This is a 3.5 gestalt game starting from level 10.
Starting gold: 55,000 gp (this is 6,000 more gp than standard)
IMPORTANT - READ BEFORE POSTING:
* You should only make one post in this thread, which is your placeholder for a character sheet. If you want to ask me questions or chat about the game, please post here.
* Your character sheet needs to be complete by 02/02/12
General:
Mamelon 32 point buy
Hit points full on odd levels, half on even
Wisdom key ability score for Concentration
Vorpal weapons do not decapitate enemies but instead double the critical hit multiplier of the weapon (enhancement is worth +3).
No non-enhancement bonuses to ability scores.
Skill points retroactive for intelligence
Fractional BAB variant
Weapon focus and weapon specialization are fused into one feat, called weapon focus, and the bonus to attack and damage rolls is +1 per five class levels (which means +0 until level five). "Weapon specialization" effectively increases the weapon's size group by one level for the purposes of damage dice used. The greater and epic versions of these feats work as you might expect (for weapon focus, the rate of bonuses changes from every five levels to every four, and then every three; for weapon specialization the damage dice increases to the next bigger size). Weapon specialization has 6th level as a prerequisite instead of 4th. Greater weapon focus has 12th level as a prerequisite instead of 8th. Greater weapon specialization has 14th level as a prerequisite instead of 12th.
Spirited charge quadruples damage for lances instead of tripling. This is a specific exception to the multiplication rules in D&D.
Dire charge is a non-epic feat; with “epic dire charge” you get to apply your spirited charge bonus to each hit.
The Light energy type exists(along with acid, cold, electricity, fire, and sonic). Characters that have any weakness, resistance, or immunity to light energy will be notified to update their character sheet with that information. Spells, items, abilities, etc which describe a light effect and deal untyped damage will instead deal light damage.
Psionics and magic are semi-transparent. Spellcraft and psicraft are separate but give synergy bonuses to one another (+2 per five ranks). If you have spell resistance, you have that power resistance -10, and vice versa. In all other ways they are transparent
You may play a race with level adjustment and use LA buyoff. Furthermore, the levels that your character bought off before the campaign do not count against his or her starting level. This means if you could buy off all of your LA before level 10, then you start as a level 10 character.
Probably a lot of other little things. I encourage you to make use of variants, custom and third party material so long as you run it by me first
Special rules for classes:
Clerics:
The granted powers of the Cleric alignment domains (chaos, good, evil and law) have an additional power. The chaos domain allows you to turn lawful outsiders and rebuke chaotic outsiders a number of times per day equal to 3 + charisma modifier (and so on for the other domains with their appropriate combinations).
In addition to the other favored enemy bonuses, Rangers get:
+2 insight bonus to attack rolls on creatures of the chosen type per bonus interval
Threat range of weapons used against creatures of the chosen type increases by 2 per bonus interval. Note this doesn't stack with other effects that increase the threat range of weapons (including improved critical and keen weapons)
Weapons used against creatures of the chosen type have their critical hit multiplier increased by 1 per bonus interval
+2 caster level bonus when casting ranger spells against creatures of the chosen type per bonus interval
The DC for ranger spells when used against creatures of the chosen type increases by 1 per bonus interval
+2 insight bonus to AC against attacks made by creatures of the chosen type per bonus interval
+1 insight bonus to saving throws against special attacks, spells, etc made by creatures of the chosen type per bonus interval
Sorcerers:
Sorcerer gets eschew materials as a bonus feat at first level and then bonus feats as wizard.
Additionally, a sorcerer may apply metamagic feats to spells without increasing their casting time so long as the spell slot used (that is, after applying the level adjustment from the metamagic feat) is at least two levels lower than the highest level the sorcerer has spell slots in.Otherwise, the metamagic feat increases the casting time of the spell.
I will require activity from you to keep things going. There are no hard limits on how often you must post, but something like at least 24 hours is a rough estimate. This is less important when relative activity levels of the group are lower and during noncritical game periods. Conversely, higher activity during critical periods (with high activity of the other players) is important. Chronically inactive characters may be modded and killed off.
You are responsible for keeping track of your character's bookkeeping to some extent. You need to pull your own weight to play in this game, I am not going to keep tabs on your upkeep for you. What this means is that I will do a basic level of organization required of an average character by a DM. But if you're a necromancer with countless undead hordes (or whatever), the extra work is on you.
Don't make any characters which are broken, cheesy or require a lot of work for the DM (in terms of paperwork, maintenance, and so forth). That means all the usual suspects (leadership, excessive synergies in gestalt, etc) are probably banned. I encourage you to limit the complexity of your characters in terms of min-maxing classes and the like.
I will of course have very little tolerance for cheating and metagaming. And any PvP shenanigans will summon up my DMy wrath.
This is just a suggestion, but you may want to focus on your character's resilience more than damage output. I'm not saying by any means that you can't make a glass cannon if that's what you want to play, it just may not be the most strategical choice for this campaign. Generally people in the party are going to die a lot (something like one player per encounter on average?) so you will need ways to recover from that. Also, I fight pretty dirty, so you will need ways to deal with debilitating effects.
In other words, this is a high-powered, challenging and perilous campaign. Make a character strong enough to be suited to that campaign.
I'm really liking the character so far. A lot of versatility and unusual tactics, although it turned out that he has more offensive versatility than defensive Also it desperately needs more gold as I went crazy on the main weapon, so the first adventure will be the most challenging, until I can get the money to shop for the rest of the basics and fill up item slots.
Name: Orell
Alignment: Lawful Good
Race: Human
Age: 26
Gender: Male
Size: Medium
Height: 5'9"
Weight: ~150 lbs
(Giving each half of my character 1 trait that only applies to them to put some mechanical relevance behind their differences.)
Trait: Skinny
Appearance/Personality: Orell is a man of nearly average height, of fair complexion yet midnight black hair. His plain clothes hang rather loosely over his thin, but well built, body. This gives the false impression of weakness to the casual observer. Orell usually wears at least a small smile, and gets along well with most everyone. However, he hasn't a deceitful bone in his body, not because he can't think of reasonable falsehoods, but it goes against his nature to hide things or expect others to do the same.
Avatar
Name: Vraid, Whetstone of Ylina
Alignment: Neutral Good
Creature Type: Outsider
Gender: Appears Male
Size: Medium
Height: 6'5"
Weight: ~250 lbs
Trait: Suspicious
(really wanted to pick Plucky for min/maxing, but it just doesn't make sense)
Appearance/Personality: In mortal combat, Orell speaks the phrase "My Fists as Your Blade" to transform his body into Vraid. This Celestial lives inside Orell's consciousness and, when given permission, takes control of Orell in an extravagant display of white fire. His body expands, his muscles bulge, and his complexion becomes utterly smooth. Vraid even changes Orell's apparel to fit his personal tastes, they grow just enough not to tear with the sudden growth of his body, but stay fairly tight. On his back appears Ylina's holy symbol, a longsword sheathed in white flames being driven downward into a black skull. Of course, this form does not reflect Vraid's true self and if he ever returned to the Celestial planes, he likely would not resemble Orell at all. Vraid considers himself, first and foremost, an instrument of Ylina's will. He is always suspicious of mortals, mostly because he doesn't want a single evil-doer he meets to slip away before he can exact justice on them.
Backstory: Orell was raised in a monastery of Heironeous, and grew to be a caring young man. However, the elders of the monastery were never pleased with the effort he put into learning the commands of Heironeous. Orell, for his part, had trouble with the idea of "justice" as he was taught it. He didn't want to believe there were people in the world that deserved death for their crimes. The elders thought they could remedy this by giving Orell a taste of the dangers out in the world, so on his 20th birthday they gave him a chance to prove himself.
He was asked to journey into a ruin of an old shrine and recover an ancient relic of good. Thinking it the perfect chance to improve his masters' opinions of him, Orell accepted. It took a few hours of traveling, but he made it to the shrine to find it infested with goblins. They attacked on sight, but assuming it was just in defense of their home and having no way to communicate with them, Orell knocked them unconscious one-by-one. Inside, Orell discovered an ornate but worn wooden chest. Upon touching it, an other-worldly light passed from the chest, up his arm, and back to the chest again. Orell pulled back, then hesitantly touched the chest again, but nothing else happened. He inched it open, and was disappointed to see a beat-up cloth belt laying in the bottom. He was still wondering what the purpose of such a boring item could be as his reaching finger-tip brushed it, and he lost consciousness.
Orell opened his eyes, hours later. He was securely bound with ropes, but had hardly moved from the chest. The sound of chittering goblins was all around him. As things looked their most dire, as sudden voice in the back of his mind spoke to him, "If you want to live, say 'my fists as your blade.' " Orell obliged without really considering any alternative and was shocked as he felt his consciousness shunted aside. He watched through the eyes he suddenly could not move as the goblins shrieked, the ropes tore off of his body, and strangely off-colored and monstrously large arms pounded the goblins to pieces. Then his body sat cross-legged in the gore and spoke aloud to him of how they were to be partners in serving a god Orell had never heard of. His voice called himself Vraid, and told him they were going to travel the world and destroy those with evil in their hearts.
Summary of Themes and Actions in the rest of Orell and Vraid's past:
Orell leaves his life in the Monastery, mostly because he knows no one there could remove the celestial from him, and he's not even sure he wants to at the time. And if he was going to take the time to think about whether he liked Vraid or not, he might as well do it without Vraid complaining in his head about sitting around. Better to go out into the world and fight evil.
Orell and Vraid have a few small adventures, always by wandering into a town to discover there's some menace that needs dealing with and the pair are happy to help. But then something unexpected happened: Orell began to earn a reputation. A grim faced young man who quietly wanders into a small village, leaves to rescue a local girl from the clutches of an entire tribe of orcs and returns two days later with the girl cradled in his arms and not an injury to be seen on him is a story meant to be spread around after all. Of course, this wasn't nearly as interesting in Orell or Vraid's eyes, considering Vraid's form always did the fighting and took the injuries in these dangerous fights. And he was only carrying the girl because she sprained her ankle.
This is the general theme all of his adventures took, fairly straight forward and blown out of proportion by the simple folk whom he helped. And Orells life went on like this up to the point he received a mysterious letter from Alhurst.
Class: Champion 10//Monk 10
HP: 100/100
DR: 1/Evil or Silver
Move: 60 ft.
AC: 24 Flat-footed: 21 Touch: 21
Saves: Ref 10 Fort 10 Will 14
STR 16 +3
DEX 16 +3
CON 16 +3
INT 14 +2
WIS 20 +5
CHA 14 +2
Feats (level or special source listed):
1: Ascetic Avatar
1 Human bonus: Warrior Avatar
1 Monk bonus: Improved Unarmed Strike
1 Monk bonus: Stunning Fist
2 Champion bonus: Iron Will
2 Monk bonus: Combat Reflexes
3: Weapon Focus: Unarmed Strike (House-ruled: +1 to attack and damage rolls per 5 levels)
6: Improved Toughness (Complete Warrior: +1 hp per HD)
6 Monk bonus: Monastic Training: Fighter (Eberron Campaign Setting - Monk can multiclass to Fighter without losing the ability to progress in Monk.)
9: Extra Hero Form
Abilities:
Hero Form 5/day: Each use lasts up to 5 minutes. Upon returning to champion form, becomes fatigued for as long as the Hero Form lasted.
Flurry of Blows: +1 attack at full BAB during full-round attack action. Stunning Fist: 10 per day (shared uses between champion and avatar). Fort DC 23.
Improved Evasion
Still Mind: +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike
Wholeness of Body: Can heal hp per day equal to 2x Monk level (20).
1 round per champion level per day (10/day), you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Slow Fall: 50 ft.
Fire Resistance 5
Immunities:
Disease except for supernatural and magical
14HD Good Outsider
HP: 232/238
DR: 5/Evil or Silver
Move: 60 ft
Fly 30 ft (Perfect)
AC: 24 Flat-footed: 20 Touch: 21
Saves: Ref 11 Fort 14 Will 9
STR 20 +5
DEX 18 +4
CON 24 +7
INT 14 +2
WIS 19 +4
CHA 10 +0
Feats (level or special source listed):
2 Champion bonus: Iron Will
3: Ascetic Avatar
6: Warrior Avatar
9: Pain Touch (Complete Warrior - Stun from Stunning Fist is followed by 1 round of Nausea. No effect against enemies more than 1 size category larger e.g. Huge and up.)
Feats taken by champion that apply to Avatar: Improved Unarmed Strike Stunning Fist Combat Reflexes
Weapon Focus: Unarmed Strike (House-ruled: +1 to attack and damage rolls per 5 levels)
Improved Toughness (Complete Warrior: +1 hp per HD)
Abilities:
Darkvision: 60 ft.
Flurry of Blows: +1 attack at full BAB during full-round attack action. Stunning Fist: 10 per day (shared uses between champion and avatar). Fort DC 27.
Fire Resistance 10
Immunities:
Ability Drain
Ability Damage
Disease
Energy Drain
Poison
Polymorph
Deity: Ylina, Righteous Edge of the Blade
Forgotten Goddess of Vigilantism
Alignment: Neutral Good
Favored Weapon: Longsword
Domains: Celerity, Destruction, Good, Liberation, Strength, Travel
Description: Ylina has always believed that the most important choice a mortal can make is to be Good. Those that choose otherwise should die. Attempting to redeem those who fail is and always has been a losing proposition. Better to slay the evil-doer before they do more wrong than to take the time to change their ways, and risk them continuing their evil any longer. She is so zealous in this goal that in the past Ylina has ordered her clerics to assassinate those held in custody by other gods, even those in her own pantheon. It was after one such occurrence that the other gods chose to remove her to a lesser station and then proceeded to order their followers to preach against her teachings and even to act against her followers, ransacking their temples and burning their holy texts.
So slighted, Ylina realized that she had lost much of her followers and her power, and she could never regain her old position with all the god's allied against her. She decided to leave few hints of her old power on the material plane and bide her time.
Chosen Domains (no bonus spell slots): Travel
Bonus Spells for WIS: 2/1/1/1
Spells per day: 1/1/-/- Total spells per day: 3/2/-/-
+2 Ghost Touch Ki Straps (+2 enhancement bonus applies to unarmed attacks; no miss chance against incorporeal creatures; +5 Stunning Fist DC) 23000 gp Monk's Belt 13000 gp
Periapt of Wisdom +2 4000 gp
Bracers of Armor +3 9000 gp
Handy Haversack 2000 gp
-Dust of Tracelessness (2 uses) 500 gp
-20 Tindertwigs 1 gp each
-Thunderstone 30 gp
-2 flasks of Holy Water 25 gp each
-Magic Sleeping Bag 1000 gp
-Dagger (More of a hunter's knife, used for preparing wilderness meals) 2 gp
-Monk's Outfit
-Traveler's Cloak
-Ineptly made wolf-pelt scarf
Shal the Silver, Abjurer and Swordsage extraordinaire. Will work on the bio today and edit it in.
Shal's story begins when she was only five years old. Her parents, exiles from Drow society living secluded on the surface world, noticed that she was scribbling arcane formulae on the walls of the house. Her father, a powerful wizard, recognized them as cantrips from his spellbook. She had been reading it when he wasn't looking, and was even casting the minor spells. After several more days of focused study, she was casting even more of his spells. He know knew his daughter was a prodigy. A child with a near genius-level intellect and an almost photographic memory. Her mother, a divine spellcaster, tried to teach her the ways of faith magic, but Shal never showed interest. So her father took it upon himself to engage her mind (and keep her from blowing up the house with a mis-drawn magical symbol).
For several months, he taught her the basics of wizardry. But, one night, everything changed. Shal wasn't awake when it started. All she remembered was a rumbling, the smell of smoke, her father shouting, and several explosive spells before she was hurled out of her bed and through the wall. She regained consciouness some time later. The ruins of her home were still burning. She ran back in to find her parents. All she found were their bodies. They had been impaled with blades and left to die. She ran as the house collapsed around her.
Shal wandered for three days. She had given up, and was laying on the ground in a dark forest waiting to die. Next thing Shal knew, she was warm. An elderly, kind-faced human man was feeding her soup and making a fire. She was in a camp with several men and women. The man explained to the little girl that they were members of a monastery. The man took her to the monastery, where she worked as a cook and washer. The monastery was a place of martial learning, the renowned Nine Paths Temple, where martial adepts perfected the art of battle. For three months she worked as a servant. When she had nothing to do, she would watch the warriors practice in the courtyard.
She was very interested in the beautiful flowing movements of the Swordsages. She stole a sword and would mimic their movements in her room at night until she could mimic several forms and techniques perfectly.
One day, she broke several dishes with a particularly unpleasant Warblade's meal on them. He rose, and was about to strike Shal. She quickly grabbed a broom and deflected his strike with perfect form. Instead of being more mad, the Warblade, an elf named Vikal and nicknamed The Dragon, was impressed. After questioning her, he took her to the master of the temple: The same elderly man who had saved her from the forest, named Sihan. He allowed her to begin learning under Vikal's teaching. He was a harsh teacher, and for ten years he pushed her to perfect the martial arts. Her sharp mind and natural genius made her gravitate toward the Diamond Mind school. She had loved the flowing motions of the Swordsages, so she also learned from the Desert Wind style, and though she didn't care for its passive style, Vikal made her learn several counters from Setting Sun.
On her fifteenth birthday, Shal had to undergo the Passage, a ritual where she proved that she had mastered the basics of the martial adept. She was sent into the town that the Temple overlooked from atop its mountain. She was tasked with finding a killer who had murdered and torn apart several people. She favored quick, light weapons to match the Diamond Mind school. For several days she searched the city. She eventually heard of a diviner living in the city, and thought he could help her. He turned out to be a human named Etten, two years older than Shal. He had been an apprentice before his master had died in a magical duel. He moved to the city to use his magic to help the city.
Working together, they found the killer's lair within a week. He turned out to be a werewolf. Shal's Passage required her to face him alone, and she did. After a short battle, the killer was dead. In their week working together, Shal and Etten, being teenagers, had become very close. Shal promised to return to see him as often as possible. Back at the Temple, she was honored for completing her Passage, and in the tradition of the Temple, given a title honoring her victory. She gained the nickname the Silver, the bane of the lycanthrope she had killed.
Magic was strictly forbidden at the Temple. It was a place of martial study, not "magical abominations," as The Dragon called it. Still, meeting Etten had rekindled her love of wizardry. So, every few nights, she would sneak out of the Temple to visit Etten. They became lovers, and he helped her develop her magical talents beyond the basics she had learned as a small child. Her brilliance allowed her to keep up with both the magical education and the harsh training of Vikal. She went on several more missions as an initiate of the Temple, killing several horrible creatures, all of them spellcasters of one caliber or another. Her magic came in handy in countering their spells, but she never told the masters of the Temple she was a mage.
This went on for months, until the day Vikal revealed the temple's true purpose to Shal. She was almost ready to advance to higher levels in the Temple. In order to advance, Shal would have to complete another mission in the city. Vikal wanted her to kill several evil mages in the city. He gave her the description of the first mage, and she had killed him within two days. The same had happened with the second and third wizards she hunted. Then Vikal gave her the description of the final evil mage. The description matched Etten, but Shal knew he wasn't evil. Why was Vikal telling her he was?
Shal decided to get to the bottom of it. She left the temple, telling Vikal she would kill the "evil" mage. Instead, she returned to the temple that night with Etten, sneaking into the Temple's master's quarters hidden by Etten's illusion spells. She found documents, letters, other things, many of them speaking of wiping out the evil of magicks from the world. The temple was a training ground for zealots, assassins of magic users around the world. And then she found the spellbook. In a chest in the corner of the room, there was a chest full of items that could only have been owned by spellcasters. Trophies, perhaps? At the bottom of the chest was a bloodstained spellbook she knew well. It was her father's.
Everything came crashing down on Shal. The Temple's masters were mage killers. Her father and mother had been spellcasters. She was found by Sihan within a few days of the mysterious attack on her home.
The shock of this discovery blinded her to her surroundings, and she didn't notice that both Vikal and Sihan were in the room until they attacked. Fortunately Etten wasn't in a state of shock like Shal, and he managed to erect a wall of stone between the warriors and Shal and himself. There were no windows to escape through, so they were forced to further climb the tower that the master's quarters occupied. Behind them, the stone wall shattered, and Vikal and Sihan followed. Shal and Etten took turns covering the other as they fled up the spiraling stairs. Neither was strong enough to fight Vikal or Sihan for long, and they were growing desperate. When they reached the top, both were exhausted and injured.
Etten saw that they wouldn't be able to fly away without being easy targets. There was only once choice. He tossed Shal his spellbook, and cast a teleportation spell just as the two warblades attacked. When they arrived in a forest Shal didn't recognize, Etten collapsed. He had a horrible wound in his side, and was bleeding out. Shal tried everything she could to save him, but he faded fast. After he died, she simply lay there crying, as she had in that other forest so many years ago.
After hours, she rose. She considered finding a cleric to resurrect Etten, but she remembered Etten saying he thought the process of raising the dead to be against the natural order of things. So she buried him in the forest at the base of a large tree. She seared their names into the bark of the old oak. Etten carried her own spellbook with him, so she took it. For the next fourty years, she lived a life on the run. The Temple would send the occasional initiate after her, just as she hunted the werewolf so long ago. She killed them, but always made sure their bodies made it back to the Temple as a sign of respect. It wasn't their fault they were being lied to, but Shal wouldn't let herself be killed.
She became an adventurer of some reknown, hoping to one day return to the temple and get revenge on Vikal. After fourty years, Sihan had most likely died, but Vikal was an elf. She knew he would still be there. And one day she would kill him for what he did to her. But for now, she's content to live her life and help those who need it.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Malconvoker:
Deceptive Summons <Su> (Bluff vs evil summoned creatures Sense Motive to double duration and get +2 damage, 2 extra HP/HD)
Unrestricted Conjuration (summon evil creatures without consequences)
Fiendish Legion <Ex> (get an extra evil creature with Summon Monster spells)
Binder:
Simple weapon, Light armor proficiencies
Suppress Sign <Ex> (with good pact, swift action to show/hide signs)
Pact Augmentation <Su> (2 abilities)
Soul Guardian <Su> (immunity to fear; slippery mind <extra attempt to escape Enchantment>)
Acererak the Devourer (good pact):
Detect Undead (CL10) at will
Hide From Undead (DC 16) at will
Immunity to cold/electricity
Paralyzing Touch <Su> (DC 16 Fort/ paralyzed 5 rounds) 1/5 rounds
Speak With Dead (CL 10/DC 16) at will
Undead Healing <Su> (healed by positive or negative energy)
Paimon the Dancer (good pact):
Dance of Death <Su> (move up to speed and attack) 1/5 rounds
Paimon's Blades (rapier short sword proficiency/Weapon Finesse)
Paimon's Dexterity (+4 Dex)
Paimon's Skills (use Tumble untrained, +4 Tumble/Perform (dance))
Uncanny Dodge (retain Dex bonus to AC even if surprised)
Whirlwind Attack
Rusk was born into a wealthy noble family, founders of a small town bearing their name. He became fascinated my the magic at an early age, and soon proved gifted at conjuration. A private tutor in the arcane was hired for him, who not only taught Rusk the art of summoning, but the two secretly delved into into the occult practices of soulbinding. He also learned that he is a Tiefling, product of an ancestor’s demonic affair.
After years at his masters side, a local cleric learned of the heretical research being done in the area, and the church began a witch hunt. Rusk sold out his mentor (and provided a sizable donation to the church) in order to avoid scandal and punishment.
When the church's authorities arrived to apprehend the mage tutor, a furious battle erupted between them. The old conjurer summoned a celestial host that proved difficult for the clerics to handle, and Rusk watched in shock and awe from the tower in Ravenwood Keep where his father had sequestered him. The battle ravaged the town and it's inhabitants, leaving only the Keep at it's outskirts standing.
Cast out of his family and destroyed hometown, Rusk wandered land, obsessing over how easily good creatures could be forced to do horrible things and wondering if the inverse could be true. His ravings eventually led him to a copy of the Vital Pact, which confirmed his feelings and set him on the path of the malconvoker.
Rusk is tall and slender, with a pale complexion and raven-black hair. His most striking feature is his piercing crimson eyes. His clothing, while obviously well made and expensive, is now shabby and weathered, lending him a rakish, disheveled look.
Though he attempts to hide it through an easy-going, uncaring demeanor, Rusk's experiences have made him highly unstable, subject to wild mood swings and paranoia. While suspicious and disdainful of organized religion and authority in general, guilt over the betrayal of his mentor has caused him to be loyal and protective of those he considers companions. Though he has principals, and believes in helping others and doing good in the world, his mild insanity, trafficking with dark forces, and willingness to do nearly anything necessary to accomplish his goals have pushed him away from the side of righteousness.
An extremely ambitious individual, Rusk's goals are furthering his own arcane knowledge, and amassing personal power. He aspires to nothing less than eventually being mighty enough to summon demon lords and dukes of hell to do his bidding.
Starting gold: 55,000 gp (this is 6,000 more gp than standard)
IMPORTANT - READ BEFORE POSTING:
* You should only make one post in this thread, which is your placeholder for a character sheet. If you want to ask me questions or chat about the game, please post here.
* Your character sheet needs to be complete by 02/02/12
Clerics:
I will require activity from you to keep things going. There are no hard limits on how often you must post, but something like at least 24 hours is a rough estimate. This is less important when relative activity levels of the group are lower and during noncritical game periods. Conversely, higher activity during critical periods (with high activity of the other players) is important. Chronically inactive characters may be modded and killed off.
You are responsible for keeping track of your character's bookkeeping to some extent. You need to pull your own weight to play in this game, I am not going to keep tabs on your upkeep for you. What this means is that I will do a basic level of organization required of an average character by a DM. But if you're a necromancer with countless undead hordes (or whatever), the extra work is on you.
Don't make any characters which are broken, cheesy or require a lot of work for the DM (in terms of paperwork, maintenance, and so forth). That means all the usual suspects (leadership, excessive synergies in gestalt, etc) are probably banned. I encourage you to limit the complexity of your characters in terms of min-maxing classes and the like.
I will of course have very little tolerance for cheating and metagaming. And any PvP shenanigans will summon up my DMy wrath.
This is just a suggestion, but you may want to focus on your character's resilience more than damage output. I'm not saying by any means that you can't make a glass cannon if that's what you want to play, it just may not be the most strategical choice for this campaign. Generally people in the party are going to die a lot (something like one player per encounter on average?) so you will need ways to recover from that. Also, I fight pretty dirty, so you will need ways to deal with debilitating effects.
In other words, this is a high-powered, challenging and perilous campaign. Make a character strong enough to be suited to that campaign.
Dramatis Personae:
1. Caex Kothar - Shal
2. Talore - Baendurn
3. KoolKoal - Orell
4. Id_Ego - Tal'Mek
5. Red_0mega - Rusk
6. Yukora -
http://www.myth-weavers.com/sheetview.php?sheetid=365235
I'm really liking the character so far. A lot of versatility and unusual tactics, although it turned out that he has more offensive versatility than defensive Also it desperately needs more gold as I went crazy on the main weapon, so the first adventure will be the most challenging, until I can get the money to shop for the rest of the basics and fill up item slots.
Alignment: Lawful Good
Race: Human
Age: 26
Gender: Male
Size: Medium
Height: 5'9"
Weight: ~150 lbs
(Giving each half of my character 1 trait that only applies to them to put some mechanical relevance behind their differences.)
Trait: Skinny
Appearance/Personality: Orell is a man of nearly average height, of fair complexion yet midnight black hair. His plain clothes hang rather loosely over his thin, but well built, body. This gives the false impression of weakness to the casual observer. Orell usually wears at least a small smile, and gets along well with most everyone. However, he hasn't a deceitful bone in his body, not because he can't think of reasonable falsehoods, but it goes against his nature to hide things or expect others to do the same.
Avatar
Name: Vraid, Whetstone of Ylina
Alignment: Neutral Good
Creature Type: Outsider
Gender: Appears Male
Size: Medium
Height: 6'5"
Weight: ~250 lbs
Trait: Suspicious
(really wanted to pick Plucky for min/maxing, but it just doesn't make sense)
Appearance/Personality: In mortal combat, Orell speaks the phrase "My Fists as Your Blade" to transform his body into Vraid. This Celestial lives inside Orell's consciousness and, when given permission, takes control of Orell in an extravagant display of white fire. His body expands, his muscles bulge, and his complexion becomes utterly smooth. Vraid even changes Orell's apparel to fit his personal tastes, they grow just enough not to tear with the sudden growth of his body, but stay fairly tight. On his back appears Ylina's holy symbol, a longsword sheathed in white flames being driven downward into a black skull. Of course, this form does not reflect Vraid's true self and if he ever returned to the Celestial planes, he likely would not resemble Orell at all. Vraid considers himself, first and foremost, an instrument of Ylina's will. He is always suspicious of mortals, mostly because he doesn't want a single evil-doer he meets to slip away before he can exact justice on them.
Backstory: Orell was raised in a monastery of Heironeous, and grew to be a caring young man. However, the elders of the monastery were never pleased with the effort he put into learning the commands of Heironeous. Orell, for his part, had trouble with the idea of "justice" as he was taught it. He didn't want to believe there were people in the world that deserved death for their crimes. The elders thought they could remedy this by giving Orell a taste of the dangers out in the world, so on his 20th birthday they gave him a chance to prove himself.
He was asked to journey into a ruin of an old shrine and recover an ancient relic of good. Thinking it the perfect chance to improve his masters' opinions of him, Orell accepted. It took a few hours of traveling, but he made it to the shrine to find it infested with goblins. They attacked on sight, but assuming it was just in defense of their home and having no way to communicate with them, Orell knocked them unconscious one-by-one. Inside, Orell discovered an ornate but worn wooden chest. Upon touching it, an other-worldly light passed from the chest, up his arm, and back to the chest again. Orell pulled back, then hesitantly touched the chest again, but nothing else happened. He inched it open, and was disappointed to see a beat-up cloth belt laying in the bottom. He was still wondering what the purpose of such a boring item could be as his reaching finger-tip brushed it, and he lost consciousness.
Orell opened his eyes, hours later. He was securely bound with ropes, but had hardly moved from the chest. The sound of chittering goblins was all around him. As things looked their most dire, as sudden voice in the back of his mind spoke to him, "If you want to live, say 'my fists as your blade.' " Orell obliged without really considering any alternative and was shocked as he felt his consciousness shunted aside. He watched through the eyes he suddenly could not move as the goblins shrieked, the ropes tore off of his body, and strangely off-colored and monstrously large arms pounded the goblins to pieces. Then his body sat cross-legged in the gore and spoke aloud to him of how they were to be partners in serving a god Orell had never heard of. His voice called himself Vraid, and told him they were going to travel the world and destroy those with evil in their hearts.
Summary of Themes and Actions in the rest of Orell and Vraid's past:
Orell leaves his life in the Monastery, mostly because he knows no one there could remove the celestial from him, and he's not even sure he wants to at the time. And if he was going to take the time to think about whether he liked Vraid or not, he might as well do it without Vraid complaining in his head about sitting around. Better to go out into the world and fight evil.
Orell and Vraid have a few small adventures, always by wandering into a town to discover there's some menace that needs dealing with and the pair are happy to help. But then something unexpected happened: Orell began to earn a reputation. A grim faced young man who quietly wanders into a small village, leaves to rescue a local girl from the clutches of an entire tribe of orcs and returns two days later with the girl cradled in his arms and not an injury to be seen on him is a story meant to be spread around after all. Of course, this wasn't nearly as interesting in Orell or Vraid's eyes, considering Vraid's form always did the fighting and took the injuries in these dangerous fights. And he was only carrying the girl because she sprained her ankle.
This is the general theme all of his adventures took, fairly straight forward and blown out of proportion by the simple folk whom he helped. And Orells life went on like this up to the point he received a mysterious letter from Alhurst.
HP: 100/100
DR: 1/Evil or Silver
Move: 60 ft.
AC: 24 Flat-footed: 21 Touch: 21
Saves: Ref 10 Fort 10 Will 14
BAB: +7/+2
Melee: +10/+5
--Unarmed Strike: +14/+9 2d6+7 Magic, Lawful, Ghost Touch
Ranged: +10/+5 (Has no ranged weapons)
Init: +3
STR 16 +3
DEX 16 +3
CON 16 +3
INT 14 +2
WIS 20 +5
CHA 14 +2
Feats (level or special source listed):
1: Ascetic Avatar
1 Human bonus: Warrior Avatar
1 Monk bonus: Improved Unarmed Strike
1 Monk bonus: Stunning Fist
2 Champion bonus: Iron Will
2 Monk bonus: Combat Reflexes
3: Weapon Focus: Unarmed Strike (House-ruled: +1 to attack and damage rolls per 5 levels)
6: Improved Toughness (Complete Warrior: +1 hp per HD)
6 Monk bonus: Monastic Training: Fighter (Eberron Campaign Setting - Monk can multiclass to Fighter without losing the ability to progress in Monk.)
9: Extra Hero Form
Abilities:
Hero Form 5/day: Each use lasts up to 5 minutes. Upon returning to champion form, becomes fatigued for as long as the Hero Form lasted.
Flurry of Blows: +1 attack at full BAB during full-round attack action.
Stunning Fist: 10 per day (shared uses between champion and avatar). Fort DC 23.
Improved Evasion
Still Mind: +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike
Wholeness of Body: Can heal hp per day equal to 2x Monk level (20).
1 round per champion level per day (10/day), you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Slow Fall: 50 ft.
Fire Resistance 5
Immunities:
Disease except for supernatural and magical
HP: 232/238
DR: 5/Evil or Silver
Move: 60 ft
Fly 30 ft (Perfect)
AC: 24 Flat-footed: 20 Touch: 21
Saves: Ref 11 Fort 14 Will 9
BAB: +10/+5
Melee: +15/+10
--Unarmed Strike: +19/+14 2d6+9 Magic, Lawful, Ghost Touch
Ranged: +14/+9 (Has no ranged weapons)
Init: +4
STR 20 +5
DEX 18 +4
CON 24 +7
INT 14 +2
WIS 19 +4
CHA 10 +0
Feats (level or special source listed):
2 Champion bonus: Iron Will
3: Ascetic Avatar
6: Warrior Avatar
9: Pain Touch (Complete Warrior - Stun from Stunning Fist is followed by 1 round of Nausea. No effect against enemies more than 1 size category larger e.g. Huge and up.)
Feats taken by champion that apply to Avatar:
Improved Unarmed Strike
Stunning Fist
Combat Reflexes
Weapon Focus: Unarmed Strike (House-ruled: +1 to attack and damage rolls per 5 levels)
Improved Toughness (Complete Warrior: +1 hp per HD)
Abilities:
Darkvision: 60 ft.
Flurry of Blows: +1 attack at full BAB during full-round attack action.
Stunning Fist: 10 per day (shared uses between champion and avatar). Fort DC 27.
Fire Resistance 10
Immunities:
Ability Drain
Ability Damage
Disease
Energy Drain
Poison
Polymorph
Concentration (WIS) 18 5 + 13 ranks
Escape Artist (DEX) 17 3 + 13 ranks + 1 Skinny
Diplomacy (CHA) 15 2 + 13 ranks
Knowledge Arcana (INT) 7 2 + 5 ranks
Knowledge Nature (INT) 4 2 + 2 synergy [cross-class]
Knowledge Religion (INT) 7 2 + 5 ranks
Knowledge The Planes (INT) 5 2 + 3 ranks
Listen (WIS) 18 5 + 13 ranks
Spellcraft (INT) 10 2 + 6 ranks + 2 synergy
Spot (WIS) 18 5 + 13 ranks
Survival (WIS) 12 5 + 7 ranks (made class skill w/travel domain)
Languages: Common, Elvish, Celestial
Vraid, Whetstone of Ylina
Climb (STR) 11 5 + 6 ranks
Diplomacy (CHA) -1 -1 suspicious
Intimidate (CHA) 7 8 ranks - 1 suspicious
Jump (STR) 7 5 + 2 ranks
Listen (WIS) 9 4 + 5 ranks
Search (INT) 5 2 + 3 ranks [cross-class]
Sense Motive (WIS) 11 4 + 6 ranks + 1 suspicious [cross-class]
Spot (WIS) 9 4 + 5 ranks
Swim (STR) 18 5 + 13 ranks
Languages: Celestial, Common, Ignan
Forgotten Goddess of Vigilantism
Alignment: Neutral Good
Favored Weapon: Longsword
Domains: Celerity, Destruction, Good, Liberation, Strength, Travel
Description: Ylina has always believed that the most important choice a mortal can make is to be Good. Those that choose otherwise should die. Attempting to redeem those who fail is and always has been a losing proposition. Better to slay the evil-doer before they do more wrong than to take the time to change their ways, and risk them continuing their evil any longer. She is so zealous in this goal that in the past Ylina has ordered her clerics to assassinate those held in custody by other gods, even those in her own pantheon. It was after one such occurrence that the other gods chose to remove her to a lesser station and then proceeded to order their followers to preach against her teachings and even to act against her followers, ransacking their temples and burning their holy texts.
So slighted, Ylina realized that she had lost much of her followers and her power, and she could never regain her old position with all the god's allied against her. She decided to leave few hints of her old power on the material plane and bide her time.
Chosen Domains (no bonus spell slots): Travel
Bonus Spells for WIS: 2/1/1/1
Spells per day: 1/1/-/-
Total spells per day: 3/2/-/-
Spell List:
1st - bless, bless weapon, cure light wounds, detect evil, divine favor, endure elements, longstrider, magic weapon, protection from evil, remove fear, shield of faith
2nd - bear's endurance, bull's strength, cat's grace, cure moderate wounds, eagle's splendor, fox's cunning, locate object, owl's wisdom, resist energy, shield other
3rd - cure serious wounds, fly, heroism, magic circle against evil, prayer, protection from energy
4th - cure critical wounds, death ward, dimension door, dispel evil, divine power, freedom of movement, holy sword
Monk's Belt 13000 gp
Periapt of Wisdom +2 4000 gp
Bracers of Armor +3 9000 gp
Handy Haversack 2000 gp
-Dust of Tracelessness (2 uses) 500 gp
-20 Tindertwigs 1 gp each
-Thunderstone 30 gp
-2 flasks of Holy Water 25 gp each
-Magic Sleeping Bag 1000 gp
-Dagger (More of a hunter's knife, used for preparing wilderness meals) 2 gp
-Monk's Outfit
-Traveler's Cloak
-Ineptly made wolf-pelt scarf
5398 gp left
2: Cure Moderate Wounds, Shield Other
Shal the Silver, Abjurer and Swordsage extraordinaire. Will work on the bio today and edit it in.
For several months, he taught her the basics of wizardry. But, one night, everything changed. Shal wasn't awake when it started. All she remembered was a rumbling, the smell of smoke, her father shouting, and several explosive spells before she was hurled out of her bed and through the wall. She regained consciouness some time later. The ruins of her home were still burning. She ran back in to find her parents. All she found were their bodies. They had been impaled with blades and left to die. She ran as the house collapsed around her.
Shal wandered for three days. She had given up, and was laying on the ground in a dark forest waiting to die. Next thing Shal knew, she was warm. An elderly, kind-faced human man was feeding her soup and making a fire. She was in a camp with several men and women. The man explained to the little girl that they were members of a monastery. The man took her to the monastery, where she worked as a cook and washer. The monastery was a place of martial learning, the renowned Nine Paths Temple, where martial adepts perfected the art of battle. For three months she worked as a servant. When she had nothing to do, she would watch the warriors practice in the courtyard.
She was very interested in the beautiful flowing movements of the Swordsages. She stole a sword and would mimic their movements in her room at night until she could mimic several forms and techniques perfectly.
One day, she broke several dishes with a particularly unpleasant Warblade's meal on them. He rose, and was about to strike Shal. She quickly grabbed a broom and deflected his strike with perfect form. Instead of being more mad, the Warblade, an elf named Vikal and nicknamed The Dragon, was impressed. After questioning her, he took her to the master of the temple: The same elderly man who had saved her from the forest, named Sihan. He allowed her to begin learning under Vikal's teaching. He was a harsh teacher, and for ten years he pushed her to perfect the martial arts. Her sharp mind and natural genius made her gravitate toward the Diamond Mind school. She had loved the flowing motions of the Swordsages, so she also learned from the Desert Wind style, and though she didn't care for its passive style, Vikal made her learn several counters from Setting Sun.
On her fifteenth birthday, Shal had to undergo the Passage, a ritual where she proved that she had mastered the basics of the martial adept. She was sent into the town that the Temple overlooked from atop its mountain. She was tasked with finding a killer who had murdered and torn apart several people. She favored quick, light weapons to match the Diamond Mind school. For several days she searched the city. She eventually heard of a diviner living in the city, and thought he could help her. He turned out to be a human named Etten, two years older than Shal. He had been an apprentice before his master had died in a magical duel. He moved to the city to use his magic to help the city.
Working together, they found the killer's lair within a week. He turned out to be a werewolf. Shal's Passage required her to face him alone, and she did. After a short battle, the killer was dead. In their week working together, Shal and Etten, being teenagers, had become very close. Shal promised to return to see him as often as possible. Back at the Temple, she was honored for completing her Passage, and in the tradition of the Temple, given a title honoring her victory. She gained the nickname the Silver, the bane of the lycanthrope she had killed.
Magic was strictly forbidden at the Temple. It was a place of martial study, not "magical abominations," as The Dragon called it. Still, meeting Etten had rekindled her love of wizardry. So, every few nights, she would sneak out of the Temple to visit Etten. They became lovers, and he helped her develop her magical talents beyond the basics she had learned as a small child. Her brilliance allowed her to keep up with both the magical education and the harsh training of Vikal. She went on several more missions as an initiate of the Temple, killing several horrible creatures, all of them spellcasters of one caliber or another. Her magic came in handy in countering their spells, but she never told the masters of the Temple she was a mage.
This went on for months, until the day Vikal revealed the temple's true purpose to Shal. She was almost ready to advance to higher levels in the Temple. In order to advance, Shal would have to complete another mission in the city. Vikal wanted her to kill several evil mages in the city. He gave her the description of the first mage, and she had killed him within two days. The same had happened with the second and third wizards she hunted. Then Vikal gave her the description of the final evil mage. The description matched Etten, but Shal knew he wasn't evil. Why was Vikal telling her he was?
Shal decided to get to the bottom of it. She left the temple, telling Vikal she would kill the "evil" mage. Instead, she returned to the temple that night with Etten, sneaking into the Temple's master's quarters hidden by Etten's illusion spells. She found documents, letters, other things, many of them speaking of wiping out the evil of magicks from the world. The temple was a training ground for zealots, assassins of magic users around the world. And then she found the spellbook. In a chest in the corner of the room, there was a chest full of items that could only have been owned by spellcasters. Trophies, perhaps? At the bottom of the chest was a bloodstained spellbook she knew well. It was her father's.
Everything came crashing down on Shal. The Temple's masters were mage killers. Her father and mother had been spellcasters. She was found by Sihan within a few days of the mysterious attack on her home.
The shock of this discovery blinded her to her surroundings, and she didn't notice that both Vikal and Sihan were in the room until they attacked. Fortunately Etten wasn't in a state of shock like Shal, and he managed to erect a wall of stone between the warriors and Shal and himself. There were no windows to escape through, so they were forced to further climb the tower that the master's quarters occupied. Behind them, the stone wall shattered, and Vikal and Sihan followed. Shal and Etten took turns covering the other as they fled up the spiraling stairs. Neither was strong enough to fight Vikal or Sihan for long, and they were growing desperate. When they reached the top, both were exhausted and injured.
Etten saw that they wouldn't be able to fly away without being easy targets. There was only once choice. He tossed Shal his spellbook, and cast a teleportation spell just as the two warblades attacked. When they arrived in a forest Shal didn't recognize, Etten collapsed. He had a horrible wound in his side, and was bleeding out. Shal tried everything she could to save him, but he faded fast. After he died, she simply lay there crying, as she had in that other forest so many years ago.
After hours, she rose. She considered finding a cleric to resurrect Etten, but she remembered Etten saying he thought the process of raising the dead to be against the natural order of things. So she buried him in the forest at the base of a large tree. She seared their names into the bark of the old oak. Etten carried her own spellbook with him, so she took it. For the next fourty years, she lived a life on the run. The Temple would send the occasional initiate after her, just as she hunted the werewolf so long ago. She killed them, but always made sure their bodies made it back to the Temple as a sign of respect. It wasn't their fault they were being lied to, but Shal wouldn't let herself be killed.
She became an adventurer of some reknown, hoping to one day return to the temple and get revenge on Vikal. After fourty years, Sihan had most likely died, but Vikal was an elf. She knew he would still be there. And one day she would kill him for what he did to her. But for now, she's content to live her life and help those who need it.
{Magic: The RPG}
Done/description to do
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Tiefling Conjurer 5/Malconvoker 5//Binder 10
Chaotic Neutral Medium Outsider (Native)
Strength: 12 /+1 (base)
Dexterity: 22/+6 (base 16+2 racial+4 Paimon's Dexterity)
Constitution: 16/+3 (base)
Intelligence: 22/+6 (base 18+2 racial+2 4th lvl/8th lvl)
Wisdom: 14/+2 (base)
Charisma: 12/+1 (base 14-2 racial)
Fortitude: 10 (base 7+3 Con)
Reflex: 13 (base 7+6 Dex)
Will: 9 (base 7+2 Wis)
Hit Points: 90 (10d8+30)
Initiative: +6 (+6 Dex)
Speed: 30 ft
Base Attack: +7/+2
Armor Class: 23 (10+4 Dex+2 enhancement+5 armor+2 deflection); DR 2/- (pact augmentation)
Touch: 16 (10+4 Dex+2 deflection)
Flat-footed: 23 (10+4 Dex+2 enhancement+5 armor+2 deflection)
+2 Twilight Mithril Chainmail (Light; +5 armor bonus; +4 max Dex; -2 armor check; 10% spell failure; 20 lbs; 6,100 gp)
Attacks: +8 Melee (7+1 Str)
Finesse/Ranged/Touch/Ranged Touch: +11 (7+6 Dex)
Grapple: +8 (7+1 Str)
+1 Ghost Touch Sickle (1d6; x2; slashing; light; 4,306 gp)+Lesser Crystal of Fire Assault (+1d6 fire damage; move action to attach/unattach 3,000 gp): +12 attack; 1d6+1d6 (fire)+2 damage
+1 Quick Loading Heavy Crossbow (1d10; 19-20/x2; 120 ft; piercing; move action to load; 50 standard/25 cold iron/25 silvered; 4,350 gp): +12 attack; 1d10+1 damage
Bluff 19 (13 ranks; +1 Cha+ 2 racial+3 Skill Focus)
Concentration 15 (13 ranks; +2 Wis)
Decipher Script 12 (6 1/2 ranks; +6 Int)
Hide 6 (+4 Dex+ 2 racial)
Knowledge (arcana) 19 (13 ranks; +6 Int)
Knowledge (history) 19 (13 ranks; +6 Int)
Knowledge (religion) 12 (6 1/2 ranks; +6 Int)
Knowledge (the planes) 19 (13 ranks; +6 Int)
Speak Language (Common, Infernal; Abyssal, Celestial, Draconic, Elven, Giant, Sylvan)
Spellcraft 19 (13 ranks; +6 Int) <+2 to learn Conjuration spells>
Tumble 10 (+6 Dex+4 Paimon's Skills)
1st – Spell Focus (Conjuration) (+1 DC)
Wizard 1st – Scribe Scroll
3rd – Augment Summoning (+4 Str/Con for summoned monsters)
Binder 4th – Expel Vestige
Wizard 5th – Extend Spell
6th - Combat Casting (+4 Concentration checks to cast on the defensive)
Malconvoker 3rd – Skill Focus (Bluff)
9th – Weapon Finesse (add Dex to attacks with light weapons rather than Str)
Tiefling:
60ft darkvision
Darkness <Sp> 1/day (CL 10)
Resistance to cold/electricity/fire 5
Conjurer:
Focused Specialist ACF (-1 spell slot; +2 specialist slots)
Rapid Summoning ACF (cast Summon Monster spells as standard actions)
Wizard weapon proficiency
Malconvoker:
Deceptive Summons <Su> (Bluff vs evil summoned creatures Sense Motive to double duration and get +2 damage, 2 extra HP/HD)
Unrestricted Conjuration (summon evil creatures without consequences)
Fiendish Legion <Ex> (get an extra evil creature with Summon Monster spells)
Binder:
Simple weapon, Light armor proficiencies
Suppress Sign <Ex> (with good pact, swift action to show/hide signs)
Pact Augmentation <Su> (2 abilities)
Soul Guardian <Su> (immunity to fear; slippery mind <extra attempt to escape Enchantment>)
BL 10; 2 vestiges; 5th lvl max;
Vestiges bound: (Pact Augmentation: DR2/-)
Acererak the Devourer (good pact):
Detect Undead (CL10) at will
Hide From Undead (DC 16) at will
Immunity to cold/electricity
Paralyzing Touch <Su> (DC 16 Fort/ paralyzed 5 rounds) 1/5 rounds
Speak With Dead (CL 10/DC 16) at will
Undead Healing <Su> (healed by positive or negative energy)
Paimon the Dancer (good pact):
Dance of Death <Su> (move up to speed and attack) 1/5 rounds
Paimon's Blades (rapier short sword proficiency/Weapon Finesse)
Paimon's Dexterity (+4 Dex)
Paimon's Skills (use Tumble untrained, +4 Tumble/Perform (dance))
Uncanny Dodge (retain Dex bonus to AC even if surprised)
Whirlwind Attack
CL 9; DC 16+lvl (+1 Conjuration); 10% spell failure;
Spellbook:
0: Acid Splash; Amanuensis; Arcane Mark; Caltrops; Detect Magic; Detect Poison; Disrupt Undead; Launch Bolt; Launch Item; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Read Magic; Repair Minor Damage; Resistance; Stick; Touch of Fatigue;
1st: Benign Transposition*; Cause Fear; Corrosive Grasp; Grease; Lesser Orb of Fire; Mage Armor; Summon Monster I; Summon Undead I; Wall of Smoke;
2nd: Baleful Transposition*; Melf's Acid Arrow; Spider Climb; Summon Monster II; Summon Undead II; Web;
3rd: Gaseous Form; Summon Monster III; Summon Undead III; Vampiric Touch;
4th: Dimension Door*; Orb of Electricity; Stoneskin; Summon Monster IV; Summon Undead IV;
5th: Dismissal; Lesser Planar Binding; Summon Monster V; Summon Undead V; Teleport*;
Spells Prepared:
0 (3+3): Acid Splash; Caltrops (x2); Detect Magic (x2); Read Magic;
1 (3+2+3): Benign Transposition*; Corrosive Grasp; Grease; Lesser Orb of Fire; Mage Armor; Summon Monster I; Summon Undead I; Wall of Smoke;
2 (3+2+3): Baleful Transposition* (x2); Spider Climb; Summon Monster II (x2); Summon Undead II; Web (x2);
3 (2+1+3): Gaseous Form (x2); Summon Monster III; Summon Undead III; Vampiric Touch (x2);
4 (2+1+3): Dimension Door* (x2); Orb of Electricity (x2); Summon Monster IV; Summon Undead IV;
5 (1+1+3): Dismissal; Lesser Planar Binding; Summon Monster V; Summon Undead V; Teleport*;
Fiendish Dire Rat
LE Small Magical Beast (Extraplanar)
HD: 1d8+3 (7 hp)
Initiative: +3
Speed: 40 ft, Climb 20 ft
AC: 15 (10+1 size+3 Dex+1 natural); Touch 14; Flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: +4 melee (1d4 plus disease)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Disease (Filth Fever-bite, Fort DC 13, 1d3 days, 1d3 Dex/1d3 Con), Smite Good
Special Qualities: Darkvision 60 ft, Resistance to cold/fire 5, Scent, SR 6
Saves: Fort +3/Ref +5/ Will +3
Abilities: Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse
CR: 1/2
Fiendish Monstrous Scorpion
NE Small Magical Beast (Extraplanar)
HD: 1d8+4 (8 hp)
Initiative: +0
Speed: 30 ft
AC: 14 (10+1 size+3 natural); Touch 11; Flat-footed: 14
Base Attack/Grapple: +0/-2
Attack: Claw +1 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1) and Sting -2 melee (1d3+1 plus poison)
Space/Reach: ft/ 5 ft
Special Attacks: Constrict 1d3+1, Improved Grab, Poison (DC 14; 1d2 Con), Smite Good
Special Qualities: Darkvision 60 ft, Tremorsense 60 ft, Damage Resistance cold/fire 5, SR 6,
Saves: Fort +6/Ref +0/Will +0
Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon Finesse
CR: 1/2
Fiendish Wolf
LE Medium Magical Beast (Extraplanar)
HD: 2d8+8 (21 hp)
Initiative: +2
Speed: 50 ft
AC: 14 (10+2 Dex+2 natural), Touch 12, Flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Trip, Smite Good
Special Qualities: Low-light vision, Scent, darkvision 60 ft, Resistance to cold/fire 5, SR 7
Saves: Fort +7/Ref +5/Will +1
Abilities: Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
Feats: Track, Weapon Focus (bite)
CR: 1
Fiendish Monstrous Spider
CE Medium Magical Beast (Extraplanar)
HD: 2d8+6 (15 hp)
Initiative: +3
Speed: 30 ft, Climb 20 ft
AC: 14 (10+3 Dex+1 natural), Touch 13, Flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6 plus poison)
Full Attack: Bite +4 melee (1d6 plus poison)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Poison (Fort DC 14, 1d4 Str), Web, Smite Good
Special Qualities: Darkvision 60 ft, Tremorsense 60 ft, Resistance to cold/fire 5, SR 7
Saves: Fort +6/Ref +3/Will +0
Abilities: Str 15, Dex 17, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +13, Hide +7, Jump +2, Spot +4
Feats: Weapon Finesse
CR: 1
Armor:
+2 Twilight Mithril Chainmail (Light; +5 armor bonus; +4 max Dex; -2 armor check; 10% spell failure; 20 lbs; 6,100 gp)
Weapons:
+1 Quick Loading Heavy Crossbow (1d10; 19-20/x2; 120 ft; piercing; move action to load; 50 standard/25 cold iron/25 silvered; 4,350 gp)
+1 Ghost Touch Sickle (1d6; x2; slashing; 4,306 gp)
Lesser Crystal of Fire Assault (+1d6 fire damage; move action to attach/unattach 3,000 gp)
Crossbow Bolts x50 (50 gp)
Cold Iron Crossbow Bolts x50 (100 gp)
Silvered Crossbow Bolts x50 (150 gp)
Clothing:
Circlet of Mages (+2 Concentration; retain spell slots; 3 charges/day; 5,000 gp)
Dimension Stride Boots (+2 Jump; short-range teleport; 5charges/day; 2000 gp)
Heyward's Handy Haversack (2,000 gp)
Ring of Protection +2 (8,000)
Potions:
Cure Moderate Wounds (x4; 1200 gp)
Wands:
Eternal Melf's Acid Arrow (3,200 gp)
Summon Monster III (25 charges; 2,812 gp)
Mundane Equipment:
Basic Adventuring Gear (500 gp)
Acid Flask x5 (50 gp)
Alchemist's Fire x5 (100 gp)
Antitoxin x3 (150 gp)
Everburning Torch (110 gp)
Tanglefoot Bag x5 (250gp)
Spell Component Pouch (5 gp)
Energy Resistant (minor) Waterproof Spellbook (Copper covered, 200 Vellum pages, 2,200 gp)
Rusk was born into a wealthy noble family, founders of a small town bearing their name. He became fascinated my the magic at an early age, and soon proved gifted at conjuration. A private tutor in the arcane was hired for him, who not only taught Rusk the art of summoning, but the two secretly delved into into the occult practices of soulbinding. He also learned that he is a Tiefling, product of an ancestor’s demonic affair.
After years at his masters side, a local cleric learned of the heretical research being done in the area, and the church began a witch hunt. Rusk sold out his mentor (and provided a sizable donation to the church) in order to avoid scandal and punishment.
When the church's authorities arrived to apprehend the mage tutor, a furious battle erupted between them. The old conjurer summoned a celestial host that proved difficult for the clerics to handle, and Rusk watched in shock and awe from the tower in Ravenwood Keep where his father had sequestered him. The battle ravaged the town and it's inhabitants, leaving only the Keep at it's outskirts standing.
Cast out of his family and destroyed hometown, Rusk wandered land, obsessing over how easily good creatures could be forced to do horrible things and wondering if the inverse could be true. His ravings eventually led him to a copy of the Vital Pact, which confirmed his feelings and set him on the path of the malconvoker.
Though he attempts to hide it through an easy-going, uncaring demeanor, Rusk's experiences have made him highly unstable, subject to wild mood swings and paranoia. While suspicious and disdainful of organized religion and authority in general, guilt over the betrayal of his mentor has caused him to be loyal and protective of those he considers companions. Though he has principals, and believes in helping others and doing good in the world, his mild insanity, trafficking with dark forces, and willingness to do nearly anything necessary to accomplish his goals have pushed him away from the side of righteousness.
An extremely ambitious individual, Rusk's goals are furthering his own arcane knowledge, and amassing personal power. He aspires to nothing less than eventually being mighty enough to summon demon lords and dukes of hell to do his bidding.
smoke_Killah