OK.Originally posted by Obsidian
Please ladies and gentlemen, an end to the spam!
DF Characters...
Proud SLURRite Test Subject and Nick Counter of the Rolling Thunder™ - Visitors WELCOME!!!
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Sleep is for n00bs, and people with too much blood in their caffeine.
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Reality is an illusion created by alcohol deficiency
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Sleep is for n00bs, and people with too much blood in their caffeine.
Have YOU voted for Kayless' Dungeon Crawl Inc. yet today???
Reality is an illusion created by alcohol deficiency
Okay, here we go...
Aquarimarachan Calligo (Just call me Aqua-chan )
Class: Totemic Druid/Theif
Alignment: Chaotic Nuetral
Race: Kind of complicated....
Gender: Female
Heigh: 5' 6''
Weight:--- (It's not something I'm proud of. )
Favorite Weapons: Scimitar +2: Tiger's Fang and Short Bow +1: Panther's Leer (With Shadow Arrows)
Favorite Spell: Iron Skins / Summon Animal III
Likes: Sleeping, hacking up bad ol' nasties, talking.
Dislikes: Drow.
Looks: A human's body, just add cat ears and a tail... And, some big teeth. And claws. And some very mean cat-eyes. And... D)Clothing has arcane symbols stitched into it.
Wears: Regular Leather armor. Nothing special. Not even studded.
Is: Wishing to be normal.
Is not: Thinking straight or planning ahead.
Her Equipment:
Scimitar +2 : Tiger's Fang
Only Weilded by AC herself... Grants AC :
50% Fire Resistance (On top of her natural resistance)
+2 Extra level 1, 2, and 3 lvl priest spells
Casts Luck, 1 per day
Short Bow +1 : Panther's Leer
Again, only usable by AC... It's uses:
Makes 5 Shadow Arrows a day, but AC hates using them
90% chance to hit AC's target (by using her mental image of the target), even without aiming perfectly
Shadow Arrows
Only launchable from Panther's Leer
Drains life force from the target
5% chance that the arrows will drain 5-10 levels from target
Amulet of the Wood
Usable by any Druid, though AC rarely lets it leave her sight
Allows AC to cast Sunfire once per day
Makes AC immune to Insect Swarm, Creeping Doom and Nature's Beauty spells
AC's heritage gives her a bonus to her dexterity and stealth/move silently abilities. Also, she is immune to Charm Person/Animal and Hold Animal. However, she is very vulnerable to confusion spells.
Also, enemy cats for some reason refuse to attack AC, though they will still attack her allies. Sorry 'bout that one, folks.
About AC:
AC was born into a race of proud cat-centaurs known as Ishiatorian. AC was sold into slavery because he was born with more human charactoristics that others, and was given to a Drow warrior in the city of Ched Nessad. She escaped, however, and even aided Thantor in his studies of Drow. It is still quite unknown exactly how she lived on the surface without the aid of anybody else.
Other than the names Danti, Alora and Tiax, not too much else is known about Aqua-chan's history. It is believed that she may have travelled as far North as Kuldahar in the Spine of the World Mountains, but when asked about any of this, Aqua-chan just shrugs the question off.
AC longs to find a place where she can feel normal and free, and thinks she may have found relief with Faldorn and the Shadow Druids. However, AC must make a choice: Fight the Shadow Druids to accomplish one goal, or fight the Dark Flames to accomplish a different goal.
Aqua-chan is sweet, shy, and good-natured. She likes to follow people around, but often becomes just plain annoying. She has much to learn about her Druidic ways because she was never exposed to such practices in the Underdark. In combat, however, the fury she was taught from the Drow is unleashed upon any and all of her opponents. She prefers to use her bow over anything else.
Aquarimarachan Calligo (Just call me Aqua-chan )
Class: Totemic Druid/Theif
Alignment: Chaotic Nuetral
Race: Kind of complicated....
Gender: Female
Heigh: 5' 6''
Weight:--- (It's not something I'm proud of. )
Favorite Weapons: Scimitar +2: Tiger's Fang and Short Bow +1: Panther's Leer (With Shadow Arrows)
Favorite Spell: Iron Skins / Summon Animal III
Likes: Sleeping, hacking up bad ol' nasties, talking.
Dislikes: Drow.
Looks: A human's body, just add cat ears and a tail... And, some big teeth. And claws. And some very mean cat-eyes. And... D)Clothing has arcane symbols stitched into it.
Wears: Regular Leather armor. Nothing special. Not even studded.
Is: Wishing to be normal.
Is not: Thinking straight or planning ahead.
Her Equipment:
Scimitar +2 : Tiger's Fang
Only Weilded by AC herself... Grants AC :
50% Fire Resistance (On top of her natural resistance)
+2 Extra level 1, 2, and 3 lvl priest spells
Casts Luck, 1 per day
Short Bow +1 : Panther's Leer
Again, only usable by AC... It's uses:
Makes 5 Shadow Arrows a day, but AC hates using them
90% chance to hit AC's target (by using her mental image of the target), even without aiming perfectly
Shadow Arrows
Only launchable from Panther's Leer
Drains life force from the target
5% chance that the arrows will drain 5-10 levels from target
Amulet of the Wood
Usable by any Druid, though AC rarely lets it leave her sight
Allows AC to cast Sunfire once per day
Makes AC immune to Insect Swarm, Creeping Doom and Nature's Beauty spells
AC's heritage gives her a bonus to her dexterity and stealth/move silently abilities. Also, she is immune to Charm Person/Animal and Hold Animal. However, she is very vulnerable to confusion spells.
Also, enemy cats for some reason refuse to attack AC, though they will still attack her allies. Sorry 'bout that one, folks.
About AC:
AC was born into a race of proud cat-centaurs known as Ishiatorian. AC was sold into slavery because he was born with more human charactoristics that others, and was given to a Drow warrior in the city of Ched Nessad. She escaped, however, and even aided Thantor in his studies of Drow. It is still quite unknown exactly how she lived on the surface without the aid of anybody else.
Other than the names Danti, Alora and Tiax, not too much else is known about Aqua-chan's history. It is believed that she may have travelled as far North as Kuldahar in the Spine of the World Mountains, but when asked about any of this, Aqua-chan just shrugs the question off.
AC longs to find a place where she can feel normal and free, and thinks she may have found relief with Faldorn and the Shadow Druids. However, AC must make a choice: Fight the Shadow Druids to accomplish one goal, or fight the Dark Flames to accomplish a different goal.
Aqua-chan is sweet, shy, and good-natured. She likes to follow people around, but often becomes just plain annoying. She has much to learn about her Druidic ways because she was never exposed to such practices in the Underdark. In combat, however, the fury she was taught from the Drow is unleashed upon any and all of her opponents. She prefers to use her bow over anything else.
"There are worse things in the world than serving the whims of a deadly sex goddess." - Zevran
I see I have neglected to post here....
Thantor
Given Name: Chane Tarnruth
Race: Half-elven
Class: Ranger/Cleric
Alignment: Chaotic Good
Appearance: 6'1" with dark brown, shoulder-length hair which he usually wears in a pony tail. Green eyes, meticulously trimmed beard, well groomed.
Armor: Rainment of Mielikki
Favorite Weapon: Cadeusa's Bane: twin maces wrapped with hizzlas (serpent spirits)
Skills/Abilities: Psionic, esoteric ki massage, hot tub surfing
References: available on request.
Thantor is an emissary of the court of Queen Amlaruil, having performed certain espionage functions for her during the Time of Troubles. For this, he was titled and continues to function as part of the elven intelligence network. He originally met the Dark Flames on a mission to detain the ne'er-do-well Anomen for an unknown patron. Developmentally challenged as a child, he was groomed by the goddess Mielikki for some as yet unknown purpose.
Anicka
Race: Elven
Gender: Female
Class: Paladin, Order of the Weeping Moon.
Appearance: 5'1", green eyes, blonde hair
Misc: Anicka came into contact with the Dark Flames through meeting Thantor in the SM lair. Her first command ended in tragedy when all of her squadron were slaughtered by the SM's minion.
Simbul
Simbul
Alassara Silverhand (a name know only to a chosen few), is know to Faerunians today only as the Simbul. She is the second youngest of the Seven Sister, who are Chosen of Mystra, born when Mystra took possession of her mother Elue, the Lady of the Gate, a powerful sorcerer.
The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess's other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity.
The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives.
For the father of these individuals, she picked the best example of human stock she could find: Domal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Domal found his advances being suddenly returned with great fervor.
Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters.
The Simbul is the Queen of Aglarond (called by some "the Witch Queen"). She mastered metamagic long, long ago and has single-handedly defeated attacking Thayan armies with titanic combinations of spells. She is currently the lover of the famous wizard Elminster of Shadowdale. Thanks to his love, she has mitigated the worst of her dark berserker rages, which makes her even more formidable in battle -- she is still fearless, but no longer heedless of the damage she causes. She is the most powerful wielder of arcane magic in Faerun, a sorcerer of such unfettered strength that she has single-handedly preserved her realm against the Red Wizards of Thay for generations. Red Wizards have been known to faint at the mere thought of facing her in battle.
The Simbul flits tirelessly around Toril and even other planes. As herself, she's heedless of personal appearance, and is usually barefoot or adventurer-booted, and clad only in tattered black robes. Her hair is a wild, long, and silver in color.
Stats
Female, human; Height: 5' 10"
Str 14, Dex 18, Con 26, Int 20, Wis 15, Char 20
Sor 20/Acm 2/ Wiz 10 SA Chosen spell-like abilities; SQ Archmage high arcana, Chosen immunities, enhanced constitution, epic-level abilities, silver fire, spell fire, supernatural abilities.
The Simbul is unaffected by attacks that duplicate these effects: charm person, circle of death, disintegrate, fear, feeblemind, finger of death, fireball, magic missile, misdirection, meteor swarm.
Epic level benefits: six effective levels of sorcerer and six of wizard added to above totals.
She may transform herself into a chain lightening effect that ends as a meteor streak.
Timeline
766 Birth of the Simbul
1320 The Simbul becomes Queen of Aglarond.
Thantor
Given Name: Chane Tarnruth
Race: Half-elven
Class: Ranger/Cleric
Alignment: Chaotic Good
Appearance: 6'1" with dark brown, shoulder-length hair which he usually wears in a pony tail. Green eyes, meticulously trimmed beard, well groomed.
Armor: Rainment of Mielikki
Favorite Weapon: Cadeusa's Bane: twin maces wrapped with hizzlas (serpent spirits)
Skills/Abilities: Psionic, esoteric ki massage, hot tub surfing
References: available on request.
Thantor is an emissary of the court of Queen Amlaruil, having performed certain espionage functions for her during the Time of Troubles. For this, he was titled and continues to function as part of the elven intelligence network. He originally met the Dark Flames on a mission to detain the ne'er-do-well Anomen for an unknown patron. Developmentally challenged as a child, he was groomed by the goddess Mielikki for some as yet unknown purpose.
Anicka
Race: Elven
Gender: Female
Class: Paladin, Order of the Weeping Moon.
Appearance: 5'1", green eyes, blonde hair
Misc: Anicka came into contact with the Dark Flames through meeting Thantor in the SM lair. Her first command ended in tragedy when all of her squadron were slaughtered by the SM's minion.
Simbul
Simbul
Alassara Silverhand (a name know only to a chosen few), is know to Faerunians today only as the Simbul. She is the second youngest of the Seven Sister, who are Chosen of Mystra, born when Mystra took possession of her mother Elue, the Lady of the Gate, a powerful sorcerer.
The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess's other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity.
The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives.
For the father of these individuals, she picked the best example of human stock she could find: Domal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Domal found his advances being suddenly returned with great fervor.
Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters.
The Simbul is the Queen of Aglarond (called by some "the Witch Queen"). She mastered metamagic long, long ago and has single-handedly defeated attacking Thayan armies with titanic combinations of spells. She is currently the lover of the famous wizard Elminster of Shadowdale. Thanks to his love, she has mitigated the worst of her dark berserker rages, which makes her even more formidable in battle -- she is still fearless, but no longer heedless of the damage she causes. She is the most powerful wielder of arcane magic in Faerun, a sorcerer of such unfettered strength that she has single-handedly preserved her realm against the Red Wizards of Thay for generations. Red Wizards have been known to faint at the mere thought of facing her in battle.
The Simbul flits tirelessly around Toril and even other planes. As herself, she's heedless of personal appearance, and is usually barefoot or adventurer-booted, and clad only in tattered black robes. Her hair is a wild, long, and silver in color.
Stats
Female, human; Height: 5' 10"
Str 14, Dex 18, Con 26, Int 20, Wis 15, Char 20
Sor 20/Acm 2/ Wiz 10 SA Chosen spell-like abilities; SQ Archmage high arcana, Chosen immunities, enhanced constitution, epic-level abilities, silver fire, spell fire, supernatural abilities.
The Simbul is unaffected by attacks that duplicate these effects: charm person, circle of death, disintegrate, fear, feeblemind, finger of death, fireball, magic missile, misdirection, meteor swarm.
Epic level benefits: six effective levels of sorcerer and six of wizard added to above totals.
She may transform herself into a chain lightening effect that ends as a meteor streak.
Timeline
766 Birth of the Simbul
1320 The Simbul becomes Queen of Aglarond.
Those who will play with kitties must expect to be scratched.
Many are cold; few are frozen.
Absence is to love what wind is to fire... it extinguishes the small, it enkindles the great.
Many are cold; few are frozen.
Absence is to love what wind is to fire... it extinguishes the small, it enkindles the great.
A Short History of the SLURR - Merchants...
We're a travelling band of merchants, belonging to the SLURR merchant league, selling potions to the needy at a reasonable price.
Beldin is a human hunchbacked sorceror, wielding a Lochaber axe in melee and using an experimental flamethrower in ranged attack (like Jan Janssen he crafts his own weapons).He has short cropped white hair and beard, wears a black,hooded robe, heavy boots with steel toecaps (and how they can HURT someone in melee ) and likes to keep his weapons and other equipment in his "ethereal" storeroom from where he accesses them with the famous "snapping of fingers"..
Under his robe he's heavily muscled (to make up for his stunted growth) and likes to wear some studded leather armor for extra protection and a simple vest with seemingly uncountable pockets to keep his tools and gadgets (NEVER trust him if you can't see BOTH his hands. Maybe not even then..) .
His age is about 6000 years according to some sources, but you can't be SURE with this constant dimension hopping...so we'll just leave it at "undefineable"...
Immunities: Poison (very high - from his constant slurring and smoking) , Fire - (high) from his playing around with the flamethrower, Cold, Electric, - no Immunities. Beldin also possesses the innate ability to change into the blue-banded hawk .
Ode is an elven ranger, preferring long bows in ranged combat and long swords in melee. As an elf he tends to walk very softly, which comes in very handy as a ranger. He plays pan pipes, which he carries in a belt pouch when he doesn't use them. He wears the symbol of Mielikki (Goddess of Rangers) on a silver chain around his neck. As for appearance: he has a pale skin (like most elves do) and has his hair tied back with a brown leather thong (~25 cm; taken from RL). He is 120 years old (which is quite young by elven standards). He likes to refer to half-elves as half-humans.
Eerhardt is a half-elven dualclassed fighter/mage wielding a long sword called Frost Viper in melee. He named the sword himself, after experiments with various potions imbued it with the power to deal out cold and acid damage. It also grants its wielder a considerable level of cold and acid resistance. In ranged attack, Eerhardt relies on his spells and potions.
That's all we have so far, we'll hammer out the details once we've settled in in Faerun...
No worries,
Beldin
We're a travelling band of merchants, belonging to the SLURR merchant league, selling potions to the needy at a reasonable price.
Beldin is a human hunchbacked sorceror, wielding a Lochaber axe in melee and using an experimental flamethrower in ranged attack (like Jan Janssen he crafts his own weapons).He has short cropped white hair and beard, wears a black,hooded robe, heavy boots with steel toecaps (and how they can HURT someone in melee ) and likes to keep his weapons and other equipment in his "ethereal" storeroom from where he accesses them with the famous "snapping of fingers"..
Under his robe he's heavily muscled (to make up for his stunted growth) and likes to wear some studded leather armor for extra protection and a simple vest with seemingly uncountable pockets to keep his tools and gadgets (NEVER trust him if you can't see BOTH his hands. Maybe not even then..) .
His age is about 6000 years according to some sources, but you can't be SURE with this constant dimension hopping...so we'll just leave it at "undefineable"...
Immunities: Poison (very high - from his constant slurring and smoking) , Fire - (high) from his playing around with the flamethrower, Cold, Electric, - no Immunities. Beldin also possesses the innate ability to change into the blue-banded hawk .
Ode is an elven ranger, preferring long bows in ranged combat and long swords in melee. As an elf he tends to walk very softly, which comes in very handy as a ranger. He plays pan pipes, which he carries in a belt pouch when he doesn't use them. He wears the symbol of Mielikki (Goddess of Rangers) on a silver chain around his neck. As for appearance: he has a pale skin (like most elves do) and has his hair tied back with a brown leather thong (~25 cm; taken from RL). He is 120 years old (which is quite young by elven standards). He likes to refer to half-elves as half-humans.
Eerhardt is a half-elven dualclassed fighter/mage wielding a long sword called Frost Viper in melee. He named the sword himself, after experiments with various potions imbued it with the power to deal out cold and acid damage. It also grants its wielder a considerable level of cold and acid resistance. In ranged attack, Eerhardt relies on his spells and potions.
That's all we have so far, we'll hammer out the details once we've settled in in Faerun...
No worries,
Beldin
Proud driver and SLURRite Linkmaster of the Rolling Thunder ™
Famous Last Words:
"You can't kill me 'cause I've got magic armoraaaaargh !"
"They're only kobolds!"
So he kills kittens? Nothing to fear about that. (CM about Foul on SYM)
"Hey Beldin ! I don't like your face !"
"Nevermore."
Famous Last Words:
"You can't kill me 'cause I've got magic armoraaaaargh !"
"They're only kobolds!"
So he kills kittens? Nothing to fear about that. (CM about Foul on SYM)
"Hey Beldin ! I don't like your face !"
"Nevermore."
- Ode to a Grasshopper
- Posts: 6664
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Australia
- Contact:
The descriptions continue...
All three of the SLURR-merchants wield magical weapons in combat. Beldin's unnamed lochaber axe has been technomagically tinkered with so much that it now slices through any non-magical armour/shields, and even non-magical weapons. It's edge does not dull over time or with use. Beldin (as mentioned) uses a wrist-mounted flame-thrower of his own creation for ranged attacks, not generally bothering with his magic.
Eerhardt's Frost Viper bestows the wielder with limited resistance to cold and acid, in addition to dealing out cold and acid damage upon it's target. When fighting at a distance Eerhardt relies upon his spells and potions to vanquish his foes.
Ode, in addition to having a few shuriken and darts in one of his belt-pouches, a hidden dagger in one of his boots, a hidden throwing dagger in the other, and another concealed throwing dagger behind his hood (one of his favourite tricks in battle is to cut an enemy archer's bowstring with a well-thrown dagger), prefers to use his personally hand-crafted ivory bow, Swansong, in battle. It was enchanted by Beldin when the three SLURRs started travelling together; until then it was simply an ordinary, if exquisitely detailed, longbow. Now the bowstring 'sings' and emits a faint blue glow when drawn, highlighting the intricate carvings on the bow's frame. For some unexplained reason (most likely due to Beldin being a bit drunk when enchanting the bow) Swansong also glows in the presence of garlic. Ode has also had the good fortune to inherit a quiver that gives unlimited arrows, which for some reason are all flighted with bright scarlet feathers. Generally the arrows remain in existence after hitting their target, however if the Ode (or whoever holds the quiver at the time) chooses then they can dissolve in a shower of silvery dust. Ode also maintains a steady supply of Arrows of Detonation and Arrows of Dispelling (both types of arrow are manufactured for him by Eerhardt) in case the need for such things arises. He is careful never to go into battle with less than 20 of each kind of arrow in his quiver and ready for use.
On the rare occasion when an enemy gets within striking distance, or when he just feels like it, Ode uses his double-edged long sword Poetic Justice. The sword's blade ignites into blue flame when drawn (Unless Ode wishes otherwise), and makes an eerie whistling noise when wielded in battle. It is at least partially ‘aware’, as if wielded by anyone other than Ode it simply behaves as a normal sword, and it refuses outright to be used against Ode himself, giving any opponent of the ranger who attempts to use the blade against him a severe electric shock for their efforts. The blue flames inflict two random types of elemental damage (fire, cold, lightning, acid, poison, etc) to any opponents the blade hits in combat. Usually, however, Ode just leaves the sword sheathed in the scabbard that hangs from his belt. The sword has been in Ode’s family for generations, however prior to coming into Ode’s possession it hadn’t seen use for many centuries. Poetic Justice is rumoured to be a moonblade, Ode neither denies or encourages this rumour; when asked about the blade's heritage he simply shrugs, or winks if he is in a particularly cheeky mood.
All three of the SLURR-merchants wield magical weapons in combat. Beldin's unnamed lochaber axe has been technomagically tinkered with so much that it now slices through any non-magical armour/shields, and even non-magical weapons. It's edge does not dull over time or with use. Beldin (as mentioned) uses a wrist-mounted flame-thrower of his own creation for ranged attacks, not generally bothering with his magic.
Eerhardt's Frost Viper bestows the wielder with limited resistance to cold and acid, in addition to dealing out cold and acid damage upon it's target. When fighting at a distance Eerhardt relies upon his spells and potions to vanquish his foes.
Ode, in addition to having a few shuriken and darts in one of his belt-pouches, a hidden dagger in one of his boots, a hidden throwing dagger in the other, and another concealed throwing dagger behind his hood (one of his favourite tricks in battle is to cut an enemy archer's bowstring with a well-thrown dagger), prefers to use his personally hand-crafted ivory bow, Swansong, in battle. It was enchanted by Beldin when the three SLURRs started travelling together; until then it was simply an ordinary, if exquisitely detailed, longbow. Now the bowstring 'sings' and emits a faint blue glow when drawn, highlighting the intricate carvings on the bow's frame. For some unexplained reason (most likely due to Beldin being a bit drunk when enchanting the bow) Swansong also glows in the presence of garlic. Ode has also had the good fortune to inherit a quiver that gives unlimited arrows, which for some reason are all flighted with bright scarlet feathers. Generally the arrows remain in existence after hitting their target, however if the Ode (or whoever holds the quiver at the time) chooses then they can dissolve in a shower of silvery dust. Ode also maintains a steady supply of Arrows of Detonation and Arrows of Dispelling (both types of arrow are manufactured for him by Eerhardt) in case the need for such things arises. He is careful never to go into battle with less than 20 of each kind of arrow in his quiver and ready for use.
On the rare occasion when an enemy gets within striking distance, or when he just feels like it, Ode uses his double-edged long sword Poetic Justice. The sword's blade ignites into blue flame when drawn (Unless Ode wishes otherwise), and makes an eerie whistling noise when wielded in battle. It is at least partially ‘aware’, as if wielded by anyone other than Ode it simply behaves as a normal sword, and it refuses outright to be used against Ode himself, giving any opponent of the ranger who attempts to use the blade against him a severe electric shock for their efforts. The blue flames inflict two random types of elemental damage (fire, cold, lightning, acid, poison, etc) to any opponents the blade hits in combat. Usually, however, Ode just leaves the sword sheathed in the scabbard that hangs from his belt. The sword has been in Ode’s family for generations, however prior to coming into Ode’s possession it hadn’t seen use for many centuries. Poetic Justice is rumoured to be a moonblade, Ode neither denies or encourages this rumour; when asked about the blade's heritage he simply shrugs, or winks if he is in a particularly cheeky mood.
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
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The soul must be free, whatever the cost.
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The soul must be free, whatever the cost.
- Ode to a Grasshopper
- Posts: 6664
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Australia
- Contact:
More on the SLURR merchants...
Eerhardt is a Chaotic Neutral half-elven dualclassed Fighter/Mage, dualled at level 15. He is 6’25 feet tall, has long dark-blond hair and a goatee. Trained through numerous battles (which, more often than not, started out as bar brawls), he became a master in wielding long swords. He still carries a scar across his right cheek from one of those fights. His inquisitive nature and thirst for knowledge, however, drew him to the arcane and he soon became well versed in the ways of magic as well. In battle, Eerhardt wears an Elven Chain Mail – one of the few items he "obtained" before being kicked out of elven society. He likes to blame this on the fact that he’s half human, but his violent nature is more likely to have been the cause for his banishment. Over his Elven Chain Mail, Eerhardt wears a black robe with red lining. Eerhardt's large consumption of experimental potions has given him an innate high resistance resistance to poison and fire, much the same as Beldin has gained from from his tinkering with his flame-thrower. All three SLURR-merchants are practically immune to poison due to their constant smoking and excessive consumption of alcohol. The SLURR-merchants also all have godlike constitutions (25), thanks to Beldin's hidden stash of Manuals of Bodily Health. As the Rolling Thunder payroll currently lacks a cleric or druid the natural regeneration granted by their high constitution is extremely beneficial.
Eerhardt met Beldin and Ode when Lord Insomnia ( ) threatened to close down a tavern they all used to frequent. Needless to say, a grandiose bar fight followed, the likes of which Faerûn had never seen before and has not seen since. To this day the fight is still known across the planes as "The Great Thrashing". Leaving the scene together, these 3 friends have been inseperable since. Seeing the benefits of 3 such cunning minds put together, they joined the SLURR merchant league not shortly after their run-in with Lord Insomnia and have been selling their potions and beverages across several planes for a number of years now, sometimes with disastrous results (as with their latest venture on Sigil).
Eerhardt is a Chaotic Neutral half-elven dualclassed Fighter/Mage, dualled at level 15. He is 6’25 feet tall, has long dark-blond hair and a goatee. Trained through numerous battles (which, more often than not, started out as bar brawls), he became a master in wielding long swords. He still carries a scar across his right cheek from one of those fights. His inquisitive nature and thirst for knowledge, however, drew him to the arcane and he soon became well versed in the ways of magic as well. In battle, Eerhardt wears an Elven Chain Mail – one of the few items he "obtained" before being kicked out of elven society. He likes to blame this on the fact that he’s half human, but his violent nature is more likely to have been the cause for his banishment. Over his Elven Chain Mail, Eerhardt wears a black robe with red lining. Eerhardt's large consumption of experimental potions has given him an innate high resistance resistance to poison and fire, much the same as Beldin has gained from from his tinkering with his flame-thrower. All three SLURR-merchants are practically immune to poison due to their constant smoking and excessive consumption of alcohol. The SLURR-merchants also all have godlike constitutions (25), thanks to Beldin's hidden stash of Manuals of Bodily Health. As the Rolling Thunder payroll currently lacks a cleric or druid the natural regeneration granted by their high constitution is extremely beneficial.
Eerhardt met Beldin and Ode when Lord Insomnia ( ) threatened to close down a tavern they all used to frequent. Needless to say, a grandiose bar fight followed, the likes of which Faerûn had never seen before and has not seen since. To this day the fight is still known across the planes as "The Great Thrashing". Leaving the scene together, these 3 friends have been inseperable since. Seeing the benefits of 3 such cunning minds put together, they joined the SLURR merchant league not shortly after their run-in with Lord Insomnia and have been selling their potions and beverages across several planes for a number of years now, sometimes with disastrous results (as with their latest venture on Sigil).
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
- Ode to a Grasshopper
- Posts: 6664
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Australia
- Contact:
Ode
Ode to a Grasshopper is a chaotic good high elf (often in more ways than one ) male ranger. For the most part Ode is usually friendly and easygoing, however he harbors an intense hatred for drow (and orcs, and undead with the exception of Astafas) that has, on one occasion when he was very drunk, caused him to challenge Drizzt Do'Urden to a fist-fight. Fortunately Beldin and Eerhardt were able to get him out of the tavern in which this happened before he caused any trouble. Though he is technically an archer, he has somehow managed to overcome the traditional archer restrictions on armor and skill with melee weapons. At 120 years old he is considered young by elven standards, however as a result of his planar travels with Eerhardt and Beldin he has seen many battles and is an experienced warrior in his own right. The elven ranger is ambidextrous and can dual-wield without difficulty. In battle he usually prefers to use his magical longbow Swansong, though on the rare occasion when an enemy gets within melee range, or even when he just feels like it, he uses his enchanted longsword Poetic Justice in single-weapon style. Ode has grandmastery in longbows and is specialized in longswords and single-weapon style.
Ode's familiar is a magnificent female peregrine falcon, who is fiercely overprotective of him. The two share a slight telepathic/empathic link at all times, though when required Ode can see and hear through the eyes and ears of his companion and vice versa. This does not always work in their favor, however, as any pain one of them feels is felt by the other as well, the extent of the pain shared is determined by the depth of mental contact at the time. Though she rarely sees battle, the falcon (who Ode has refused to name, claiming that she prefers it that way), has been effectively used as a spy on more than one occasion. The only clue that the bird is more than it seems can be seen in the fierce intelligence in her eyes.
Ode has been known to describe himself as a warrior/philospher/poet-other people generally refer to him as a scoundrel, if a likeable one; when the mood takes him he also sometimes plays on his set of pan-pipes, which he carries with him at all times, wrapped in a felt cloth in one of his many belt-pouches when they're not in use. His other pouches contain an assortment of typical adventurers items, such as a grappling hook and a thin yet strong rope. Naturally for an elf he has extremely keen senses, including infravision/nightvision (the nightvision does not apply when he uses his familiar to see, however the falcon can use it when looking through Ode's eyes). He makes no noise when he walks (in part due to his elven heritage and in part due to his training as a ranger), often unintentionally startling people by suddenly appearing beside them without their having heard his approach. Being somewhat of a free spirit the ranger prefers to walk barefoot when not 'at work'. When he wants to he can hide in shadows as skillfully as a master thief, though he rarely uses the ability, considering it to be sort of 'cheating'. At some stage in his life Ode has also become a talented pick-pocket, largely due to his high dexterity. This skill has come in surprisingly useful over the course of the three companions' adventures, particularly in the instances where the three have fallen into ill-favor with the local authorities and been locked up for one reason or another. Often the jailor's keys will mysteriously disappear without their noticing in such instances. As a ranger Ode is an exceptionally skilled tracker, even more so with the birds-eye view D) afforded to him by his familiar. Ode worships the goddess Mielikki, the Lady of the Woods, and wears an elegant ivory carving of the white unicorn head that is her symbol around his neck, on a slender (though incredibly strong) silver chain of elven make that is just too short to pull off over his head. The softly spoken ranger has a melodious voice, and can converse fluently in Elven, Common and Sylvan, as well as having a basic grasp of the Orc tongue. Ode, like most elves, refers to half-elves as half-humans; he means nothing derogatory by the term, it is simply the way half-elves are viewed amongst elven-kind.
Ode to a Grasshopper is a chaotic good high elf (often in more ways than one ) male ranger. For the most part Ode is usually friendly and easygoing, however he harbors an intense hatred for drow (and orcs, and undead with the exception of Astafas) that has, on one occasion when he was very drunk, caused him to challenge Drizzt Do'Urden to a fist-fight. Fortunately Beldin and Eerhardt were able to get him out of the tavern in which this happened before he caused any trouble. Though he is technically an archer, he has somehow managed to overcome the traditional archer restrictions on armor and skill with melee weapons. At 120 years old he is considered young by elven standards, however as a result of his planar travels with Eerhardt and Beldin he has seen many battles and is an experienced warrior in his own right. The elven ranger is ambidextrous and can dual-wield without difficulty. In battle he usually prefers to use his magical longbow Swansong, though on the rare occasion when an enemy gets within melee range, or even when he just feels like it, he uses his enchanted longsword Poetic Justice in single-weapon style. Ode has grandmastery in longbows and is specialized in longswords and single-weapon style.
Ode's familiar is a magnificent female peregrine falcon, who is fiercely overprotective of him. The two share a slight telepathic/empathic link at all times, though when required Ode can see and hear through the eyes and ears of his companion and vice versa. This does not always work in their favor, however, as any pain one of them feels is felt by the other as well, the extent of the pain shared is determined by the depth of mental contact at the time. Though she rarely sees battle, the falcon (who Ode has refused to name, claiming that she prefers it that way), has been effectively used as a spy on more than one occasion. The only clue that the bird is more than it seems can be seen in the fierce intelligence in her eyes.
Ode has been known to describe himself as a warrior/philospher/poet-other people generally refer to him as a scoundrel, if a likeable one; when the mood takes him he also sometimes plays on his set of pan-pipes, which he carries with him at all times, wrapped in a felt cloth in one of his many belt-pouches when they're not in use. His other pouches contain an assortment of typical adventurers items, such as a grappling hook and a thin yet strong rope. Naturally for an elf he has extremely keen senses, including infravision/nightvision (the nightvision does not apply when he uses his familiar to see, however the falcon can use it when looking through Ode's eyes). He makes no noise when he walks (in part due to his elven heritage and in part due to his training as a ranger), often unintentionally startling people by suddenly appearing beside them without their having heard his approach. Being somewhat of a free spirit the ranger prefers to walk barefoot when not 'at work'. When he wants to he can hide in shadows as skillfully as a master thief, though he rarely uses the ability, considering it to be sort of 'cheating'. At some stage in his life Ode has also become a talented pick-pocket, largely due to his high dexterity. This skill has come in surprisingly useful over the course of the three companions' adventures, particularly in the instances where the three have fallen into ill-favor with the local authorities and been locked up for one reason or another. Often the jailor's keys will mysteriously disappear without their noticing in such instances. As a ranger Ode is an exceptionally skilled tracker, even more so with the birds-eye view D) afforded to him by his familiar. Ode worships the goddess Mielikki, the Lady of the Woods, and wears an elegant ivory carving of the white unicorn head that is her symbol around his neck, on a slender (though incredibly strong) silver chain of elven make that is just too short to pull off over his head. The softly spoken ranger has a melodious voice, and can converse fluently in Elven, Common and Sylvan, as well as having a basic grasp of the Orc tongue. Ode, like most elves, refers to half-elves as half-humans; he means nothing derogatory by the term, it is simply the way half-elves are viewed amongst elven-kind.
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
Hmm...I can't find my characters description here, though I KNOW I've posted it at least twice... *shrugs* If I have now posted it three times, ignore it and just assume I've had too much wine lately...
Okay, here's the new and improved Viv...
Vivien
Class: Mage, Specialization: Currently Invoker, this changes as I forget which spells I can't cast while being my current class...
Race: Human
Gender: Female
Height: 5' 5''
Weight: 120-125 pds
Hair: Auburn.
Eyes: Blue.
Favorite Weapon: I have no weapon. I am a PURE mage unlike those mongrel half breed fighter/mages who can fight without hurting themselves and other silly, unnecessary things.
Favorite Spell: Magic Missile or Charm Person.
Likes: Cute and cuddly creatures, red wine, all of the DF's, funny looking people, nudity and nature.
Dislikes: Ugly, evil creatures that try to hurt you. Oh yes, and pompous people.
Wears: Mage robe, dark green with black scrolling, modeled after the BG1 mage robes. Also, warn on my right hand is the ring of joy, as per my heritage.
Biography: Little is known about Viv before she met the darkflames. It's not that she's hiding a dark past, it's that there are to many other fun things to do than talk about one's past (You know...what temperature would you like the hot tub? More grapes? That kind of thing.). One notable is that she and Jennabard are semi-sisters...both of the line of Rai'ya.
Okay, here's the new and improved Viv...
Vivien
Class: Mage, Specialization: Currently Invoker, this changes as I forget which spells I can't cast while being my current class...
Race: Human
Gender: Female
Height: 5' 5''
Weight: 120-125 pds
Hair: Auburn.
Eyes: Blue.
Favorite Weapon: I have no weapon. I am a PURE mage unlike those mongrel half breed fighter/mages who can fight without hurting themselves and other silly, unnecessary things.
Favorite Spell: Magic Missile or Charm Person.
Likes: Cute and cuddly creatures, red wine, all of the DF's, funny looking people, nudity and nature.
Dislikes: Ugly, evil creatures that try to hurt you. Oh yes, and pompous people.
Wears: Mage robe, dark green with black scrolling, modeled after the BG1 mage robes. Also, warn on my right hand is the ring of joy, as per my heritage.
Biography: Little is known about Viv before she met the darkflames. It's not that she's hiding a dark past, it's that there are to many other fun things to do than talk about one's past (You know...what temperature would you like the hot tub? More grapes? That kind of thing.). One notable is that she and Jennabard are semi-sisters...both of the line of Rai'ya.
- Bloodstalker
- Posts: 15512
- Joined: Wed Apr 18, 2001 10:00 pm
- Location: Hell if I know
- Contact:
Name: Aegis
Class: Ranger/Archer
Race: Elven, Chicken, Horse, other assorted barn yard animals
Gender: Male
Height: 5'3"
Weight: 112 lbs
Hair: Honey Blonde
Eyes: Grey
Weapon: Varies between his long sword, sunfang, and his Long Bow
Likes: Nature, music
Dislikes: Random acts of transformation
Name: Seir
Class: Fighter/Beserker
Race: Human
Gender: Male
Height: 6'0"
Weight: 237 lbs
Hair: Chestnut Brown
Eyes: Blue
Weapon: Whatever he can smash something with, but prefers an axe
Likes: combat
Dislikes: pascifism
Class: Ranger/Archer
Race: Elven, Chicken, Horse, other assorted barn yard animals
Gender: Male
Height: 5'3"
Weight: 112 lbs
Hair: Honey Blonde
Eyes: Grey
Weapon: Varies between his long sword, sunfang, and his Long Bow
Likes: Nature, music
Dislikes: Random acts of transformation
Name: Seir
Class: Fighter/Beserker
Race: Human
Gender: Male
Height: 6'0"
Weight: 237 lbs
Hair: Chestnut Brown
Eyes: Blue
Weapon: Whatever he can smash something with, but prefers an axe
Likes: combat
Dislikes: pascifism
- Ode to a Grasshopper
- Posts: 6664
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Australia
- Contact:
@Aegis-Elven archers rule!
At 5', Ode is about average height for an elf, though considered short by human standards. He has pale skin, vibrant green eyes, and wears his long blonde hair tied back with a brown leather thong (of about 20-25 cm in length) in a ponytail that reaches to just between his shoulder blades. While his hair is for the most part blonde, he has two pure white streaks of hair that start just in front of his pointed ears, at around the same place a human would have sideburns. The tips of his hair are likewise pure white; the white tips extend for about two inches from the tips of his hair. He wears these pale streaks in twin braids (one on either side of his face) that reach down to his collar-bones, and ensures they stay braided by holding them with a round bead roughly half a centimeter in diameter, into each of which he has placed one small feather, similar in style to Cernd, only far more discrete. Ode also wears one silver earring in each ear, the holes for the piercings are located in his earlobes.
In or out of battle, Ode wears elven chain mail, an armor noted for being surprisingly flexible and light weight, while still providing excellent protection in combat. He wears knee-high boots made of supple brown leather(think of adult Link in the Legend of Zelda for the N64, the boots are more or less the same, as are the earrings). Ode also refuses to wear a helm, claiming that helms restrict his peripheral vision and feel uncomfortable. To combat the wrist-sprains so common amongst archers he wears a pair of bracers ending in fingerless gloves. Ode wears his scabbard on a sword-belt with a number of pouches hanging from it, and generally just slings his longbow over his back. He also wears a bright red sash with gold edging tied around his waist; the loose ends of which he allows to hang loosely by his side. Under his elven chain mail he wears lightweight soft clothing in forest green(think the default colors for new characters in BG2). The ranger usually wears a fine black velvet cloak with a darkish purple interior, removing it when the call of battle arises. Ode wears an exquisite carving of the symbol of Mielikki (a unicorn's head) around his on a slender (though extremly strong) silver chain of elven make. The chain, which Ode never takes off, is just too short to be pulled over the elf's head, and so cannot be removed without the ranger's consent. He wears one simple gold band on his right hand; it has no special significance to him, he simply likes wearing it. The elven archer's fingers are perhaps his most unusual feature (along with the twin white streaks of hair); his fingers are unusually long and elegant, even for his slender wrists and hands.
At 5', Ode is about average height for an elf, though considered short by human standards. He has pale skin, vibrant green eyes, and wears his long blonde hair tied back with a brown leather thong (of about 20-25 cm in length) in a ponytail that reaches to just between his shoulder blades. While his hair is for the most part blonde, he has two pure white streaks of hair that start just in front of his pointed ears, at around the same place a human would have sideburns. The tips of his hair are likewise pure white; the white tips extend for about two inches from the tips of his hair. He wears these pale streaks in twin braids (one on either side of his face) that reach down to his collar-bones, and ensures they stay braided by holding them with a round bead roughly half a centimeter in diameter, into each of which he has placed one small feather, similar in style to Cernd, only far more discrete. Ode also wears one silver earring in each ear, the holes for the piercings are located in his earlobes.
In or out of battle, Ode wears elven chain mail, an armor noted for being surprisingly flexible and light weight, while still providing excellent protection in combat. He wears knee-high boots made of supple brown leather(think of adult Link in the Legend of Zelda for the N64, the boots are more or less the same, as are the earrings). Ode also refuses to wear a helm, claiming that helms restrict his peripheral vision and feel uncomfortable. To combat the wrist-sprains so common amongst archers he wears a pair of bracers ending in fingerless gloves. Ode wears his scabbard on a sword-belt with a number of pouches hanging from it, and generally just slings his longbow over his back. He also wears a bright red sash with gold edging tied around his waist; the loose ends of which he allows to hang loosely by his side. Under his elven chain mail he wears lightweight soft clothing in forest green(think the default colors for new characters in BG2). The ranger usually wears a fine black velvet cloak with a darkish purple interior, removing it when the call of battle arises. Ode wears an exquisite carving of the symbol of Mielikki (a unicorn's head) around his on a slender (though extremly strong) silver chain of elven make. The chain, which Ode never takes off, is just too short to be pulled over the elf's head, and so cannot be removed without the ranger's consent. He wears one simple gold band on his right hand; it has no special significance to him, he simply likes wearing it. The elven archer's fingers are perhaps his most unusual feature (along with the twin white streaks of hair); his fingers are unusually long and elegant, even for his slender wrists and hands.
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
- Ode to a Grasshopper
- Posts: 6664
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Australia
- Contact:
Archeron is a neutral evil human multiclassed Anti-Paladin/thief.
Archeron was the leader of the great tribe of Tillurios before being struck down in the battle Gazorlith by a powerful mage aided by demons. Archerons lineage saved his soul from the ‘Demonic Withering’ spell cast on him, but his body deteriorated rapidly. In order to preserve his life, his mentor and friend, Diio summoned open a planar gate to send Archeron to another world and put him far beyond reach of the incurable spell. Left with nothing and still recovering, Archeron, the once proud Anti-Paladin, and leader of men has been force into a scavenging and thieving in this new, strange world just to get by.
He only wears Black, has a Leather Armour, Dagger, Cloak, and Boots of Stealth (he has had little time to ‘acquire’ quality gear). He has Grand Mastery in Two-Handed Swords and is proficient in all weapons barring sling, staff and darts.
Immunities: Backstab, Charm, Hold and Confusion
Hide in Shadows, 120
Pick Locks, 75
Find Traps, 90
Pickpocket, 40
Lineage Bonuses: 50% magic resistance
Dispel Magic ability with all weapons
Archeron was the leader of the great tribe of Tillurios before being struck down in the battle Gazorlith by a powerful mage aided by demons. Archerons lineage saved his soul from the ‘Demonic Withering’ spell cast on him, but his body deteriorated rapidly. In order to preserve his life, his mentor and friend, Diio summoned open a planar gate to send Archeron to another world and put him far beyond reach of the incurable spell. Left with nothing and still recovering, Archeron, the once proud Anti-Paladin, and leader of men has been force into a scavenging and thieving in this new, strange world just to get by.
He only wears Black, has a Leather Armour, Dagger, Cloak, and Boots of Stealth (he has had little time to ‘acquire’ quality gear). He has Grand Mastery in Two-Handed Swords and is proficient in all weapons barring sling, staff and darts.
Immunities: Backstab, Charm, Hold and Confusion
Hide in Shadows, 120
Pick Locks, 75
Find Traps, 90
Pickpocket, 40
Lineage Bonuses: 50% magic resistance
Dispel Magic ability with all weapons
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
- Ode to a Grasshopper
- Posts: 6664
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Australia
- Contact:
The chaotic neutral halfling thief known as Stilgar has quite an interesting background. He was born as a gnome, the son of a gnome by the name of Tiax whose plans to take over the world completely failed after he was slain by a gibberling. With his dying breath Tiax bade his son continue his quest to conquer Toril, and, despite the knowledge that his unusually low constitution would make this task a difficult one, Stilgar accepted his father’s final request.
Since that day the former gnome has spent his days searching for a way to increase his constitution in order to fulfill his dead father’s quest, as until he can find some means of increasing his constitution any attempt he makes at melee combat is tantamount to suicide.
The former gnome underwent the transformation that left him as a halfling after brewing a potion in Eerhardt’s secret laboratory, getting the recipe for the mysterious elixir from a scroll he had pick-pocketed from a mysterious (and evidently not very watchful) watcher known only as the “Shadowkeeper”. True to his chaotic neutral nature, his reason for changing his race was apparently because everyone knows that “Halflings get the chicks.” As Stilgar destroyed the scroll containing the formula for the potion so as to prevent anyone else from taking advantage of this little-known and as-yet unproved theory, it is very much to be hoped for that he is correct (by him, at any rate). He first met the SLURR-merchants when he tried to exit the Rolling Thunder, and found to his great surprise that the already strange gypsy caravan was once again on the move. Having somehow missed the bar and hot-tub on his way down to the laboratory, Stilgar was understandably shocked to see the interior of the pocket plane in all it’s glory. After a few purple beers (especially effective due to his then-low constitution) his nerves were calm again, and he reached the decision to forgo world domination in favour of being a SLURR-merchant and living, as he puts it, “The good life!”
The halfling is a master thief, surpassing even Ode in pick-pocketing ability, and is also a skilled lock-pick. Curiously he only pick-pockets sleeping victims, as his low constitution has taught him to be wary of alert targets who may take offence at having their purses snatched. On the rare occasions when he has been caught, the halfling’s unusually high charisma has often served him well in helping him to fast-talk his way out of any potential trouble. He is also an adept at the arts of detecting, removing and setting traps. Unfortunately, to gain his exceptional thieving skills he has had to sacrifice his ability to blend into his surroundings and to move silently. To counter this Stilgar uses a Ring of Invisibility.
He wears his flaxen hair (curly as is the case with all halflings) in shoulder-length dreadlocks; coupled with his small stature and inquisitive green eyes he often makes for rather a curious sight, especially with his braided sideburns and constant slightly over-large grin. He wears a dark cape over his ever-present leather armour, only strange in that it has a plate of iron attached to the back to prevent Stil from being back-stabbed, and also in that it gives a +5 AC bonus against ranged attacks.
For the most part the thief has learnt to avoid battle, however he does carry a silver pistol-sized crossbow for the occasions when battle becomes necessary. He overcomes the risk formerly posed by his once-low constitution (“Old habits die hard”, he casually explains with a shrug each time someone asks why he’s still wary of battle) by coating his crossbow bolts with a poison of his own devising, that instantly paralyses his foes and causes them to suffer 1 point of poison damage every round, a trait that the SLURR-merchants have found useful for disrupting enemy spellcasters. He also carries a non-magical dagger, more because it was a gift from his father than out of any real usefulness the dagger has. Beldin has offered more than once to enchant the dagger with his magic, but Stilgar has on each occasion refused to let the dagger be tampered with, claiming he likes it the way it is. As he usually coats the blade in poison before he uses it, it could be argued that magic is more or less unnecessary in the dagger’s case anyway. Though the thief prefers to use his own poison, he is pragmatic enough that he will also use the poisons Eerhardt creates for him when the need arises. Stilgar’s latest hobby is trying to tame a rabbit that he always carries with him in a small cage. He claims to have stolen the rabbit from a sleeping kensai/assassin/sorcerer/beholder/deathbringer by the unlikely name of Bun Bun, a story the other SLURR-merchants dismiss as one of the former gnome’s many tall tales, but who can tell with halflings?
Since that day the former gnome has spent his days searching for a way to increase his constitution in order to fulfill his dead father’s quest, as until he can find some means of increasing his constitution any attempt he makes at melee combat is tantamount to suicide.
The former gnome underwent the transformation that left him as a halfling after brewing a potion in Eerhardt’s secret laboratory, getting the recipe for the mysterious elixir from a scroll he had pick-pocketed from a mysterious (and evidently not very watchful) watcher known only as the “Shadowkeeper”. True to his chaotic neutral nature, his reason for changing his race was apparently because everyone knows that “Halflings get the chicks.” As Stilgar destroyed the scroll containing the formula for the potion so as to prevent anyone else from taking advantage of this little-known and as-yet unproved theory, it is very much to be hoped for that he is correct (by him, at any rate). He first met the SLURR-merchants when he tried to exit the Rolling Thunder, and found to his great surprise that the already strange gypsy caravan was once again on the move. Having somehow missed the bar and hot-tub on his way down to the laboratory, Stilgar was understandably shocked to see the interior of the pocket plane in all it’s glory. After a few purple beers (especially effective due to his then-low constitution) his nerves were calm again, and he reached the decision to forgo world domination in favour of being a SLURR-merchant and living, as he puts it, “The good life!”
The halfling is a master thief, surpassing even Ode in pick-pocketing ability, and is also a skilled lock-pick. Curiously he only pick-pockets sleeping victims, as his low constitution has taught him to be wary of alert targets who may take offence at having their purses snatched. On the rare occasions when he has been caught, the halfling’s unusually high charisma has often served him well in helping him to fast-talk his way out of any potential trouble. He is also an adept at the arts of detecting, removing and setting traps. Unfortunately, to gain his exceptional thieving skills he has had to sacrifice his ability to blend into his surroundings and to move silently. To counter this Stilgar uses a Ring of Invisibility.
He wears his flaxen hair (curly as is the case with all halflings) in shoulder-length dreadlocks; coupled with his small stature and inquisitive green eyes he often makes for rather a curious sight, especially with his braided sideburns and constant slightly over-large grin. He wears a dark cape over his ever-present leather armour, only strange in that it has a plate of iron attached to the back to prevent Stil from being back-stabbed, and also in that it gives a +5 AC bonus against ranged attacks.
For the most part the thief has learnt to avoid battle, however he does carry a silver pistol-sized crossbow for the occasions when battle becomes necessary. He overcomes the risk formerly posed by his once-low constitution (“Old habits die hard”, he casually explains with a shrug each time someone asks why he’s still wary of battle) by coating his crossbow bolts with a poison of his own devising, that instantly paralyses his foes and causes them to suffer 1 point of poison damage every round, a trait that the SLURR-merchants have found useful for disrupting enemy spellcasters. He also carries a non-magical dagger, more because it was a gift from his father than out of any real usefulness the dagger has. Beldin has offered more than once to enchant the dagger with his magic, but Stilgar has on each occasion refused to let the dagger be tampered with, claiming he likes it the way it is. As he usually coats the blade in poison before he uses it, it could be argued that magic is more or less unnecessary in the dagger’s case anyway. Though the thief prefers to use his own poison, he is pragmatic enough that he will also use the poisons Eerhardt creates for him when the need arises. Stilgar’s latest hobby is trying to tame a rabbit that he always carries with him in a small cage. He claims to have stolen the rabbit from a sleeping kensai/assassin/sorcerer/beholder/deathbringer by the unlikely name of Bun Bun, a story the other SLURR-merchants dismiss as one of the former gnome’s many tall tales, but who can tell with halflings?
Proud SLURRite Gunner of the Rolling Thunder (TM) - Visitors WELCOME!
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
([size=0]Feel free to join us for a drink, play some pool or even relax in a hottub - want to learn more?[/size]
The soul must be free, whatever the cost.
My Character
Thalimon Sheshtare
Class: Paladin of Torm/Fighter
Alignment: Lawful Good.
Race: Tiefling (human/tana'ri).
Eyes: Green. Thalimon's eyes appear normal, to human standards. In dim to no light conditions, however, they glow a bright green.
Hair: Jet black and long, pulled back into a tail.
Complexion: Dark.
Height: 6'1" tall (with a 3' long serpentine tail... )
Garb: Black chain mail armor.
Special Abilities: Darkvision (ability to see even in utter darkness); Resistance to Fire, Cold, and Electricity; special paladin focus: Fiendslayer (bonus to hit and damage demonic and draconian creatures); Paladin special abilities:
Aura of Courage: Immune to fear; all allies within 10' gain a resistance to fear.
Divine Health: Immune to disease, both normal and magical.
Lay Hands: Can heal himself or others by laying his hand upon them, once a day.
Remove Disease: Thalimon can cure disease in others.
Turn Undead: Thalimon is able to turn the undead.
Smite Evil: Once per day, in combat, Thalimon may draw upon his inner energy, and deal an unusually powerful blow to any being of evil.
Paladin Spells: Thalimon can cast spells of divine magic.
Thalimon's Tana'ri heritage has given him a limited telepathic ability, and a sensitivity to the magical weave.
Favored Weapons: In battle, Thalimon wields an unusual longsword in one hand, and a shortsword in his other hand. He is ambidexterous.
Demeanor: Thalimon is surprisingly gentle and polite in conversation, in contrast to the impression that most form based upon his appearance. When he smiles, his dark features seem to illuminate with a soft radiance. Curiously, this does not seem to be offset by the small horns which are found on his forehead, nor by the presence of slightly prominent canine teeth in his smile...
Thalimon is the son of a cambion - a being part human and demon - and of the human woman Shalimare. He knows that he was born in Sigil, the City of Doors, but how he came to be in Faerun is a mystery to him. The only link Thalimon has left to his mother, and thus to his past, is a Drow House Pendant that he had found as a lad - the night his mother was taken from him by the Drow.
Thalimon wandered as an outcast for many years after his mother's death, ever remaining on the fringe of civilization. He was eventually befriended by a nameless elven ranger, and through the hunter's kindness he learned much of the wilds, and much of himself. Eventually his path led him to the great waste of the Anauroch, where he was met by the harsh reality of the day to day struggle for survival. It was there that he thrived, and there that he truly found himself.
He was trained as a warrior by a human hermit revered by the desert nomads as the Thukariin, or Lord of Blades. His lessons were harsh, and the desert cruel, but in time the young tiefling came to love and revere the man that had come to be, in every respect, his father.
The Thukariin had sent Thalimon out into the far reaches of the desert when he had come of age, for the time had come for Thalimon to find his Way. The calling took the tiefling deep into the heart of the desert, to places where few had tread before. It was there that he began to have dreams...dreams of another time, and of another place, where a sword lie shining in the darkness, and a voice called his name.
During a hunt Thalimon had followed his quarry into a craggy outcrop of rock that jutted boldly from the dunes. Searching amongst the crevices for the elusive animal, he happened upon a cave...and found that he had stumbled upon the fastness of an ancient tomb. Suddenly he was walking in the dark, strange world of his dreams...and softly, coming from somewhere deep within the reaches of the tunnel before him, a voice whispered his name.
He followed that voice into the gloom...and soon found himself standing in the warmth of a brilliant radiance. At the heart of the radiance was a sword unlike any he had ever seen, long and sharp, glittering in the golden glow. The voice that had called to Thalimon in his dreams now spoke to him...
The tiefling that had left the Thukariin had perished in the desert, left in the dark reaches of a long forgotten tomb. In his place returned a warrior...and a Paladin of Torm.
Since Thalimon's sword affects those around him when it is drawn, I thought I would list this effect:
The Avenger, Wrath of Torm the True
When drawn and wielded by Thalimon, the sword emanates an aura of light in a 10' radius. All allies within this radius are affected by a Magic Circle against Evil. This affords the affected +2 to armor class, +2 to saving throws, and an immunity to all charm-based spells.
Thalimon Sheshtare
Class: Paladin of Torm/Fighter
Alignment: Lawful Good.
Race: Tiefling (human/tana'ri).
Eyes: Green. Thalimon's eyes appear normal, to human standards. In dim to no light conditions, however, they glow a bright green.
Hair: Jet black and long, pulled back into a tail.
Complexion: Dark.
Height: 6'1" tall (with a 3' long serpentine tail... )
Garb: Black chain mail armor.
Special Abilities: Darkvision (ability to see even in utter darkness); Resistance to Fire, Cold, and Electricity; special paladin focus: Fiendslayer (bonus to hit and damage demonic and draconian creatures); Paladin special abilities:
Aura of Courage: Immune to fear; all allies within 10' gain a resistance to fear.
Divine Health: Immune to disease, both normal and magical.
Lay Hands: Can heal himself or others by laying his hand upon them, once a day.
Remove Disease: Thalimon can cure disease in others.
Turn Undead: Thalimon is able to turn the undead.
Smite Evil: Once per day, in combat, Thalimon may draw upon his inner energy, and deal an unusually powerful blow to any being of evil.
Paladin Spells: Thalimon can cast spells of divine magic.
Thalimon's Tana'ri heritage has given him a limited telepathic ability, and a sensitivity to the magical weave.
Favored Weapons: In battle, Thalimon wields an unusual longsword in one hand, and a shortsword in his other hand. He is ambidexterous.
Demeanor: Thalimon is surprisingly gentle and polite in conversation, in contrast to the impression that most form based upon his appearance. When he smiles, his dark features seem to illuminate with a soft radiance. Curiously, this does not seem to be offset by the small horns which are found on his forehead, nor by the presence of slightly prominent canine teeth in his smile...
Thalimon is the son of a cambion - a being part human and demon - and of the human woman Shalimare. He knows that he was born in Sigil, the City of Doors, but how he came to be in Faerun is a mystery to him. The only link Thalimon has left to his mother, and thus to his past, is a Drow House Pendant that he had found as a lad - the night his mother was taken from him by the Drow.
Thalimon wandered as an outcast for many years after his mother's death, ever remaining on the fringe of civilization. He was eventually befriended by a nameless elven ranger, and through the hunter's kindness he learned much of the wilds, and much of himself. Eventually his path led him to the great waste of the Anauroch, where he was met by the harsh reality of the day to day struggle for survival. It was there that he thrived, and there that he truly found himself.
He was trained as a warrior by a human hermit revered by the desert nomads as the Thukariin, or Lord of Blades. His lessons were harsh, and the desert cruel, but in time the young tiefling came to love and revere the man that had come to be, in every respect, his father.
The Thukariin had sent Thalimon out into the far reaches of the desert when he had come of age, for the time had come for Thalimon to find his Way. The calling took the tiefling deep into the heart of the desert, to places where few had tread before. It was there that he began to have dreams...dreams of another time, and of another place, where a sword lie shining in the darkness, and a voice called his name.
During a hunt Thalimon had followed his quarry into a craggy outcrop of rock that jutted boldly from the dunes. Searching amongst the crevices for the elusive animal, he happened upon a cave...and found that he had stumbled upon the fastness of an ancient tomb. Suddenly he was walking in the dark, strange world of his dreams...and softly, coming from somewhere deep within the reaches of the tunnel before him, a voice whispered his name.
He followed that voice into the gloom...and soon found himself standing in the warmth of a brilliant radiance. At the heart of the radiance was a sword unlike any he had ever seen, long and sharp, glittering in the golden glow. The voice that had called to Thalimon in his dreams now spoke to him...
The tiefling that had left the Thukariin had perished in the desert, left in the dark reaches of a long forgotten tomb. In his place returned a warrior...and a Paladin of Torm.
Since Thalimon's sword affects those around him when it is drawn, I thought I would list this effect:
The Avenger, Wrath of Torm the True
When drawn and wielded by Thalimon, the sword emanates an aura of light in a 10' radius. All allies within this radius are affected by a Magic Circle against Evil. This affords the affected +2 to armor class, +2 to saving throws, and an immunity to all charm-based spells.
CYNIC, n.:
A blackguard whose faulty vision sees things as they are, not as they ought to be.
-[url="http://www.alcyone.com/max/lit/devils/a.html"]The Devil's Dictionary[/url]
A blackguard whose faulty vision sees things as they are, not as they ought to be.
-[url="http://www.alcyone.com/max/lit/devils/a.html"]The Devil's Dictionary[/url]
Scayde Moody"s profile
race: human
height: 5'3"
hair:Strawberry, long and curly
eyes: green
build:compact/curvy/athletic
complexion:freckles,pale skin with a slight tan
age: 22 (OK I fudged a little )
class: Mmm ... Spoiled Texas Cowgirl=Rogue/Ranger
alignment: chaotic good
favorite weapon: Ruger 270 Weatherlight Vamint riffle/ 2 boxes of ammo, Lariat, bullwhip,Bowie Knife
armour: dungarees, cotton shirt,western boots, western hat, belt (Shield against magic) leather chaps, leather belt, leather vest
alignment: chaotic good
Strengths:No magic, none, nadda, imparts a certain immunity to magic as well. Excellent shot, proficient w/ the rope and whip,gift of gab, Infectious smile, with a wicked twinkle in the eye
Weaknesses:No magic, none, nadda, means I can't use the magic in this dimension everyone else takes for granted..
likes:My horse.. "Hunter", outdoors, laughter, Tequila, Good lookin' guys
dislikes: Cruelty, deciet, lies ,rules, jealousy
Scayde is a recent grad from The University of Texas where she majored in Nursing. She was spending some time at home on her Daddy's ranch before embarking on her new career. She was a good student, but has no practical experience. Scayde's holiday was cut short when a fall into an underground cavern landed her and her horse in stream, which turned out to be a spacial/temporal anomaly of sorts. When she surfaced, she was no longer in Texas, but instead found herself in Faerun.
She is fiercely loyal, adventurous and spunky, with a flirtatious nature, and a wicked sense of humor.
Having been raised on a ranch, she is also a capable outdoorsman.
race: human
height: 5'3"
hair:Strawberry, long and curly
eyes: green
build:compact/curvy/athletic
complexion:freckles,pale skin with a slight tan
age: 22 (OK I fudged a little )
class: Mmm ... Spoiled Texas Cowgirl=Rogue/Ranger
alignment: chaotic good
favorite weapon: Ruger 270 Weatherlight Vamint riffle/ 2 boxes of ammo, Lariat, bullwhip,Bowie Knife
armour: dungarees, cotton shirt,western boots, western hat, belt (Shield against magic) leather chaps, leather belt, leather vest
alignment: chaotic good
Strengths:No magic, none, nadda, imparts a certain immunity to magic as well. Excellent shot, proficient w/ the rope and whip,gift of gab, Infectious smile, with a wicked twinkle in the eye
Weaknesses:No magic, none, nadda, means I can't use the magic in this dimension everyone else takes for granted..
likes:My horse.. "Hunter", outdoors, laughter, Tequila, Good lookin' guys
dislikes: Cruelty, deciet, lies ,rules, jealousy
Scayde is a recent grad from The University of Texas where she majored in Nursing. She was spending some time at home on her Daddy's ranch before embarking on her new career. She was a good student, but has no practical experience. Scayde's holiday was cut short when a fall into an underground cavern landed her and her horse in stream, which turned out to be a spacial/temporal anomaly of sorts. When she surfaced, she was no longer in Texas, but instead found herself in Faerun.
She is fiercely loyal, adventurous and spunky, with a flirtatious nature, and a wicked sense of humor.
Having been raised on a ranch, she is also a capable outdoorsman.
Scayde Moody
(Pronounced Shayde)
The virtue of self sacrifice is the lie perpetuated by the weak to enslave the strong
Hmm a little bump in honor of the revisions to some peoples characters
[url="http://www.gamebanshee.com"]GameBanshee[/url] Make your gaming scream!
"I have seen them/I have watched them all fall/I have been them/I have watched myself crawl"
"I will only complicate you/Trust in me and fall as well"
"Quiet time...no more whine"
"I have seen them/I have watched them all fall/I have been them/I have watched myself crawl"
"I will only complicate you/Trust in me and fall as well"
"Quiet time...no more whine"