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Narrow Path of Honor [Cast of Characters]
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Topic: Narrow Path of Honor [Cast of Characters] (Read 3570 times)
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Pheros
Avatar of the Witch Queen
Spell Energy / Taint +6/-2
Gender:
Posts: 1,502
Narrow Path of Honor [Cast of Characters]
«
on:
February 05, 2007, 02:47:06 AM »
Please put your characters here after we've approved them.
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1.6180339887...
Dunkin stats
SvenFTW
Heepa-Heepa
Spell Energy / Taint +0/-0
Posts: 8
Re: Narrow Path of Honor [Cast of Characters]
«
Reply #1 on:
February 05, 2007, 10:03:48 AM »
Fayne CR 5
Male Erenlander Fighter 5
LN Med Human
Init
+2 (+2 Dex);
Senses
Listen +2, Spot +2
Languages
Erenlander (fluent), Black Tongue (Pidgin), Orcish (pidgin), Trader's Tongue (Basic), Colonial (Basic), Norther (Basic), Dwarven (Basic)
AC
16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP
51 (5d10 HD+10)
Fort
+6,
Ref
+3,
Will
+3 (Class F+4, R+1, W+1; Con +2, Dex +2, Wis +2)
Spd
30 ft.
Melee
Bastard Sword +12 (1d10+9, 19-20/x2) (+5 BAB, +5 Str, +1 weapon quality, +1 feat); Unarmed Attack +10 (1d3+5, x2) (+5 BAB, +5 Str)
Space
5 ft;
Reach
5 ft
Base Atk
+5 (+5 Class); Grp +14 (+5 BAB, +5 Str, +4 feat)
Atk Options
Combat Expertise, Improved Disarm, Improved Grapple, Power Attack
Combat Gear
Masterwork Bastard Sword
Abilities
Str 20, Dex 15, Con 15, Int 17, Wis 14, Cha 10
Feats
Cleave (Level 1 Figher), Combat Expertise (Level 1 General), Combat Reflexes (Level 1 Human), Improved Disarm (Level 2 Fighter), Improved Grapple (Level 4 Fighter), Improved Unarmed Attack (Level 3 General), Power Attack (Level 1 Human), Weapon Focus (Bastard Sword) (Level 1 Heroic Path), Weapon Specialization (Bastard Sword) (Level 5 Heroic Path)
Skills
Climb +13 (8 ranks, +5 STR), Craft Armorsmith +11 (8 ranks, +3 INT), Craft Weaponsmith +11 (8 ranks, +3 INT), Handle Animal +6 (6 Ranks), Hide +8 (6 Ranks, +2 DEX), Intimidate +8 (8 Ranks), Jump +13 (8 Ranks, +5 STR), Knowledge Shadow +11 (8 Ranks, +3 INT), Profession Soldier +6 (4 Ranks, +2 WIS), Ride +10 (6 Ranks, +2 DEX, +2 Synergy), Swim +7 (2 Ranks, +5 STR)
Possessions
Masterwork Bastard Sword, Chain Shirt, Rucksack, Waterskin, Bedroll
Heroic Path
Steelblooded 1) Bonus Feat (Weapon Focus) 2) Offensive Tactics +1 3) Strategic Blow DR3 4) Skilled Warrior (Half penalty to attack in grapple) 5) Bonus Feat (Weapon Specialization)
Description
Fayne is a large and physically imposing man at 6'4" and right around 200 pounds. He is very muscular and trim from years of physical training. He has long dark hair and blue eyes and keeps a beard that he trims to a medium length. He prefers long sleeves and baggy clothing that hide his physique, which would draw unwanted attention.
Background
Fayne fell in with the thieves' guild some time ago, brought in off the streets of Alvedara for his obvious physical traits. He has a very workmanlike approach to the activities he participates in and is very dependable in stressful situations. His skills and knowledge betray a soldiering background and he has mentioned a past military career, but so far has failed to elaborate much on his past.
«
Last Edit: February 07, 2007, 04:27:40 PM by SvenFTW
»
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Nifelhein
Administrator
Spell Energy / Taint +22/-0
Gender:
Posts: 2,117
Whisper's Will
Re: Narrow Path of Honor [Cast of Characters]
«
Reply #2 on:
February 14, 2007, 05:43:21 AM »
SANDULF
Male Shadow Walker Dwarrow Defender 5th level
N Small Humanoid (Dwarrow)
Init
+6 (+4 Dex, +2 Swift); Senses Darkvision 60ft. Listen +XX, Spot +XX
Languages
Durgis Clan Dialect (basic), Old Dwarven (pidgin), Trader's Tongue, Colonial (pidgin), Erenlander (pidgin)
AC
21 (+1 armor, +4 Dex, +1 size, +1 natural, +1 dodge, +3 class), touch 19, flat-footed 16
hp
31 (5d8+5 – 8,3,8,1,6)
Fort
+2,
Ref
+10,
Will
+2 (+2 vs. poisons, spells and spell-like effects)
Spd
25 ft. (5 squares) (can swim at half speed with a move and full speed with a full round)
Melee
unarmed strike +10 (1d4+4; +2 is immune to critical hits or sneak attacks) (+5 BAB, +4 Dex, +1 size)
Ranged
inutek +10 (1d2+2) (+5 BAB, +4 Dex, +1 size)
Space
5 ft;
Reach
5 ft
Base Atk
+5;
Grp
+5
Atk Options:
stunning fist, weapon finesse, clever fighting, rapid strike
Special Actions:
speed training
Combat Gear:
inutek, padded leather armor, sailor’s knife
Abilities
Str 14, Dex 18, Con 13, Int 15, Wis 13, Cha 14
SQ
AC bonus, blessings of the wind, light feet, masterful strike, precise strtike, rapid strike, speed training, swift, natural riverfolk
Feats
Improved Unarmed Strike, Weapon Finesse, Stunning Fist, Improved Grapple, Clever Fighting
Skills (all class):
Balance 4 ranks (+4 Dex), Bluff 2 ranks ranks (+3 Cha, +2 racial), Climb 2 ranks (+2 Str), Escape Artist 4 ranks (+4 Dex, +2 Swift), Hide 4 ranks (+4 Dex, +4 size), Jump 4 ranks (+2 Str, _2 Blessing of the Wind), Knowledge (Central Erenland) 4 ranks (+3 Int, +2 racial), Knowledge (Shadow) 2 ranks (+3 Int), Listen 5 ranks (-1 Wis +2 Blessing of the Wind), Move Silently 4 ranks (+4 Dex, +2 Blessing of the Wind), Profession (sailor) 2 ranks (-1 Wis, +2 racial), Sense Motive 4 ranks (-1 Wis), Swim 2 ranks (+2 Str, +2 racial), and Tumble 5 ranks (+4 Dex, +2 Blessing of the Wind) = 48 skill points
Possessions:
inutek, padded armor, bed roll (guild), couple of clothes (guild), sailor’s knife, waterskin (guild), sacks (guild), hemp rope 20ft. (guild), compass, silver amulet with green gem.
AC Bonus (Ex):
When wearing armor no heavier than padded, the defender gains the listed bonus to AC. This bonus to AC applies even against touch attacks or when the defender is flat-footed. He loses this bonus when he is immobilized or helpless.
Blessings of the Wind:
The Windwalker is light of foot and keen of ear, as the winds help her circumvent the dangers she encounter. The Windwalker gains the listed bonus on all Jump, Listen, Move Silently and Tumble checks. If environmental conditions are at least moderately windy, this bonus is increased by +1 at 1st level, and +2 at 11th.
Light Feet:
The Windwalker is lighter on her feet than nearly any other. Her base speed increases by the listed amount. She also reduces the distance of any fall by this amount for the purposes of determining damage from falling.
Masterful Strike (Ex):
The defender gains the Improved Unarmed Strike feat at 1st level. Additionally, his unarmed strike damage improves to 1d4 for Small defenders.
Natural Riverfolk:
Dwarrow raised among gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a full-round action. Finally, gnome-raised dwarrow can hold their breath for a number of rounds equal to three times their Constitution score.
Precise Strike (Ex):
Assaulting heavily armored orcs with one's bare fists is excellent training for finding the weak spots of creatures that seem immune or resistant to normal weapons; at higher levels, a defender can find the weak points even in seemingly invulnerable creatures like constructs and elementals. At 4th level, when using an unarmed strike, a defender may ignore 3 points of damage reduction of any type whenever he inflicts damage. At 10th level he may ignore 6 points of damage reduction when inflicting damage, and at 16th level he may ignore 9 points of damage reduction when inflicting damage.
Rapid Strike:
Once per round the defender may make an extra attack with his primary weapon at his highest attack bonus, either before or after his regular actions. This ability does not stack with haste, Cleave, or other effects that grant additional attacks. Using this ability uses up one of the defender's daily uses of Stunning Fist.
Speed Training:
Once per round, the defender may make an additional move action, either before or after his regular actions. He still cannot move more than 5 ft. if he takes a full round action. A defender that performs a full attack action, for instance, could use his extra move action to stand from prone, close a door, draw a weapon, or pick up an item; he could not use it to move his base speed. Alternatively, if the defender took a double move, he could use this ability to move even farther; if he moved and then attacked once as a standard action, he could use this ability to move away again (possibly provoking attacks of opportunity from his opponent).
Stunning Fist (Su):
The defender gains Stunning Fist as a bonus feat even if he does not meet the prerequisites. The DC for a defender's stunning fist is based on his Strength modifier rather than his Wisdom modifier. A defender with the Stunning Fist feat may attempt a stunning attack a number of times per day equal to his defender level +3, plus one additional time per day for every four levels he has in classes other than defender, but no more than once per round. (DC 14, 8 times a day)
Swift:
Winds are fast, agile and elusive, and impossible to catch. The Windwalker gains the listed bonus as a bonus to Initiative, Reflex saving throws and Escape Artist checks.
Notes:
Ability Score Rolls:
http://invisiblecastle.com/find.py?id=861881
Windwalker Heroic Path from AtS:
http://www.againsttheshadow.org/index.php?page=29
«
Last Edit: May 03, 2007, 06:05:07 AM by Nifelhein
»
Logged
"
We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects.
"
- Attributed to Herman Melville.
Bleak Knight
Global Moderator
Spell Energy / Taint +13/-7
Gender:
Posts: 571
AKA Draug
Re: Narrow Path of Honor [Cast of Characters]
«
Reply #3 on:
February 15, 2007, 05:51:41 PM »
Ashkan id'Dowaz
Male Erenlander
Class:
Fighter 4/Wildlander 1
Background:
Brave, strong and intelligent, Ashkan was one of the most promising recruits of the Immortals. That was, until they were disbanded. Forced onto a mercenary path, he long let his abilities and dreams wither away in despair and drunkeness. When Ajaruz attempted rebellion in the name of his father, Ashkan joined his cause. For his sacrifice, Ashkan had four days of dreams and an hour of glory, before being betrayed, trapped, shamed, and then punished by what was to him a false king. His last thoughts before his body turned to stone was swearing to redeem himself – and have his revenge.
Personaliy:
Ashkan was a foot soldier in the Immortals, and even after their disbanding, he tried to maintain those skills. Strong, fast and smart, he is a good warrior and a good leader of men, despite his gruff, no-nonsense nature. A peasant boy, Ashkan quickly adopted Immortal values of honor, duty and pride, values he regained only days before being petrified, after having spent years of trying to uphold them. Though a soldier, Ashkan is no man's fool, least of all the noble man's pawn. In a rebel land where corrupt rulers and merchants forsake their loyalties for wealth, the rulers are his enemies.
Description:
Like many Pellurian auxiliaries, Ashkan stands significantly taller than the average Sarcosan, often by as much as a head. He is well-muscled in the hard, wiry way of a farmer and soldier, his entire body spattered with the small scars that characterize the body of a fighting man. His eyes are blue and keen, a stark contrast to his short black hair. His soldierly bearing is unmistakable, even from a distance.
Heroic Path:
Warheart
Combat Instinct +1
Placement
Coordinate 1/day
Assess Foe +3
Multiple Assessment (2)
Hit Dice:
4d10 +1d8 +10
Base Hit Points:
52
Current Hit Points:
52
Initiative:
+8
+3 Dexterity
+4 Improved Initiative
+1 Combat Instinct
Speed:
30 ft.
20 ft in armor
AC:
10-20
Dexterity +3
Mw breastplate +5
Large shield +2
Base Attack Bonus:
+5
Grapple:
+8
Space/Reach:
5 ft./5 ft.
Attacks:
Mighty composite longbow +10 ranged (1d8+5, 110 ft.)
Longspear +8 melee (1d8+3, 10 ft.)
Cedeku +8 melee (1d6+3, 5 ft.)
Dagger +8 melee (1d4+3, 5 ft.)
Dagger +8 ranged (1d4+3, 20 ft.)
Unarmed +8 melee (1d3+3§, 5 ft.)
Special Qualities:
Favored Region: Southern Erenland, Rapid Response, Weapon Familiarity: Cedeku
Saves:
Fort +8 (+6 class, +2 Constitution)
Ref +4 (+1 class, +3 Dexterity)
Will +1 (+1 class)
Abilities:
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Skills:
Climb (8 ranks)
Craft: Yeomanry (5 ranks),
Handle Animal (8 ranks)
Heal (4 ranks)
Intimidate (8 ranks)
Jump (6 ranks)
Profession: Soldier (8 ranks)
Spot (4 ranks)
Survival (5 ranks)
Swim (7 ranks)
Use Rope (4 ranks)
Check Penalty:
0 – -3
Mw breastplate -2
Mw large shield -1
Feats:
Combat Expertise, Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Quick-Draw, Rapid Shot, Weapon Focus: Composite Longbow, Weapon Specialization: Composite Longbow
Languages:
Colonial (3), Erenlander (2)
Equipment:
Mighty composite (Str 16) longbow, 20 mw arrows, longspear, cedeku, dagger, mw breastplate, mw large wooden shield
Alignment:
Lawful Neutral
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BMStroh
Heepa-Heepa
Spell Energy / Taint +0/-0
Posts: 20
Re: Narrow Path of Honor [Cast of Characters]
«
Reply #4 on:
February 21, 2007, 10:18:48 PM »
Code:
----------------------------------------------------------------------------
Name : Zahrin Ismial Gender: M Update: 2/1/2007
Player: Brent Stroh (BMStroh) Height: 5' 6" MAX HP: 23
Race : Urban Sarcosan Weight: 160 lbs. CUR HP: 23
Class : Rumormonger 1/Rogue 4 Age : 47 Subdue:
Level : 5 Hair : Black
Align : CG Eyes : Brown
Path : Speaker Hand : Right XP : 10000
Size : Medium Speed : 30' Need : 15000
----------------------------------------------------------------------------
ABILITY ABILITY TMP TMP
SCORE MOD SCORE MOD
STR : 10 : +0 : : :
DEX : 11 : +0 : : :
CON : 12 : +1 : : :
INT : 17 : +3 : : : (15 +2 racial)
WIS : 12 : +1 : : : (14 -2 racial)
CHA : 22 : +6 : : : (18 +2 racial, +1 4th, +1 Speaker)
----------------------------------------------------------------------------
Total Base Armor Shield Dex Size Misc
AC : 10 = 10 +0 +0 +0 +0 +0
Total Dex Misc
Init : +0 = +0 +0
BAB Ability Size
Base Attack Bonus (Melee) : 3 = +3 +0 +0
Base Attack Bonus (Ranged): 3 = +3 +0 +0
----------------------------------------------------------------------------
SAVES Total Base Ability Magic Misc
Fort : +2 = +1 + +1 +0 +0
Refl : +6 = +5 + +0 +0 +1
Will : +3 = +2 + +1 +0 +0
----------------------------------------------------------------------------
SPECIAL ABILITIES / FEATS
Race: Sarcosan
+2 Int, +2 Cha, -2 Wis
Medium size
Speed 30’
+1 Feat at 1st lvl
+4 Skill Pts at 1st lvl, +1 pt at additional lvls
Weapon Familiarity: Proficient with cedeku and Sarcosan lance as martial weapon
+1 Ref Save
+1 Attack with light weapons
Automatic Languages: Colonial and Erenlander
Bonus Languages: Courtier, Halfling, Norther, Orcish, Trader's Tongue
Favored Class: any
+2 (racial) Gather Information in cities
May make Knowledge checks untrained when topic involves city
+2 (racial) Bluff, Diplomacy and Sense Motive (Urban)
Heroic Path: Speaker
1st - Comprehend Languages 1/day
2nd - Persuasive Speaker +2 (Cha skills involving speech)
3rd - Power Word (opening)
4th - Whispering Wind 1/day
5th - Cha +1
Class: Rum1
Proficient with all simple weapons
Sharper Than The Sword - +2 (competence) Bluff, Intimidate, Perform
when trying to embarass or shame
Sowing Seeds - Shape public opinion for/against
Urban Intrigue
Class: Rog4
Proficient with all simple weapons, the hand crossbow, rapier, shortbow,
and short sword
Proficient with light armor
Sneak Attack +2d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge
Feats:
Friendly Agent (Race 1) +4 Sense Motive to identify Izrador's forces,
+4 Diplomacy to convince resistance of my allegiance
Inconspicuous (Char 1) +2 Bluff, Diplomacy, Hide, Sense Motive vs.
Izrador's forces
Urban Intrigue (Rum 1) Use Gather Information to counter attempts to learn
about me, my location, allies, or whereabouts
Persuasive (Char 3) +2 Bluff, Intimidate
----------------------------------------------------------------------------
LANGUAGES: Colonial (A), Erenlander (A),
Orcish (B), Trader's Tongue (B), Norther (B)
----------------------------------------------------------------------------
SKILLS
Name Total Ranks Mod Misc Type Special
Bluff 18-22 4+4 +6 +4-8
Diplomacy 22-30 4+4 +6 +8-16
Disguise 16-18 4+4 +6 +2-4
Forgery 11 4+4 +3
Gather Information 18-20 4+4 +6 +4-6
Intimidate 20 4+4 +6 +6
Knowledge (local) 11 4+4 +3
Knowledge (Shadow) 13 4+4 +3 +2
Search 7 +4 +3
Sense Motive 9-17 4+4 +1 +0-8
Sleight of Hand 8 4+4 +0
Spot 5 +4 +1
Bluff: +2 racial (urban area), +2 (vs Izrador's forces),
+2 Persuasive Speaker, +2 Persuasive
Diplomacy: +2 racial (urban area), +2 syn:Bluff, +2 syn:Sense Motive,
+2 Persuasive Speaker, +4 (convincing resistance),
+2 (vs Izrador's forces), +2 Persuasive
Disguise: +2 syn:Bluff, +2 Persuasive Speaker
Gather Info: +2 racial (in large cities), +2 Persuasive Speaker,
+2 syn:Knowledge (local)
Hide: +2 (vs Izrador's forces)
Intimidate: +2 syn:Bluff, +2 Persuasive Speaker, +2 Persuasive
Knowledge (Shadow) +2 syn:Knowledge (local)
Sense Motive: +2 racial (urban area), +4 (identifying Izrador's forces),
+2 (vs Izrador's forces)
----------------------------------------------------------------------------
BACKGROUND
Zahrin was born in Alvedara, the third son of a trusted advisor to Prince
Ahvazi. In reality, Zahrin's father was more a hanger-on than an advisor,
and he certainly possessed no special knowledge or wisdom to impart upon
the prince.
For all intents, Zahrin was much smarter than his father. His quick wit
and quicker tongue helped ensure he knew everything going on in Ahvazi's
court. When rumors of a coup reached his ears, Zahrin tried to get his
family out of the palace. His father chose to take these rumors to Ahvazi
instead.
Unfortunately, Zahrin's father arrived 10 minutes after an assassin's
arrow nearly killed the Prince. In an insane rage, Ahvazi ordered the
death of Zahrin's entire family, to serve as a warning to other malcontents.
Zahrin's understanding of human nature helped see him out of the palace.
He knew Ahvazi would explode, and probably take half the court down with him.
As his father ran to alert the prince, Zahrin disguised himself using his
sister's clothing and makeup. With his sister Arana, Zahrin ran into the
night before the butchering began. Their parents and brothers reappeared
the next morning - the mutilated bodies hung over the market gate, along
with a dozen others.
Zahrin was 15 years old.
With only a bit of money, the boy had to hustle to survive. Over the next
10 years, he managed to make a life for himself in a variety of ways. He
began delivering fish from the Eren to the markets. After a while, he was
delivering more than that - contraband, messages to insurgent agents, even
unofficial documents between Legates. Years of this allowed Zahrin to
develop a huge network of contacts on both sides of the war.
Over the past few years, Zahrin has no longer been running errands or making
deliveries. Instead, he spends his time in marketplaces, taverns, even the
palace, listening to conversations to pick out the threads of meaning and
weave them into a version of the truth.
Logged
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