weapons: 2 claws (1d6).
- Special Attacks (see description): Pounce, Rake.
- Cast spells as 7-lvl cleric. Any additional cleric levels stack with the lammasu’s base spellcasting ability for spells per day and other effects dependent on caster level. A lammasu character can select any spell from the cleric spell list when preparing spells, plus any two of the following domains: Good, Healing, Knowledge, or Law.
- Spell-like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.
- Automatic Languages: Common. Bonus Languages: Draconic and Celestial.
- Level adjustment +5.


Class Abilities Spoiler: Show


Fighter Abilities
-d10
-Class Skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).
-Skill points are (2 + Int mod) per level, x 4 at 1-lvl
-Bonus Feats at 1-lvl and then at every evenly numbered level thereafter. These must be fighter bonus feats.
-Proficient with all simple and martial weapons and all armor and shields.


Cloistered Cleric Abilities
-d6HD
-Lack of martial training means poor base attack bonus
-Class Skills are Decipher Script, Speak Language, and all Knowledge skills.
-Gain skill ranks at (6 + Int mod) per level.
-Proficient with simple weapons and light armor
-Bardic Knowledge – Thanks to long hrs of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard’s bardic knowledge class feature, using the CC class level in place of the bard level.
-Automatically gain the Knowledge Domain, along with the granted power and may select her bonus domain spell from the Knowledge domain or her other two regular domains.
-The following spells are added to the cleric spell list: 0-message; 1st-erase, identify, unseen servant; 2nd-fox’s cunning; 3rd-illusory script, secret page, tongues (reduced from 4-lvl); 4th-detect scrying; 6th-analyze dweomer; 7th-sequester; 9th-vision.
-Ariel gives off a Good Aura
-Spontaneous casting, exchange one spell for a healing spell of equal level
-Turn Undead, 4/Day (3 + Cha mod)
-Bonus Languages include Celestial, Infernal, and Abyssal.
-Cannot cast Evil descriptor spells


Spells Spoiler: Show


Spells:
*Ariel cast as 7-lvl cleric as lammasu, + 2 cloistered cleric classes = 9 caster levels.
*+4 to Caster Lvl Checks made to overcome a creature’s spell resistance due to feats Spell Penetration and Greater Spell Penetration.


Domains: Good & Knowledge & Law
Good: You cast good spells at +1 caster level
Knowledge: All Knowledge skills are class skills; Cast divination spells at +1 caster level


Spells Per Day 6|4+1+2B / 4+1+2B / 3+1+1B / 2+1+1B / 1+1+1B


Spells Prepared
0th- Detect Magic, Detect Magic, Read Magic, Message, Mending, Resistance
1st- Sanctuary, Unseen Servant, Divine Favor, Bless, Entropic Shield, Doom (D)[Good]Protection From Evil
2nd- Hold Person, Restoration-Lesser, Bull’s Strength, Silence, Spiritual Weapon, Spiritual Weapon, (D)[Good]Aid
3rd- Dispel Magic, Dispel Magic, Invisibility Purge, Bestow Curse, (D)[Knowledge]Clairaudience/Clairvoyance
4th- Death Ward, Spell Immunity, Summon Monster IV, (D)[Knowledge]Divination
5th- Break Enchantment, Plane Shift, (D)[Knowledge]True Seeing


Mage Hand, Intelligent Spoiler: Show


Mental Abilities Scores: Two at 16, one at 10 (Int 16, Wis 16, Cha 10)
Communication: Speech
  1. Like a character, an intelligent item speaks Common plus one language per point of Int bonus. It can communicate telepathically with the wielder.
  2. The item can also read any languages it can speak.
- Capabilities: Three lesser powers: 1. Death Watch +2700gp,  2. CMW on wielder +6500gp, 3. - Bless allies 3/day +1000gp
- Senses: 60-ft darkvision and hearing
- Base Price Modifier: +6000gp
- Ego Points: 11
- Alignment: Lawful Neutral
- Languages: Common, Elven, Goblin, Dwarven,
Personality: Caustic, expects perfection, is there to perform a duty...


Equipment Spoiler: Show


Starting wealth 200,000gp


Coins- 1725gp, -sp, -cp (pouch, ??wt) Heavy! It’s why it’s in the pack saddle.
Holy Symbol, silver 25gp


Amulet of Natural Armor +4 (worn, -wt) 32,000gp
Mithral Chain Shirt +4 [barding] (worn, 20wt) 17550gp
[+1000gp mithral for light armor / Chain shirt: 100(4 for being large, unusual shape) = 400gp / MW 150gp / Magic +4 = 16000gp]
Cloak of Resistance +4 (worn, 2wt) 16000gp
Animated Lg Heavy Steel Shield +4 (air, 30wt) 36230gp
[+4 magic and +2 bonus 36000gp, MW 150gp, Hvy steel shield 20(4)=80gp]


Hand of the Mage, desiccated elven hand (neck, 2wt) 900gp + 16200gp
[Base 6000gp, +2700gp, +1000gp, +6500gp = 16200gp]


Ring of Mind Shielding (left finger, -wt) 8000gp
Ring of Sustenance (right finger, -wt) 2500gp
Gloves of Dex +4 in bracer form  (front ankles, -wt) 16000gp
Pearl of Power 1-lvl, 3 count @ 1000gp ea (braided into mane, -wt) 3000gp
Pearl of Power 3-lvl, (braided into mane, -wt) 9000gp


Heward’s Pack Saddle (worn, 5wt) 2000gp (similar to a haversack, except in pack saddle form; left side are wand & stuff, right side hold scrolls and paper items)


Holy water, 3 count  (pack saddle, 3wt)  75gp
Adamantine nail file (pack saddle, 1wt) 100gp
Wand of Dispel Magic @ 225gp a charge, 25 charges (pack saddle, -wt) 5625gp
Wand of Cure Serious Wounds 3d8+1/charge, 50 charges (pack saddle, -wt) 11250gp
Wand of Detect Magic, 50 count (pack saddle, -wt) 375g
Wand of Bear’s Endurance, 50 count (pack saddle, -wt) 4500gp
Wand of Bull’s Strength 50 count (pack saddle, -wt) 4500gp
Wand of Cat’s Grace 50 count (pack saddle, -wt) 4500gp
Potion of Water Breathing (pack saddle, -wt) 750gp
Scroll of Banishment [6-lvl] (pack saddle, -wt) 1650gp
Scroll of Restoration [4-lvl], 4 count @ 800gp ea (pack saddle, -wt) 3200
Scroll of Divination [4-lvl] (pack saddle, -wt) 725gp
Scroll of Identify, 4 count @ 125gp ea. [1-lvl] (pack saddle, -wt) 500gp
Scroll of Neutralize Poison [3-lvl] (pack saddle, -wt) 375gp
Scroll of Remove Curse  [3-lvl] (pack saddle, -wt) 375gp
Scroll of Remove Disease  [3-lvl] (pack saddle, -wt) 375gp


Background Spoiler: Show


Grendle: m-human; one of Ariel’s handlers
Marcid: f-human: woman in charge of Ariel’s case & the one who makes sure everyone treats her with respect. She didn’t like that the men before were trying to “ride” Ariel and use her like some men “use” their sheep. Neither did Ariel and the last man who tried died from her objections, which caused Ariel to be chained to a wall.


Ariel considers the woman’s words. They never sent a man in here after she rend the last one to pieces. She had always been peaceful in her captivity, until then. What the man was attempting to do to her was simply immoral and she could not allow it to happen. She tried to explain this to the guards who came and beat her with their lightning rods until she was unconscious, more dead than alive, but they wouldn’t believe her. Now she stands with her legs hobbled, the chain leading to a nearby wall. It isn’t long enough to let her do more than hover to keep her wings in shape. She is full of pride but refrains from complaining, retaining her dignity and nobility despite the chains that encase her.


“My freedom and the release of the sperm you have cryogenically spelled away?” The woman once more agrees, waving a pen over the document on the only table in the crowded cage. “Then you have my word that I will do all I can to once more save the human race.” The woman’s eyes narrow at her wording and Ariel feels a stab of enjoyment at being able to remind the woman of her age.


Ariel Achshiyarshu – The ancient Hebrews knew her as Ariel, which means the “lion of god.” In the bible this is a name applied to the city of Jerusalem & the name of a chief of the returning exiles. In the Apocrypha this is the name of an archangel who rules the waters. It is also the name of one of the constellations in the night sky. [It is also the name of a moon of Uranus, and the name of a spirit in Shakespeare’s play “The Tempest.”] The ancient Babylonians knew her as Achshiyarshu, meaning “lion-king.” It was also the name of a king of Persia, obviously changed. They are both her, for she was young and impetuous back then. Even then her people were not very prevalent among the humans. Now it was just her and some frozen semen, promised to her if she could save the world. She has absolutely no doubt that she can. It is her Destiny. She was born under a rare planetary conjunction and it was prophesied her race would fall forgotten into the mists of time and that she would be instrumental in bringing them back into glory. She was allowed to grow into adulthood before the Elders took her to the great Temple and she was placed inside a chrysalis under a spell that stopped time for her.


Encased in her silent shrine, time passed until an archeologist discovered what he thought was a tomb. Her “sarcophagi” was taken back to be studied when the seal was triggered and she woke up. Needless to say complete bedlam ensued. She was unable to speak to these humans, even if any of them would stay around long enough to listen to her. Every time she approached one of them they ran in fear. It was as if they thought she was going to maul them. How preposterous! When she finally did meet up with a group of them who didn’t run, they pelted her with darts and she woke up here, locked away deep in some dungeon and unable to get any of the humans to free her. Yet she cooperated because that is what is required of her to fulfill her Destiny. She has cooperated even when she discovered that she is the last of her people and only a jar of what scientist believe is semen sealed in a compartment inside her ‘sarcophag’i gives her hope that there is a future for her race.


She almost quivers when the woman nods and several armed men approach. One of them slides a long key into the locks and with a deft twist and the fading of a sizzling sound, she is suddenly free. She closes her eyes, exulting in the feel of being without those hated chains. Her golden eyes pop open and she strides regally over to the table and eyes the document that needs signing. Since becoming a captive she has learned to speak and write the language for the New Ages. Yet her large, lion-like paws were not made to hold a pen. The woman produces a small vial of ink and Ariel dips a claw into it and carefully, oh so carefully, makes her mark on the paper. She has learned if she is not careful the tip of her claw simply cuts through the paper, which is not the result she desires!


Hours later she stands over her ‘sarcophagi’ weeping. The foolish humans! Part of her longs to reach out with her rage and wipe them all out, yet she knows that is simply her anger speaking and the only result of that would be her death as well as any hope of renewal for her race. What the humans did not know when they opened and then began tampering with her pod is that it was actually alive in a way, imbued with the memories and knowledge of twelve of The Elders who were to teach her and guide her into the future. While she slept away the ages, their voices spoke to her, drifted down through the layers of unconsciousness to provide a foundation upon which to rebuild their society. She still hears snatches of their voices in her dreams, instructing her and encouraging her. It had been several years ago that she had remembered the sequence to releasing the wand that holds these spirits from its special bracket. Now she stares at the place where the wand should be but instead is a massive hole. The humans, in their infinite wisdom, had decided to tear apart her sarcophagi in an attempt to get at its secrets. All they did was ruin it. Thankfully they somehow recognized the vial of semen and were able to keep it viable with their spells but so much else has been lost. In a very sad voice she tells her previous jailor, several guards, and the technicians with her, “You simply had to speak the words in the language of the angels, which once you humans knew, and every secret would have been laid at your feet.” Seeing the question forming in several of their eyes, she winces and shakes her head in the negative. “You will have to find your lost knowledge elsewhere. We already have a bargain. If you wish to relearn the languages and knowledge you have lost, perhaps you should seek to regain your relationship with He Who Created the Dawn.” They seem frustrated that she would never come out and just state the name of the god she worships, not believing when she says it would be blasphemous to speak the holiness of His name when all know what it is. Her answer was always the same when asked. “Search yourself. You know.”


Much of what was prepared for her is long gone, destroyed by the humans clumsiness. There are a few things that remain, very few. Still, she makes due with what she can. “Alienna dayleene.” It is a Celestial phrase for opening. She ignores the shock and eagerness on the humans faces, instead hoping that there will be some response, any response in what is left of her chrysalis. Thankfully there is. One of the remaining sections of the pod walls breaks away and dances up into the air. It swivels around and two parts swing out and lock into place with the finality that only good, solid steel molded in the Athenmeire Fires can bring before flying over and hovering between Ariel and anyone that appears to threaten her. She murmurs a word and the shield retreats up, hovering just above her wing tips but ready to swoop down and protect her at the slightest provocation.


{Celestial}“Well it’s about time!”{Celestial} The voice echoes oddly inside her head and Ariel, knowing it comes from above, looks up to spot a very odd sight. Crawling down from among the torn panels and wiring and ripped walls appears to be a desiccated hand. {Celestial}“Do you know how long I’ve been hiding from these rapacious humans? Foul they are. And no telling what they would have done had they found me! It’s a good thing you were finally able to use the activation code.”{Celestial} The hand drags what appears to be a large chain collar behind it and every once in awhile it has to stop and untangle the collar in whatever it has been caught in. Finally the hand drags itself in front of Ariel and demands she lower her head so it can put itself around her neck. Ariel has seen such things before but never had the privilege of working with one. This one appears damaged. Maybe the humans had gotten to it after all.


Still, she does not want to appear foolish in front of the humans and lowers her head. The dried up hand manages to reach up and as it touches her there is a connection made and she understands. Yes, this is what the Elders meant. It was explained to her; she had simply forgotten over the millennia. She concentrates and the hand slips the collar around her neck and uses it to fasten itself around her thick-maned ruff. It is a bit of an odd trophy to hang around her neck but the humans will get used to it. “So what are you looking at,” the hand demands of the humans. Okay, maybe they won’t get used to it. She takes the time to smooth things over before she can turn her attention back to her chrysalis. The Hand goes back to its instructions, this time continuing in Common, as if for the sake of the humans. “It is obvious the receptacle holding the Elders are gone as are your weapons, but if you will place your head inside that opening there,” a finger points in the appropriate receptacle. In the background Ariel can hear one of the humans mutter that they always thought the recess was meant to hold a recirculation machine.  They crowd close as she steps in and places her head in the recess. And quickly scramble away again as she gives a mighty roar of pain! ROAR!!!!!


Once she is able to Ariel jerks her head back and shakes it back and forth, trying to ease the pain. She can see the metal sparkling out of the side of her eye as she looks down at it. Worse, she can feel it as it goes all the way through her nose. {Celestial}“Oh, don’t be such a baby! It was necessary. The Elders knew you would need protection.”{Celestial} Having a hand, much less a dead elven hand rebuke her, quickly straightened her up. She turned and apologized to the humans for her reaction, explaining that she was unprepared for what happened and that the nose can be such a tender thing. With a wink everything is once more smoothed over; thank the One who created the heavens and the earth. She raises her head, proudly displaying the ring that now pierces through her nose. It is etched with spellwork and looks quite fierce. Already she feels as if she could fight off the hordes of Babylon!


{Celestial}“Can you feel it? There it is, just reach out for it.”{Celestial} The elven hand continues to instruct Ariel, giving her the instructions as it was left commanded. She reaches out, feeling with her mind in such a way. Yes, her chrysalis gives just so and she instructs the Hand to retrieve the items within. Thank the One who caused the sun to rise that the humans did not discover or destroy this! The hand flies off and quickly returns with a sort of pack saddle that it fits over Ariel. {Celestial}“Oh, and these are yours as well. I certainly have no need of them.”{Celestial} The hand wriggles and two rings fall off onto the floor. Then the fingers move to each ring, first putting the silver and gold entwined ring on the third digit on the right paw (sustenance) and the heavily wrought golden ring on the second digit of her back left paw, where her fur hides it quite nicely. The hands return to the interdimensional pocket and retrieves a pair of finely wrought bracers. (These are the Gloves of Dex +4) These are slipped onto her front ankles and immediately she feels a spring in her step as she turns toward the humans.


It takes awhile for the hand to finish pulling all its tricks out of the pack saddle. There are several pearls that are woven through Ariel’s mane and after some private telepathic complaining, Ariel conjures up an unseen servant to aid the desiccated hand in placing her in a mithral chain shirt and over it all a royal blue cloak trimmed in the golden feathers of a bird not seen in the world in many long years; long enough to be thought a myth. Throughout the entire time the humans are furiously writing everything they can down and murmuring to each other about various things. One of the technicians tried to reach out to touch one of the rings but at a swipe from the desiccated hand he retreated a few steps and despite his mumblings was content to watch the proceedings.


It is a very different creature that faces the humans then faced them earlier in chains. “I believe I have everything that will serve me in my quest to save humanity. With the exception of what we have agreed upon, the rest of what is left here is yours to study. I would guess there are others who have agreed to fight for your race and this world.” It is less a question and more a statement. “If you would be kind enough to take me to them and explain to us in detail the nature of the problem we are facing, we will be better able to know how to prepare to fight for you.” She’s ready to get straight to business. She’s had enough time to rest. 


As she leaves the room she is not surprised that several of the humans barely wait for her to get out of the way before they rush to her chrysalis. One of them even utters the Celestial phrase for Opening several times, trying to see if it will do or reveal anything else.


Personality Spoiler: Show


Ariel is proud and stubborn and loyal and dedicated and filled with perseverance. She is also lonely, though she would never admit it, and is a team player, especially when it comes to working toward a common goal. She has always had a fondness for the human race, much as has those in her race that are of her “faction,” and saving them is really not a very hard thing for her to do. She hasn’t been very happy with her captivity though and doesn’t understand these “new humans” and their need to understand and study and rule over everything. Right now her main goal is to save the humans so that she can save her own race from extinction. Where she goes from there is anybody’s guess.

Doesn't like bullies!! She really doesn't like bullies!


Appearance Spoiler: Show


Nobility and pride come to mind when you first lay eyes on Ariel. One does not see the remains of old shackle marks unless specifically looking for them, and you would have to check under her fancy wristbands (gloves of dex). Ariel is a lammasu, a beautiful face on the body of a lion and with majestic eagle wings, all golden-maned and feathered. Even her eyes are a molten gold that speak of treasures and hidden mysteries, knowledge, and wisdom. She weighs almost twenty pounds under five hundred; being in captivity has not been good for her. She has lost about fifty pounds of solid muscle, though anyone who has never seen a lammasu before would never realize that. She is just a few inches over ten feet long, with paws that end in razor sharp claws, which she knows how to use. Around her neck, from a chain, hangs a desiccated elf hand that often moves about of its own accord. Around her wings dances a shield, elongated to protect her long body and wings. Pearls are woven through her mane, both for beauty and for their magical aid.  She wears a cloak of royal blue trimmed with golden feathers (some extinct bird).



LAMMASU Spoiler: Show


Lammasu Golden Protector (Celestial Half-Dragon Lammasu)
Large Magical Beast  Large Dragon
Hit Dice: 7d10+21 (59 hp) 10d12+60 (125 hp)
Initiative: +1 +3
Speed: 30 ft. (6 squares), fly 60 ft.(average) 30 ft. (6 squares), fly 60 ft.(average)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 29 (–1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26
Base Attack/Grapple: +7/+17 +10/+23
Attack: Claw +12 melee (1d6+6) Claw +19 melee (1d6+9)
Full Attack: 2 claws +12 melee (1d6+6) Claw +19 melee (1d6+9) and bite +13 melee (1d8+4)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+3, spells Breath weapon, pounce, smite evil, rake 1d6+4, spells
Special Qualities: Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, spell-like abilities, spell resistance 15
Saves: Fort +8, Ref +8, Will +7 Fort +13, Ref +12, Will +10
Abilities: Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18
Skills: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)
Feats: Blind-Fight, Iron Will, Lightning Reflexes Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)
Environment: Temperate deserts A lawful good plane
Organization: Solitary Solitary
Challenge Rating: 8 13
Treasure: Standard Standard
Alignment: Always lawful good Always lawful good
Advancement: 8–10 HD (Large); 11–21 HD (Huge) 11–30 HD (Huge)
Level Adjustment: +5 +10
A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.
COMBAT
A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0—detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd— aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight, dispel magic, magic circle against evil*, remove curse; 4th—holy smite*, neutralize poison.
*Domain spell. Domains: Good and Healing.
Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
Spell-Like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.
Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Lammasus have a +2 racial bonus on Spot checks.

Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup

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3 years ago  ::  Sep 02, 2010 - 2:26PM #6
RaptorEX121
Date Joined: Jul 15, 2010
Posts: 460
Reserved for Falmack/Vrasshack

Stats Show


Falmack the Vengeful


Vrasshak the Violent


Male Very Young Red Dragon
Chaotic Evil


Strength


26


(+8)


Dexterity


17


(+3)


Constitution


20


(+5)


Intelligence


14


(+2)


Wisdom


11


(+0)


Charisma


12


(+1)

 


Size:


Large


Space:


10 ft.


Reach:


10 ft. (bite)

 


Breath:


Cone of fire, 40 feet x 40 feet x 40 feet


Damage 4d10 (Reflex save for half DC = 20)


Bite (1):


+19


= 10 [base] +8 [strength] -1 [large] +2 [belt]


Damage 2d6+11 [strength]


Claws (2):


+17


= 10 [base] -2 [claw] +8 [strength] -1 [large] +2 [belt]


Damage 2d6+5 [0.5 x strength adjustment]


Wings (2):


+17


= 10 [base] -2 [wing] +8 [strength] -1 [large] +2 [belt]


Damage 1d6+5 [0.5 x strength adjustment]


Tail Slap (1):


+17


= 10 [base] -2 [tailslap] +8 [strength] -1 [large] +2 [belt]


Damage 1d8+13 [1.5 x strength adjustment]


Grapple check
 (crush, snatch):


+23


= 10 [base] +8 [strength] +4 [large] +2 [belt]

Total Hit Points: 120


Speed:


40 feet


Fly:


150 (poor)

Armor Class: 34 = 10 +3 [dexterity] -1 [large] +11 [natural] +6[Chain Shirt] +4 [Ring] +1[gloves]


Touch AC: 17
Flat-footed: 30


Initiative modifier:


+4


= +3 [dexterity] +1[gear]


Fortitude save:


+17


= 7 [base] +5 [constitution] +5 [cloak]


Reflex save:


+16


= 7 [base] +3 [dexterity] +1[gloves] +5[cloak]


Will save:


+12


= 7 [base] +5[cloak]


Spell resistance:


0

 


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:


918 (2076) lb. or less
919 (2077)-1836 (4153) lb.
1837 (4154)-2754 (6228) lb.
2754 (6228) lb.
5508 (12456) lb.
13770 (31140) lb.

() is the amount in each weight category when wearing the +4 belt of Giant strength


Frightful presence: Not yet


Languages:


Common Draconic Orc

Feats:  Multiattack,


Flyby attack,


Hover,


Improved natural attack (claws)

 


 


Traits:


Skill Name


Key
Ability


Skill
Modifier


Ability
Modifier


Ranks


Misc.
Modifier


Appraise


Int


7 =


+2


+5


Balance


Dex*


4 =


+3


+1[gear]


Bluff


Cha


6 =


+1


+5


Climb


Str*


10 =


+8


+2[gear]


Concentration


Con


10 =


+5


+5


Craft_1


Int


2 =


+2


Craft_2


Int


2 =


+2


Craft_3


Int


2 =


+2


Diplomacy


Cha


11 =


+1


+4


+2 [Knowledge, nobility] +2 [sense motive] +2 [bluff]


Disguise


Cha


1 =


+1


Escape Artist


Dex*


4 =


+3


+1[gear]


Forgery


Int


2 =


+2


Gather Information


Cha


1 =


+1


Heal


Wis


0 =


+0


Hide


Dex*


0 =


+3


-4 [large] +1[gear]


Intimidate


Cha


8 =


+1


+5


+2 [bluff]


Jump


Str*


22 =


+8


+8


+4 [speed 40] +2[gear]


Knowledge (arcana)


Int


7 =


+2


+5


Knowledge (architecture)


Int


7 =


+2


+5


Knowledge (dungeoneering)


Knowledge (geography)


Knowledge (nature)


Int


 


Int


Int


7 =


 


4 =


7 =


+2


 


+2


+2


+5


 


+2


+5


Knowledge (nobility)


Int


7 =


+2


+5


Knowledge (religion)


Int


3 =


+2


+1


Knowledge (planes)


Int


7 =


+2


+5


Listen


Wis


10 =


+0


+10


Move Silently


Dex*


4 =


+3


+1[gear]


Perform_1


Cha


1 =


+1


Perform_2


Cha


1 =


+1


Perform_3


Cha


1 =


+1


Perform_4


Cha


1 =


+1


Perform_5


Cha


1 =


+1


Ride


Dex


3 =


+3


Search


Int


11 =


+1


+10


Sense Motive


Wis


6 =


+0


+6


Spot


Wis


10 =


+0


+10


Survival


Wis


3 =


+3


Swim


Str**


10 =


+8


+2 [gear]


Use Magic Device


Cha


1 =


+1


Use Rope


Dex


4 =


+3


+1[gear]

* = check penalty for wearing armor


Know Architecture >=5 ranks gives +2 on search checks for secret doors.
Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Search >=5 ranks gives +2 on survival checks while tracking.


Know nature>= +2 on survival checks above ground.


Bluff>= +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and you try to act in character.


Know geography>= +2 on survival checks to avoid getting lost and to avoid natural hazards.


All dragons:

  • Immune to paralysis and sleep
  • Blindsense to sixty feet
  • Darkvision to 120 feet
  • Vision twice human in normal light, four times in shadowy light

Red Dragon Abilities:

  • Fire subtype

Wyrmling:


Very Young:


Young:


Juvenile:


Locate object (1/day/age category)


Young Adult:


Damage reduction 5/+1


Adult:


Mature Adult:


Damage reduction 10/+1


Old:


Suggestion (1/day)


Very Old:


Damage reduction 15/+2


Ancient:


Find the path (1/day)


Wyrm:


Damage reduction 20/+3


Great Wyrm:


Discern location (1/day)


May cast cleric spells as arcane spells

 


Age


HP rolled (d12)


Wyrmling


     12; 6.5; 6.5; 6.5 ; 6.5; 6.5; 6.5;


Very Young


     6.5 ; 6.5; 6.5;

 


Items:


 


Mithril Chain Shirt with improved Cold resistance and Ghost touch abilities: ( +6 AC, 0 ACP, 20 cold resistance, 50 lb) 70,950gp


 


+5 Cloak of Resistance ( 2 lbs, 25,000gp)


 


+4 Ring of Protection (32,000gp)


 


Ring of Invisibility ( 20,000gp)


 


+2 Necklace of Natural Armor: ( 8,000gp)


 


Gloves of dexterity (+2 dex, 2 lbs, 4,000gp)


 


+4 Belt of Giant Strength (2 lbs, 16,000gp)


 


Mask of the Skull (6 lbs, 22,000gp)


 


Total Cost : 197950gp (2,050gp left off)



Background, appearance, personality Show



 


Scientists have cycled over the years, but a few stayed memorable to the dragon(s). Garrem, a human scientist of around 30 years old, was once almost considered a friend by him (them) and got along relatively well. Garrem was still only able to barley get a sense of the strange phenomenon that is the dragon(s) and often helped make life a bit more hospitable by giving books and scriptures for Falmack to study, and something to kill or burn (usually meaning live pray) to amuse Vrasshak. Kalden was the first of the scientists that became known to the dragon(s) and is despised by them. Kalden, an old-grandfather like elf, is an expert in the experiments that cannot be performed by the faint of heart. Kaladen has a very cold outlook and is the stereotypical mad scientist. Vrasshak has no shortage of threats and insults for the old elf, seldom are they any less gruesome then the last. Falmack has other ideas in play for Kaladen, non the less cruel, but more indirect. Sarken was once considered a fully fledged friend until the Halfling ended up siding with Kaladen and tricked Falmack and Vrasshak into in testing their vulnerability to cold, telling them it was a test to see if they gained power from extensive heat. Ever since then the dragon(s) have never trusted someone as a friend seeing it as too wide an opening for someone to try and take advantage of him (them).


 


The previous Year:


“ So you like harboring children Gasen?” Replies Falmack to the old mage, currently staring at his specimen from the other side of the force field. “Because it is quite foolhardy to think dragons as young as us have any spell casting abilities.” The voice of the dragon being much deeper and mature then what an average dragon of the same age would sound like, let alone a human child. “Of course you seem to be the same ignorant buffoon who can’t process anything through that thick skull.”


            The wizard has not seen “his” dragon since the day he captured it. His scientists have yet to report their progress on their project assigned to them. They said that he is an unusual phenomenon amongst others of its kind, after years of encouragement to see for himself, Gasen finally agreed. “You obviously misunderstand my purpose, it’s not about spell casting abilities, it’s a little more deep then that. Besides it should be a gift that you survive still as the last of your kind.” Gasen finishes with a sinister smirk on his face.


            The dragon then lashes out in a new tone, almost enough so that one may believe it an entirely different voice, heated with rage, a higher pitch, with bit of a rasp. “The head on your neck will be ours wizard! I shall wear it proudly as a hat on my horn! Your entrails shall be a necklace! Your eyes mailed to your Daughter! Your…”


“Quiet Vrasshack!” The comely, deep, now agitated voice originally spoken from the dragon, returns in what can only described as cutting off the other voice. In the same motion as speaking them the Dragons head whipped to it’s left side with an agitated glare into, as far as the mage can tell: nothing. “I have heard enough, let us get some answers while we can!”


            The Dragon’s head then snaps to the right with a sneer, resuming the second voice. Also showing a stance more ready to charge at the mage behind the impenetrable force wall. “You interrupt my agitation to this mage! How dare you! He caused us both to be trapped in this forsaken cell, I will say what I want about him! Do you not want to avenge mother Falmack?!”


            Again the head snaps to the left. “Listen to yourself! Don’t make yourself look stupid in front of a mage! And this is our first chance to perhaps get some answers, and by the way how much good will describing what you are to do with his entrails any consolation to avenging mother? With a snort of flame coming from the nostrils the hid resumes. “And you say I do the least effort towards the cause.”


            “The old wizard seems to be perplexed as well” Notes Kaladen. “Sad I was hoping his insight to magic would yield some interesting results” The elf puts a hand to his chin in thought. “Perhaps his interest will yield more funds at least.”


            Gasen is both shocked and confused at the sudden changes the young dragon was showing in behavior, the capacity for rage it was showing. Interesting indeed, perhaps there are more secrets to be discovered from him. “How many are you are there?”


            The Dragon then halted its argument with… well gods know what. And turns it’s attention to Gasen. “It is to our understanding that we are the last of our kind.” Replies the Dragon in a calm cool voice, failing in the attempt to hide all it’s rage.


            “No thanks to you! And your army of child killers!” The Dragon then says in its more barbaric voice.


            Gasen then remarks. “I meant how many of you in the cage?”


            “You blind? There is clearly two of us.”


            “Bahahaha!” The dragon lets out a laughter that sounded the mix of a witch’s cackle, and a demon’s maniacal laugh. “You sure this is the right wizard?”


            The laughter was instantaneously cut off  as the dragon glances to it’s left quickly. “I’m not sure Vrasshak” The Dragon chuckles. “If so this wizard is either blind or can’t count his enemies.”


            Laughter resuming almost as if it hasn’t stopped. “Kaladen! Ahahahaha! Is this another test of yours? It would be the first time it succeeded in amusement! Ahahahahahahahaha!”


            Gasen, changes his mood quickly from curiosity to irritation. “Perhaps you will be able to find your answers elsewhere.” Replies the old mage, who then turns and begins heading for the door leading to another section of the vault.


            Coming back to the deeper voice the dragon instantaneous halts it’s laughter to make an order. “Get back here Gasen! My questions have yet to be answered! What reason did you have for slaughtering my family? Is it true we are what is left? Why is it you let us live and keep us contained here?” After seeing the wizard ignore him the Dragon bellows in the same voice out of anger and frustration. “Gasen!”


            At the last shout the wizard reluctantly turned about with a face as blank as unwritten paper. “Time will come when you will respect me. Time will come when my scientists finish their analysis. And time will come when your purpose will be explained to you and you will abide by it happily when we are done.” The wizard’s face then contorted to a wicked smile. “As for killing your family, well it is lets say… a hobby of mine. Your mother was the most enjoyable to kill. So large, so powerful, yet she cried like a little girl when I executed the eggs and her children, and then screamed like a newborn baby when I finished her!” Gasen then turns and strides towards the door laughing.


            Switching voices again as the dragon is thrown into a violent rage combined with blood curdling shouts and blasting/ flame filled roars that would have intimidated a red dragon twice its size. The dragon at the same time furiously and relentlessly smashes the force field with any part of his body he can manage causing constant explosive-like sounds to resonate throughout the room in almost deafening frequency. The shouts of rage, able to be easily heard over the resonating sounds caused by the force powered magic, was a true testament to the rage of the just fourteen year old dragon. “GAESON! You will pay! You Will Pay! I will kill you! KILL YOU! Kill you and your family! I will take the worst of It upon Your daughter, I swear to you! I swear to you, I will make you pray for hell’s welcoming!”


            The wizard ceases to even flinch at rage the dragon’s response, only laughing more hysterically at the sound of it, and shuts the door.


 


 


            Six months ago.


            “Why is it Gasen does not wish to tell us himself Garrem?” Asks Falmack.


            “Yes, dose he not have the gall to come now?” Speaks Vrasshack to follow up his brother.


            “Well I don’t know I’m just stuck being messenger boy for Kaladen, you know how it is.” The human shrugs. “I am just as confused and intrigued as you are Falmack, as for Vrasshak… well I can’t say I am quite as agitated as you, but it s frustrating that it is coming out of our paycheck a little.”


            “So he just hands this over to us? My patience for killing is thinning, and the fact he is ‘helping’ us this much is almost an insult” Huffs Vrasshack, with plumes of smoke coming out.


            The head turns to the left. “Everything tests your patience Vrasshack.” One of the fore-claws slaps to his face, followed with a huff. Attention returning to Garrem. “Is there any means he or anyone else can track us while we wear it?”


            “Nope, I checked it over, what you read about magic should come in handy, just say it and we get it for you, if it is within the given parameters of course.”


            “And all he said about this is that it is part of our next phase?”


            “Correct, he wants you to train with the equipment you choose as well.”


            “Train for what?” Cut in Vrasshack.


            “Not a clue, but by the looks of the equipment, something that involves allot of killing.”


            “Yes, even if it is from that hellspawn of a mage, I get to pass some time.” Vrasshack trails off in thought. “heheheheh, fun, fun , fun.”


            The dragon’s head suddenly throws its head in the air with a groan of frustration. “Vrasshack get those ideas out of our mind, I know your fascination with death, but when I am thinking of a plan, the last thing I need interrupting my thoughts is the many ways you plan on ripping out some person’s brain!”


            The Dragon then shifts facing the left and sitting down, head high and let’s out another huff. “I will think what I wish Falmack, your mind is too soft, and you plan so much it gets quite boring.”


            With a heavy sigh the large reptilian body shifts so it is once again standing and facing Garrem. “Very well we shall train here is what we want….”


 


Yesterday:


            “So the lesser races ask help from a dragon?” Mocks Falmack. “How typical, perhaps we should host their feast as well?”


            “You want your freedom or not?” Bluntly says the old Elf. “You get to do what both of you always wished to experience: war.”


            Vrasshack speaks in a rare, giddy mood. “Oh the death, yes, yes, let us begin brother, let us begin, I can’t wait to do some real killing!”


            Flamck always did love strategy, what playground of strategy is there that surpasses war? And which better to produce rewards out of? “Fine, but if anyone of you come looking for us, for anything, I will let Vrasshack take care of you.”


            “Hehehehehehe-hahahahahahahaha!” Vrasshack blurts out in his ever maddening, bone chilling laugh.”


            “Oh but you will have others that you will have to work with as well. That bother you?”


            “What!? We don’t need no weaklings to bring us down. It took an entire company plus a mage to secure us when we were just wyrmlings. We need no help with all this you bought us. Pathetic humans, frail elves, puny Halflings…”


            “Idiotic Orcs.” Adds in Falmack.


            “Oh your friends won’t be of our races, but of more members of the vault. Not all will come since we like not losing our entire ‘collection’.”


            “Hmmm” Considers Falmack. “Fine at least they will be less of a drawback for us at least”


            The head snaps to the right, Vrasshack taking over. “You are seriously considering this brother?”


            Snapping back to the left Falmack answers. “Might as well take advantage of this get out free option. Plus don’t you want to start killing brother?”


            “Oh-hu-hu, killing. You think that just saying that automatically wins me over brother?”


            “Yes.”


            The dragon head now going down in a humph with plumes of smoke emerging from his nostrils. “Fine! But it doesn’t always work.”


            “What ever you say Vrasshack.” Falmack responds smugly. His attention now shifts to Kaladen. “lower the gate we will… help.”


            The old elf makes his own smug reply. “There was that so hard?” Just before Kaladen releases the switch he states “Oh by the way, happy birthday”.


 


            Appearance:


 This Red dragon, just by looking at him, an experienced dragon hunter can tell this specimen is certainly different from its kind. It is more heavily muscular then an average red dragon of it’s age. Not to mention he is already maturely proportionate, lacking the oversized head and feat that a young dragon would have to give it the appearance of a smaller version of a more muscular dragon. His scales are still bright red, and the shine has yet to start fading, other the only thing that still identifies him in his age category. As for more distinct physical features, this red dragon sports a scar that goes right down the middle of his face, each of its ‘forearms’, both shins, and down the middle of its voice box. His gear that was provided to him include a enchanted mithril chain shirt that is tinted a dark blue, a helmet made of ivory in the shape of a red dragon’s skull that covers the top of his head, a enchanted diamond ring, another enchanted ring with four rubies embedded in it, two steel gauntlets that have openings at the end of the fingers for his claws to emerge from them, also two golden bracers reinforced with steel, a amulet that hangs from his neck sporting a ruby carved in the shape of a skull in its center, a belt he wears around the waist made of steel carved to look as if it was made out of bones, and lastly two inscribed sheets of black cloth each meant to attach to the wings and don’t sway in the wind, even though it looks they should, instead they hug the skin of the wings, but more amazingly, keep the dragon outlined in shadow that seems to drag creating the illusion of slow, but somehow agile movement, each movement leaving a trail of this shadow (unless invisible of course).


Personality:


A very young red dragon that was captured at the age of four, and is currently fifteen, by far the most remarkable thing about this dragon is the anomaly that is “them”. The dragon has two personalities, each much more mature then even a dragon should be at this age. And both harbor a great deal of rage and vengeance, that would make it’s parents proud. One personality: Falmack is cold and calculating. Always preferring the planned out process that is strategy, and never tires of planning. He also includes the love of learning, and has studied scriptures and books, following the ideal that knowledge is power. Falmack Is usually able to think of a strategy almost in an instant when needed. While having an attitude of a scholar, he is certainly cruel, one of his studies is being an expert at torture, and always holds a strong appetite for vengeance, and for him the most fun forms are the most meticulous. The other personality being Vrasshack, certainly the more chaotic of the two. Vrasshack’s only pleasures are death and pain, he could care less how he would kill you, but it will never be an ‘ordinary kill’. On top of that he will hardly get irritated from pain, instead hill be the more encouraged, one of the thrills of violence to him is finding how much more pain he can take over anyone else. Despite this Vrasshack on average has the most fun of the two personas, he has two emotions: happy and mad, never is he sad, and he has yet to have experienced fear, and is grimly well known for his laugh which represents what many would describe as his madness. While Falmack is very rarely found any happier then “amused” and obtaining a “settled” attitude when he is not grumpy. The two usually happen upon arguments between themselves, and seldom is it to themselves. Although apparently sharing the same body the two personas are more likely to argue with one another out loud. They each share their own train of thoughts but one could inadvertently affect the other’s thought process if they think strongly enough of something. Also instead of seeing himself as a dragon of two minds, they see themselves as two dragons and one body they take turns with controlling. Often one will “see” the other personality when in control of the body (Falmack always “sees” Vrasshack on his left, and Vrasshack always “sees” Falmack on the right), and point it out as proof they are not the same dragon, and either one of the two get’s agitated if someone tries to tell them otherwise, or doesn’t notice. Also when you look at the dragon and talk to one of them, that persona (dragon as they would prefer it) will always take it as you are looking at him and will answer you… usually. One of the things that both brothers aim to achieve is to avenge their dead mother, who was killed by the wizard Gasen and his own personal army, although they are both in agreement that they need to get stronger before they do this, both are also worship of Tiamant in their “own ways”. They also take on the typical dragon attitude that they are overall the superior being, although recognize when people are better at specific things and will take advantage of their strengths as readily as the enemy’s weaknesses (although they may take it bitterly, but will still likely keep you around and work to get better then you), although won’t give out much more trust to his coworkers then he would to his enemies, due to some traumatic experiences with “friends” when was young. Falmack has a deep, throaty voice that carries how serious and “proper” he takes matters, while Vrasshack is of a higher pitch, complete with a rasp.

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3 years ago  ::  Sep 02, 2010 - 2:41PM #7
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,859

Green-eyed FleurusRed-eyed Fleurus

The unicorn holds many secrets:
the secrets of jungles and moonlight,
the secrets which lie hidden at the roots of trees
and conceal themselves in coral labyrinths beneath the ocean.

Fleurus CN, Deity: Nature
Male Unicorn Druid 7 105,000 XP
Str 32 +11 16 + 10 racial + 6 enh
Dex 24 +7 12 + 6 racial + 6 enh
Con 28 +9 14 + 10 racial + 4 enh
Int 14 +2 14
Wis 33 +11 16 + 10 racial + 6 enh + 1 lvl
Cha 22 +6 08 + 14 racial
HP 157/157 10+3d10 + 7d8 + 11x9 Con
AC 42 - Touch 29 - Flatfooted 35
10 + 5 armor + 2 shield + 7 Dex + 6 NA + 12 Monk + 1 insight - 1 size
(+2 defl vs Evil)(+3 NA / Barkskin)(+2 dodge / Frenzy)
Fort +22 9 Con + 4U+5D + 4 res
Ref +17 7 Dex + 4U+2D + 4 res
Will +21 11 Wis + 1U+5D + 4 res
(+2 dodge to Ref / Frenzy)
Horn +22 [9 BAB + 11 Str + 3 enh - 1 size] 2d6+14 20/x2
Hooves x2
+17 [9 BAB + 11 Str - 2 secondary - 1 size] 1d4+5 20/x2
(+4 Str / Frenzy) (+1 enh to hooves / GMF)
Produce Flame
+15/+10 [9 BAB + 7 Dex - 1 size] 1d6+5 20/x2
Spellcasting CL 7 - DC 21+level
Spells per day : 3 4+3 3+3 2+3 1+2
0 Create Water, Detect Magic, Detect Magic, Detect Poison, Detect Poison, Purify Food and Drink
1 CLW, Entangle, Faerie Fire, Jump, Produce Flame, Produce Flame, Speak with Animals
2 Animal Messenger, Barkskin, Barkskin, Fog Cloud, Resist Energy, Soften Earth and Stone
3 Greater Magic Fang, Plant Growth, Sleet Storm, Sleet Storm, Water Breathing
4 Air Walk, Air Walk, Spike Growth
SLAs
CL 5
at-will Detect Evil (free action)
3/3 CLW
1/1 CMW
1/1 Neutralize Poison
Skills  70 [2x7+4x7 classes + 2x14 Int]
+18 Concentration 9 Con + 9
+7 Hide 7 Dex (+20/invisible)
+42 Jump 11 Str + 5 + 24 speed + 2 syn
+9 K: Nature 2 Int + 5 + 2 druid
+20 Listen 11 Wis + 9
+21 Move Silently 7 Dex + 10 + 4 racial
+25 Spot 11 Wis + 9 + 5 comp
+20 Survival 11 Wis + 5 ranks +2 syn + 2 druid
+19 Swim 11 Str + 8
+14 Tumble 7 Dex + 5 (CC) + 2 syn
Languages
Common, Sylvan, Druidic
Feats
1-Bonus Track
1 Improved Initiative
3 Improved Natural Attack: horn
6 Multiattack
9 Craft Wondrous Items
Initiative +11 7 Dex + 4 feat
Speed land 90ft [60 base + 20 enh Monk + 10 FM Barb]
(levitates 4 inches above surface, even if nonsolid)
Immunity charm, compulsion, poison
Racial Traits
Low-Light Vision
Darkvision 60ft
Scent
Wild Empathy +19 [11 lvl + 6 Cha + 6 racial - 4 Avenger]
Permanent Magic Circle vs Evil (Su)
Class Features
Variants:
- Simple Druid
- Druidic Avenger
- Frenzy
Woodland Stride
Trackless Step
Resist Nature's Lure
Monk Fast Movement (enhancement)
Frenzy 2/day
Barbarian Fast Movement (untyped)
Favored Enemy: Aberration +4, Monstrous Humanoid +2
Equipment
Face
Neck
Shoulders
Torso
Arms
Hands
Ring1
Ring2
Waist
Feet
Eyes of the Eagle
Wis +6, Hand of the Mage
Resistance +4
Con +4
Armor +5
Dex +6
Ring of Invisibility
Ring of Force Shield
Str +6
Horseshoes of a Zephyr
2.5k
37.35k
16k
16k
25k
36k
20k
8.5k
36k
6k
Rod of Wonder
Dusty Rose Ioun Stone
Pearl of Power I (x2)

Spell component pouch (x2)
Divine Focus (x2)
12k
5k
2k

Wand of CLW 50/50
Potion of Displacement 1/1
Oil of Darkness 2/2
Potion of Shield of Faith +2 (CL 6) 1/1
750
750
600
300
200 left
Notes
Grapple +24 [9 BAB + 11 Str + 4 size]
Trip (opposed) +19 [11 Str + 4 size + 4 quadruped]
Crafted: 16k (Wis +4) + 16k (Str +4) + 16k (Con +4) + 2k (Pearls of Power) = 50k hence 2k XP

Active spells: Air Walk, Barkskin, GM Fang


Gear Show
Of course none of the following flavour alterations change the actual mechanics.

- The Belt of Strength is actually the bridle that he keeps on at almost all times, because the rational part of his brain knows that it makes humanoids more comfortable with his, unconciously assuming that the bridle means he's been tamed.

- The Rod of Wonder is the bit that goes with the bridle, so mechanically he needs only bite on it to activate it. Flavour-wise, the Rod actually represents an uncontrolled explosion of his raw power that can occur when his madness takes over.

- The Cloak of Resistance and the Shirt of Constitution are actually made of small threads of color attached respectively to his mane and to the bridle.

- he carries a small saddle that's more decorative than practical. The component pouches are two small leather saddlebags that go with it.

- The Ring of invisibility is on his horn, while the Ring of Force Shield is a thin band of gold on his left foreleg.

- His amulet is large and golden.

- The Gauntlets of Dexterity ability is folded into his shoes.

- The Eyes of the Eagle are an intricate but tiny tattooed symbol on his forehead.

Appearance Show
Years of emprisonment beyond count have their toll: he looks like a shadow of his former self, like a mockery of what a unicorn should be like. His muscles bulge in some places, belying the overall gracility of his figure. His mane is still beautiful but his tail and the hair on his legs is patchy and grey looking.

Even more disconcerting, now one of his eyes is a deep blue and the other a bright green. A clear outward manifestation of his inner turmoil, this tends to make people uncomfortable. When he enters the stage of "revealed madness" (as the humanoids studying his called it) a red glow progressively suffuses both eyes and drowns out the more benign colors.

He has avoided debilitating diseases over the years, but not the scars that his gaolers inflicted, much against their will, when he lost himself and they tried to restrain him. Thankfully most of them are thin and only visible up close.
His horn is still perfectly intact.

Background Show


Like a lion, without fear of the howling pack,
Like a gust of wind, ne'er trapped in a snare,
Like a lotus blossom, ne'er sprinkled by water;
Let me, like a unicorn, in solitude roam.


The story ramblings of one Millefleurus Ar Dzych

Who I was is of little matter - they took it away.

They come to me day after day, to feed me or prod me or heal me or simply look at me.
You know what the worst part is? They're not evil, or rather most of them aren't. I check, day after day, and still no tenebrous aura, no dark foreboding.
So why do they do this to me, to us?

I walk among the trees, exulting in the feeling of lush grass under my hooves. It almost feels like home, but it's not. It's a prison.
Are the trees really there?
Maybe they built a special cell for us, knowing that we would die in a cold, lifeless stone cell. Us unicorns, their honored guests? Phaw!
Maybe I'm dreaming right now. Or hallucinating, which sounds much the same to me, but others feel differently. Perhaps I can't know the difference because drugs don't work on me. Is it sad, then, that even when I dream I know I am a prisoner?
Or maybe it's just an illusion. One I do not care to disbelieve. They provide the tool and the power of my willful ignorance takes care of the rest.

Go away! Let me roam the forest of my madness! Feel the wind in my hair, hear its breath in the foliage...

My true home is gone. I think.
I eluded the hunters for a while.
The humanoids chipped at the woods month after month and with each tree cut down a piece of me went missing.
I felt its call, day after day. I still feel it. Part of me clings to the foolish hope that, as long as one bush, one root remains, the Eternal Forest can grow anew.

I skewered a researcher the other day. Or was it last year? I was meek, compliant, until I wasn't. They have short memories, these humanoids.
I wonder if she survived.
They beat me afterwards, called me filthy names. But they can't take away all my powers.
Well, they can, if they saw off my horn. But I have a feeling it's been tried in the past, and they know where that leads.
I wonder if Death will embrace me softly or whether He will crush me in his arms.

My love is here, whispering soft words of comfort. We make love.

If there is one upside to my captivity, it is that I met her.
She even manages to hold the tide at bay, for a time.
But madness is a demanding lover.

I had come to think I was the last of my kind.
Delusions of grandeur, self-aggrandizement leading - oh, I could see them! - to the summits of tragedy.
They threw her in with me one day.
We tamed each other.

Once a year we get to mix up with other monstrosities. I prance and snort and do my best unicorn impersonation. They are fooled.
Once, a werebear ate a centaur. I got closer to watch ; the blood was red and thick, smelled earthy. Bloodflowers might yet become my favourite.

They come in, talk to her. She talks to me, but I don't understand.
Let the light shine upon your cove, she tells me.
Let the roots break off your manacles.
Let the wind murmur the secrets of freedom.
Fleurus, we are free. We are free!

I laugh, maniacally. Then I understand, and I laugh all the harder.
Free to sacrifice ourselves!
Still, as a last gallop I could have dreamt worse. Wait, I have.

Farewell chains, goodbye walls.
The (formerly) last of the unicorns is departing.

Notes for TelinArtho Show
- The gear will be finished if he gets selected (~3k left).

- I am open to toning down his AC if it turns out to be too high (i.e if someone having a chance of hitting him means they'll always hit the others!)
OoP's characters Show
My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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3 years ago  ::  Sep 02, 2010 - 3:41PM #8
Balthanon
Date Joined: Nov 2, 2002
Posts: 4,802
Pudge the Badger
Male Ogre Dire Werebadger 8/Barbarian 2 (ECL 15)
CN Large Giant (Shapechanger);
(Rolled  Under Pudge)

Character Portrait



Encounter Information Show

  Track; Survival +10
  Lycanthropic Empathy
  Illiteracy


Init +5; Senses Darkvision 60 ft, low-light vision, scent; Listen +9, Spot +13
Languages Common, Giant

Defensive Information Show

  Whirling Frenzy 1/day or after taking damage in badger form (+2 AC, +2 Reflex)


AC 41; touch 17, flat-footed 36;
(-1 size, +5 Dex, +9 natural, +9 armor, +1 insight, +2 deflection, +6 shield)
hp 183 (10 HD + 130); DR 10/silver
Fort +25 (11), Ref +13 (5), Will +12 (5)

Offensive Information Show

  Whirling Frenzy 1/day or after taking damage in badger form (+4 Str, 1 extra attack at -2)
  Curse of Lycanthropy (infect Medium, Large, and Huge humanoid and giant's bitten; DC 15)


Speed 60 ft. [12 squares]; 10 ft. burrow [2 squares; badger form only]

Melee +2 adamantine spiked shield +25/+20 (3d6+26) and bite +18 (1d8+8) or
Melee mw cold iron flail +24/+19 (2d6+16) and bite +18 (1d8+8) or
Melee mw silver kukri +24/+19 (1d6+16) and bite +18 (1d8+8) or
Melee mw guisarme +24/+19 (2d6+24) and bite +18 (1d8+8) or
Melee 2 claws +23 (1d6+17) and bite +18 (1d8+9) or
Melee whirling frenzy shield attack +25/+25/+20 (3d6+29) and bite +19 (1d8+9) or
Ranged spear +13/+8 (2d6+26/20' increment)
Ranged javelin +13/+8 (1d8+16/30' increment)
Ranged longbow +13/+8 (2d6/100' increment)

Space 10 ft.; Reach 10 ft. (20 ft. w/ guisarme)
Base Atk +8; Grapple +29; Trip +21; Disarm +33

Atk Options Improved Trip, Combat Reflexes, Quick Draw, Power Attack
Special Actions Whirling Frenzy, Alternate Form
Combat Gear


Powers and Skills Show





Skills
Social Interaction:Mental:Knowledge:*

-2  Bluff
-2  Diplomacy
-2  Disguise
-2  Gather Information
-2  Intimidate
-2  Perform
+2  Sense Motive

+0  Appraise
+13 Concentration
+2  Heal
+9  Listen
+5  Search
+13 Spot
+15 Survival
+3  Autohypnosis*

No Knowledge Skills
Manipulation:Movement:Professional:

+0  Forgery
+5  Use Rope
+5  Sleight of Hand*

+4  Balance
+15 Climb
+5  Escape Artist
+0  Hide
+31 Jump
+4  Move Silently
+4  Ride
+14 Swim  
+5  Tumble*

[i]Craft:
+0  Untrained

Profession:*
+2  Untrained



*These skills are trained only.  Delete any that you do not possess.









Expanded Ability Descriptions Show



Abilities
Str 43 [+16] ...10 base (+22 racial + 2 level + 4 enhancement)
Dex 20 [ +5] ...6  base (+2 racial + 4 enhancement)
Con 36 [+13] ...10 base (+13 racial + 4 enhancement)
Int 10 [ +0] ...6  base (-4 racial)
Wis 14 [ +2] ...4  base (+2 racial)
Cha 6  [ -2] ...0  base (-4 racial + 2 enhancement)





Feats
 L1 - Improved Shield Bash
 L3 - Quick Draw
 L6 - Power Attack
 L9 - Combat Reflexes
 R1 - Iron Will
 R2 - Track
 C1 - Improved Trip

Ogre Dire Werebadger Traits
 - Large
 - 10 ft Reach
 - Darkvision 60 ft
 - Low-light Vision
 - Scent
 - +7 natural armor
 - Alternate Form (Giant, Hybrid, Dire Badger)
 - Damage Reduction 10/silver
 - Lycanthropic Empathy
 - Rage (dire badger form only)
 - Burrow 10 ft (dire badger form only)
 - 40 ft land speed
 - Curse of Lycanthropy

Barbarian Abilities
 - Fast Movement
 - Illiteracy
 - Whirling Frenzy 1/day (alternate)
 - Improved Trip (alternate)






Skills (L1, L2, L3...)
+9  Listen (7)
+11 Spot (11)
+15 Survival (8) [+5 lens]
+5  Tumble (1cc) [-1 armor check]
+5  Sleight of Hand (1cc) [-1 armor check]

Untrained Skills
+0  Appraise (-)
+5  Balance (-)
-2  Bluff (-)
+15 Climb (-) [-1 armor check]
+13 Concentration (-)
-2  Diplomacy (-)
+7  Disguise (-) [+10 hat of disguise]
+4  Escape Artist (-) [-1 armor check]
+0  Forgery (-)
-2  Gather Information (-)
+2  Heal (-)
+0  Hide (-) [-4 size] [-1 armor check]
-2  Intimidate (-)
+32 Jump (-) [+12 speed, +5 competence] [-1 armor check]
+4  Move Silently (-) [-1 armor check]
-2  Perform (-)
+5  Ride (-)
+5  Search (-) [+5 lens]
+2  Sense Motive (-)
+14 Swim (-) [-2 armor check]
+5  Use Rope (-)








Items and Wealth Show



Wealth 200,000 gold; Carrying Capacity 53 lbs (7456/14912/22400); Other

Standard Equipment Array (Max Dex 6, Armor Check Penalty -1, Spell Failure 25%)
 Head      - Helm of Comprehend Languages        5,200    gold    3    lbs
 Face      - Mask of Charisma +2            4,000    gold    0    lbs
 Neck      - Amulet of Health +4            16,000    gold    0    lbs
 Torso     - Shirt of Natural Armor +2            8,000    gold    1    lbs
 Body      - +5 mithril shirt                27,200    gold    20    lbs
 Waist     - Belt of Giant Strength +4            16,000    gold    1    lbs
 Shoulders - Cloak of Resistance +3            9,000    gold    1    lbs
 Arms      -
 Hands     - Gloves of Dexterity +4            16,000    gold    1    lbs
 Ring1     - Ring of Protection +2            8,000    gold    0    lbs
 Ring2     - Ring of Sustenance                2,500    gold    0    lbs
 Feet      - Auran Boots of Striding and Springing    15,750    gold    1    lbs
 Shield    - +4 heavy spiked shield of bashing        39,260    gold    30    lbs
 M. Weapon - +2 adamantine h. spiked shield of bashing    0    gold    5    lbs
           - mw cold iron flail                332    gold    10    lbs
           - mw silver kukri                356    gold    4    lbs
           - mw guisarme                318    gold    24    lbs
 R. Weapon - spear (5)                    20    gold    60    lbs
           - javelins (10)                20    gold    40    lbs
           - longbow                    100    gold    6    lbs
 Quiver    - quiver (60 arrows)                18    gold    9    lbs

 Non-Slot  - Ioun Stone (Dusty Rose)            5,000    gold    0    lbs
           - Wand of Cure Light Wounds (2)        1,500    gold    0    lbs
           - Potion of Cure Light Wounds (10)        500    gold    10    lbs
           - Harness of Sky Surfing            200    gold    100    lbs
           - Universal Solvent (2)            100    gold    0    lbs
           - Oil of Magic Weapon (6)            300    gold    0    lbs
           - Oil of Bless Weapon (6)            600    gold    0    lbs

 Backup    - Hat of Disguise                1,800    gold    0    lbs
           - Chime of Opening                3,000    gold    1    lbs
           - Pearl of the Sirines            15,300    gold    0    lbs
           - Lens of Detection                3,500    gold    0    lbs


Wish List/Special Use:
   - Wings of Flying (54,000 gold, fly)
   - Lantern of Revealing (30,000 gold, see invis)
   

Shield:
   - Base (heavy steel)            20     gold    20    total
   - Shield Spikes            10    gold    30    total
   - Adamantine             3000     gold    3030    total
   - Large (x2 items above)        3120     gold    6060    total
   - +1 shield (+1 AC)            1000    gold    7060    total
   - +2 shield, +1 weapon (bashing)    3000    gold    10060    total
   - +3 shield (+2 AC)            5000    gold    15060    total
   - +4 shield (+3 AC)            7000    gold    22060    total
   - +5 shield (+4 AC)            9000    gold    31060    total
   - +2 weapon (+2 attack/damage)    6000    gold    37060    total
   - Intelligent (Empathy I)        1000    gold    38060    total
   -  - faerie fire 3/day        1200    gold    39260    total

Auran Boots of Striding and Springing
   - Boots of Levitation        7500    gold    7500    total
   - Boots of Striding and Springing    5500    gold    13000    total
   - x 1.5 on lowest cost        2750    gold    15750    total





Possessions
Bag of Holding (Type II) (?? lbs total):
 - item (?? lbs, ??? gold)
 - item (?? lbs, ??? gold)

Belt Pouch (?? lbs total):
 - Coins - 126gp (3 lbs)
 - Gemname - ??gp (-- lbs)
 - Gemname - ??gp (-- lbs)
 - Other pouch contents (?? lbs, ?? gold)






Character Description Show
Short Description
Ogre Form
Large, 9'4" tall, 747 lbs, 19 yrs old
Black and white hair, green eyes, grey skin with a hint of blue

Hybrid Form
Large, 10'1" tall, 879 lbs
black and white fur, green eyes

Dire Badger Form
Large, 11'6" long, 1420 lbs
black and white fur, green eyes


107,000 XP

Speaks Common and Giant (all through helm)

Background
Pudge was named by his mother and has been unable to shake the moniker
despite numerous attempts over his life.  His final attempt on his
fourteenth birthday was a melee with a raiding wyrm, in which he
attacked continously for over three minutes finally driving the creature
away.  For this action, he was dubbed with an addition-- the Badger.  A
reference to his tenacity by the elders of a simple folk, he took it as
mockery and has burned to be away from his clan since.

And to be fair, he has reason to suspect it, for since his birth he has
been marked as different, physically and mentally.  For ogres, it has been
several generations since they were locked in the reserve, going from lands
where creatures as fierce as themselves were sparse to one where their
abilities placed them at nearly the bottom of the food chain.

The incarceration changed ogres, or at least his clan, and encouraged a
shift from independent fighters to teamwork.  For without numbers and
cooperation, they would have long since been eradicated.  In a people who
were not known for their intelligence, however, cooperation entailed
keeping the tribe to norms... and Pudge fell outside of nearly every
standard that existed for ogres.

Born as a throwback to a distant lycanthropic ancestor, Pudge grew up
as the strongest of his age group.  This was not enough to stop the
attempts to force him away from the clan by those same peers though.  And
in a valley where a short walk might mean a trip down a dragon's gullet
and a long one being torn limb from limb by an infestation of demons it
wasn't hard to see that was a poor idea.

As a result, Pudge grew up as an outcast, ostracized by his peers and
many of the adults as well.  Attempts to change his position or prove his
worth were soon proven pointless-- while he had no place to go, without
a place to go, he would be turning in verbal abuse for a good chance at
death.  

Until an offer arrived, through the fence that had bound one border of
his life and opportunity knocked...

Personality
Pudge is a throwback, who was raised in a society of large, ugly brutes
by a mother who was even dimmer than the typical ogress.  The constant
intimidation by others his age and good natured attempts by his mother
to reassure him combined to give him an inferiority complex fed by his
weight early on.  Attempts to combat it with extreme exercise gave him
prodigious amounts of strength, but did little to alleviate a natural
condition designed to be an advantage in tight quarters.

The circumstances of his upbringing have led to a smoldering temper
that is only loosed when appropriate though.  While his peers learned
to ignore opponent's attacks and concentrate upon bringing them
down, Pudge was forced to play a defensive game against large numbers
of opponents.

Description
Pudge, much like his name suggests, is fat.  Admittedly, most badgers
are and in that context, he is hardly out of the ordinary.  However, when
compared to say... other ogres or lycanthropes, well, in that case he
certainly qualifies.  In his normal form, Pudge is rotund, with a layer
of fat under greyish skin tinted with a blue that hints at an ogre mage
ancestor.  While taller than most of his kind, from a distance Pudge
looks short, simply due to his bulk.  Combined with a distinct lack of
scars and a glint of unaccustomed intelligence in the eyes, he stands out
as weak and bookish looking, for an ogre.

In his hybrid form, the ogre is, if it is possible, even fatter, however,
the weight and a thick layer of fur do combine to make Pudge look imposing
simply from size.  This is offset for the most part simply by the fact that
he is still unmistakably a badger though.  An animal that scarcely inspires
fear, save in small rodents (and those who have actually dealt with an
angry badger in the past).  
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3 years ago  ::  Sep 02, 2010 - 7:49PM #9
Osprey
Date Joined: Jul 16, 2004
Posts: 3,547
Peter Dalliant, formerly an arcane consultant to the Royal guard, now in the form of a worg.
character sheet Show

Peter Dalliant
adv. Worg/Sorcerer7
Chaotic Good

Experience 107,000 (needs ?? for 16th Level)
Speaks in Black!

Base creature: CL8 Worg (7HD, +1 LA, +14 str, +2 dex, +8 con, -4 int, +4 wis, +5 NA)

36 point buy
Str 24 (+7) 10 02 pts +14race
Dex 22 (+6) 16 10 pts +2race +4gloves
Con 22 (+6) 14 06 pts +8race
Int 10 (+0) 14 06 pts -4race
Wis 14 (+2) 10 02 pts +4race
Cha 20 (+5) 16 10 pts +1 at 8th +1 at 12th +2ioun stone

Hit Points 138 (10+6d10worg+7d4sorc+14*con) @average 10+6*4.5+7*2.5+14*6 =10+27+17+84=138
AC 29 and 20% miss chance (10+4 mage armor+6dex +5NA -1size +1insight +4ring)
Touch 20, Flat 23

Initiative +6
BAB +10 (+7worg+3sorc) Grapple +21 (+10BAB +7str +4size)
Speed 50 (load ??/??)
Fort +12, Ref +11, Will +9 (totals)
Fort +4, Ref +4, Will +2 (worg)
Fort +2, Ref +2, Will +5 (sorcerer)
Fort +5, Ref +4, Will +2 (stats)
Fort +1, Ref +1, Will +1 (luckstone)

+16 Bite 1d8+10 (20/x2) (BAB10-1size+7str; damage +str*1.5)
+15 ranged, rays (BAB10-1size+6dex) ranged touch attacks

large size, ??? tall, ??? wt, 22 yrs old
black fur, red eyes
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds. Peter has grown quite a bit bigger than the typical specimen.

Speaks Common

Skills Show

 worg class skills: Hide, Listen, Move Silently, Spot, Survival
worg7 (2*4)+6*2=20
sorcerer7 (7*2)=14
(+1 luckstone to all)
+7 Climb = 0ranks +7str
+12 Concentration = 7ranks+5con+
+5 Diplomacy = 0ranks +5cha
+5 Handle Animal = 0ranks+5cha
+2 Heal = 0ranks+2wis
+7 Hide = 0 ranks +6dex +1worg
+5 Intimidate = 0ranks +5cha
+7 Jump = 0ranks +7str
+5 Knowledge (arcana) = 5ranks +0int
+11 Listen = 6ranks +2wis +1worg +2feat
+7 Move Silently = 0 ranks +6dex +1worg
+0 Search = 0ranks +0int
+2 Sense Motive = 0ranks +2wis
+4 Spellcraft = 2rank+0int +2syn
+12 Spot = 7ranks +2wis +1worg +2feat
+9 Survival = 7ranks +2wis (+4 to track by scent)
+7 Swim = 0ranks +7str  
Size adjustments: -1AC, -1 attacks
worg traits Show

Trip, Darkvision 60 ft., low-light vision, scent
class skills: Hide, Listen, Move Silently, Spot, Survival +2*

Combat: Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.

Trip (Ex) A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.


Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.


Feats
alertness (1st)
track (3rd)
eschew materials (6th)
point blank shot (9th)
precise shot (12th)
Spells Show
6/6+1/6+1/4+1 per day
spells known 7/5/3/2; Caster level 8

7@0th- daze, mage hand, light, read magic, detect magic, ray of frost, ghost sound
5@1st- ray of enfeeblement, magic missile (4), mage armor, identify, shocking grasp (5d6)
3@2nd- scorching ray (2 rays at 4d6), spectral hand, resist energy 
2@3rd- haste, vampiric touch (4d6)

Save DC =15+spell level
Special ???

Equipment Show
Starting gold 200,000 gp with 195500 spent
winged boots, fly spell 3 times per day for 5 min 16000
Luckstone (+1 to saves, skills, checks) 20000
ioun stone, +1AC insight 5000
ioun stone, charisma +2 8000
ioun stone, +1 CL 30000
ioun stone, absorbs 20 spells levels of 4th level or less 20000
gloves of dexterity +4 16000
cloak of displacement minor (20% miss chance) 24000
circlet of persuasion, +3 to charisma based checks 4500
ring of protection +4 32000
ring of invisibility 20000
*****
collar (worn)
Belt pouch (belt, 0.5#) 1gp
*****
 coins
(belt pouch, ~3#wt) gp: ?, sp: ?, cp: ?
[Coins wrapped to prevent jingling]


the transformation Show

Eight hours before…
Peter Dalliant snuck through the moonlit underbrush with a false confidence.  He followed the steps of the hunter, Trent, and was proud of how he mimicked the soft footfalls and smooth movements of the one they sometimes called “Fallen.”  They said he had been a paladin once, one of the last, but that somewhere out in the battles he had Fallen from the righteous path.  He had lost whatever it was that made that kind of a man special, surely.  But Trent was a different kind of special, now.  The fallen paladin was silent death, and Pete felt a caress of fear as he brushed against a soft green leaf, barely brushing it aside.   Pete was proud that his success against the worgs had brought him advancement to the level that a legend like Trent was assigned as his guide.  I’m getting things done, he thought as the two men ghosted through the forest to flank the enemy camp.

Six hours before…

Pete dodged another dark blur and tried to conjure another bolt, but he was spent.  All his magic was gone, even the little tricks he had first learned as a child.  There had been too many of them, and they were ready.  The enemy knew they were coming tonight, and from the tactics, had known it was going to be Pete.  The crossbow was gone, lost in one of the leaps as Pete followed Trent on the wild flight away from the battlefield.  Pete held the hunting knife like Trent had showed him, but he feared it wouldn’t matter.   He was slowing, and that wasn’t good.  Before he could react to the low huff of the bark behind him, he went down from the nip at his ankle.  He was surprised to feel no pain, and rolled to rise.  A huge paw swiped and he was batted down like a cat plays with a mouse.  He felt a rush of motion above, and suddenly it was poring rain.  But the rain was hot, and the sky was clear tonight.  Trent snatched him up, shoved him forward.  “Run, Dalliant.  For your Father’s sake, boy, run!” 

Once more the worgs caught the fleeing pair, and once more Trent’s darkened blades saved him.  But the third time was one too many.  Trent heaved the bulk of the dead worg aside, and jerked Pete from under.  The one-time paladin saw Pete’s body flop, and shook his head once.  Then Trent the legend left the dead sorcerer and vanished into the night.

One hour before…
“Are you sure you want this one?” asked the pasty white ancient.  His crooked finger wavered generally in the direction of the boy.  The words seemed muffled behind the white beard, and raspy from too much screaming during the fight.  “Some of the others got rank, and they'll know more.  I only have enough for one.”

“Oh. Yes, that’s the one,”
replied the big man outlined against the bright moon's light.

Now…
Laughter.  Real, deep, belly cramping guffaws of laughter.  Pete couldn’t tell much else at first, but gradually he could understand.  He was restrained somehow, but everything was disrupted, and something stank.  The scent was strong, but strangely he felt no revulsion or queasiness.  He was able to piece together what the man was saying, at least when he could hold back the laughter.  Pete wondered if it was one of Tasha’s spells, or maybe the man was battle mad. 

“then we found you, Dalliant.  Oh, I feared the worgs would eat you, even with orders not to.  And truth be told, I was a bit worried Trent would snatch you away.  He is scary good.  You’re worth something to us, but less dead.  Then they brought you back all chewed up and dead, and I had the bright idea to have the ol’ Druid Baaden here bring you back.  Put you in some other form, and see what we could use you for. Then I thought it had gone all wrong again when the druids started jumping around all crazy, and fetched me over to watch while you was re-forming.  I reckon you know that druids don’t bring you back like you were, eh? That you get a different form.  Well, they didn’t expect this amount of different.” 

The man laughed more, and Pete thought he could recall the voice. 

“They don’t really know, but they think it was the worg blood all over you.  We should have cleaned you up, I suppose, but this might be worth the money we’ll lose for your ransom, just for the fun.  The rapid rise of Peter Dalliant, savior of the City, brought to a halt when he was reincarnated as a worg.  As one of the enemies’ most feared allies.  Unbelieveable.”

Pete heard a snarling, and the knowledge hit him.  The man was his cousin, Richard.  The Lord’s brother was out here with the enemy – had betrayed the City!  That was how Trent had been found.  Richard had been part of the planning, and had even suggested the flanking tactic.  The snarling became deeper, more angry, and Pete realized it was his own body making the sound.  He had felt the pull back to life, and had accepted the magical call, not expecting anything like this.  His vison cleared with another long blink, and he saw the guards around Richard.  The guards held longspears ready as they released him.

“Run, Petey.  Go home!  See if they’ll take you, or believe you.  It won’t matter now, anyway.  Now git!”  Weak and disoriented by the spell, and not yet understanding how much had changed, he stumbled away.  It was hard to run on his hands, but they weren't hands, now.  The worg that used to be Peter Dalliant fled into the night. 

Game On!
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3 years ago  ::  Sep 02, 2010 - 10:41PM #10
Pincushion
Date Joined: Mar 10, 2004
Posts: 1,309
Fhamorel Show

Female half-celestial unicorn/monk lvl 3

Str: 30(10 pts)(+10+4race)
Dex:24 (10 pts)(+6+2race)
Con:24 (2 pts)(+10+4race)
Int: 12 (2pts)(+2race)
Wis:30 (10 pts)(+10+4)
Cha:28 (2pts)(+14+4)

Initiative: +11

Base attack: +6/+1 Grapple:  +21 (+6 BAB, +4 size, +10 str, +1 ion stone)

Saves: Fort: +15(7 base) Reflex: +15(7 base)  Will: +15(4 base)(+1 ion stone)
Spell Resistance: 17, Damage reduction: 5/magic. Resistance to acid,cold,and electricity 10

Speed: 70 ft(base 60+10 monk) Fly speed: 120ft (good)

HP:89 (4d10 unicorn)(3d8 monk)(+49 con)
AC: 34 (+7 natural)(+7 dex)(+1 monk)(+10 wisdom)(-1size) Touch: 27 Flat-footed: 27

Unarmed attack: +21/+16 (+10 str, +4 amulet,+1 wep focus, -1 size, +1 ion stone)Flurry: +21/+21/+16
Unarmed damage: 2d8+14 (as 8th lvl monk due to monks belt)(+4 amulet)

Stunning Fist 4/day (DC: 21 fort)(used: 3)

Natural attacks
Horn +20 (+6 BAB, -1 size, +10 str, +4 enh, +1 ion stone) 1d8+14 dmg
Horn as secondary  +15 (+6 BAB, -1 size, +10 str, +4 enh, -5 secondary, +1 ion stone) 1d8+9 dmg
Hooves  +15 (+6 BAB, -1 size, +10 str, +4 enh, -5 secondary, +1 ion stone) 1d4+9 dmg


Feats: Improved Initiative, blind-fighting, Stunning fist(bonus), combat reflexes (bonus), Weapon focus unarmed strike.

Special: Unarmed strike, Flurry of blows(+0/+0), Evasion, Still mind, Unarmed speed +10

Skills63 pts from monster lvls)(15pts monk)

+11(1)Balance (Dex)(+2 synergy)(+1 comp)
+11(0)Climb (Str)(+1 comp)
+11(3)Concentration (Con)(+1 comp)
+19(7)Diplomacy (Cha)(+2 synergy)(+1 comp)
+17
(9)Escape Artist (Dex)(+1 comp)
+17(9)Hide (Dex)(+1 comp)
+18(5)Jump (Str)(+2 synergy)(+1 comp)
+02(0)Knowledge (arcana) (Int)(+1 comp)
+02(0)Knowledge (religion) (Int)(+1 comp)
+19(8)Listen (Wis)(+1 comp)
+21(9)Move Silently (Dex)(+4 race)(+1 comp)
+19(8)Sense Motive (Wis)(+1 comp)
+19(8)Spot (Wis)(+1 comp)
+15(4)Swim (Str)(+1 comp)
+15(5)Tumble (Dex)(+2 synergy)(+1 comp)
+13(2)Survival (Wis)(+1 comp)



Magic Items

Monk's Belt: The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. Price: 13,000 gp

Ion Stones: Clear(Sustains creature without food or water), Vibrant Purple(Stores 3 levels of spells), Pearly white(Regen 1 damage per hour), Pale green(+1 competence bonus on attack rolls-saves-skill checks and ability checks. Total Price of All: 90,000 gp

Amulet of Mighty Fists(+4):



Feather tokens: price 1000gp
(Tree X2)A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect
(Fan)
A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph).



Ability Spells Show

Unicorn
Cure light wounds 3/day (DC 20) (caster lvl 5) 1d8+5
Cure mod wounds 1/day (DC 21)(CL 5)2d8+5
Neutralize poison 1/day  (DC 23)(CL 8) (Duration 80 min)
Detect Evil at will
Half-Celestial
Protection from evil 3/day(CL 7)(DC 20)(duration 7 min) (1 used)
Bless 1/day (duration 7 min)
Aid 1/day (duration 7 min)
Detect Evil 1/day
Cure Serious wounds 1/day (CL 7)(DC 22) 3d8+7
Neutralize Poison 1/day(CL 7)(DC 22)(duration 70 min)
Holy Smite 1/day (CL 7)(DC 23 Will half/negate blind)(Range 170 ft)(3d8 damage to each evil creature in area or 7d6 to an evil outsider and Blinded for 1 round)(half dmg creatures that are not good or evil and are not blinded)
Remove disease 1/day (CL 7)(DC 22)(Also kills parasites, including green slime and others)
Spells Stored In Vibrant Purple Ion Stone
Cure Serious Wounds (CL 7)(DC 22) 3d8+7


Appearance Show
 

Fhamorel.jpg Fhamorel picture by ThorakMoonbrew

Artist: Unknown


background Show
Fhamorel was always curious of things, she wondered why she had wings when others of her kind didn't. When she got older and was explained to her by her mother that her father was a celestial being she at first didn't understand, however with more careful explaining she did. She never did get along with other unicorns in the forest because she was different, however known show'd outward animosity toward her.

One day when she was young she came across a monastary hidden deep within her home forest inhabited mostly by humans a few dwarves and halflings and even fewer elves. She watched them hidden from a distance pondering what they were doing and she did so for many months. However despite her efforts to remain unseen, she was approached by one that they called a master. He had came up on her stealthly with apparently no sound and she nearly jump out of her skin when he said Hello most honored one, he was standing next to her when he said it. That day she fled, but her curiosity got the best of her and she returnedSeveral times the master approached again this time making sure she could see him as he walked slowly towards her stopping a respectiful distance each time always asking her to join them for conversation. She didn't give a response till the third day, finally deciding they didn't meen her harm. She already knew they were not evil, but one can never be too careful.

As the years went on she found out the order of monks she had been spying on were called Order of the Celestial hand devote in spreading peace and on death transcending to rebirth as celestial beings. Of course she was already part celestial and the master had known that, which is why she was called most honored one. The master explained to her that his great great grandfather had known her father as a friend. Apparently her father was one of the monks that achieved the final enlightenment of being reborn as a celestial being.

She decided than that she wanted to learn their ways and there techniques, she was unsure if she could reach enlightment in the same way since she was already half. However she felt that she had to for it was her only connection to her father and perhaps if she could reach that state of being she could meet her father and talk with him for a while. So she trained hard and true for many years learning their ways adapting to suit her unicorn body as best she could. The monks knew that unicorns did not keep very many valuables such as gold and the such, but the master wanted to make sure that she survived the training and had special items made for her. A rope belt to help her in her monk training simply wrapped and tied much like a saddle would have been tied, as well as an amulet that made her attacks stronger and more accurate and most wonderious of them all were the ion stones that hung in rotation around her body each one a slightly different distance away from her.

She was progressing nicely in the order when Armies laid waist to her forest and the monastary and all but a few were wiped out, however she was told by the master to flee and not join the fight, he also handed her a bag that seemed almost empty as if it contained nothing special and was unsure what to do with it. She wanted to stay, but her oath of to him could not be broken and she did has he said. She realized the direction he sent her away headed towards a powerful spell caster and she went to her home. She told him what was going on and he said he had foreseen this to happen, but not when and that the master had known as well. There was no way to bend fate and change things such as these, but the master had told him that one most preserve what they could. She give him the bag and he examined the items, yes I know these items for I helped in their creation. These two feathers are tokens of two of the great oak trees of this forest perhaps not the largest. When activated the preserved tree's will spring up from the ground as full as the time they were magically put in these at a time when their seeds were about to drop. This feather token here will conjure up a great fan and creates a wind. This forest will be destroyed within the next couple years no matter how hard we fight for it, this I have foreseen, however you will outlive us all and must survive. When the time is right return to the monastary at the center of the forest. You are a unicorn and should be able to sense your forest even if physically it's no longer standing. At that time activate the feathers at opposite ends of the compound, the ruins should still be there even than. Than wait a day and you'll see the seeds about to drop and activate the fan token to help the wind carry the seeds far and bring life back to the forest, if you are lucky you will meet a druid along your ways that may be able to help the seeds grow.

That was a long long time ago and now fhamorel is tired, she escaped the fight and escaped having to see her beloved forest burned to the ground. However without her forest and being wilderness alien to her she wandered lost and was captured, she was so lost in depression and despair that she didn't even put up a fight at least not much of one. During her captivity she met Fleurus and depite his somewhat ragged appearance she felt hope again. He didn't seem to even notice that she had wings and his kindness to her was only matched by his amazing muscles. She felt that with him they could revive the forests spirit and she could help him find and revive his forest as well. That hope still lingers in her mind to this day, but seems dull to even her. She see's the insanity in her beloved and wishes it gone and vows not to let herself to slip into that state. So every day she meditates for hours taking her mind to a time and place outside of captivity and in that state dreams of a Fleurus without the touch of madness.  So she goes to him as often as she can for she loves him and knows that she may be the only one that can keep him from slipping into total madness all the time.




Racial abilities and modifiers Show


Spell-Like Abilities:
Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 23, caster level 8th) with a touch of its horn. The save DC is Charisma-based.


 ECL8 Unicorn (4HD, +4 LA, +10 str, +6 dex, +10 con, +10 wis, +14 cha, +6 NA)


Wild Empathy (Ex):This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.


Skills:Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Half-Celestial template  Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4 

half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) (HD +3).
Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Darkvision out to 60 feet.
Immunity to disease.
Resistance to acid 10, cold 10, and electricity 10.
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to creature’s HD + 10 (maximum 35).
 +4 racial bonus on Fortitude saves against poison.
A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x(HD +3). 

Spell-Like Abilities:
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.


A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative


HD


Abilities


1–2


Protection from evil


3/day, bless

3–4


Aid, detect evil


5–6


Cure serious wounds, neutralize poison


7–8


Holy smite, remove disease


9–10


Dispel evil


11–12


Holy word


13–14


Holy aura


3/day, hallow

15–16


Mass charm monster


17–18


Summon monster IX


(celestials only)

19–20


Resurrection


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