Hidden 9 yrs ago 9 yrs ago Post by Afina
Raw
GM
Avatar of Afina

Afina Retired Account

Member Seen 6 yrs ago

Name: Sana Rawn
Age: 31
Alignment: Chaotic Good
Race: Human
Class: Marksman/Gypsy(Bard)
Appearance/Clothing:

Height: 5' 7"
Weight: 125 lbs
Hair color, texture, length, style: Dirty ash blonde with layers from ears to shoulders. Her hair is usually worn with shorter layers crimped and pulled back with a few loose strands around her face, the longer layers are curled under and left loose falling to her shoulders.
Eye look, shape & color: Milk Chocolate with amber specks, round eyes with a slight slant at the outer corners.
Skin Tone: Tanned with olive undertones.
Body Type: Toned body over all with very defined arm muscles.
Voice/Accent: Her voice has a tad deeper intonation than most women and is slightly raspy. Sana has a stunningly beautiful voice when she sings but it is something that she rarely does.
Clothing:
Warm Weather - She wears a very simple halter top made of tanned leather that tied around the back of her neck and is trimmed in a deep brown rawhide. She wears a matching shorts that is slit on each side of her thighs as to not to hinder her movements. Her boots are a soft suede material that come up to just below her knees and lace up the entire way, soft soles, no heels. She wears a sheer mantle that flows to the ground and is trimmed in the same material as her halter top, usually pulled over her arms to hide their definition.

Moderate to Cold Weather


Gypsy Clothing -




Skills: Agility, acrobatics, gymnastics, ambidextrous, riding, fletching; excellent marksman with a bow and skilled dagger thrower. Knows some close combat fighting, using her bow in a staff like manner. When weaponless Sana will use her knowledge of acrobatics and gymnastics, combined with her agility, to attack and defend herself.

Natural Abilities: None - Human

Magic/Spells: Sana knows many bard songs but is unaware of which ones she can actually cast. Below is a list of songs she has been able to cast successfully so far.

Trust Me: Beauty From Pain - An inspire trust spell that is activated when she sings. Spell has a 75% chance of working on one target in the line of sight. Effect lasts 20 minutes - can cast once a day

Courageous Heal: Everything Burns - A triple effect spell activated when she sings. It hits all allys in a fight. It heals up to moderate wounds, gives a +2 to attack hits and +2 to damage. Does not work on Sana and drains her terribly after casting. Plus to damage and to hit lasts 5 rounds. (Side effect is due to the nature of the spell it will make those that it hits feel more courageous during the casting.) - Can cast once every three days.

Beacon: Flashlight - This song brings about a pillar of light that breaks through low light, darkness and obscured vision. (Such as mist, fog, smoke and rain). It has no special effect other than being able to be seen from up to a mile away no matter the level of light or density of obscurity. Cannot be seen through rock or stone but will follow a path until it reaches the sky if possible. The song itself will carry with the light and can be heard as far as the light can be seen. The light will continue as long as the song continues and fade once it stops. The end verse can continue to be repeated to last as long as the singer can sing. It can be cast once a day but if it is an extended version of the song it takes away from the next days ability. Each time it is extended, it takes another day to recharge it.

Masquerade: Burn With Me - During the course of the song Sana is able to completely change the look and voice of herself and up to one more party member. The illusion is true even if touched and lasts 24 hours, it can be dispersed by break illusion spells or if the person it is cast on speaks the words "The Masquerade Is Over" - Can be cast once every 12 hours

Winter Storm: Cold But I'm Still Here - This is currently Sanas only true attack spell. During casting the temperature of an area that spans out in a 60 foot radius around her will begin to cool down, the ground will frost over as well as other materials that normally would in such conditions. Using her hand movements she can direct up to five beams of ice from her palms during the song to strike opponents or other applications as she made need.(such as a wall of ice or to freeze a lake to be able to walk on) - she may contain her five beams to the end of the song and let it out as a single attack that will form a wall of ice three feet thick and ten feet high in a circle with a 30 foot diameter. Ice attacks will melt as normal for air temp. Wall will last until she stops singing as long as it isn't destroyed. (She may repeat the song until she cannot sing anymore to keep the wall up but may not do anything else but sing.) - can be cast once a week.

Additional Information:
Significant Other: Hugh Van Halder - Does not know where he is anymore
Sister: Ramara Rawn - presumed dead
Cousin: Ariana Rawn

Sana is scarred now with a line from her right ear to her jaw on her face, small puncture scars on her right shoulder from a hound bite and a burn scar from the right side of her neck at her jaw line, that front side of her chest, down her arm to the elbow and her back to the bottom of her shoulder blade.

Armor: An arm cuff that is enchanted with Barkskin.


Weapons: She carried one small dagger that is used for cutting up meat before cooking for the most part though is works as a throwing dagger if need be. Nothing special about it, the blade is 6 inches of plain steel while the hilt is carved oak. Her other and main weapon is a Recurve Bow that was hand carved for her; she uses cedar arrows that resist warping. She possesses a Silver Dagger found in the chest of a Liches Layer as well as a second quiver of silver arrows provided to her by the Elven Army of Corellan Larethian.




Possessions: Clothing, weapons, pack, dried fruits and meats, water skin, rope, fletching items, rags, needle, threads, horse, grooming items, tent, chain with her parents wedding bands on it that she wears around her neck.

Personality: Sana in the past has been known to be rather quiet and untrusting, hard to get close to. She preferred to be left alone and detests asking for help; a very stubborn woman who preferred to do things alone than in a group. Though since meeting Hugh she has softened some and come to accept things. Now a days she doesn’t mind the group setting so much but prefers to be alongside Hugh during most situations. She can be rather outspoken at times but has a good heart and tends to help people in need even without being asked. Handing over items that one may need without a word and just walking away. If she does get mad though she will lash out either verbally or physically and when a new comer approaching she will draw and stand ready to strike them down if provoked.

History: She comes from a wandering band of gypsy that she left long ago for she refused to become what they wanted her to be. Another dancer and entertainer for the group. She was a tom boy growing up who preferred to spend time with a bow and arrow than a person. Though she never sought the way of her people she is very defensive of them and knows their ways. Skilled in song, dance, showmanship. Nothing traumatic happened during her childhood or growing up but being the typical teenager, hated what her parents wanted for her and in the end left those she knew for a world she wanted to know.

After she reached maturity she decided to leave the home and family she knew and set out on her own. Over the years she has worked in various towns trading furs from animals she has killed on her journeys and worked mercenary from time to time as wars broke out, utilizing her skills as a marksman.

During a journey through the desert when she was grouped with adventurers she met an older and kind hearted man by the name of Hugh whom she found herself drawn to. She was captured by a Lich and taken off to be sacrificed, if it had not been for Hugh she would have been slaughtered on the granite sacrificial tomb she was tied to. Though she has never out right stated that she loves him, it is more than evident in the way she acts around him and carries herself now.

Sana traveled with Hugh for a long time. During an adventure she was snatched by a traveling fog that divided up her, as well as some others in the group she was adventuring with. When this happened, Hugh left the group but before Sana was taken. She is unaware of him walking away and has no idea why because of this. Since she was dropped off by the fog she had worked to get back with the adventuring party to find Hugh once again, thinking he is still with them.

Previous Rp: Sands Of Blood, Cinder Sickness
Hidden 9 yrs ago 9 yrs ago Post by Warrior in the Shadows
Raw
Avatar of Warrior in the Shadows

Warrior in the Shadows The Unknown One

Member Seen 2 yrs ago

Name: Hugh Van Halder
Age: 45
Alignment: Neutral Good
Race: Human
Class: Fighter, Ex-Paladin
Appearance/Clohing:

He stands at 6'2", a tower of years of built up muscle. He wears a dark earthen blue tunic over a white linen three button pullover shirt. He wears a pair of black shorts(under his pants) and a pair of dark gray hosen(medieval style pants). He'll wear a chain mail shirt and these pauldrons

additionally he'll wear leather knee and shin armor.
He wears a small gray hood and a bear fur cloak.

Skills: He is a good brawler and can fight with anything he can get his hands on(He's used bed rolls before). Horseback riding. Swordfighting, throwing axes, and two handed weapon fighting. He's been able to use crossbows before, but despises them, as they are delicate and take a lot of work just to reload. Bushcraft and survival stuff. Smoking(if that qualifies as a skill). Some cooking.

Natural Abilities: He's strong and durable and can take a lot of beatings. He's pretty much a tank. He can drink a lot of alcohol and only get buzzed. Otherwise, he's just a normal human.

Magic Spells: N/A

Additional Information: He is in a relationship with Sana Rawn. He has a draft horse, named Rodger.

Weapons: He wields a large crude looking battle axe and a falchion. Additionally, he has one small crude throwing axe.

Possessions: A rucksack with jerky, bread, cheese, rags, spark rocks(basically one is made of magnesium), rope, ladle, cooking knife, two plates, and tobacco. He also has saddle bags on his horse, which he stores his pipe, more tobacco, sugar cubes, a brush, a stick and bow(which he uses for lighting his pipe), and a few salt licks. He has two water skins. One he keeps on his horse, and one on his person or in rucksack. Additionally he has a pot and a frying pan strapped down to the outside of his rucksack. He also wears a ring on a little chain around his neck and he never seems to take it off, as it was given to him by Sana.

Personality: He is a more contented man, liking simple things in life, especially enjoying smoking his pipe with a wonderful scenery, usually in the form of a beautiful day and his love, Sana. He has a more realistic attitude towards the world, not being an idealist, only doing things to help. He has great respect for the natural order of things, and you won't find him trying to seek out revenge. He still has a fiery temper when it is stoked enough to come out.

History: Hugh was once part of a great order of paladins. They had much land and ruled with wisdom. Their lands were prosperous and fertile. Many were jealous of their lands, but no one had the courage enough to take on the great and Noble order. Their paladins were fierce and formidable fighters. They all stood higher than 6' and were towers of muscle. They were truly terrifying men. But they were brought down under scandal. Fabricated accusations about them stealing their riches and enslaving other groups of people for labor. The scandals kept growing until they were set upon by every surrounding nation. They stood no chance. Many were killed, only a few escaped.

They have been long since forgotten, after being hunted for almost two decades, and killed off, until it was concluded that they were finally extinct. Hugh hid among tribes of barbarians to survive. The tribe was good to him, making him one of their own. He had built a life of simplicity. Some warring between other tribes would often end with them being brutalized and then integrated. Hugh had found love in a woman taken from one of the defeated tribes. He had a few sons and lived very happily with her, until they were set upon by a purge of the "savages".

Hugh's tribe was wiped out and he was orphaned once again. He had brutally killed all the "civilized" army he could, but it was too late. His tribe was all gone, along with his family.

He became a wanderer, and left to find life as a mercenary. In that life, he found an adventure awaiting him in a tavern. The tavern was filled with life, when he came in and joined up with a questing group. There he met a gypsy woman by the name of Sana. He got to know her going on this random little adventure with this party. It was all rather simple and jovial at first, until they were all taken captive by a lich. This lich tried to take Sana from them, and in that moment Hugh only felt desperation and rage.

He had slowly begun to realize that he had fallen in love with Sana, and that if he lost her nothing would change about his existence as a wandering mercenary, and he would simply keep losing people he deeply cared about. So he took a chance at love, and broke out of his cage in a fit of rage. He fought like a lion to get to Sana, finally winning out(love triumphs over all!) against the hordes of undead after his party came to his aid.

Since then, he's been a contented old soul, taking care of Sana and showing her his love for her, even though he has never said the words.
Hidden 9 yrs ago 9 yrs ago Post by Dragoknighte
Raw
coGM
Avatar of Dragoknighte

Dragoknighte

Member Seen 2 mos ago



Hidden 9 yrs ago 9 yrs ago Post by TheWizardLizard
Raw
Avatar of TheWizardLizard

TheWizardLizard

Member Seen 4 yrs ago



Hidden 9 yrs ago Post by Double Capybara
Raw
Avatar of Double Capybara

Double Capybara Thank you for releasing me

Member Seen 2 mos ago

Name: Silvina
Age: 43
Alignment: Chaotic Good
Race: Human
Class: Wizard (Witch kit)
Appearance/Clothing: An aging woman with a messy short hair which alternates between brown and white. She appears to be older than her actual age. She dress is a simple brown robe with a few details in a light color.
Skills: Herbalism, Spellcasting, Astrology, Animal Handling and Cooking
Natural Abilities: She is a pretty typical human
Magic/Spells:
-Hypnotism: Puts a creature on a deep slumber (Actually called sleep, but meh)
-Locate Object: Will sense in which direction an object is
-Minor Image: Creates an illusion, it can make quick sounds but is mostly mute and scentless
-Lightning Bolt: Evokes the power of lightning to deal damage
-Animate Rope: Makes a rope move at your command.
-Nightmare: Haunts a sleeping creature with horrendous dreams
-Minor Healing: A simple healing spell
Additional Information:
She has a husband and a daughter at home
Her familiar is a reindeer of the large Siberian kind, she can ride it.
Weapons: A simple wooden staff not meant for attacking.
Possessions: A few healing potions, a couple of coins and a wand which casts a source of light
Personality: A sleepy and quiet woman, she likes helping others but prefers to keep herself, that is, until you get to know her better, then she will start to tell you the tales of her past and adventures. Also, she is looking for a husband for her daughter so she can be quite inconvenient to young males
History: Born in a tribe to the north Silvina has inherited the shamanic powers of her mother, however when she went trough her initiation a spirit from a different plane tried to posses her, for the next decade she would keep on fighting her own powers, ultimately going into complete isolation. Her husband was a traveler who would constantly meet her by accident, he tried his best to approach the hermit but she would constantly cast him away, one day under a heavy snowstorm he got wounded by a falling tree and Silvina decided to treat him back to health. Helping the man was a good way for Silvina to realize she could do way more than she was now, she accepted his feelings and they got married soon after, her daughter was born a year after that. They lived close to the tribe but still in the forest. The daughter did get shaman powers but went trough her initiation smoothly. At this point she felt like she wanted to explore her powers a bit more by traveling south and exploring the world, not only to get to know herself but also to not make her daughter curious about her mysterious powers.
Hidden 9 yrs ago 9 yrs ago Post by Penultimate_Pi
Raw

Penultimate_Pi

Member Seen 7 yrs ago

Hidden 9 yrs ago 9 yrs ago Post by Luminosity
Raw
Avatar of Luminosity

Luminosity Glows in the Dark

Member Seen 3 yrs ago

Hidden 9 yrs ago Post by Kronshi
Raw
Avatar of Kronshi

Kronshi What Am I?

Member Seen 3 hrs ago

Name: Zarxire
Age: 44, but due to Tieflings aging slower he appears 31
Alignment: Neutral Good
Race: Tiefling
Class: Pyromancer
Appearance/Clothing:
Except with the typical Tiefling horns and tail
Skills: Intimidate, Knowledge (Arcana), Knowledge (Geography), Knowledge (History), Knowledge (Nature), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Perception, Sense Motive, SpellCraft, Pyromancy, Survival
Natural Abilities:
Hellfire: "Tieflings are able to fuel their rage into their attacks, leaving burn marks on their foes without ever summoning a flame."
-Adds fire damage to all melee attacks, can only be used when extremely pissed, which is easy for a tiefling.

Spiked Tail: "Some tieflings tails grow in with a sharp serrated edge. These tails are typically thicker and can be used in combat."
-Can use tail to attack
Magic/Spells:
Fireball: Umm, does this need a description.
Flame Pillar: A giant pillar of flame erupts from the ground, encasing the targeted area in the fires of hell
Blaze Storm: Flames exude from the user, coating the area around him in flames
Fire in the Body: The user coats himself in fire, lashing out at all those around him
Fire in the Mind: This spell makes all of the user's allies feel his burning rage, causing his partners to become more passionate in the fight
Fire in the Soul: The user takes on the form of a 20 ft. flaming beast, although this is an illusion and those with high intelligence or those he has told of this skill are un-affected.
Fire in the Blood (Passive): Whenever the user takes fire damage, he takes no damage and heals for 1/4 of the damage he would have been dealt.
Additional Information: He hates it if someone touches his horns
Weapons: No weapons
Possessions: A long fire-retardant robe and cloak, and fire-proof boots of his design. Backpack full of books he hasn't finished yet.
Personality: Typically a very level-headed and calm person, Zarxire has spent many years training to learn everything he could. Though in the heat of battle, he loses all sense of focus and lashes out at everything that stands in his way until everything that defies him is dead.
History: Born to a small Tiefling community, Zarxire was a rather happy and average child. The day he turned 10, raiders destroyed his town. They were seeking to eliminate the "demon scum". All he remembers of this horrifying massacre were the flames boiling around him before he passed out. Luckily, the raiders thought him dead and passed him over, Zarxire woke up with nothing but burning ashes remaining of his town. After wandering in the wilds, learning all about it and how to survive in it, he finally came across a wizard's home on the edge of the woods. Due to him being young, his tails and horns had not grown in yet, so the wizard thought he was human and adopted the boy. Zarxire learned everything he could about magic, religion, the planes his kind originated from, and everything he could about the people, their culture, and their land. He would walk around the village that was not far from the wizard's house and would study the people, learning how they ticked. Sadly, as he grew older the only magic he could learn was fire magic which hinted at his origins. but when his horns started to grown in, it was obvious. The wizard sold him out the the militia, and Zarxire fled back into the woods, taking all the books he could with him. He built his own shelter, studied the books he had scavenged as well as a couple he had bought at markets if he could hide his horns and tail. Zarxire swore to fight against any and all injustice, whether it was dealt be demon, monster, human, or royalty. One day, he saw the notices for The Convent and saw it as his chance to prove himself. By helping a holy church, it would prove that he wasn't just some malicious demon. Not to mention that but his knowledge of the world would be very beneficial to the group. So Zarxire packed his books and made his way to the Village of Gorlton’s Apothecary immediately, wondering who he would be teamed up with.
Hidden 9 yrs ago 9 yrs ago Post by Afina
Raw
GM
Avatar of Afina

Afina Retired Account

Member Seen 6 yrs ago

Name: Sister Agnes

Age: 60's (unsure of date of birth)

Alignment: Lawful Good

Race: Human

Class: Nun(Cleric)

Appearance:


Skills: Concentration, diplomacy, tending to injured parties, agriculture

Natural Abilities: None - Human

Spells/Magic:
Create Water: 2 Gallons of pure water can be created from unpure water, mud or sludge
Bless Water: Creates 1 Quart of Holy Water from equal amount of pure water
Cure Minor Wounds: Heals wounds and burns that have not broken through all the layers of skin (5 times a day)
Cure Moderate Wounds: Same as Minor but for 2nd degree burns or wounds that would require stitching (4 times a day)
Cure Major Wounds: Same as Moderate but for 3rd degree burns or wounds that have caused deep muscular damage or bone break (1 time a day)
Cure Serious Wounds: Same as Major but for burns that cover more than 25% of the body or has damaged major internal organs (1 time every 2 days)
Cure Crucial Wounds: Same as Serious but for burns that cover more than 50% of the body or any wound that may be fatal if used within 5 minutes of wound infliction. (1 time a week)

Additional Information: Part of the Sisters Of The Light - They worship no one god or goddess by name but instead follow a path of light thats goal is to keep the darkness and evil at bay. They are pacifists and do not engage in fighting, only healing and caring but they are not naive and understand that sometimes one must fight; though in this instance they will seek outside help instead of inflicting harm on another.

Weapon: A simple walking staff that is never used as a weapon and is rarely carried.

Armor: None

Possessions: Other than a staff she rarely carries and the clothing on her back, she has nothing that belongs to her though the convent carries various items needed to live within the convent and the orphanage they belong to no one nun but to the convent itself.

Personality: Sister Agnes is a kind soul and even if she might be taken back a bit when meeting a person different from what she is used to she never judges and chooses to see the good in all before anything else. She knows evil exists in the world but prefers to see the light in the world instead of the darkness.

History: Sister Agnes does not speak about her life before the convent, which she joined when she was in her 20's but since joining she has become one that the sisters look to when dealing with the outside world since most of them were brought there as infants and know no other life, she is one of the few that has had a life before the convent and they defer to her for her knowledge of people and ability to be kind to all. She is also the main healer for the orphanage, but since her healing is not helping with the Cinder Sickness she was sent to find people to help.

Hidden 9 yrs ago 9 yrs ago Post by Melkor
Raw
Avatar of Melkor

Melkor The Nerd Formerly Known as Melkor

Member Seen 8 mos ago

Removed
Hidden 9 yrs ago 9 yrs ago Post by Billsomething
Raw
Avatar of Billsomething

Billsomething

Member Seen 3 yrs ago

Name: Mortosh Celjust and Zam Mano
Age: last time he counted 696 (Zam is 200 a kid by her races standard)
Alignment: Chaotic Good (Zam is Neutral Good)
Race: undead but more specifically a Skeleton (Zam is a Petal For more information on those look for them on page 120 of monster manual III)
Class: Cleric (Zam doesn’t really have a class as she is supposed to act as an item much like boo from Baldur’s gate)
Appearance/Clothing: Mortosh wears an enchanted blue hood that obscures his entire face making appear as a black void with blue lights wear his eyes should be this is to hide his skull. He wears an iron chest plate with iron gauntlets his legs are hidden by a long blue skirt and iron boots

(Zam’s Skin is light blue her hair is a darker shade of blue her bang cover her eyes she wares gray cloth dress her wings are the same color as her skin)

Skills: For Mortosh it is Hide Diplomacy Knowledge (religion) Survival Heal
( For Zam it is Bluff and Gather Information Knowledge (nature) as Zam doesn’t actually have class I decided that it would be op to give her any more skills

Natural Abilities:
Undead-Life: as an undead you are immune to age effects and disease.
Unbreakable: An undead has no death ticks.
Undead appetite: The Undead are able to use the undead appetite encounter power.
(Zam)
Lullaby: Any creature within a 20-foot-radius that fails a DC 14 Will save is affected as though by a lullaby spell. A creature that successfully saves cannot be affected again by that petal’s lullaby song for 24 hours. The save DC is Charisma-based.

Magic/Spells:
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels
Create Food and Water: Feeds three humans (or one horse)/level.
Bless: Allies gain +1 on attack rolls and saves against fear
Calming Embrace: By placing his hands on friends, or foes restores Mortosh will restore a bit of health as calm down bersekers
Insect Plague: Locust swarms attack creatures
(Zam)
Chatter: A spell created by Zam And Mortosh To allow Zam to speak for Mortosh
Calm Emotions: Calms creatures, negating emotion effects
Light: Object shines like a torch
lie.
Additional Information: he is a cleric of Trew Barton The god of joy and undeath.
The lack of a lower jaw makes it hard to speak so Zam usually translate for him she also sits on his shoulder.
Mortosh sometimes will be overwhelmed with greed causing him steal without thought this has caused him to land into a whole heap of trouble in the past.
Weapons: A Simple mace (Zam Like most of her race doesn’t carry a lethal weapons but she dose carry a blow gun which she uses to shoot darts laced with sleeping powder she doesn’t use this very often due to the ingredients used in the sleeping powder are quite rare)
Possessions: Mortosh Carries a shrunken zombie around his neck (Zam Owns Shinobue a Side blown flute)
Mortosh has a jar full of flower that he carries around for Zam he carries it around for so she doesn't faint from hot or thick air
EDIT: Three vials of Moderate Inflict Wounds
Personality: Mortosh is a very friendly Skeleton he is calm and hard to anger but his years of lacking the capability of speech has damaged his social skills quite badly which can make him come off as insensitive. while he is perfectly of take on offensive role he dose fell uncomfortable hurting others be they man or beast but he will not complain if fighting is necessary.(Zam is quite battle hungry once again by her races standard anyway she can’t really stand the thought of staying in one place to long she also has obsession with sugar give her some and shell be your friend for life ironically this is not the reason way she follows Mortosh)
History: 696 Years ago Mortosh rose from his grave no memory of his past life the only thing he remembered was his cleric training Mortosh spent a good chunk of his first fifty years searching for his past to no avail Realizing that trying to search for a past that he no idea about or even the reason why he was searching so he gave up on searching and decided to just travel why?

He didn’t know back then but now he know he was looking for purpose and he found it when he encountered a necromancer and a follower of Trew. He spoke to Mortosh and told him about Trew. Mortosh was intrigued with Trew so asked the necromancer how he could show his loyalties to Trew and the necromancer handed him the shrunken head. Confused Mortosh asked the necromancer about the head and he told him that the head was the symbol of Trew then he requested that Mortosh would spread the massage of Trew. Mortosh accept the his request but before he went he realized one thing. He would be run out of any village or town before he even toke his first step so asked the necromancer to enchant his hood so it would only show a void.

So The necromancer enchanted Mortosh’s hood so with his enchanted hood on Mortosh thank the necromancer and went on his to spread the word of Trew and that how he spend his next two hundred years spreading the word that was until he angered a zealous paladin who broke his jaw to pieces. With no jaw all his words came out as mumbling so not being able to spread the word he turned to learning healing magic so he spent the next hundred years learning.
this was around the time that Zam was Born two hundred years ago Zam was.
Born in to a tribe of petals a race of tiny fey creatures she was treated well enough but she was still an outcast among her race she wasn’t as talented in art as the rest of her race. So she turned to other thing like spellcraft this is what taught her to speak all other tongues she would later encounter Mortosh when he would save her from a plague walker. Mortosh Seeing that Zam had gotten hurt would go on to heal all her wounds. Grateful for his deed Zam asked him what she could do for him. Mortosh lowered his hood and showed her his lack of lower jaw and he needed someone to speak for him as she was the only one that understood what he was saying she agreed and they have been traveling ever since
Hidden 9 yrs ago 9 yrs ago Post by Horrid
Raw
Avatar of Horrid

Horrid aesthetic.

Member Seen 3 yrs ago



Name: Drizzak.
Age: Goblin equivalent of 20.
Alignment: Chaotic Good.
Race: Goblin.
Class: Fighter.
Skills: Simple/Martial/Exotic Weaponry, Intimidation, Taunting, Hiding, Survival, Climbing, Swimming and he's alright at just screaming at things or in a certain direction.
Natural Abilities: Fast Movement, Dexterity Boost, Darkvision.
Magic/Spells: None.
Additional Information: He will always go for the biggest target. No matter how big.
Weapons: A kris-like shortsword in one hand and a scorpion whip in the other. His most prized possessions.
Possessions: Fur vestments and hide armor.
Personality: Drizzak is, for the most part, extremely friendly and positive, bordering on naive. If one were to attribute an overall alignment to him, it could easy be Chaotic Good. He can be extreme at times, but his heart is in the right place for the most part. His extremism comes from his tendency to be easily excited. He tends to see all other races as different sizes of Goblin.
History: Drizzak does not speak much about his past. Its obvious from the way that he avoids questioning about it that his departure from his family and clan was not an easy thing for him. If one was knowledgable enough, they would be able to find the skin-mark on his neck in the shape of an angry goblin skull and crossbones, meaning 'exile'.
Hidden 9 yrs ago 9 yrs ago Post by knighthawk
Raw
Avatar of knighthawk

knighthawk Djinn Jedi

Member Seen 1 mo ago

Name:Lob-otto-me!
Age:21 (old for a half orc)
Alignment: Chaotic Good
Race: Half-orc
Class: Barbarian(Brute Kit) (estimated 6th level based on wizard spells, 15 THAC0)

Appearance/Clothing:
6'4" 250 Lbs
Skills:
Weapon specialization: Great club, (+1 hit +2 damage)
Weapon proficiency: Dagger, Throwing Axe, Battle axe, Spear
Armor proficiency: Padded, Leather

Secondary Skills: Forager.
Bonus: Danger Sense*,
Endurance, Hunting, Light Sleeping*(only need 1 hour of sleep for full rest), Sign Language, Tracking, Wild Fighting*(+1 attacks a round, 3 penalty to AC, -3 to hit, +3 damage, good for minion sweeping or easy to hit enemies)

Natural Abilities: Heightened strength(+3 hit +8 damage). Darkvision/infravision. Back Detection(40%) Climbing(95%)
Running Leap: 3d6+6 Ft. Running Spring: ld6+3 Ft. Standing Leap: 2d4+3 Ft. Standing Spring: ld4+3 Ft.

Additional Information: Highly bestial nature who worships the moon. Treats all dogs like family. His homeland terrain is the open plains, he is always considered proficient in survival, tracking, hiding, and animal lore in his home terrain and provides a penalty to his enemies to detect him when trying to surprise them in the plains.

Weapons:
CLUB! is a greatclub (2d4) that is little more than a bone ripped from the wing of a black dragon and fitted to a handle. Much of its energy is still rather raw from the experience, but its damage transfer the dragonic energy of acid to stop regenerating creatures. Even if it does not drip acid itself, it seems to work half the time to harm trolls and the like.(8/8/15 Gained a permanent +1d4 from shillelagh potion) (3d4+8 11-20)

CATCH! A throwing 'axe' which was a parting gift from the last parties bard/cook, she could throw and catch three at a time in the air. It was an entertaining skill he never developed, but it is great for when he needs to hunt rabbits or use with his 'not a hat' if it is too cramped to use his club!

Possessions:
Hide of hiding! Hide armor made from the hide of a black bear, because black is good for hiding! He proved himself to his lost clan's shaman (druid) who put a 'blessing' (invisibility to animals) on the armor for good hunting. He has learned that he can approach an animal, but after the first attack, they can see him. He also learned the hard way that it only works on normal animals, special animals can see him just fine.

Not a hat! is something he uses when he knows he is going to have to fight something directly and dangerous, not when he is hunting for game. When not fighting, he uses the buckler for a plate or to carry things from foraging.

Personality:
Fairly simple minded, He has a personality that focuses on loyalty to a fault. He is easily coerced by his friends to do most things.

History:
About one in ten half-orcs can pass for human, he could not. Left out in the woods and the wilds, he was taken up by a tribe of halfling plains-riders who thought him to be a curiosity. He grew in the tribe and grew some more, easily keeping pace with the 8 meal metabolism of the others and foraging for his own when extra hungry. His phenomenal strength lent him a place in the tribe, but his simpler than most mind meant he had no desires for chiefdom.

One day, the plains-riders came upon a Gnoll tribe and their overconfidence was their doom. It was a glorious battle and now the halflings ride across the black plains as stars in the sky, but Lob was not one of those. He awoke some days later with a great gash across his forehead but alive all the same. He burned his people as they were to do and wandered on his own, breaking from the circuit of his people to see the rest of the realm.

He came into sight of an adventuring party low on their luck and he brought them a whole elk that even the ranger hadn't been able to take down (to which the bard joked that he was the new animal companion for the ranger's lost wolf). They began to keep him like a pet and gave him his new name from the skull scar which he found good as his old name died with his people.

The new family took him from woods to still water swamp where they sought out a black dragon and its treasure. The brackish trees were too thick to fly but not to climb as he made his way by branches when the dragon attacked. First it cunningly weakened the party with many animals of the swamp before striking. The party was doing well until the wizard was bitten by a snake and down for the count so Lob took the staff and swung it like a club across the dragons face.

The reverberation of the shattered staff loosing all of its stored energy was enough to end the fight as the beast collapsed. But, when it came time to divide the treasures, the in-fighting broke the party in two with Lob merely claiming a trophy of the dragon as his reward. The party split up in town after all was said and sold, enough for some to retire.

The city was no place for Lob and so he had one of the fighters help him get his bone made into a serviceable weapon before he left with the groups Healer who chose to go on a pilgrimage to renew her faith and could use his strength. After a few temples, he pilgrimage has been made to pause with this new sickness rising. Since Lob is 'ever so good at finding things', the healer asked lob to help the children while she stays at this village to tend to the sick.
***Scent tracking***
Drizzak -smoked meat, burnt earth and occasionally strawberries..
Fiona - wilderness, the road, and a little of her horse
Hanzo -outdoor air, with hints of morning dampness and a slight earthy aroma.
Hugh - tobacco, horse, his own sweat, metal, and grass.
Lob - Dry dog, dirt, bit of dung
Melvis - At the moment, Melvus smells like blood
Mortosh -sorta dead with rust smell to him as well as a bit of blueberry
Sana - cedar wood and jasmine flower.
Sister Agnes-Lavender and rosemary oil
Tobias -sweat and red apples.
Vaeri -surrounding forest with a hint of cinnamon.
Zack -Ash
Zam-flowery blueberry and has a hint rust to her scent
Hidden 9 yrs ago Post by Afina
Raw
GM
Avatar of Afina

Afina Retired Account

Member Seen 6 yrs ago



Hidden 9 yrs ago 9 yrs ago Post by Goldeagle1221
Raw
Avatar of Goldeagle1221

Goldeagle1221 I am Spartacus!

Member Seen 1 yr ago

Hidden 9 yrs ago 9 yrs ago Post by Afina
Raw
GM
Avatar of Afina

Afina Retired Account

Member Seen 6 yrs ago

Name:Elizabeth Victoria Johnson (Shela)

Age: 137

Alignment: Chaotic Good

Race: Dwarf - Sundered

Class: Battlerager(Altered)

Appearance/Clothing:

Skills: Brawling, Throwing Crap, Trigger Weapons, Sling Shot, Alchemy, Athletics, Trickery, Torture, Smoking, Drinking, Beers of the World, Stonecunning, Martial Weapons, Climbing, Stability, Appraise, Survival, Photographic Memory, Brewing, Languages: Common, Dwarven, Gnome, Dragonic, Halfling

Natural Abilities: Darkvision, +2 resistance to poison, +2 saving vs spells and spell like effects, +1 to attack against orcs and goblinoids, +4 armor class against giant types, high constitution, higher strength, lower charisma, lower dexterity, no penalty to base speed due to armor or load

Magic/Spells/Magic Items: Zip Ring (magical Zippo)

Additional Information: -4 penalty to attack rolls when underground

Weapons/Armor: Sling shot, 10 ceramic axes of Greek Fire, Smoke Powder packets, Warhammers (2), Battlerager Armor (altered), Light Crossbow (2) with bayonet (2 quivers), custom elven chain.



Possessions: Healing potions, sleep potions, knife, grapple, rope, pack, water skin, rations, dried meats, pipe, tobacco, quill, ink, parchment, bedroll, restoration potions, survival kit, flint & steel, ball of string, clan standard handkerchief, tobacco & pipe pouch (water resistant), hemp necklace with dragon tooth, clan standard flask, dwarvish love stories book,

Personality: Shela has an inappropriate sense of humor and can be a loud boor, drunk or not. She is rather sadistic, tends to drink a lot and prefers her home brewed beer. (Though she has never swilled it) – She is a bit of a trickster and has a tendency to play practical jokes on people and really doesn’t care if they find them funny or not as long as they make her laugh. She has little to no tact and plays the pyscho role very well. She enjoys causing pain on those that deserve it and doesn’t have a problem head butting people, usually in the groin. If she can make things go boom she will. She nearly always has a pipe in her mouth and prides herself in never losing it even when in battle. Her personal quote is – “It’s all fun and games till someone gets blown-up, then it’s just fucking aces.”

History: Shela comes from a large family and has 9 siblings. Her mother is still alive but her father passed away when she was 21. Her sister Lily died when she was 16 and she is bitter rivals with her siblings Toby and Brianna. She has one sister, Susan, that she is completely devoted to and would move worlds for. The rest of her family she has a neutral relationship with – Randall, Christy, Daphne, Gena & Ester. Her history isn’t much, having always loved to get into a good fight growing up, she became the family protector at a young age. Once her siblings were grown she left home to find high adventure and it known throughout the area as the one to call if you want to get the job done and don’t care about it being subtle. She wears a necklace with a tooth affixed to it, the tooth if from a dragon her and one of her former adventuring parties were battling. She ended up rushing the beast and climbing up onto its back, shoving an axe of special make down its throat before jumping off. The subsequent explosion ended up blowing the creatures head to pieces and she was able to retrieve one undamaged tooth from the left over lower jaw.
Hidden 9 yrs ago 9 yrs ago Post by Luminosity
Raw
Avatar of Luminosity

Luminosity Glows in the Dark

Member Seen 3 yrs ago

Hidden 9 yrs ago Post by Invisible Man
Raw

Invisible Man

Member Seen 9 yrs ago

Name: Dorat and Drazig

Age: 65

Alignment: Chaotic Good

Race: Ogre/Ogre Mage

Class: Barbarian/Sorcerer

Appearance/Clothing: The most defining feature of Dorat and Drazig is their multi-headed body, the two heads placed onto one body makes armor fairly difficult to make for the pair. The next thing you would recognize, is their towering height of 10 feet with their 700 pound body makes it easy for the two to be the biggest in the room. Like any Ogre, their frame is huge, resulting in fatty parts around their body, but underneath the fat is immense amount of muscle. Their skin is tough, almost like leather, and it has a light blue coloring make them look even more distinct. They are both bald, but for some strange reason, Dorat has a long gray beard while Drazig doesn't even have a stubble. To make him look more distinct, Drazig had pierced his left ear twice, the earrings just above each other with a pierce through the nose as well. If you ever saw the two walking down the street, you would have to take several looks before believing that the two were even real.

Dorat and Drazig wear light armor, they place plates of metal over their leather armor for more defense, but mainly around the parts where it allows for flexibility. Upper chest, upper arms, shoulders, and knees. Dorat also likes to have his hood up most of the time, covering his eyes in the shadow while Drazig loves to feel the sunshine on his face. Their armor is also very specialized, they mainly have to make the armor themselves to make sure it is done right for their abnormal size and shape.

Skills: Dorat is able to concentrate fairly well and is well-versed inside the world of spell craft. Drazig on the other hand is very good at climbing and jumping, if Dorat gives control of his part of the body, and both heads can spot and listen from long distances. They also know how to speak both in Common and Giant, but only Dorat knows how to read.

Natural Abilities: Both heads can see without light very well, however, Drazig can see further than Dorat inside of the dark. Their body can also naturally regenerate from light wounds, but it takes too long to be effective in heated combat. Lastly, while they can't grow back limbs, if a body part gets chopped off, Dorat or Drazig can reattach the body part by holding it to the stump for one minute. If decapitated, someone else has to do it under ten minutes or they die.

Magic/Spells: Dorat can only cast spells if Drazig gives control of the body to perform the proper hand gestures.


  • Grease: A grease spell covers a solid surface with a layer of slippery grease. The spell can also be used to create a greasy coating on an item, greased armor or clothing can resist a grapple, escape a grapple, or escape a pin.
  • Magic Missile: A missile of magical energy darts forth from Dorat's fingertip and strikes its target. Depending on how hard he focuses, Dorat can fire two to five more missiles.
  • Gaseous Form: The subject and all its gear become insubstantial, misty, and translucent. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
  • Silent Image: This spell creates the visual illusion of an object, creature, or force, as visualized by Dorat. The illusion does not create sound, smell, texture, or temperature. Dorat can move the image within the limits of the size of the effect.
  • Ruin Delver's Fortune: In desperate need, Dorat can cry out a word imbued with power, granting the two a bit of extra luck when they need it most. This can be used when their fortitude, will, or reflexes are threatened. Also, can be used to make the two buffer, allowing the two to take more hits than usual for a short amount of time.

Weapons: Drazig regularly carries around his greatsword, however, he can basically use any large object as a weapon. He also uses a javelin, for those targets high in the air or far away.

Possessions: Drazig and Dorat don't need anything, but their weapons and mind. The two can eat almost anything, meat is preferred, and they could never find a water-skin big enough for the two to drink from constantly, so they usually hydrate themselves whenever water is near.

Personality: Dorat is smart, much smarter than the average Ogre and occasionally likes to remind people that he is quite intelligent. He rarely speaks, mainly staying within his little world, letting Drazig do most of the talking. He is kind at heart, but has a hard time trying to convey those feelings as it usually comes out to be harsh or blunt. Drazig on the other hand, can hold himself up on a conversation, a basic conversation... Just don't use big words. He is very sociable, strange thing for an Ogre, but the two aren't exactly the most conventional Ogre. The two together make a very interesting pair, differing personalities cause the two to argue with each other, but when they decide, they are quite efficient. However, they do have one thing in common, they are still Ogres in blood. They get angry, and when they get angry, they get really scary. Dorat usually holds Drazig in place as the barbarian is more likely to get angry, surprising, but if they are both angry, you might want to get out of the way.

History: When Dorat and Drazig woke up for the first time, they were all alone in the forest. They were around the age of 19, their past is a mystery to both people and themselves. At first, it seemed that the two would start fighting for dominance for the body, maybe even kill each other in the process, but the two didn't really feel that way. Actually, the two didn't really act like any regular Ogre. Most Ogres like to stick in packs, but this one Ogre didn't need to have another Ogre by their side, they kept each other company. The two soon discovered that Dorat could cast spells, and Drazig loved to smash things into tiny pieces! So, the two eventually found out that working as a pair was a must, both while idly living or fighting.

For forty years, the two lived alone, wandering around the world. Drazig was able to keep the body strong and fit, and Dorat was able to learn and master more spells the longer the two lived. However, there was still the large problem of interacting with people. Dorat didn't really seem to care about people, but for some reason, Drazig loved to socialize, and speaking to someone for forty years got really old. The only problem was, is that people would try to attack them on sight, calling them monsters. They didn't really know how to integrate themselves into society.

That problem would soon vanish. Taking refuge at the mouth of a cave, adventures soon spotted the two. Dorat and Drazig noticed them, but it was too late to hide. The adventuring party were heading to their direction, they knew what was coming next. The party attacked them, the fight was took quite a long time and was fairly difficult as the two were trying to fight back without killing the adventures. However, they won in the end. Dorat manged to heal the party as well as he could, and as they awoke. They were surprised to not be dead or being cooked alive or something like an Ogre would do. Dorat explained that they were not like regular Ogres, both appearance and mindset, and the group offered for the two to join their adventuring party. Drazig gladly accepted.

The two were enjoying themselves talking to new people, learning new techniques and stories. Obviously, not a lot of people accepted that the two were good, but they wouldn't try to tell that to the ten foot tall murder machine. For six years, the two traveled from town to town, making sure to always arrive with other people and never alone as people could mistake them as a monster. They usually have to explain themselves constantly due to their appearance, but in the end, the two are good people.
↑ Top
© 2007-2024
BBCode Cheatsheet