[hider=Gm Player Cs Stash to compare against future edits.] [quote=@Dragoknighte] [hider=Vaeri][b]Name:[/b] Vaeri Dryearurdrenn [b]Age:[/b] 143 [b]Alignment:[/b] Lawful Good [b]Race:[/b] Elf [b]Class: [/b]Cleric/Barbarian [b]Appearance/Clothing: [/b] [IMG]https://s-media-cache-ak0.pinimg.com/236x/fb/94/46/fb94463045bf52d6a85354af1a5b6648.jpg[/IMG] Vaeri is an innocent looking elf, standing at about 5' 7" (170 cm) with long, straight raven hair that extends down to the base of her back, pale skin and bright blue eyes. At a glance she's quite beautiful with full lips, a small button nose, thin eyebrows and high cheekbones, when one takes a closer look, several tiny scars are visible all over, disfiguring her otherwise graceful looks. Likewise, Vaeri's exposed flesh, the rare times one can see them initially appear smooth and untouched, but upon closer inspection are covered in scars and barely contain wiry muscle below. Vaeri dresses as a lady of the cloth should, with a dark blue full body cloak. The fabric is adorned with intricate patterns in white to provide visual contrast and indicating her status as a clergywoman. Around her neck and outside the cloak, Vaeri wears a necklace bearing the holy symbol of her god. However, underneath the cloak is a full set of leather armor, battle ready and kept in top shape at all times. [hider=Armor, sans helmet][IMG]http://www.valhallaleathercraft.com/sets/viking2.jpg[/IMG][/hider] [b]Skills:[/b] Concentration, Sense Motive, Knowledge (Religion), Knowledge (Nature), Climb, Jump, Sleight of Hand, fletching arrows, surviving out in the wild [b]Natural Abilities:[/b] Keen senses, the ability to see better than humans in low light [b]Magic/Spells:[/b] Heal: [@Afina] can decide how good this is Tongues: Allows the caster to speak any language for the duration of the spell Turn Undead: Vaeri can attempt to make Undead flee from her presence temporarily. Powerful Undead can resist this. Divine Might: Holy power infuses the caster, temporarily making them more powerful and resilient Flame Strike: Smites foes with holy flames [b]Additional Information:[/b] Vaeri worships Menhit, lion-goddess of War. (Fun fact her name means [i]She who massacres[/i]) [b]Weapons:[/b] Vaeri carries a composite shortbow and a two-handed battleaxe [b]Possessions:[/b] Vaeri carries a backpack that can hold more than you think it would and what Vaeri wants from the bag will always be at the top (the item in question must have been put in the bag beforehand for this to work). Inside the bag are her necessities (tent, rope, bedroll, tarp for the tent, soap, cooking utensils, oil, a lamp, flint and steel), holy texts, 8 vials complete with cork stoppers and about 2 weeks worth of rations. She also has a coin purse with about 20 gold pieces in it. On her hip is a quiver with 20 arrows. [b]Personality:[/b] To strangers, Vaeri appears to be a gentle elf, always keen to help those in need and be a travelling force of good in the world. However, as you get to know her, slowly she morphs into an entirely different person, brash, head-strong and a braggart, this true face of Vaeri shows exactly why she worships the goddess she does. The elf loves battle of all kinds and will gleefully jump into battle whenever she can. [b]History:[/b] Vaeri grew up in a forest village mostly populated by other elves to a carpenter. IN her childhood, she began learning the bow as all children did. Her prowess with weaponry was admired just as much as her excessive enthusiasm for using them was worrying. One day while out hunting alone she was overcome by a vision of the lion-goddess Menhit who commanded Vaeri to go out into the world and find a man with two right hands. After this experience, Vaeri began following the goddess of war and has dedicated her life to this mission. The cleric has been following this notice for strong adventurers as a possible lead for locating this mysterious man. [/hider] [/quote] [quote=@TheWizardLizard] [hider= Tobias, 'He who runs and hides'] Name: Tobias Age: 22 Alignment: Chaotic Good-ish Race: Human Class: Thief Appearance/Clothing:[hider= Minus the sword and the scar][img]https://cf.geekdo-images.com/images/pic1811940_md.jpg[/img][/hider] Skills: Bluff, Acrobatics, Charm, Athletics, Sneak, Theft, Streetwise, Knife-Wielding, Knife-Throwing. Natural Abilities: The power of average-ness. Magic/Spells: Not a scrap of it. Additional Information: Tobias isn't the strongest fighter, being far more suited to running, hiding, or bluffing his way out of situations (he's capable by normal person standards, of course - just not really what you'd expect from an adventurer). He's also a massive pathological liar with trust issues a mile wide. Weapons: He has three knives - one on his belt, one on his back, and one in his boot. Possessions: Leather armor, basic adventuring supplies (rope, flint and steel, etc.). His hood is enchanted to make it very hard for someone who sees him with it up to remember his face. He also has a magic grappling hook enchanted to not make a sound. Personality: Tobias is glib, smart-alecky, cowardly, and tries his absolute best to be self-centered. Though he'd feverishly deny it, he's a fundamentally good person underneath the assumed selfishness. He tries not to let anyone get close to him, and often uses snark and flat out lies as armor in social interaction. History: Getting the truth out of him about his personal history is extraordinarily difficult, but it's possible to determine that he's an orphan who grew up on the streets and has spent his life so far living in cities and alternating between pickpocket, con-man and cat burglar in order to survive. [/hider] [/quote] [quote=@Penultimate_Pi] [hider=Hanzo Jibero][b]Name:[/b] Hanzo Jibero [b]Age:[/b] 26 [b]Alignment:[/b] Lawful Neutral [b]Race:[/b] Human [b]Class:[/b] Monk [b]Appearance/Clothing:[/b] [img]http://i.imgur.com/llV57cK.jpg[/img] [b]Skills:[/b] Acrobatics Survival Historical & Religious Knowledge Climbing & Swimming Perception Emotion Reading Ki Manipulation Martial Arts, Grappling, & Throwing [b]Natural Abilities:[/b] Has honed his body to its upper limits in durability and reflexes, and learned to how manipulate his Ki (spiritual energy); otherwise, he possesses no special abilities of note for a human. [b]Magic/Spells:[/b] [list][*][i]Ki Strike[/i] - A focused attack bolstered through Ki. Grants a chance for normal damage to penetrate armor and natural resistances. Can be charged for a slightly greater chance. [*][i]Ki Blast[/i] - Hanzo channels Ki into his hands to throw out a bolt of raw energy that travels a short distance. Functions as a basic magical attack with a chance to penetrate physical armor (akin to Ki Strike), but must be charged to yield the proper effect initially. [*][i]Ki Mending[/i] - A monk's own 'lay on hands' technique using Ki. Restores a bit of health and fights magical impurities.[/list] [b]Additional Information:[/b] This monk hails from an old culture that bears worship to the spirit of nature, rather than any specific god. They bless the sun and the moon for giving them light, and the earth and its bounty for giving them life. A somewhat nomadic culture, these monks rarely established buildings or relics for anything beyond shelter, aiming to preserve nature as best as they could. This culture took up martial arts and the art of Ki manipulation as a means of defensing oneself without resorting to weapons or lethality, and to hone one's body and spirit to its greatest potential. Life was simple and peaceful, yet active and fulfilling. They took what they needed from nature and kindly returned what they did not, blessing all creatures that lost their lives as fulfilling a greater purpose. For Hanzo, this has since changed somewhat. Where he once could've wandered without ever getting lost, he now struggles to find a purpose in this new reality revealed to him. He has long since gotten over the culture shock of the developing world, however, and still finds himself traveling about, benefiting others where he sees fit. The wonder still remains, however, and the monk can't help but wish for a sign to reveal his own destiny. [b]Equipment:[/b] Hanzo possesses no weapons besides his fists, but does wear a small medium of protective gear: leather bracers on his forearms and legs, and a belt with magical properties that reinforces his natural durability. [b]Possessions:[/b] Something of a miser, Hanzo carries little gear or money on his person. He is always seens with his monk's clothing (see above), as well as a waterskin, a crest of his clan, and a ring of prayer beads. Should the need arise, the sash he wears can be improvised as a ten-foot rope. [b]Personality:[/b] By nature, Hanzo is a respectful individual, treating others with kindness when he can see they deserve it. Through his experiences, however, the monk has learned to only really trust those he has discovered as righteous at heart, even if not always purely good. As such, he comes and goes in his travels, not often staying to maintain friendships but still holding them at heart. Getting to know Hanzo and sympathize with him can turn the monk into a faithful ally, even beyond an initial partnership. As a result of his less fortunate experiences, Hanzo bears a stern sense of justice, and is quite willing to help others in desperate need (for better or worse, at times). He tends to be straightforward, but also cautious and logical - not below fighting others to reach a solution, but wise enough to seek an alternate method. As a part of his vowing of respect as a monk, Hanzo will never willingly kill a fellow human/elf/etc, but when pitted against the 'inhumane' (monstrous creatures and truly sinful individuals) he will not share that grace. [b]History:[/b] Hanzo was born naturally within a nomadic tribe of monks. As a youth, he was eager to learn their ways and trained hard to better himself. He found himself fitting in well with the culture, benefiting greatly from its teachings and giving him a fairly fulfilling life, at the time. Of course, some things have a tendency to change so very suddenly. As Hanzo's generation was beginning to reach their coming of adulthood, one girl was suddenly outcast from the monks in what had to be a first in their history. She had always been something of a quiet loner, but what put her off the edge was her possession and obsession with a unique steel knife abandoned in the forest. Though Hanzo was somewhat regretful of her suffering this fate, as he was one of the few people to show her kindness, he was ultimately made to pay it no mind. Disaster struck, however, when but a few moons later, the girl returned in the accompany of a legion of violent warriors. She had discovered that the knife was of their craft, and immediately became absorbed into their vastly differing knowledge. When she weaved a tale of being isolated and betrayed by her primitive family and clan, the battle-bred warriors were empowered to aid her in revenge. So began the crusade against Hanzo's clan, a long night of fire beneath a bloody moon. As fear and panic settled in, a still-young Hanzo was desperately urged to flee, even as family and friends alike were quickly slaughtered under the warriors' powerful weapons. Under the shadow of the forest, Hanzo managed to evade the clan's new enemies, and believed himself to be a solitary survivor. But while the fires still remained in sight, Hanzo was suddenly confronted by the girl, bloody knife in hand. Though she had initially spared Hanzo for the kinship he had offered, the murderer claimed to have dicovered a new way of life, driven by a far more powerful emotion: wrath. Seeing the monk feel his own brand of wrath, she offered him another chance, to channel and release this rage the only way she knew how. Hanzo refused, deciding she had more than lost her mind, and attempted to fight her in his anger. Their tango was brief but brutal, put to a painful end when the murderer was knocked headfirst into a collapse of burning branches, blinding her. He only regrets not having learned her name. The time following was harsh to Hanzo, not because he could not survive but because he had nobody else to survive with. He was alone, his family, friends, and culture all mercilessly slaughtered. Hanzo's outlook changed - it had to, if he was going to truly live any longer. The monk began to wander the world again, a world that seemed to so vastly change overnight, as he passed through many towns, kingdoms, and nations. He would help others as he deemed without compensation, all the while hoping to find some new sense of purpose as she had.[/hider] [/quote] [quote=@Luminosity] [hider=Fiona][b]Name:[/b] Fiona [b]Age:[/b] 22 [b]Alignment:[/b] Neutral Good [b]Race:[/b] Human [b]Class:[/b] Fighter [b]Appearance/Clothing:[/b] [url=http://img09.deviantart.net/a33c/i/2013/357/0/b/half_plate_warrior_by_len_yan-d6z5qo7.jpg]Reference 1[/url], [url=http://pre00.deviantart.net/9a5e/th/pre/f/2014/026/1/1/half_plate_warrior_by_jaripeich-d73thhr.jpg]Reference 2[/url]. Fairly average height, with a lean and toned build. Fiery, wild red hair and light brown eyes, skin tone a fair, slightly pale coloration. [b]Skills:[/b] Close combat fighting, speed and agility, moderate strength, excellent horseback riding skills. Proficient both armed and unarmed, moderate endurance for taking hits. Good at cooking with relatively little to work with, and while likely irrelevant, good at farming. [b]Natural Abilities:[/b] None - Human [b]Magic/Spells:[/b] None [b]Armor:[/b] Roughly as seen in the image, some pieces of scavenged light plate, most effectively protecting her right arm. [b]Weapons:[/b] Use reference 2 for example. A fairly standard curved longsword, lightweight but sturdy. She has a dagger sheathed on her left thigh for emergencies. [b]Possessions:[/b] On her person, she has her clothes, weapons, and armor. Her horse is outfitted with saddlebags that carry a few extra clothes, her bedroll, a blanket, personal grooming items, her water skin, a whetstone, some bandages and a small sewing kit, a light coin pouch, a line of rope, and some wrapped dried meats and bread. [b]Personality:[/b] Fiona's bold and brash, often unafraid of things she probably should be, and in general a very confident and self-assured individual. Like any good adventurer she is both curious and brave, but also deeply selfless, not preferring to use the word 'mercenary' to describe herself, as this implies the coin is the end goal she works for. Mostly she just enjoys her life for what it is: a chance to explore, meet new people and see new things, and help wherever she can, with what skill she has. Though typically a loner, she doesn't turn down help when offered, and tries to work together with others as best she can. She's an inexperienced, terrible liar, preferring both her combat and her conversation upfront and uncomplicated. [b]History:[/b] Fiona's story is a relatively simple one, starting with a family not important enough to even have a lasting name. She's simply Fiona, of the village of Drayden, a little farming community quite a ways from many large population centers. Fiona was an only child, and thus assisted a great deal around the farm, becoming strong and physically active as a result. Wandering adventurers inspired her even as a teenage girl, and her mind would not be swayed from eventually leaving the family farm to see the world. When they were eventually able to hire some help, she used what coin she had to purchase some basic equipment, and set out at age 19, blade in hand, hunting for contracts. Naturally, without the best of training or a good starting foundation of equipment and knowledge, Fiona struggled in her first few years, but learned from her mistakes, and has developed into a competent and even confident fighter, willing and able to take on problems the average person doesn't want to deal with.[/hider] [/quote] [quote=@Kronshi] Name: Zarxire Age: 44, but due to Tieflings aging slower he appears 31 Alignment: Neutral Good Race: Tiefling Class: Pyromancer Appearance/Clothing:[img]http://home.comcast.net/~derek.king/vazrath-1.jpg[/img] 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. [/quote] [quote=@Melkor] [hider=Melvus(link)][url]https://em.wattpad.com/1a31cda4709b205d7858685ac8d4e0e75b67741f/687474703a2f2f32352e6d656469612e74756d626c722e636f6d2f74756d626c725f6d3838793974616456553172796e7474336f315f3530302e706e67[/url][/hider] [b]Name[/b]: Melvus Garth [b]Age[/b]: 31 [b]Alignment[/b]: True Neutral [b]Race[/b]: Human [b]Class[/b]: Wizard [b]Natural Abilities[/b]: About as average as they come [b]Learned Skills[/b] Flight Magic Basics of swordmanship Horsemanship [b]Magic/Spells[/b]: Heaven's Wheel- This spell allows the caster to summon ethereal-light swords surrounding themselves. The swords spin at high speed and can shift to defend or attack as necessary. Though, it does have a chance of failing and missing. Arm of the Heavens- The caster extends their arm forward and from their hand erupts a shining, extending, appendage which attempts to ensnare a target. This ability can also be used as a grappling hook to pull the caster away from danger, grab objects, or climb - it can also slip under doors. Also(double also?), it can be used as a light source. Rain of Light- The caster launches a shining spear, which shatters into many smaller ones, at a target. It is extremely quick and because of its incorporeal nature it has a twenty-five percent chance of bypassing armor. Shadow- The spell allows the caster to become invisible and incoporeal for about ten seconds. Ethereal Wings- This spell allows the caster to enchant themselves with ethereal wings. Melvus is able to make them last for about five minutes. Circle of Protection- Holding up his staff, Melvus can create a 'force field' around him in spherical form, it blocks any evil attack but any powerful attack has the potential to overwhelm it. The circle can fit two people inside, including the caster. Melvus can keep it up for about five minutes or until his concentration is broken. Deflection- This spell deflects attacks. Very simple, it is used as a sword would, only Melvus uses his hand. In combat he uses his hands to deflect spells. The only issue is that it works about half of the time, so he has to be on his toes. [b]Weapons[/b]: Straight Sword- Melvus carries a steel straight sword as a backup, he isn't very skilled with it but he knows the basics. [b]Possessions[/b]: Melvus’ Staff- A wooden staff, enchanted to be as hard as iron, with a gem a top of it. It is used to augment his own magical abilities. [b]Personality[/b]: Melvus is very collected; he is able to remain fearless while what around him would bring someone to tears or make them happy. He does have a caring side, but it rears its head seldom if ever. Above all else, Melvus is honor-bound and when he feels indebted to someone, he will go out of his way to repay the debt even if it goes against his own personal interests. He claims no side, good or evil, 'I am on nobody's side because nobody is on my side'. [b]Biography[/b]: The Garth family was a family of mages. Naturally, Melvus, an only child, learned what his father had taught him. It was mostly useless and impractical, evident to why their family was very poor. Mysteriously, one day hia family abd his entire, rsther small, village had disapeared without a trace. He was without parents or food or any other such thing. He rummaged through his parents things in order to find something which he could eat… a leather boot… crackers… something. He eventually found a tome and inside of it he found many casting spells for various things. He even found a section describing how a staff is crafted, from this he created his own. He used another spell to fabricate a false gem to use as the focal point and created his staff. After a few weeks, Melvus decided that he needed to find work and a way to pay for his living, hed been weaeing down the village's rations but they were spoiling. His family had never really supported any of the factions of the nearby city of Drisbane, but Melvus had learned that Princess Efrida was now in charge of the faction, Aesil and seeking to retake her family's throne after a recent civil war which had not affected his village. People seemed to feel an overwhelming sense of loyalty to the "One True Queen of Drisbane", as theu had been calling her, Melvus had no love for this 'queen' but he figured that they could need a wizard in their ranks. He joined the Aesil faction and fought for them, reading and increasing his abilities until he resigned and began doing odd jobs and the like to earn his wage. Eventually he got a job to slay a monster and, after felling the beast, he found something interesting near its cave. The symbol of his village on a flag, he remembered it flying on a flag there. Perhaps they were not killed, or they left, perhaps they were taken and he had just been left behind. He made it his mission to find them. Or find who took them. [/quote] [quote=@Billsomething] 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 jar full of flower that Mortosh carries around for Zam he carries it around for so she doesn't faint from hot or thick air 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 [/quote] [quote=@Horrid] [hider=DRIZZAK THE GREAT] [center][img]https://s-media-cache-ak0.pinimg.com/736x/c0/2c/c2/c02cc28f1ad9d8b9ec2a4e8cbe035061.jpg[/img][/center][/hider] [b]Name:[/b] Drizzak. [b]Age:[/b] Goblin equivalent of 20. [b]Alignment:[/b] Chaotic Good. [b]Race:[/b] Goblin. [b]Class: [/b] Fighter. [b]Skills:[/b] Simple/Martial/Exotic Weaponry, Intimidation, Taunting, Hiding, Survival, Climbing, Swimming and he's alright at just screaming at things or in a certain direction. [b]Natural Abilities:[/b] Fast Movement, Dexterity Boost, Darkvision. [b]Magic/Spells:[/b] None. [b]Additional Information:[/b] He will always go for the biggest target. No matter how big. [b]Weapons:[/b] [url=http://vignette3.wikia.nocookie.net/cso/images/b/bd/Snake_sword.png/revision/latest?cb=20130206102959]A kris-like shortsword[/url] in one hand and a scorpion whip in the other. His most prized possessions. [b]Possessions:[/b] Fur vestments and hide armor. [b]Personality:[/b] 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. [b]History:[/b] 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'. [/quote] [quote=@knighthawk] [b]Name:[/b]Lob-otto-me! [b]Age:[/b]21 (old for a half orc) [b]Alignment:[/b] Chaotic Good [b]Race:[/b] Half-orc [b]Class:[/b] Barbarian(Brute Kit) (estimated 6th level based on wizard spells, 15 THAC0) [hider=Barbarian] Brute Description: The most primitive barbarian, the Brute combines traits of both humans and animals. He is heavily built and thick-boned, with a sloping skull resting low on his neck, and fanged jaws protruding over a receding chin. Coarse hair covers his hide-like skin. Long, powerful arms let him lope on all fours and clamber up trees like a monkey. Lacking the intelligence of other barbarians, he depends on his keen senses, natural resilience, and sharp instincts to help him survive. Requirements: A Brute has a maximum Intelligence of 6 and a maximum Charisma of 8. (Treat Intelligence scores of 7 or higher as 6, and Charisma scores of 9 or higher as 8.) A Brute gains a +1 bonus on his initial Strength score or a bonus of 25% on exceptional strength. Homeland Terrain: Any, with Mountains, Jungle, and Forest the most likely. Role: In his homeland, the Brute’s life consists of hunting, sleeping, and fending off predators. Consequently, he values personal virtues that enhance the chances of survival, including cooperation, courage, and genmiv. His moral code consists of two basic principles: (1) do no harm to those who pose no threat, and (2) destroy those who would harm him or his companions. The Brute has no use for virtues and vices associated with civilized societies. Etiquette, greed, personal honor, and loyalty to abstract principles are unknown to him. He can’t be insulted or blackmailed, nor can he be tempted with treasure. A Brute’s interests seldom extend beyond his current needs; with food in his stomach and a soft patch of ground on which to nap, he’s as content as he can be. A Brute allies himself with an adventuring party for companionship, protection, or even the promise of regular meals. He remains loyal so long as his companions treat him decently. He has no aptitude for leadership, strategic planning, or negotiation; he takes orders from anyone he trusts. He serves his party as a forager, hunter, and combatant. Though a Brute’s companions may admire his loyalty and friendliness, they may also balk at his animalistic behavior. He howls at the moon, licks himself clean, and grooms animals by picking bugs from their fur. He eats raw meat, tearing apart carcasses with his teeth. He speaks in grunts, never more than a few syllables at a time. He identifies friends by their smells, and investigates strangers by sniffing them up and down. Secondary Skills: Fire-maker, Forager, Hunter. Weapon Proficiencies: A Brute begins with only two weapon proficiencies. Thereafter, he gains new proficiencies at the normal rate. Required: Club. Brutes must select all subsequent proficiencies from the following choices: axe (any), Celt*, dagger, knife, spear. Non-weapon Proficiencies: A Brute begins with only one non-weapon proficiency. He gains new proficiencies at the normal rate. Bonus: Danger Sense*. Recommended: Artistic Ability,Endurance, Fire-making, Fishing, Foraging*,Hunting, Light Sleeping*, Tracking, Wild Fighting* Barred: Agriculture, Alertness*, Boating*, Crude Armorer, Crude Bowyer/Fletcher, Crude Weapon smithing, Dancing, Horde Summoning, Leadership*, Pottery, Riding (Airborne or Land-based). Economic System: Trade-free. Wealth Options: The concept of trade is new to the Brute, because he’s used to foraging whatever he wants from the wilderness, and doing without if he can’t find it. He begins with no funds or tradable goods. After the barbarian spends some time in the outworld-say, after he’s advanced one level-the DM may allow him to learn a barter system. Armor and Equipment: The Brute begins with padded or leather armor, usually a large fur with a hole in the center, slipped over his head to hang down his body. A Brute may not use any weapons other than those listed in the weapon proficiencies section above. A Brute rarely uses a shield; it interferes with hunting. Special Benefits: Enhanced Natural Armor: The Brute’s coarse hair, thick skin, and dense bones give him a natural armor class of 6 (boosted to AC 4 when he wears padded or leather armor). Improved Climbing: A Brute climbs as a barbarian two levels higher. Wild Brawl: When fighting without weapons, the Brute can propel himself into a berserk frenzy. Bites, punches and kicks are all directed at a single opponent. A single attack roll is used to determine if these attacks finds their mark. Damage is ld6. Enhanced Sense of Smell: A Brute can trail a human, animal, or demi-human by scent, presuming the quarry made the trail within the previous 24 hours. The Brute must be familiar with the quarry, or must have a sample of the scent (a scrap of hide, a lock of hair, a piece of clothing). A Brute has the same chance to follow the trail as if he had the tracking proficiency. (Refer to Table 39 in the Player’s Handbook. Use only the modifiers relevant to following a trail by scent, including those associated with the number of creatures in the group, elapsed time, and inclement weather.) Use the Brute’s Wisdom score to make tracking checks. If the Brute has the tracking proficiency, he receives a +2 bonus to his checks. A Brute can also identify a particular character or creature by its lingering aroma, presuming the character or creature was in the area within the past 24 hours. The Brute must be familiar with the creature or have a sample of the scent. The Brute identifies the scent with a successful Wisdom check. Surprise Bonus: Because of the Brute's sharp senses, he receives a +2 bonus to his surprise rolls. Special Hindrances: Reduced Movement: A Brute has a base movement rate of 12. Language Limit: A Brute can't know more than a single language. Limited Magic: A Brute will not use magical items that require command words or concentration for their use. He can use magical potions, clothing and weapons. *** Leaping and Springing. The barbarian fighter is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions. Table 8 indicates the horizontal distances (for leaps) and vertical distances (for springs) for barbarian fighters of various levels. Distances are expressed in feet. Roll the die separately for each leap or spring. Back Protection. Table 9 shows the barbarian fighter's chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn. Example: Grog the barbarian makes a club attack against a lizard man, while an ogre attempts to attack Grog from behind. After resolving his attack on the lizard man, Grog makes a back detection roll and succeeds; therefore, the ogre receives no special attack bonuses for attacking from behind. The ogre makes a normal attack against Grog; Grog is allowed a "free" counter-attack against the ogre. All of this occurs in the same round. Climbing. The barbarian fighter can climb walls and other surfaces-including ledges, cliffs, and trees-without the aid of tools. Table 9 indicates success chances. This skill works like the thief's climb walls ability [/hider] [b]Appearance/Clothing:[/b] [img]http://www.writeups.org/img/inset/Blanka_h63.jpg[/img] 6'4" 250 Lbs [b]Skills:[/b] Weapon specialization: Great club, (+1 hit +2 damage) Weapon proficiency: Dagger, Throwing Axe, Battle axe, Spear Armor proficiency: Padded, Leather Bonus: Danger Sense*, Endurance, Foraging*, Hunting, Light Sleeping*(only need 1 hour of sleep for full rest), 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) [b]Natural Abilities:[/b] 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. [b]Additional Information:[/b] 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. [b]Weapons:[/b] [u][url=http://img1.wikia.nocookie.net/__cb20120814140228/elderscrolls/images/f/f7/Dragonwarhammer.png]CLUB![/url][/u] 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. [url=http://www.cascadejuggling.com/media/catalog/product/cache/1/image/500x500/040ec09b1e35df139433887a97daa66f/t/h/three_fingers_juggling-_cleaver.jpg]CATCH![/url] 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! [b]Possessions:[/b] [url=https://img1.etsystatic.com/050/0/6899269/il_fullxfull.691173483_dz6s.jpg]Hide of hiding![/url] 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. [url=http://www.windrosearmoury.com/zc/images/armour_images/I33-14LT.jpg]Not a hat![/url] 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. [b]Personality:[/b] 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. [b]History:[/b] 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. [/quote] [/hider]