Lob had parted ways with his friend at the temple. She had handed him the copy of the notice and a sprig of herbs she had bought from the apothecary the night before. It was a bit like a doting mother sending her child off to the school as she put her fingers through his orange mane one more time.
"Follow the smell, hand them the note."
He sniffles the healer and her rose oil one last time before taking in the new scent of the lavender. In his primal mind he can almost see the spectral line that is its scent leasing away from the temple. With all of four posessions to his name, he lopes about close to the ground to take in great lungfulls of air. But the closer he gets to one building, the more it reeks of so many other smells! Some are good and some are bad smells. The soot of burning, Man in oiled leather, Strong scent ofwoman who had scent of man on her, Woman and steel, Man and beastblood, DEATH!
That scent of decy brought him out of his reviree to look with his eyes an not his nose as he looks in the door of the place full of dried plants. Woman and leather, Man and sweetsmoke, and... The six-six savage in black hide armor stared down the goblin in bear mantle with wide eyes before he let out an exclaim:
"LITTLE ME!"
He then looked out at the rest and held up the notice that brought the rest to this point in their collective life stories. Rocking back on his heels a bit he squatted down to a less menacing posture and explained as best he could.
"Good find, smell dog."
Then again, what is life without its little challenges?
Name:Lob-otto-me! Age:21 (old for a half orc) Alignment: Chaotic Good Race: Half-orc Class: Barbarian(Brute Kit) (estimated 6th level based on wizard spells, 15 THAC0)
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
Secondary Skills: Forager. Bonus: Danger Sense*, Endurance, Hunting, Light Sleeping*(only need 1 hour of sleep for full rest), Sign Language, Tracking, Wild Fighting*(+1 attacks a round, 3 penalty to AC, -3 to hit, +3 damage, good for minion sweeping or easy to hit enemies)
Natural Abilities: Heightened strength(+3 hit +8 damage). Darkvision/infravision. Back Detection(40%) Climbing(95%) Running Leap: 3d6+6 Ft. Running Spring: ld6+3 Ft. Standing Leap: 2d4+3 Ft. Standing Spring: ld4+3 Ft.
Additional Information: Highly bestial nature who worships the moon. Treats all dogs like family. His homeland terrain is the open plains, he is always considered proficient in survival, tracking, hiding, and animal lore in his home terrain and provides a penalty to his enemies to detect him when trying to surprise them in the plains.
Weapons: CLUB! is a greatclub (2d4) that is little more than a bone ripped from the wing of a black dragon and fitted to a handle. Much of its energy is still rather raw from the experience, but its damage transfer the dragonic energy of acid to stop regenerating creatures. Even if it does not drip acid itself, it seems to work half the time to harm trolls and the like.(8/8/15 Gained a permanent +1d4 from shillelagh potion) (3d4+8 11-20)
CATCH! A throwing 'axe' which was a parting gift from the last parties bard/cook, she could throw and catch three at a time in the air. It was an entertaining skill he never developed, but it is great for when he needs to hunt rabbits or use with his 'not a hat' if it is too cramped to use his club!
Possessions: Hide of hiding! Hide armor made from the hide of a black bear, because black is good for hiding! He proved himself to his lost clan's shaman (druid) who put a 'blessing' (invisibility to animals) on the armor for good hunting. He has learned that he can approach an animal, but after the first attack, they can see him. He also learned the hard way that it only works on normal animals, special animals can see him just fine.
Not a hat! is something he uses when he knows he is going to have to fight something directly and dangerous, not when he is hunting for game. When not fighting, he uses the buckler for a plate or to carry things from foraging.
Personality: Fairly simple minded, He has a personality that focuses on loyalty to a fault. He is easily coerced by his friends to do most things.
History: About one in ten half-orcs can pass for human, he could not. Left out in the woods and the wilds, he was taken up by a tribe of halfling plains-riders who thought him to be a curiosity. He grew in the tribe and grew some more, easily keeping pace with the 8 meal metabolism of the others and foraging for his own when extra hungry. His phenomenal strength lent him a place in the tribe, but his simpler than most mind meant he had no desires for chiefdom.
One day, the plains-riders came upon a Gnoll tribe and their overconfidence was their doom. It was a glorious battle and now the halflings ride across the black plains as stars in the sky, but Lob was not one of those. He awoke some days later with a great gash across his forehead but alive all the same. He burned his people as they were to do and wandered on his own, breaking from the circuit of his people to see the rest of the realm.
He came into sight of an adventuring party low on their luck and he brought them a whole elk that even the ranger hadn't been able to take down (to which the bard joked that he was the new animal companion for the ranger's lost wolf). They began to keep him like a pet and gave him his new name from the skull scar which he found good as his old name died with his people.
The new family took him from woods to still water swamp where they sought out a black dragon and its treasure. The brackish trees were too thick to fly but not to climb as he made his way by branches when the dragon attacked. First it cunningly weakened the party with many animals of the swamp before striking. The party was doing well until the wizard was bitten by a snake and down for the count so Lob took the staff and swung it like a club across the dragons face.
The reverberation of the shattered staff loosing all of its stored energy was enough to end the fight as the beast collapsed. But, when it came time to divide the treasures, the in-fighting broke the party in two with Lob merely claiming a trophy of the dragon as his reward. The party split up in town after all was said and sold, enough for some to retire.
The city was no place for Lob and so he had one of the fighters help him get his bone made into a serviceable weapon before he left with the groups Healer who chose to go on a pilgrimage to renew her faith and could use his strength. After a few temples, he pilgrimage has been made to pause with this new sickness rising. Since Lob is 'ever so good at finding things', the healer asked lob to help the children while she stays at this village to tend to the sick. ***Scent tracking*** Drizzak -smoked meat, burnt earth and occasionally strawberries.. Fiona - wilderness, the road, and a little of her horse Hanzo -outdoor air, with hints of morning dampness and a slight earthy aroma. Hugh - tobacco, horse, his own sweat, metal, and grass. Lob - Dry dog, dirt, bit of dung Melvis - At the moment, Melvus smells like blood Mortosh -sorta dead with rust smell to him as well as a bit of blueberry Sana - cedar wood and jasmine flower. Sister Agnes-Lavender and rosemary oil Tobias -sweat and red apples. Vaeri -surrounding forest with a hint of cinnamon. Zack -Ash Zam-flowery blueberry and has a hint rust to her scent
Okay, if you place a 50/50 chance of the club actually causing stop regen, add a skill in for throwing and with the hide of hiding, make it towards natural animals only - like bear, rabbit, things he would hunt for food - not intelligent creatures that can speak or have magic
Make those small changes to balance things out you are good to go. (Please know that advancements and such will be given out by the Gm over the course of the RP and that fights in the rp should be rped out realistically. So damage will be taken by all. More on fight mechanics will be given out during the first fight. Also, please check the rules on things like what can be seen or how monsters come about. If you want something to pop up or a certain skill to be something for me to consider for your character to get through the rp, just send me a pm when the time arises so I can make note of it and see if it will work.)
Once you make the changes, you are free to post your CS on the CS page (remember no changes once it is post unless you get gm approval first.) - and you are good to post your intro post.
I figured the acid effect without actual acid damage would be good, but i'll easily take 50/50 as a natural property with room to enchant the weapon later (i'm looking at you, maul of the titans!) No problem adding Weapon proficiency to throwing clubs.
The hide of hiding was intended for animals only, hence the druids invisibility to animals, rather than standard wizard invisibility. But I can see the need to clarify against sentient animals and magical animals. No sneak-attacking unicorns.
As for requests, I would LOVE to come across a Flind Bar since we will be taking on gnolls at some point.
The first one went down easily and a lot was learned quickly. Everyone was doing exceptionally well and he could hardly do more to help. But he would still try. "Alright we know the ironside express took out one, lets hope they don't learn from others mistakes. We still need eyes in the sky, Psy can I get a platform please? Ironside, you seem fireproof enough, can you look for a core in the slag? If those are magic resistant I want Rocksmith and void to boost everyone at full effect. Heretic you will do best to followup on others attacks if they don't drop it, try to work with bumblebee in case they are electric resistant. Flare great job on the first, but we need a core so save the meltdown after we drop them to keep them from getting back up."
Looking at the molten metal, Brick gets an idea as he drops to a knee and slams his fist into the ground, creating a thin shockwave snaking from the molten mass to the middle mech before snapping up from below. If he was lucky, he would be able to pour the searing hot slag into the pit to add extra damage to the attack. Sadly, he was trying to help but his gyokinesis lends poorly to low collateral damage. so he tried to work with what was already getting damaged, such as the heavy footfalls of the mech. "I'm taking on the one in the middle from below if anyone wants to hit it from above."
<+1 Energy> <No negative status effects are currently affecting Brick.> EQUIPMENT Gas Mask (Disorientated immunity), AEGIS Armor (Armored, +4 Defense), Stun grenade (2 direct damage and Disoriented), AEGIS Stun baton (Energy-based Attack of 4, Stuns target if Defence exceeded), Power-Draining Handcuffs (Applies Exhausted status effect), Commlink (+10% Teamwork XP), Medkit (One time healing equal to the user's Defence on a single target, may be used on self for 1/2 effect),
Brick is currently Armoured! +4 Defence - Upgraded! - +4 Defence Brick is currently Armed! (AEGIS Stun baton) 4 Attack - Upgraded! - +4 Attack <Action: Attacking Mecha 2 With Snakebite> [/quote]
Question to @Ariamis: Tunnels from the abyss lead to all other areas, does that mean there are tunnels from all areas to the abyss? I'm thinking of 'discovering' a tunnel and using 2 movements to go from B to D and with the tunnels, bypass C.
Octavius wondered of the burst transmission worked, there was no way to tell if it worked unless the keeper responded so they found rather loud ways to keep themselves entertained. In truth he expected an imp or even a telepathic response to either his earing or to Tinkerhel directly. What he did not expect was such a large expense of power to darken the room with his presence and familiar red eyes appear before him.
"Your work spying on this town was good, but I am recalling you now. Step into the shadows and return to the Dungeon instantly or travel on your own; it makes no matter. There will soon be more work to be done.
There was a moment of wistfulness as he considered unfinished plans to deepen the rift and claim his prizes. but those were temporary things he could always claim on his return to the city. He was given an order and he would follow it. At least the keeper would have one loyal and intelligent worker under him.
The two gathered ALL of their things from the simple room with tinkerhell using her electrical magics to 'scrub' the room of hair and the like under Octavius orders and walked through the shadows without even bothering to make themselves decent as they stepped into the gate of darkness... Hopefully they emerged in the main chamber and could begin to dress themselves in the 'safety' of their base.
"Apologies, great one. I have more information to tell you but did not want to complicate the castings or make it too detailed in case another caught it as well. I have brought you the model of the city and as you can see I have painted as much of the details from my reconnaissance in red on red on the back of the tablet rather than carve it on wood. Simple techniques that should have been impossible to detect if not looking for exactly that.
Here are troop names, religions and regions they live in that I could get without pressing issues. One thousand strong soldiers in a ten thousand city. Here are the areas of importance to the people themselves with high traffic, here are the places of military importance. Sadly, I was unable to gain a foot in the thieves guild for you.
We were working to drive a wedge in the hearts of faith to start splitting the city against itself. They were nowhere near ready for a civil war, but we might have worked well to change entire troop movements to being of specific groups of faith. Segregation will slow responses and sow indifference into their hearts when the time comes."
He took a breath from speaking to await the keepers response. While waiting, he put his mind to task and try and see if anything was different from before or if there were any new recruits from when they left.