VennDygrem
Moderator
Grape ape

Posts: 1689
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« on: December 14, 2009, 02:03:43 PM » |
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Please post links to your character sheets here. Also please include a brief statement on your character's role in a party (including general combat tactics used- ie: battlefield control spells, debuffing, melee combat, martial maneuvers of a particular school, and the like; Rather, 'what is your purpose in combat?'), and relevant knowledges and languages known.
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BowenSilverclaw
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« Reply #1 on: December 14, 2009, 02:06:28 PM » |
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« Last Edit: December 17, 2009, 01:08:26 PM by BowenSilverclaw »
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"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!" You caught a fish. It was awesome. 
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #2 on: December 14, 2009, 02:15:38 PM » |
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GolharathMale LG Kalashtar Monk 2/Soulknife (Hidden Talent) 2/Binder 1/Soulbow 1/Fighter (Hit and Run) 1 HD 3d8+4d10+6+10 (58hp) Init +2, Speed 30ft, Fly 30ft AC 17 (+5 Wis, +2 bracers of armour), rises by +4 with force screen Touch 15, Flat-footed 17 Fort +6, Ref +5, Will +10 Base Attack Bonus +5 Action Points 8 Abilities Str 8, Dex 10, Con 13, Int 10, Wis 20, Cha 18
Attacks (Zen Archery, Point Blank Shot) Mind arrow +12 (10 +1 WF, +1 Leraje) (1d8 +5 plus 1 electric plus 1 sonic, 20/x3) Mind blade (thrown) +11 (10 +1 WF) (1d6 -1 plus 1 electric plus 1 sonic, 19-20/x2) Mind blade (melee) +3 (2 +1 WF) (1d6 -1 plus 1 electric plus 1 sonic, 19-20/x2) Unarmed strike +2 (1d6 -1 Str, 20/x2)
SkillsClass (10 +mod): Diplomacy, Hide, Knowledge (religion), Move Silently, Spot, Sense Motive, Listen, Intimidate Cross-class (5 +mod): None +4 Bluff/Diplomacy/Intimidate (kalashtar + MW tools) +2 Sense Motive (MW tools) +2 Spot/Listen (Alertness) +4 Hide (competence: Leraje) +4 Move silently (Character bonus) HistoryPersonality ReferenceMonkHD: d8 BAB: Average Saves: Fort, Ref, Will Skills (4 +Int): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana, religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble Soulknife/SoulbowHD: d10 BAB: Average Saves: Ref, Will Skills (4 +Int): Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (psionics), Listen, Move Silently, Profession, Spot, Tumble BinderHD: d8 BAB: Average Saves: Fort, Will Skills (2 +Int): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (arcana, history, religion, the planes), Profession, Sense Motive FighterSkill Breakdown
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« Last Edit: January 25, 2010, 02:58:39 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Flay Crimsonwind
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« Reply #3 on: December 14, 2009, 02:23:32 PM » |
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Lord Gerand Mytos - Sorcerous Vampire BaronStat Block:[SIZE=+1]Lord Gerand Mytos[/SIZE][/URL] Male Lawful Neutral Human Vampire S 1 / VP 3 / B 1 / AM 2, Level 7, Init +7, HP 50/50, Speed 30 AC 16, Touch 12, Flat-footed 13, Fort +4, Ref +5, Will +6, Base Attack Bonus 3.75, Action Points 8 Dagger/Athame (1d4, 19-20/x2) Twilight (+1) ; 5,100 gp Mithril Chain Shirt (+4 Armor, +3 Dex, -1 Misc) Abilities Str 10, Dex 16, Con 14, Int 12, Wis 12, Cha 20 Condition None +++CLASSES+++ S = Sorcerer (ACF Shield Spell) "Give up familiar.sacrifice a spell slot, prevent damage equal to five times the spell level." VP = Vampire Paragon B = Binder AM = Anima Mage +++Artifact+++ Ring of the White Witch: A simple, thick white band of what seems to be metal, it is always around the ring finger of Mytos' left hand. It was powerfully enchanted for his mission, and also seems to be of immense sentimental value. -Protection from daylight, negating damage from exposure -Glamer, improves "living" visage -Optional Major Image when in gaseous form of Mytos, to give appearance of flight. +++Starting Stats+++ 16, 16, 14, 12, 10, 8 (32 pts) Background:Tactics:
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« Last Edit: January 03, 2010, 04:15:53 AM by Flay Crimsonwind »
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PhaedrusXY
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« Reply #4 on: December 14, 2009, 02:36:36 PM » |
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Memhrek, the UnbreakablePictures of Memhrek Illumian Ardent 3/Erudite 1/Crusader 2/(psionic) Jade Phoenix Mage 1medium humanoidHit Dice: 4d6+1d4+2d10+14+10(campaign bonus) (57 hit points) Initiative: +8 (2dex, 2psicrystal, 2 trait, 2 mantle) Speed: 30 (20 w/medium encumbrance) Armor Class: 17 (10+6armor+3dex-1trait-1flaw) (15 w/Exp) Touch: 11 (10 w/Exp) Flat-footed: 14 (13 w/Exp), FFTouch: 8 (7 w/Exp) Base Attack/Grapple: 5/8 (+13 grapple w/Expansion) Attack: Peacemaker (deep crystal dwarven warpike) +9 (2d6+5) or Armor Spikes +8 (1d6+1) or Light X-bow +8 (1d8)(with Expansion: Peacemaker +9 (3d6+7) or Armor Spikes +8 (1d8+2) or Light X-bow +6 (2d6)) Full Attack: same Space/Reach: 5/5 (10/10 with Expansion) Special Qualities:Saves (base): Fort +8(6), Ref +4(2), Will +11(7) [+2 vs. Death, Fear, and Shadow. Immune to glyph, rune, sigil and symbol spells with CL less than or equal to his character level. -4 to save against those with a higher CL.] Abilities: Str 16 (18 w/Exp), Dex 16 (14 w/Exp), Con 14, Int 12, Wis 18, Cha 8 Skills: Concentration +11 (9), Martial Lore +3 (2), Know: Rel +7 (2), Know: History +7 (2), Know: Psionics +7 (2), Know: Local +6 (1), Know: Dungeoneering +6 (1), Know: any other +5 (0), Autohypnosis +5 (1), Tumble (traded for ride via ACF) +9 (9) (+8 w/Expansion, +6 with medium encumbrance), Spot +6 (8 w/psicrystal), Listen +4 (6 w/psicrystal), Sense Motive +7 (3) Skill tricks: Collector of Stories Feats: Practiced Manifester: Ardent (1), Psicrystal Affinity (Eru1), Psicrystal Containment (Eru1), Combat Reflexes (flaw), Stand Still (3), Extra Granted Maneuver (6) Flaw: Vulnerable (-1 AC) Trait: Aggressive (+2 init, -1 AC) Alignment: Lawful Neutral Action Points: 5+1/2CL (8) Key Equipment (19,042/19,000 gp spent): Peacemaker (+1 Deep Crystal Dwarven Warpike (1000 gp, 15 lbs), summonable/dismissable as a free action), Chain Shirt (100 gp, 25 lbs), Steadfast Boots of Dexterity +1 (2500 gp), Chahar-Aina with Armor Spikes (150 gp, 10 lbs), Dastana of Ogre Power (4,100 gp), Healing Belt (750 gp)(worn by psicrystal), light crossbow and 20 bolts (37 gp, 6 lbs), Crown of the White Ravens (novice) and Wisdom +2 (3000 gp + 4,000 gp), Lesser Metapsionic Rod of Extend (3,000 gp), Encyclopedia Eberonica (MW tools +2 circ. bonus for all Knowledge skills, 500 gp, weight?), Monocle of far-seeing (MW Spot tool, 50 gp) Mundane Gear (~55 gp, 44 lbs, all in backpack) Travelers's outfit (1 gp, 5 lb) Backpack (2 gp, 2 lbs) Winter Blanket (5 sp, 3 lbs) Chalk (1 cp) Flint and Steel (1 gp) Grappling Hook (1 gp, 4 lbs) Ink (1 oz. vial)(8 gp) Quill (1 sp) Small Steel Mirror (10 gp, 1/2 lb) Parchment, sheet x10 (2 gp) Belt Pouch (1 gp, 1/2 lb) Trail Rations (per day) x10 (5 gp, 5 lb) Silk Rope (100 ft.) (20 gp, 10 lbs) Signal Whistle (8 sp) Soap (1 sp) Waterskin x2 (2 gp, 8 lbs) Whetstone (2 cp, 1 lb) Torch x3 (3 cp, 3 lbs) Oil flask x2 (2 sp, 2 lbs) Encumbrance: 102 lbs of gear (44 in backpack, 58 worn/held). Light: 76 lb. or less, Med: 77-153 lb., Heavy: 154-230 lb. When under the effects of Expansion, he is only lightly encumbered. Mantles: Guardian (primary), Time, Physical Power. (Expansion traded for Adrenaline Surge in Physical Power, and Share Pain added to Guardian) Ardent Powers (ML7, DC14+level): Vigor (PP), Expansion (PP), Damp Power (G), Share Pain (G) Power Points: 28 (11ard+14wis+2erud+1int) Erudite Powers (ML2, DC11+level): Can pick one 1st level Psion/Wilder power known per day "on the fly". Mantle Abilities:Guardian: Expend focus as immediate action to intercept a blow targeting an adjacent ally. You take damage instead of the ally. Time: +2 to initiative. Once per day can expend focus as an immediate action to delay the damage from an attack for 1 round. You cannot gain immunity in the mean time (but it doesn't say anything about gaining temporary hit points). Physical Power: Expend focus to add +2 to Str, Con, or Dex for 1 round. Maneuvers (IL6, 6+1 known, 5 readied, 3 granted): Leading the Attack (WR1, if strike hits allies gain +4 morale to attack target till next turn) Stone Vise (SD2, strike, +1d6 dmg, Fort (DC 12+Str) or movement is 0 for 1 round) Stone Bones (SD1, strike, gain DR 5/adamantine if successful) Revitalizing Strike (DS3, 1 prereq, if strike successful, heal 3d6+IL to one ally w/in 10 ft) Foe Hammer (DS2, strike, +2d6 dmg, ignores DR) Burning Blade (DW1, boost, swift action, adds 1d6+IL fire damage to attacks for 1 round) White Raven Tactics (item granted)(WR3, boost, 1 swift action, 10 ft range, ally's initiative moved up to yours -1, can take a second turn) Houserule on retraining manuevers. Retrained Crusader's Strike to Revitalizing Strike @7th. Stances:Leading the Charge (WR1, no prereqs, swift, stance, allies that charge gain +IL to damage) Thicket of Blades (DS3, all movement provokes, including 5' steps) Other Abilities:Psionic Wrath: As a swift action, you can spend a power point to gain a +4 bonus on a single attack or martial strike. You also do an extra 1d10 points of damage. You can augment this by spending more power points. For every two power points beyond the first you do another 1d10 points of damage. Both bonuses can be applied only on an attack made before the beginning of your next turn. Rite of Wakening: +2 knowledge skills (can use untrained), +2 saves vs. Death and Fear effects. Steely Resolve: Delayed damage pool of 5. Take this damage at end of next turn. Furious Counterstrike: +1 att/dmg if delayed damage pool has any points in it. Racial abilities• Luminous Sigils – glowing, insubstantial sigils float around an Illumian’s head, giving off light as bright as a candle. May be suppressed as a Standard Action and restored as a Free Action. Gains one Sigil at 1st level and another at 2nd. A power is gained from each (see page 49), and the two form a ‘word’ which grants additional abilities. Sigils:Krau (magic): This is the official sigil that boosts caster levels by +1, up to a maximum of your character level. Vash (game): (Custom sigil) This sigil boosts your initiator level for martial adept classes by +1, up to a maximum of your character level. VashKrau: (Custom power word) As a swift action , you may recover any one maneuver you have already used this encounter and which is currently unavailable to you. You may only use this ability twice per day. • Glyphic Resonance – if the Illumian comes in contact with a Glyph, Rune, Sigil, or Symbol –and– his/her character level is greater than or equal the spell’s caster level, he/she is immune. If the character level is less, then the Illumian receives a –4 Racial penalty on any saving throw. • Final Utterance – when an Illumian dies, “words” trapped in his/her body are released for 1 round per HD. Although often gibberish, sometimes the words are curses and/or prophetic. • +2 Racial bonus on saves vs. spells with the ‘shadow’ descriptor. • Superior Literacy – always Literate and Speak Language is always an in-class skill. • Not restricted in returning to Paladin and/or Monk after multiclassing. Psicrystal: Size/Type: Diminutive Construct Hit Dice: 6 (28 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft.* Armor Class: 18 (+4 size, +2 Dex*, +2nat), touch 16, flat-footed 16 Base Attack/Grapple: +5/-12 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Construct traits, hardness 15, Fast Repair 2, psicrystal granted abilities (improved evasion, self-propulsion, share powers, sighted, telepathic link (1 mile), deliver touch powers, Nimble personality (+2 to master's initiative), telepathic speech (20 feet)) Saves: Fort +8, Ref +4, Will +11 Abilities: Str 1*, Dex 15*, Con Ø, Int 8, Wis 10, Cha 10 Skills: Speaks common, Climb +14*, Hide +14, Listen +6, Move Silently +6, Search +2, Spot +9 Feats: Alertness, Skill Focus: Spot Items: Mithril band of hardness and repair: Gives psicrystal 15 hardness, and "Fast Repair 2" (same as Fast Healing). Once per day as a swift action, Memrhek can increase this to Fast Repair 5 for a number of rounds equal to his character level. Also, once per day per three character levels, Memhrek can transfer this fast healing to an ally for 10 +1/lvl rounds. The psicrystal also wears a healing belt, which it can use to heal Memrhek or his party mates. Link to familiar/psicrystal houserule. Progression Physical DescriptionLanguages Spoken: TacticsBackgroundMemhrek comes from a culture that values meditative study and the power of knowledge. Though he has internalized these values himself to a certain extent, he is actually more gregarious and rough than the typical illumian. He has a hearty laugh, and values physical brawn over mental prowess. He does understand the value of the intellect, but he himself just isn't all that intellectual. He falls readily into the "bodyguard" role when paired with someone who seems more of a leader than himself, especially if that person is a wizard or other "frail type".
He will not hold back his opinions on matters if they differ from the "leader's", though, and is fully capable of making split decisions in the heat of battle himself. He tries to let his rough, good-humored nature be an inspiration to others in times of hardship.
He appreciates the simple strength of elementals,and draws some of his power from the element of earth. He lived with a clan of communist warrior dwarves for a time in an underground fortress, and studied the Stone Dragon discipline from their masters. He picked up many of his beliefs from them. He speaks Illumian, Common, Sarlonan, and Dwarven.
As a Sarlonan refugee, Memhrek understands the value of solidarity, and knows what it is like to be hunted and persecuted, though he does not frequently speak about these things around people he does not know well. His accent may give away some of his history to those who recognize it, though.
Slogans/sayings: "better to die on your feet than live on your knees" "each according his abilities, to each according to their need" "Destroy Power! Not People!" "Smash The State Before the state smashes YOU!" "You have nothing to lose but your chains!"
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« Last Edit: January 25, 2010, 09:25:04 AM by PhaedrusXY »
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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Chemus
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« Reply #5 on: December 14, 2009, 03:05:01 PM » |
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[SIZE=11]Camlen[/SIZE][/URL] Male (usually) N/G Changeling Wlck 5/ Cabinet Adept1/Mndbndr 1, Level 7, Init +2, HP 53/53, Speed 30 AC 24, Touch 14, Flat-footed 22, Fort +6, Ref +6, Will +11, Base Attack Bonus 5, Action Points 8 Morningstar +3(+2 med) (d6-1(d8-1), x2) Eldritch blast +8(+7 med) Touch (4d6, x2) +1 to saves vs. spells and SLA's (Su) Mithral-Cyrite Chain Shirt, Mist Cloak (+1 heavy shield) (+4 Armor, +3 Shield, +2 Dex, +1 Size, +3 Natural, +1 Deflect) Abilities Str 8, Dex 14, Con 14, Int 16, Wis 14, Cha 16 Condition See the Unseen, Draconic Knowledge, Humanoid Shape, Minor Change Shape. and his familiar Enniwey L/G Blink Dog Magical Beast, Level 7, Init +3, HP 27/27, Speed 40 AC 23, Touch 13, Flat-footed 20, Fort +4, Ref +7, Will +12, Base Attack Bonus 5 Bite 8 (1d6, x2) Chain Barding (+4 Armor, +3 Dex, +6 Natural) Abilities Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 Condition See the Unseen, Draconic Knowledge. Tactics Camlen is face, radar, infiltration, and a walking encyclopedia. In a town or city, if he can't find a creature he's looking for, it probably doesn't exist. While he can't spot really well, most things don't get concealment outside of special spells like darkness or obscuring mist. He can zap enemies pretty reliably with magical damage, and has summon swarm to make life difficult for the enemy. His mobility, with the ability to gain climb, swim, and fly (for short distances) speeds, is pretty good. His familiar Enniwey is a blink dog and can become a bat for blindsense, a snake for a poison bite, a hawk for fast flight, a raven to give a message, etc. Camlen is plainly not a combat character. Many of the things he can do have to do with finding enemies or creatures before they might be aware of him or his companions. He can Charm a creature and give it mental commands, with a +6 to charisma checks to require it to do things it doesn't want to. Twice per day, he can swap positions of two willing creatures, usually using Enniwey's d-door ability to assist in that. He can use Tongues to speak all languages for up to an hour once per day. Background Connection to party members More to come...
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« Last Edit: January 11, 2010, 10:55:33 PM by Chemus »
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The_Mad_Linguist
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« Reply #6 on: December 14, 2009, 03:33:11 PM » |
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Eremus B. D'Orien, at your service. Scout/ trapfinder / liason with house Orien. Because getting to a combat is just as important as winning it. Part of Group B
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« Last Edit: January 16, 2010, 10:39:04 PM by The_Mad_Linguist »
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tallan
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« Reply #7 on: December 14, 2009, 10:21:52 PM » |
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Minharath GalistarSheet M Lg Kalashtar Psion, Level 6, Init +2, HP 35/35, Speed 20 AC 12, Touch 12, Flat-footed 10, Fort +5, Ref +4, Will +10, Base Attack Bonus 4, Power Points 56/56 Quarterstaff +3 (1d6-1, x2) Light Crossbow (20) +6 (1d8, 19-20/x2) (+2 Dex) Abilities Str 8, Dex 14, Con 12, Int 21, Wis 12, Cha 14 Condition None Taking Kalashtar Sub levels 1,3, and 5 from RoE Tactics Background Physical Description
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« Last Edit: January 01, 2010, 01:07:31 AM by tallan »
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Deep in the tomb of indelible gloom, an angel waits to die. High on the peak, where only fools seek, a dragon tried to get high. To which one we go, well f*ck if I know, the point is to question why.
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bearsarebrown
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« Reply #8 on: December 16, 2009, 03:00:26 AM » |
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« Last Edit: December 31, 2009, 01:36:22 AM by bearsarebrown »
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The_Mad_Linguist
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« Reply #9 on: December 16, 2009, 04:19:35 AM » |
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Ooops, posted in wrong thread. Delete, please
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Risada
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« Reply #10 on: December 17, 2009, 05:35:51 AM » |
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Here is Xehnon Palerune, still waiting to spend some gp...
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« Last Edit: December 31, 2009, 08:02:20 AM by Risada »
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Thistledown Thurbertaut
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« Reply #11 on: December 31, 2009, 07:58:22 AM » |
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Thistledown QuicksilverStat Block:Male Chaotic Neutral Pixie Pixie 5 Fighter 2, Level 7 Speed L: 10 Fly 60 (Good) Init +8 HP 58/58, DR 10/Cold Iron, AC 23, Touch 17, Flat-footed 17, (+5 Armor, +1 Shield, +6 Dex, +1 Size) +1 Mithril Shirt, Darkwood Buckler Fort +5, Ref +8, Will +6, Base Attack Bonus +2, Action Points 8 Nimbleswift +1 Keen Rapier (Truedeath Crystal (Lesser)+1d6 vs. Undead/Ghost Touch) (1d4+1, 15-20/x3) Fey Longbow (1d6, 20/x3) Abilities Str 6, Dex 23, Con 14, Int 20, Wis 18, Cha 20
Attacks: -Nimbleswift +1 Keen Rapier (Truedeath Crystal (Lesser)+1d6 vs. Undead/Ghost Touch) (1d4+1, 15-20/x3) -Fey Longbow (1d6, 20/x3) Physical Description:When not disguised, Thistledown Quicksiler appears as a diminuitive yet stunningly attractive humanoid with the angular features of an Elf but with much longer pointed ears. His skin is a pale milky white, almost translucent, with thick long lustrous silver straight hair. The sclera of his eyes are completely black with striking metallic silver irises. From his back sprout 4 translucent dragonfly-like wings that shimmer various shades of blue, green, and violet depending on the angle of view and light. He is dressed in form fitting grey riding pants and white silk shirts with billowing sleeves tapering to a tight cuff under dark violet vest richly embroidered in silver filigree with silver buttons. His flowing silver hair falls freely from under a sharply pointed matching violet Robin Hood's hat with a Peacock Feather. A quiver hangs from his hip attached to a finely embroidered black leather belt with a large ornate golden belt buckle in the form of a winged sun-disk: http://www.luminist.org/images/Hadit.gif His feet are sheathed in ornate black leather knee high boots with pointed steel toes and wideley flaring cuffs below the knees. His hands are wrought in gleaming steel gauntlets laquered with stylized flames in blazing violet. He is however, almost never seen in his true form. He has several identities which he moves about in, and has seperate identification and travelling papers for each of them. There is Nibulus the Gnome, a traveling spice merchant, Derik the Dwarven fighter, and Horatio, a low level Halfling sorcerer with a tiny pterodactyl-like familiar. Personality:Thistle is like a fish out of water that somehow managed to not only stay alive, but flourish. After a century of what was to him dreary court life, he found someplace where he could indugle his appetite for Chaos. As he is beginning to learn however, the balance of chaos and order is a delicate thing and it can come back to bite one if one is not careful. Ergo he has begun coming around (a bit) to see the humanoid races as more than just the playthings of a faerie's capricious whim. He's had his ass handed to him a couple times, and so has learned to be slightly more circumspect about who he wreaks havoc upon (slightly). He can be moody. When things are exciting (read: action, danger, chaos, intrigue) he is happy and jovial. If things are slow, dull, or otherwise slow moving, he gets pouty and will try to create "fun" if allowed. He is also a bit of a lush, which can exaggerate his moods. His first real friend so far is Golharath, and his contact with the lawful good SoulBow has begun to plant the seeds of a conscience in the Devil-may-care Pixie. Tactics:A true scoundrel, Thistledown rarely fights fair, when he does fight. Like most such characters he would prefer to use trickery, disguise, and social abilities to bluff himself and his allies of the moment out of trouble. When things go sour however, he uses his combination of Invisibility and Flight to harry foes with spring attacks, but does not rely on his invisibilty as his only protection.
Rather he actually fights as if he *weren't* invisible, going for flanking blows and always traying to stay out of reach. He also has a wide vareity of options to choose from. Arrows from a distance including a small number of potent Pixie arrows for the right circumstances. He is all too willing to use his spell-like abilities in and out of combat for tactical advantage or mischevious fun. This includes confusing opponents, sending illusions into battle as distractions, charming monsters (or ladies), making people dance irrisistably, and controlling an area with Entanglements and Deep Slumber.
Not one to rely only on magic however, Thisteldown has a potent "bag of dirty tricks" at his disposal, and is quite the fan of alchemy. From blinding dust grenades, to literring the ground with caltrops, he favors catching enemies offguard.
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« Last Edit: January 09, 2010, 05:46:21 AM by Thistledown Thurbertaut »
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bearsarebrown
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« Reply #12 on: January 02, 2010, 12:44:47 PM » |
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Major Garp Leo - LG paladinexcept without the silly helmet and with a different type of sword. and slightly less ridiculous armor. and a red gauntlet.  face/inspiration-  Sheet [SIZE=+1]Gurp Leo[/SIZE][/URL] M LG Human Cloistered Cleric 1/Paladin 4/Ordained Champion 2, Level 7, Init +1, HP 62/62, Speed AC 20, Touch 8, Flat-footed 20, Fort +16, Ref +6, Will +15, Base Attack Bonus 6 Attack heals allies 2 HP within 20ft +2 Greatsword +11 (+13) (3d6 + 9) (3/encounter) Smite (Sanctus Iratus!) (+5 attack and +10 damage) (Half fire and half untyped) Holy Wrath (Fire) (Sanctus Conflagro!) Reflex DC 18 for half (6d6) Heavy Plate (+10 Armor, +2 Shield, -1 Dex, -1 Misc) Abilities Str 18, Dex 8, Con 14, Int 8, Wis 12, Cha 21 Tactics Physical Description Personality TODO: -1 feat -2000g.
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