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Bloodstalker
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Post by Bloodstalker »

Revisions? has Aegis been transformed again? :eek:
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Post by dragon wench »

Originally posted by Bloodstalker
Revisions? has Aegis been transformed again? :eek:


not yet...... :p
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Post by Bloodstalker »

Well, whats the hold up? :D
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Post by dragon wench »

Originally posted by Bloodstalker
Well, whats the hold up? :D


Well...the time and place have to be right... ;)
Although I am sure that Viv's Drow bunny must be getting terribly lonely...... :p ;)

*evil snicker* :D
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Post by Bloodstalker »

Uh...*bump*...or something :D
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Post by T'lainya »

T’lainya Ruaghniim-1/2 elf cleric, Feywarden(specialty priest of Corellon Larethian)
Feywarden
Weapon-any armor-any
Required proficiencies-long sword, long bow, spellcraft
Bonus proficiencies-singing, musical instrument
+2 charisma to elves
Immune to paralyzing touch of ghouls/ghasts
+1 to ST vs. other paralyzing agents i.e. hold spells, lich touch etc.
Casts 6th sense 1/day
Faerie Fire or Idea 1/day
Strength or Dexterity 1/day
+2 St vs. poison, auto save vs. spider venom
Abjure or Minor Creation 1/day
Enchant Weapon or Major Creation 1/day
goblinkin have –2 to St vs. spells cast by priest
Banishment or Prismatic Spray 1/day
Holy Word or Sunray 1/day
These are in addition to the regular spells available, they don’t use up spell slots..Other weapons can be used..the usual cleric weapons. The enchanted weapon is a version of the Gods magic long sword..I haven’t used a sword or bow since I was trying to fit in. I don’t usually have set memorized spells as they are granted on a daily basis and what is asked for isn’t always given. I also have access to all the D & D books so my spells vary including a few specialty spells..like a drow specific lower resistance. The holy symbol was a gift from Corellon and has a permanent 6th sense as well as being a symbol of faith..I have an idea about that which will be forthcoming in the battle with the abomination.
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Post by Chanak »

Just for kicks, I thought I'd detail some of the Hill of the Skull NPCs here. :D
(Bear in mind, these are 3E characters)

The Thykiri, the People of the Waste, have dwelled for thousands of years in the Anauroch. Cradled in the arms of the "harsh mistress," the People have become a unique race, shaped by the perpetual life and death struggle of daily existence. The plethora of diurnal and nocturnal predators in the Waste have honed Thykiri senses to a keen precision, rivaling that of the elves. As such, the Thykiri benefit from a +2 bonus to all perception rolls (Spot, Search, and Listen). Their existence under the merciless rays of the sun has, over time, caused the Thykiri body to excel at moisture retention, enabling them to store larger amounts of water in reserve than is normal amongst other humans. This, coupled with the harsh physical conditions of their desert home, permits the People an amazing physical resilience (+2 bonus to Fortitude saves), and the ability to withstand massive damage.

Hashareth Nak’ithbiin
(Hashareth, son of Nakhur)

Class: Kar'ithbiin (Fighter) "Son of the Blade"
Race: Human (Thykiri)
Alignment: Chaotic good
Height: 6'10" Weight: 380 lbs.
Hair: Jet
Eyes: Dark brown
Complexion: Swarthy
Garb: Hashareth wears black chain mail armor, swathed under his blue Chitiim, or robes. Like most Thykiri, he wears linens wrapped about his head, called Halkeeth (a turban. :p ). This wrap is terminated by a length which Hashareth may use to veil his face. Apart from ceremonial functions (in the case of the Lykanviiri), this is primarily used to protect the wearer from the ravages of sand storms.
Racial abilities: Thykiri (see above)
Class abilities: Hashareth, being a fighter, is proficient in the use of all weapons, both martial and simple; all armor types; and shields. He has specialized in the use of the massive Thuk'shiim, a two-handed scimitar (1d12 damage; minimum strength of 15 to wield). He has also mastered the use of the great Yashiri (Composite Bow), and the common shiim (scimitar).
Strength: 22 (+6) Dexterity: 13 (+1) Constitution: 16 (+3) Intelligence: 10 Wisdom: 9 (-1) Charisma: 10 Hit Points: 190
Skills: Hide (8), Intimidate (4), Move Silently (8)
Feats: Blind Fighting, Bull Headed, Cleave (2), Deflect Arrows, Dodge, Great Fortitude, Improved Criticals, Power Attack, Strong Back (+50% carrying capacity)


Hashareth is the son of Nakhur, a merchant of Syndevar's people, a large Thykiri tribe. Nakhur's primary concern - and the principal source of his considerable wealth - were the sleek Shashar, the spirited horses of the Anauroch steppes. With his sons and apprentices, Nakhur would cull the finest stallions and mares from the wild herds which roamed the fringes of the Waste. These were perilous forays into the lands of the Nahkbith (orcs), and steady hands were not only needed upon the reins, but upon the shiim blade as well...

Hashareth, the youngest of the 10 sons of Nakhur, had little patience for the ways of the Shash'ithar, or Horse Trader. His eyes often wandered the arid grasslands, seeking the telltale glint of sun upon the shields and spears of the foul Nahkbith. Though he was an obedient son, and employed his already considerable strength in the service of his father - Hashareth could pull a full grown Shashara stallion to the ground on his own - he ever yearned to engage the Nahkbith in battle. To that end, he would stay by the side of the Kar'ithbiiri (Sons of the Blade) that would accompany Nakhur and his band, ever seeking to glean what he could from the warriors of the People.

As Hashareth grew to a stature and strength that far surpassed his peers, Nakhur began to see the wisdom of his youngest son's Way. The boy was as iron-willed as he was massively strong, and only the ways of the Kar'ithbiiri seemed soothe his mighty spirit. Therefore Nakhur the Shash'ithar sent his youngest son along his Way, to the training pits of the warriors of the Waste...

Hashareth, called the Giant by the tribes of the People, is perhaps the largest male in their long and perilous history. Alzashar of the Hand once held this highly esteemed honor, and many maintained that Hashareth was yet his lesser. The Seers of Arathor, called upon to settle the dispute between Nakhur and his Trader brethren, dutifully consulted the Records. Nakhur beamed as his son Hashareth was indeed shown to be greater in both height and weight than the Hand, and a small fortune of gold was handed to the smiling merchant as his brethren dutifully awarded him the Right of Victory.

Ever was the relationship between father and son as turbulent as the swirling winds of the Sand Devil, and Nakhur sought peace with his son. Utilizing the gold of his winnings, he commissioned the Blade Masters to forge anew the blade of Alzahar, the great Thuk'shiim, for his youngest son. In this way father and son knew peace and blessing once more, and the People would come to know Hashareth Nak'ithbiin not only for his sword and massive strength, but also for his indomitable spirit in battle.
CYNIC, n.:
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Post by Chanak »

Hill of the Skull NPC

Giira Thas'ithbaan
(Giira, daughter of Thas)

Class: Lykanviir (Ranger) (both the meaning and origin of this word is unknown to the People)
Race: Human (Thykiri)
Alignment: Neutral Good
Height: 5'3" Weight: ;)
Hair: Light brown
Eyes: Blue-grey
Complexion: Swarthy
Garb: Giira wears studded leather armor beneath her Lykanviiri Chitiim. These robes are not dyed, enabling her to blend with the parched landscape of the Waste more effectively. Though legend holds that the Lyknaviiri veil their faces when they draw their shiim blades, the truth bears witness that the Lykanviir do so for more practical reasons: that of camouflage. Like most of the People, Giira holds her chestnut brown tresses secure in the wrappings of the Halkeeth.
Racial abilities: Thykiri (see above)
Class abilities: Ranger abilities. Favored enemies: Nahkbith (Orcs), Haikuth (Gnolls), Zabil (Werewolves), and Aberrations. +3 bonus to damage, Listen, Spot and Taunt checks against these creatures. Ranger spells. Proficient with all weapons, both simple and martial, light and medium armor types, and shields. Free Ambidexterity and Two-Weapon Fighting feats as long as Giira wears nothing heavier than light armor. Giira favors wielding a shiim blade in each hand. She also excels at the use of her Natak (short bow), and is skilled with the Shak blades (throwing daggers).
Strength: 13 (+1) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 14 (+2) Charisma: 10 (+0)
Skills: Animal Empathy (6), Concerntration (8), Hide (15), Move Silently (15), Search (15), Wilderness Lore (15)
Feats: Ambidexterity, Deflect Arrows, Dodge, Expertise, Iron Will, Power Attack, Martial Weapon: Long Blade (2), Martial Weapon: Bows (2), Two-Weapon Fighting

Giira is the only offspring of Thas, the lord of the Lykanviiri, Warders of the Waste. Their home is the vast desert, under the watchful glare of the sun by day, and under the vault of the starry sky by night. The Lykanviir are a people, and are not a people. Their lord does not wear the black Chitiim of the Lords of the Thykiri, nor do they claim any of the Waste as their own. They exist to wander the dunes, following the winds as their lord pleases...

Unto the Lykanviiri was the stewardship of the waste given long ago. Obscured by the mists of time, the Warders persist in the myths of the People as the veiled ones, the silent trackers of the dunes. Like the Raptu, the keen-eyed bird of prey, the Lykanviiri hunt the trackless desert, tirelessly pursuing their prey: the Nahkbith, Haikuth, and the vile abberations of the Black Robes.

Tradition maintains that the Lykanviiri hold to no Lord (save their own), nor land, and select their number from amongst the tribes of the People. To be called by the veiled ones is to embrace the Mistress herself, and leave behind all ties of family, and land. So it has been for countless generations...yet, at times there come the special ones - those whom, even before they are brought into the cruel world from their mother's womb, are chosen by the Lykanviiri.

Giira is such a one. Her father is Thas, the lord of the Lykanviiri, and for a season he knew the love of Jaheesa Yilar'ithbaan, eldest daughter of a merchant of purple. Such was their passion that Jaheesa, under threat of death from her father, would steal away under the light of the moon to meet with her mysterious lover. So they would spend their nights under the stars, Jaheesa awestruck by the world of Thas...one without limits, or boundaries.

Their laisons became more urgent as time went by, for Jaheesa's father became wise to the ways of his daughter, and her escapes became ever the more perilous. Thykiri law protected the young lover from the power of her father's edict, so long as she was not caught in the act of violating his word. So Yilar devised cunning traps to snare his wayward daughter, and yet she managed to outwit his machinations, riding the winds of fate to the waiting arms of the Warder Lord...

The moon was at her zenith as Thas awaited his love at the Zenuthi Oasis. This very night, the Lord would take Jaheesa with him into the bosom of the harsh mistress, and she would be his bride upon the dunes forevermore...never to be bound by word, nor law, again. Alas, it was not to be, for the young beauty had been caught at last by her father as she slipped away to meet her beloved Thas...

Before her sentence should be swiftly carried out by the headman's axe, custom dictated she should be brought before the Seers, to determine if she was with child. The father's word was only binding upon the daughter, not the unborn child...

The Seers pronounced Yilar's daughter with child. In a black rage, the merchant imprisoned his daughter within the magical confines of the Tower of Yloth, there to await the birth of her child, and her impending doom. Night and day Thas sought the means to rescue his love from the ancient fastness of long forgotten sorcery...yet even his valiance could not prevail against the magical wards of her prison. A prisoner she remained, until the night her child was born...

In desperation, Thas had sought a means by which he could scale the tower, and seek entry from above. Yet each time he sought purchase on the black stone of the Tower walls, the illusion of the Wards would cause him to lose his hold...

The night came at last when the winds of fate carried him to the very top of the sorcerer's tower...only to witness his love being cast to her death upon the rocky crags far below. Jaheesa had brought her child into the world that very night, and the word of her father was carried out to the letter. Thas could not save her as she rushed to meet her doom far below...and the lord of the Lykanviiri cried out as the lonely Zabiin (wolf) as she met the rocks, and was no more.

Yilar was not satisfied with his daughter's death alone. He would have his vengeance upon the accursed wanderer of the wastes...lifting the wailing child into the dark winds of the night, the merchant sought to join the fate of the babe with that of her mother below...

It was not to be so. Thas slew Yilar and his servants as they stood atop the black tower of sorcery that night, and cast their corpses to the jackals as he claimed his daughter from the clutches of Death itself. Jaheesa, his love, he buried beneath the Nadith (palm tree) of the Zenuthi Oasis...

He named her Giira, the Night Star. The Mistress was her mother, and the cry of the Raptu her song, as she grew to womanhood alongside her grim father. Lithe and deadly, her shiim blades knew no equal amongst the Lykanviiri, save those of her own father. In his absence her word was the will of the Warders, and it was an unspoken certainty that when Thas at last joined the Harsh Mistress in the eternal embrace, she would guide the veiled ones in their vigil amongst the dunes and rocky crags of the Anauroch Waste.
CYNIC, n.:
A blackguard whose faulty vision sees things as they are, not as they ought to be.
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Post by Chanak »

Re: Hill of the Skull NPC

The Thukariin
(The Lord of Blades)

Class: Kar'ithbiin (Fighter)
Race: Human (Thykiri)
Alignment: Lawful Good
Height: 5'8" Weight: 155 lbs.
Hair: Black, turning grey
Eyes: Dark brown
Age: 68 at the time of his Passing.
Complexion: Swarthy
Garb: The Thukariin wears the lightweight black chain armor of the People, called Choktar. The armor is enchanted, said to afford the Lord of Blades near invulnerability to the elements (Elemental Shield), and the ability to pass unhindered by snare or pitfall (Freedom of Movement). The billowing folds of his black Chitiim are also said to be ensorecelled, enabling the Thukariin to assume the form of a great Raptu (eagle), or a black Zabiin (wolf) of the largest size.
Racial abilities: Thykiri (see above).
Class abilities: The Thukariin is a weapons master, being proficient with all manner of weaponry, both simple and martial, all armor types, and shields. The Thukariin has achieved near perfection in his skill with the blade, and thus is specialized with two-handed swords (Thukkar), bastard swords (Sa'shiim), long swords and broad swords (Kar'shiim and Luk'shiim, respectively), scimitars (Shiim), short blades (Zakkar), and the lightweight, expertly balanced throwing knives of the People (called the Shak). The Thukariin is ambidexterous, wielding a weapon in each hand with ease, and ordinarily eschews the use of a shield in battle. He favors the use of the kar'shiim and zakkar in combat.
Strength: 15 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 13 Wisdom: 10 Charisma: 10 Hit Points: 202
Skills: Concentration (4), Hide (12), Move Silently (12), Search (10)
Feats: Ambidexterity, Blind Fighting, Cleave (2), Deflect Arrows, Dodge, Expertise, Great Fortitude, Improved Critical, Improved Initiative, Luck of Heroes, Maximized Attacks, Power Attack, Two-Weapon Fighting

The Thukariin is not a man - rather, he has been many men, through many turns of the Burning Eye (the sun) above the stinging sands of the Waste. It is said amongst the old ones that the Thukariin has been as long as the Raptu has danced with the fickle winds of the Harsh Mistress, yet in their long-winded (and often greatly embellished) tales of the legendary Guard, there is a grain of truth.

The tale of the Thukariin is a tale of the Thykiri in their youth, when the People wandered the desert as babes fallen from the cradle. The night of their infancy was long and perilous, and in those days death lurked behind every shadow, and in the glowing eyes which stalked their warriors by the light of the stars. The People perished as they were hunted by the hounds of the Black Robes, an evil that clung to life, much like a malignant cancer, from the ancient days of the Netheril. The fierce Thykiri would not submit to the yoke of the sorcerous sect, who sought to enslave the humans as their cattle. Therefore, the Black Robes sought to make the sands run red with their blood, an offering to the vile gods of their ruined altars...

The cry of the People went forth from the blasted region of Faerun, carried on the prayers of the Seers, the priests of the forgotten god Arathor. It could be heard in the shriek of the Raptu as he soared to meet the Burning Eye in the limitless expanse of azure sky, and in the call of the Zabiin as his mournful cry drifted on the lonely winds of the night.

Forgotten Arathor, in his timeless slumber upon the blessed fields of Elysium, stirred as their voices reached his ears, crying out for his aid. Arathor arose as he had not for thousands of mortal years, and the days of his glory, long ago when the shining cities of the Netheril glittered as jewels upon the face of young Toril, beckoned to his immortal heart once again...

Joining with his brother, Torm the True, the forgotten god answered their cry.

The outlander came in a dark hour. The abberations and summoned fiends of the Black Robes preyed upon the tattered remnants of the proud People of the Waste, hunting them to extinction upon the shifting sands. He rode into their midst upon the back of a great Shashara stallion, the likes of which the People had never seen before in their desert travels...

His sword shone like the sun, and around him the People rallied with valor, driving back the horrors of the endless night. Cothindar he was, a servant of Torm, and his arrival amongst the People renewed the faith of the Seers, giving them hope once again in Arathor, the forgotten god no longer.

Cothindar, in his wisdom, united the tribes of the People into one upon the field of battle, overcoming the petty feuds and bitter rivalries which had rendered them prey for countless turns of the Burning Eye. As one they smote the festering masses of Nahkbith and Haikuth, driving them from the holy ancestral lands, and far into the fringes of the Anauroch, where they remain to this day. And ever did Cothindar ride against the Tanar'ri allies of the Black Robes, vanquishing their vile hold upon Toril by the edge of Fiendslayer, his holy blade of ancient Nether...before the paladin the lesser demons quailed, and even the horrific Balor tasted the purifying fire of Torm's wrath. The Black Robes shrank back into the confines of the Encircling Mountains, remaining silent for well over a thousand years...

Cothindar remained amongst the People until the end of his days. He was their General, and the People sought to unite themsleves at last under his shining banner, to breathe life into the wasted land once more, and rebuild the cities of legend and song...yet the aging paladin would not hear of it. His vision was far-reaching, and in the nomadic Thykiri tribes he beheld an unyielding strength, a bastion against the evil of the Encircling Mountains, which threatened to engulf the whole of Faerun should its hold on the Anauroch grow. In times of peril the People should unite as one upon the field of battle, and against their host the hordes of darkness could not prevail.

To this end Cothindar chose from amongst the warriors of the People, the Kar'ithbiiri, one who would stand in his stead...this warrior, the Thukariin, would serve the Thykiri as their General. His would be a lone vigil, a watch against the power in the Teeth of the Gods. Under him the host of the People would unite...

So it has been for over a thousand years, and the Burning Eye has served witness to the vigilance of the great black Raptu as he has watched over the vastness of the Waste with his keen eyes, seeking the signs. The current Lord of Blades, like each one who came before him, has no name. Perhaps once, as a homeless waif adrift upon the sandy sea of the desert, his name was known to him. It matters not, for the child perished as the arms of the Harsh Mistress embraced him greedily, stripping him naked in the glare of the high-noon sun. The Test chose him, and the Way shaped him. Battered by the winds of the storm, the Zabiin roams the barrens at night, hunting his elusive prey. Nothing escapes his yellow eyes...

There comes a time upon the Way that a Thykir tires of battle, and thus seeks the bliss of the Passing. Most often such a one has seen many turnings of the Burning Eye, and seeks to rest their weary bones in an eternal embrace with with the Harsh Mistress.

Not long before the host of the People met the horde of Ag'thuul the Black in battle below the Hill of the Skull, the Thukariin himself undertook the journey of the Passing. The circle was complete, for once again the Generalship of the People had passed into the hands of ancient Cothindar. As the General himself had chosen the first Thukariin before undertaking the Passing, so had the Thukariin now chosen Cothindar ere he underwent his own. It was fitting, and just that it be so, for the pupil was his charge no longer. Thalimon now wielded the blade of Cothindar, and had passed the last of the Tests, and the duty of the Thukariin had been fulfilled. Stripping himself of the black Chitiim, the Thukariin returned the black mail armor and swords to the one who had given them to the very first Lord of Blades. Turning away, he walked to meet the mistress in the eternal embrace, and was never seen again.
CYNIC, n.:
A blackguard whose faulty vision sees things as they are, not as they ought to be.
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Post by Chanak »

Hill of the Skull NPC

Thas, Lord of the Lykanviiri

Class: Lykanviir (Ranger)/Rogue
Race: Human (Thykiri)
Alignment: Chaotic Good
Height: 5'9" Weight: 165 lbs.
Hair: Black
Eyes: Blue-grey
Complexion: Tanned
Apparent age: 43
Garb: Thas wears the undyed Chitiim of the Lykanviir. Unlike his brethren, the Lykanviiri lord rarely veils his face. He wears The Mother's Gift, enchanted Studded Leather armor, beneath his robes.
Racial abilities: Thykiri (see above)
Class abilities: Ranger abilities. Favored enemies: Nahkbith, Haikuth, Zabil, and Zurkuul (undead). +4, +3, +2, +1 bonus to damage, Listen, Spot and Taunt checks against these creatures, respectively. Ranger spells. Proficient with all weapons, both simple and martial, light and medium armor types, and shields. Free Ambidexterity and Two-Weapon Fighting feats as long as Thas wears nothing heavier than light armor. Rogue abilities: Sneak attack (+ 2d6 damage), Uncanny Dodge, Evasion.
Skills: Animal Empathy (14), Bluff (4), Concentration (10), Disable Device (4), Hide (14), Move Silently (14), Open Locks (9), Search (20), Wilderness Lore (20)
Feats: Arterial Strike (sacrifice 1d6 of sneak attack damage to inflict a bleeding wound which causes additional damage every round), Blind Fighting, Cleave, Deflect Arrows, Dodge, Expertise, Improved Critical, Lightning Reflexes, Power Attack.
Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 15 (+2) Charisma: 10
Favored Weapons: Thas favors wielding his unusual serrated shiim blades (1d6 + 1 additional slashing damage) in battle, one in each hand. These enchanted weapons are Keen, improving the threat range of critical strikes. The serrated blades also allow the lord to parry the blows of his enemies more effectively, adding a deflection bonus of +2 to his Armor Class. His Natak (short bow), called Lashur'nakal, Far-seeker, is crafted of a dense, black wood unknown to the bowyers of the People. Arrows launched from the gut-cord of this bow travel far, permitting Far-seeker the range of a long bow. Once per day, Thas may draw upon the enchantment of the bow, and deliver an arrow with uncanny accuracy (an additional bonus of +7 to hit). His Shak (throwing knives) are of a most unusual design, returning to his hand after striking their intended target. Called Shrikiim, these circular blades are exceedingly sharp (the weapons are Keen), the adamant alloy able to harm creatures that can only be affected by enchanted weapons (Sure-Striking, considered +5 for purposes of affecting such creatures).

The counsels of Thas, Lord of the Lykanviiri, are his own. As master of the rangers of the Waste, Thas maintains a silent vigil over the vast land of the People, roaming the blasted reaches as the wind wills. The Way of the silent warrior lies not in tradition, nor in the precepts of Thauthykir, the Law. Rather, Thas and the Harsh Mistress are one...her ways are his, her counsels revealed to him in his dreams, and in the mournful cry of the Zabiin, his brother...

The Haikuth raiders swept down upon the tents and cook-fires of his people as the children gathered for the breathless tales of the Mukahriin, in the silent hours when the Moon arose in the celestial court of the heavens. Young Thas was riveted by the old one's yarns of the lands of green and water, a place he had only seen in his dreams. The Tale of Water held all in a seductive embrace that night, the eyes of the old Mukahriin glittering in the fire light as cool, swirling currents of sparkling crystal sang in the valley, flowing a winding course in fields of green...a rich, impossible green...

All were in the grip of the Tale, even the silent warriors of the Watch, when the Haikuth chose their moment to strike. The cool waters of the crystal river ran red with the blood of the men, women, and children of Thas' tribe as they were ruthlessly butchered by the dog-faced humanoid raiders, the surprise of their attack sending the warriors scrambling for their shiim and natak. Alas, time was against them that night, for they were cut down by the savage Flinds and their wicked flails ere their hand grasped the hilt of a blade, or the shaft of an arrow...

The survivors were bound and tossed into struggling heaps as the Haikuth stoked the cook fires, fueling their eager flames with the effects of the massacred tribe. The heart of young Thas hammered wildly in his chest as he beheld the curved butcher-knives being drawn, met by an approving chorus of barks and growls from the assembled marauders. He knew, as all the People knew, that the vile Haikuth would first devour the slain, relishing their flesh as it roasted over the smoking flames...voracious and greedy, they would then flay the surviving Thykiri alive, howling with laughter as the death-screams of the humans tore into the silence of the night.

The Haikuth laid his filthy skin sack down on the sand directly in front of the wide-eyed boy. Ropy saliva descended from his gaping canine maw as he drew the butcher blades into the cool desert air. The Gnoll growled in eager anticipation at the task ahead. Setting his blades upon the sand, he rummaged in the reeking sack, seeking the sharpening stones...

Thas swallowed the lump in his throat as he realized the bonds which held his hands were loose enough to allow his wrists to twist freely. Feverishly he worked his hands in tandem, grinding his wrists together as the coils of the Haikuth knot began to give, little by little. It was a game Thas would play with his brothers to while away the hours of high-noon - the bonding of wrists and ankles. Thas, being unusually limber and double-jointed, could escape the tightest and most complex knots his brothers devised.

As his family awaited the fires of the feasting Haikuth, Thas slipped his hands free of the gut-cord, maintaining a steady gaze upon the butcher knives in the sand. Silently he liberated his ankles from their prison as the Gnoll emitted a bark of triumph, pulling his precious sharpening stones from the clutter of the loot sack...

Thas sprung upon the unsuspecting Gnoll as the sabre-tooth of the northern reaches of the waste, the butcher-blades gripped tightly in his small hands. With a savage twist, the boy opened the throat of his surprised captor wide with his own knives. His youthful fury was answered by a gushing fount of hot arterial blood, bathing him as he locked in the embrace of death with the struggling Haikuth. Though the claws of the beast tore at his back and limbs mercilessly, still the boy held on, driving the blades ever deeper into the steaming morass of bone and blood that was once the wretched creature's neck. Tongue lolling limply, the Gnoll toppled to the sand as the last of his life's blood escaped from his torn jugular. Vaulting free of the raider's rapidly weakening grip, Thas fled into the surrounding darkness of the night, and into the waiting arms of his mother, the Harsh Mistress herself...

The mourning was nearly the end of the lord's young life, for in the grief of his loss he sought to undertake the Passing. Surrendering himself to the lidless gaze of the Burning Eye, he awaited the end to come.

The Mistress accepted the freewill offering of the boy...and in return she spared his life, speaking in delirious dreams as Thas lay dying, his lips cracked and parched from the merciless rays of the sun. She sent her servants to him, the Lykanviiri, and they gathered him unto themselves, claiming him as their own. Among them he grew, stalking the lands with the ghosts of the Waste, learning the ways of the Raptu, the Zabiin, and the sabre-tooth. He served Kos his lord with a fury that saw the Haikuth completely withdraw to the relative safety of the Encircling Mountains, uprooted from their hold upon the Waste by the relentless Lykanviiri.

In time, Kos undertook the Passing, and Thas was chosen to lead the Lykanviiri in his place. Grim and steely-eyed, the Lord has little use for the ways and customs of the People, nor does he find solace in a multitude of words.
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]
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Mysteria
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Post by Mysteria »

Mysteria

Class: human ranger/wild sorceress (about ranger lvl5/sorceress lvl5 once she gets a real grasp on her magic)

Gender: female
Height: 167cm
Looks: red hair, green eyes

Wears: leather armour, clad in browns and greens, sturdy no-nonsense garb

Favourite Weapon: bow, dualing dagger and drow longsword +3, got two black daggers +1 hidden up her sleeves - rarely used, arrows dipped in holy water

Animal Companion: Fang, a big grey wolf
Familiar: None
Ranger Spells: None

Arcane Spells to be more or less mastered bit by bit:

lvl0:
Ray of Frost
Daze
Dancing Lights
Flare
Light
Dirupt Undead
Mage Hand
Open/Close
Read Magic

lvl1:
Enlarge
Reduce
Change Self
Burning Hands
Clour Spray

lvl2:
Alter Self
Flaming Sphere
Darkness
Daylight
Levitate

lvl3:
Flame Arrow
Fireball
Blink
Fly

lvl4:
Stoneskin
Polymorph Self
Polymorph Other
Fire Shield

lvl5:
Transmute Rock to Mud
Transmute Mud to Rock
Seeming
Telekinesis

lvl6:
Stone to Flesh
Flesh to Stone
Tenser's Transformation

lvl7:
Prismatic Spray
Reverse Gravity
Statue

lvl8:
Iron Body
Incendiary Cloud
Otto's Irresistible Dance

lvl9:
Shapechange
Meteor Swarm
Teleportation Circle

+plus any spells that might come out of a wild surge ;)
"All the world's a stage, and all the men and women merely players."
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Yshania
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Post by Yshania »

*bump* for info...
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Gwalchmai
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Post by Gwalchmai »

Originally posted by Yshania
*bump* for info...
Excellent bump! I wonder why my search failed to find this? Hmmm. Has Weasel been in my computer??? :eek: ;)
That there; exactly the kinda diversion we coulda used.
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Big question...

Should I add Galuf's statistics to this list?
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Yshania
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Post by Yshania »

Yes please, Galuf! :)
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Okay, to the best of my current understanding of D&D (3.5 Edition). Also, there may have been some minor changes from past entries of mine in the story. Don't know for sure.

Galuf Redstone (by birth, but Redstein in certain human dialects)
Race: Dwarf (Half Shield Dwarf, Half Gold Dwarf; he has a Shield Dwarf father and Gold Dwarf mother)
Gender: Male
Age: 110 (20 in Dwarf years)
Height: 4 Feet 7 Inches
Weight: 175 Pounds (He's a bit stocky due to his Gold Dwarf Heritage)
Hair: Brown (a mud-colored brown with hints of red, along with a few streaks of golden hair)
Eyes: Brown
Other features: Beard is mid-chest length, complexion is a lightly tanned skin normal color, another obvious sign of his mixed heritage)
Racial Abilities: Stonecunning (+2 on all Search checks of stone work), +2 to all saving throws against poison, Dwarven Waraxe Proficiency, Stability (+4 on all ability checks to resist bull rush or trip attacks), +2 racial bonus to saving throws vs. spells and spell-like affects, +1 racial bonus on attack rolls against orcs, goblinoids, and aberrations (creatures of the Underdark), +4 Dodge bonus to Armor Class vs. giant-type creatures (Ogres, trolls, hill giants, etc.), darkvision

Alignment: Lawful Good
Class: Fighter Level 1

Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 10 (+0)

Skills: Search (1), Craft: Metalwork (2), Intimidate (2)

Starting feats: Strong Back, Improved Initiative

Favored Weapons: Dwarven Waraxe (Being a dwarf, he may treat this as a martial weapon), War Hammer

Initial Equipment: Clothes (simple cloth shirt and trousers), but no actual items geared for use in combat or other special situations. Galuf had some training as a warrior, but his main interest is in metalworking and other types of craftsmanship. He was ambushed by an enclave of Duergar, and so any items on him beforehand are gone.

Special Abilities: Flaming Rage - Whenever Galuf is exposed to threatening circumstances, such as battle, entrapment, or any other occurence that sorely stresses him, he becomes embroiled in a mysterious flaming aura, which places him in a berserk-like state of conscience. He gains a +4 bonus to Strength, Constitution, and Dexterity, additional 1d6 fire damage added to his attack rolls (Reflex save negates), and a +1 bonus to Will saves. Enemies that hit Galuf while under Flaming Rage incur damage as if hitting a person imbued with the mage spell Fireshield (Red). However, after 8 rounds, or the end of combat, the rage ends, and Galuf is fatigued, suffering a -2 penalty to Strength, Constitution, and Dexterity.

I apologize if these statistics are vague. Honestly, my knowledge of Pen & Paper Dungeons and Dragons has a limit, though it is expanding.
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dragon wench
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Post by dragon wench »

@Galuf, wow! this is really detailed! It looks fine to me, lol! :)

You'll notice, when you read the rest of these bios, that most people tend to follow 2 nd edition rules, if they follow any rules at all :p This is because we all coalesced around BG2, and at that point nobody was really familiar with 3 rd edition rules.
No worry though; as has been mentioned elsewhere the story is more about character interaction than following a specific set of game rules anyway :)
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Scayde
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Post by Scayde »

Nova’s Stats Page

History:

Nova came into being during the last age. Created by Bane as consort to Demogorgon, she was reduced to nothing more than a slave to the prince of Demons when her God was destroyed. Uncommon among her kind, she was never designed for base servitude. True to her race, Nova was fiercely independent, and railed against what she perceived as a great injustice.

The fact that she had been ’given’ to Demogorgon prevented Nova from enjoying the freedom to come and go among the planes as the others of her kind. Succubae had always enjoyed a station of separation from the rest of the tanar'ri and answered only to themselves. This was not the case for Nova whose entire existence was contrived to appease the Prince of Demons, her new Lord and Master.

In the Abyss, with the death of Bane, Demogorgon became not only her Master, but also her God. Her entire focus became set on rebelling against her fate.
She sought Justice in the only way she knew....Until her escape.

Now aligned with Akadi, she has set on a path of personal vengeance against the minions of the Abyss. Ultimately, she seeks the destruction of Domorogon, as only in this can she feel she has attained justice.



Incantatrix:

7 ranks of Concentration,
9 ranks of Knowledge (arcana),
9 ranks of Knowledge (the planes),
8 ranks of Spellcraft,
Iron Will,
Any metamagic feat,
Ability to cast 9th level arcane spells
Psionic
Specialists in metamagic and thwarting extraplaner beings


Succubus:
Beautiful and seductive, the succubae are the temptresses of mortals. While the glabrezu are the subtle tempters of men of power, the succubae are temptresses of men of passion and energy. Succubae appear most often in polymorphed form, that of stunningly beautiful women with perfect figures and smooth, milky skin. In this form, succubae are as different in appearance to one another as mortal women are. They all share one thing with each other: uncommon loveliness. They may also appear as any dernihuman race to tempt members of it.However, they do not often deal with demihumans because the fiery nature of humans makes them easier prey.

Succubae have the ability to appear more tanar'ric in there true form: that of a beautiful woman with large wings and sinister, glowing eyes.

Succubae are capable of speaking the language of their victims.
They can also communicate using telepathy.

Combat: Succubae are not warriors by any means. When pressed, they are capable of defending themselves, but will always choose to flee when possible.

They may attack with their fists that inflict but 1-3 points of damage per hit.

The kisses of succubae will energy drain their victim, causing him to lose one life level. A common tactic of the succubae is to lure mortal men into activities of passion and then drain the life from them. Even after being drained by the succubae once, the heat of the moment is so strong that most men will not notice they have been drained. Any man engaged in amorous activities with a succubae must make a wisdom check with a -4 penalty each time he is drained. If he fails the check, he will continue heedless of the danger In addition to those available to all tanar'ri, succubae also have the following spell-like powers, usable once per round, one at a time, at will:






o become ethereal, as if using oil of etherealness
o Charm person
o Clairaudience
o ESP
o Plane shift
o Shape change, to a humanoid form of approximately their own height and weight only
o Suggestion
They may also attempt to gate in a single balor once per day with a 40% chance of success.

Succubae are affected only by +2 or better weapons. They are immune to all fire-based attacks, magical or otherwise.
They are never surprised.

Habitat/Society: The temptresses of the lower planes are subtle. It is their way to cause mortals to succumb to their charms and beauty, ultimately bringing about the mortals' deaths. They often have passionate encounters with mortal men, only to later destroy them and take their life forces to the Abyss.

Succubae act independently of the tanar'ri society, They seem to work of their own volition and are ultimately answerable to no one. The greater and true tanar'ri seem to be content with this situation, for those powerful creatures do not act to stop the succubae.

Ecology: It could be argued that the destruction of mortals leads directly to power gained in the Abyss- With this the succubae aid the eternal war effort of the tanar'ri and are, therefore, tolerated.

Stats:

LVL: 25
Alignment: CN
Strength: 14
Dexterity: 20
Constitution: 16
Intelligence: 22
Wisdom: 21
Charisma: 20
Languages: Continuous telepathy, continuous tongues effect, Infernal
Hit Dice: Hit Dice: 6d8 [succubus] +15d4 [Incantatrix] +15 [Con]
Hit Points: 120
Initiative Modifier: Initiative Modifier: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30ft. fly 70ft.
Armor Class: Armor Class: 30 (+5 Dex, +9 natural)
Attacks: ·2 claws +25 melee
·Whip +13/+8/+3 ranged [+18 succubus, +7 Incantatrix, +2 Str] (6d8+1 sub dual, range 15 ft. )

Scayde Moody
(Pronounced Shayde)

The virtue of self sacrifice is the lie perpetuated by the weak to enslave the strong
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