Sword and Sorcery: Fallen Angel (OOC)

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optionqb
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Re: Sword and Sorcery (interest check)

Post by optionqb »

Do you want us to wait before submitting builds to you?

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Re: Sword and Sorcery (interest check)

Post by Tinkerbell »

No, go ahead.
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Re: Sword and Sorcery (recruiting)

Post by mrbassman »

Love the idea. I'd like to know if it will be set (to use D&D terms) in the material plane, or will there be the possibility of extraplanar adventures?

Since magic is uncontrolled, would a person be able to naturally harness it? I'm thinking along the lines of a sorceror with a magic staff. The power comes from the sorceror, but the staff would help refine and control the magic. Mechanics-wise, I'd have the character have the ranks and use the staff for extras/feats. Example: character can blast magic, but uses the staff to shape it and stop her allies from getting caught in it.

One more question: morality? If somewhat dark, what about a necromancer? Not insane, talks-to-corpses necromancer, but animating/controlling the dead necromancer.
Last edited by mrbassman on Sun Mar 11, 2012 7:57 pm, edited 1 time in total.
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optionqb
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Re: Sword and Sorcery (recruiting)

Post by optionqb »

Oops. I just saw that it is 2nd edition. My bad....cool idea for a game though.

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Re: Sword and Sorcery (recruiting)

Post by XeroKhan »

After seeing that, here is my character:

Hiorthrimul
Power Level 8
Valkyrie of Ayailla

BIO:
When Hiorthrimul was born, Ayailla gave her parents a message:
"Your daughter has been given my blessings that she will never age or scar."
Upon hearing that, the parents rejoiced in the blessing of the demigoddess. Once eighteen, Hiorthrimul was given armor, a sword, and a scroll. "May these tools searve you as you search for friends, who are worthy enough, and protect them from evil." was written upon the mysterious note. Ever since, Hiorthrimul has been searching for worthy allies.

ABILITIES:
STR 16
DEX 16
CON 16
INT 14
WIS 16
CHA 14

POWERS:
-device 2 (magical armor)[hard to lose]
--protection 5
---impervious
-device 2 (magical sword) [easy to lose]
--strike 6
---affect incorporeal 2
---mighty
-immunity 2
--aging
--critical hits
-super senses 3
--danger sense (magical)
--detect worthy souls (mental)
--ranged

FEATS:
assessment, attack focus (melee) 2, attractive 2, defensive attack, diehard, improved initiative 3,
quick draw 1 (sword), second chance 2 (search and notice), skill mastery 1 (diplomacy, notice, ride, search)

SKILLS 12 (45 ranks)
Bluff +4 (+12 for attraction),Diplomacy +8 (+16 for attractive), intimidate +8, medicine +8, notice +10, ride +10, search +10, sense motive +8

SAVES
Toughness +2 (+7 with armor)
Fortitude +5
Reflex +5
Will +5

COMBAT:
Attack +9, +11 melee, grapple +12, damage +3 (unarmed), +11 (sword), defense +9 (+5=flatfooted), knockback -6, initiative +15

If i need to fix anything, please say so, Tink.
Last edited by XeroKhan on Mon Mar 12, 2012 3:56 am, edited 2 times in total.
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Common Terms I will use:
>D#: Failure by (1-4) Degree
>EFN (Epic Fail Number): A Natural 1
>Nat 10: Taking a Natural 10 on a specific Skill

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Re: Sword and Sorcery (recruiting)

Post by Nineofspades »

Name:Tiaya Ion’Vanatril
Alignment: Neutral Good

Description:
Age: 157
Gender:Female
Height:5’0”
Weight:87lbs
Eyes:Aquamarine
Hair:Pink

Image

History: Tiaya's life began just a hair over a century and a half ago, in the secluded Elvin city of Myrthsithek, capital of the kingdom. Of royal blood, if only distantly, marked as twenty-eighth in line for the throne. Technically eligible by rights to assume the title of Duchess, given her station, but never having taken much an interest in matters of politics beyond the barest minimum needed, she elected to pass over such a thing in favor of perusing other matters. Brilliant and gifted with a keen mind, she poured her efforts into expanding her understanding of the world. The great libraries of the elves stand among the most honored in the world, with records spanning back untold eons.

For decades, Tiaya engaged her thirst of knowledge, often traveling abroad when seeking out a particularly obscure bit of lore which eluded her, or to receive tutorship from an expert in whatever field caught her fancy. One area which she found a great pleasure in learning was that of magic. Though its applications were nigh limitless, arcana itself remained shrouded and ill understood. While never devoting her entire focus to its study, for her spirit was prone to indulging in flights of curiosity which would render any concerted effort to spend more than a year or two on any one subject virtually unthinkable. But, invariably, her thoughts and studies would again return towards the study of magic.

As she passed her first century, Tiaya's vast repository of wisdom began to draw connections that she'd not seen in her youth. Patterns overlooked now became clearer, illuminated by her ever growing comprehension of the layered intrigues which entwined reality itself. Even as she was encouraged by her friends and advisers to take a more active interest in the monarchy and her position within it, she drove deeper into own affairs. She began heading up expeditions to ancient temples and ruins of empires long since crumbled, gathering up old tablets and manuscripts.

Her work culminated in a single theory, a new perspective on the very nature of magic. And a Goal. It was her belief that magic, chaotic and unpredictable as it was, could indeed be brought into order. She postulated that it was the absence of a divine hand providing guidance that rendered spellcraft so perilous. That, with the presence of a Deity who presided over magic itself, arcane spellcasting would shed the looming specter of magical backlash and at last be controlled.

Of course, there is no god of magic, none which has yet been found. Old cults and obscure priesthoods have given dozens of names, claiming them to be the true god of magic, though all have ultimately been proven false. So, Tiaya has resolved to create a god of magic, or rather, to become one herself. Not so much out of a lust for power or anything so vain. She wishes to put her theory to the test, and see if she was indeed correct. Failing that, it is her belief that, were she to become a goddess of magic, she would be able to create a new form of spellcasting to replace the current version.

So, she has begun her new quest to ascend into divinity. She has since juggled her time over the past decade between continuing to improve her understanding of spell craft, seeking out potential means to gain divinity, and returning home on occasion to attend to her family and the rare issue in which her presence is needed within the Royal Court.


Personality:
Tiaya is brilliant, that much is undeniable. Her mind is sharper than the finest dwarven swords, working with a complexity which is all but incomprehensible to most others. One would think that this, combined with her heritage and position, would render her more than a bit arrogant. And while it would not be out of place to claim she has a bit of a proud streak, she still manages to be fairly down to earth. She cares greatly for all people, regardless of their particular race or creed. While she does often look down on others, it is done so with an eye of curiosity, and often wonder. She is amazed at the unending variety of splendors which others have created. Sure, she'll acknowledge that most were not blessed with her inherently superior mind or the natural grace of the Elvin people. But so what? That just makes their creations all the more impressive. In regards to her stance on government, Tiaya follows the typical Elvin position of placing a greater value on personal freedom and self sufficiency. She doesn't mind governing bodies which make use of laws and regulations, so long as they don't infringe to heavily on the liberties of an individual over the needs of the group. Mostly, she'll acknowledge that for the sake of all, some laws do have their place. But beyond that, she could care very little.


Complications:

Curiosity: Nothing can sidetrack her usually insightful mind quite like encountering something new or interesting. Once she discovers something unknown and it catches her curiosity, it can supersede her better judgment.

Dwarves:While never openly enemies, elves and dwarves have oft conflicting viewpoints and perspectives on issues, leading to a long standing. While she certainly doesn't hate them, and most dwarves don't especially hate elves, any situation between the two can quickly turn sour.

Lofty Pedestal: Tiaya, despite herself, does have a bad habit of looking down on others. She don't mean to, but none the less can come across as rather condescending. Or alternatively, rather snobbish, especially when she lets her formidable intellect get ahead of her, and simply presumes that others can keep up.

Backfire: Magic is chaotic and unpredictable, and even the best practitioners of the art occasionally suffer their spellcraft becoming wild and uncontrolled, often coming back to hurt them. How do you think her hair turned pink?

Tree Hugger: Tiaya holds nature in high regard and often feels it her duty to step in when others abuse the bountiful world around them. Its not their fault after all, they just don't grasp the repercussions of their actions. But elves live for centuries, and can see a once plentiful lake turn barren due to over fishing, beautiful green grasslands left brown and blighted in the wake of inconsiderate farmers. Surely it is the responsible course of action to step in and correct such mistakes. Even when her 'aid' is unwelcome. Especially when its unwelcomed.



Abilities: 0 + 6 + 4 + 6 + 14 + 8 = 38PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 4 + 6 = 10PP
Initiative: +3
Attack: +2 Melee, +4 Ranged
Grapple: +2
Defense: +6 (+3 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -7(-1)


Saving Throws: 4 + 3 + 4 = 11PP
Toughness: +10 (+2 Con, +8)
Fortitude: +6 (+2 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +8 (+4 Wis, +4)


Skills: 12PP
Bluff 4 (+8/+16)
Concentration 8 (+12)
Craft (Alchemy) 3 (+10)
Diplomacy 4 (+8/+16)
Knowledge (Arcane Lore) 8 (+15)
Knowledge (History) 5 (+12)
Knowledge (Nobility and Royalty) 2 (+9)
Knowledge (Theology And Philosophy) 4 (+11)
Language (Common, Elvin, Draconic)
Notice 2 (+6)
Perform (Wind Instruments) 2 (+6)
Search 2 (+9)
Sense Motive 2 (+6)



Feats: 11PP
Attack Focus (Ranged) 2
Attractive 2
Benefit (Royal Blood)
Connected
Dodge Focus 3
Eidetic Memory
Ritualist


Equipment wrote: Basic Travel Supplies
Torches
Ocarina
Spell Component Pouch

Powers: 5+3+26+13+8 = 55PP

Elvin Heritage ( 4pp passive container Feats:Innate) [5PP] (Descriptive Name, Descriptors)
Ageless(Partial Immunity (aging)) [0.5PP]
Trancing (Partial Immunity (Need for Sleep)) [0.5PP] (Needs only Trance for 4 hours per night)
Elvin Eyes (Super senses (Vision): Low light vision (1), Extended Vision (1) ) [2PP]
Child of the Forest (Super Movement (trackless) Flaws: Limited (Forests) ) [1PP]
Staff of Force (5PP Container Flaws: Easy-To-Lose ) [3PP] (Staff of Arcane Force)
Push (Move Object 8Extras: Damaging (+1) Flaws:Limited Direction (Repulsion)(-1), Instant Duration (-2)Feats:Accurate 2 Drawbacks: Reduced Range (-1)) [5PP] (Blast Of Arcane Force)


Wizardry (32pp Array Flaws:Requires Constant Study(-1) Feats:Accurate 2, Alternate Power 10 Drawbacks: Somatic And Verbal Components(-2) ) [24PP] (Arcane Spellcasting)
  • Base Power: Magic Missle (Damage 8Extras:Autofire (+2),Ranged (+1)) [32PP] (Bolt Of Arcane Energy)
  • Alternate Power: Fireball (Damage 8Extras:Ranged (+1), Area (Blast)(+1),Selective (+1)) [32PP] (Explosion of Flames)
  • Alternate Power: Telekinesis (Move Object 10Extras: Perception Range (+1)Feats: Precise, Subtle) [32PP] (Magical Movment of Objects)
  • Alternate Power: Lightning Bolt (Damage 6 linked Stun 6 Extras: Area (Line)(+1)Feats:Progression 2) [32PP] (Beam of Electric Fury)
  • Alternate Power: Major Illusion (Illusion (All senses) 6Feats:Progression 8) [32PP] (Illusion Magic)
  • Alternate Power: Web (Snare 8Extras: Area (Shapeable)(+1),Contagious(+1)) [32PP] (Fills An Area with Ensnaring Magical Threads)
  • Alternate Power: Dispel Magic (Nullify (All Magic)Extras:Sustained(+2)) [32PP] (Antimagic energy)
  • Alternate Power: Wall Of Force (Create Object 8Extras:Impervious (+1) Feats: Subtle 2, Affects Insubstantial 2, Progression 2,Stationary, Selective) [32PP] (Barrier Of Arcane Force)
  • Alternate Power: Disintegrate (Damage 8 Linked Drain Toughness 8Extras: Ranged (+1), Affects Objects (+1) Flaws:Full Round Action (-1) ) [32PP] (Magical destruction that reduces the target to ash)
  • Alternate Power: Cone Of Cold (Damage 8Extras: Alternate Save (Fortitude)(+1), Area (Cone)(+1), Selective (+1)) [32PP] (Blast of Arctic Cold)
  • Alternate Power: Feeblemind (Mental Transform (Alter Ability scores) 8Extras:Independent (+0), Total Fade (+1), Will Save (+0) ) [32PP] (Temporarily inhibits all mental abilities of the target)
Arcane Spell book (20 PP Container Flaws: Easy-To-Lose Feats: Restricted ) [13PP]
Arcane Spell craft (20pp variable Flaws: Full Round Action (-1) Drawbacks: Requires 1 hour (-4)) [20PP] (studying arcane writings to learn new spells)
Bracers Of Protection (10PP Container Flaws: Hard-To-Lose ) [8PP]
Protection 8 (Extras: Impervious 2) [10PP] (Barrior of magical energies)



Totals: Abilities (38) + Combat (10) + Saving Throws (11) + Skills (12) + Feats (11) + Powers (55) - Drawbacks (0) = 135/135 Power Points
Last edited by Nineofspades on Tue Apr 03, 2012 10:37 pm, edited 17 times in total.

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Re: Sword and Sorcery (recruiting)

Post by Tinkerbell »

mrbassman wrote:Love the idea. I'd like to know if it will be set (to use D&D terms) in the material plane, or will there be the possibility of extraplanar adventures?
Well, not right away, but it certainly might be later.
mrbassman wrote:Since magic is uncontrolled, would a person be able to naturally harness it? I'm thinking along the lines of a sorceror with a magic staff. The power comes from the sorceror, but the staff would help refine and control the magic. Mechanics-wise, I'd have the character have the ranks and use the staff for extras/feats. Example: character can blast magic, but uses the staff to shape it and stop her allies from getting caught in it.
Magic is still chaotic while in a device. But it's more damaging to the device than the user.
mrbassman wrote:One more question: morality? If somewhat dark, what about a necromancer? Not insane, talks-to-corpses necromancer, but animating/controlling the dead necromancer.
I see no problem with it, but you do have to travel in a group. So it might do you good to not be the guy who creeps the team out :D
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Re: Sword and Sorcery (recruiting)

Post by Tinkerbell »

XeroKhan wrote:---alternate: affect incorporeal 2
those are power feats not alternate powers
XeroKhan wrote:--detect worthy souls
I know this was on the sheet, but since it's you character, please explain this power. Also tie it to a preexisting sense.
XeroKhan wrote:attractive 3
see below
XeroKhan wrote:Diplomacy +8 (+20 for attractive), intimidate +8, medicine +8, notice +10, ride +10, search +10, sense motive +8
attractive still counts toward your skill rank limit (8+5=13). can you please put your skills like everyone else does?

Can you redo the sheet in general? It's very hard to read at a glance. Take the statblock you copied this from and make it look like that. OK?

EDIT: Also, if you read earlier, gods dont manifest in the mortal realm. Maybe that's something i should recap in the first post. Sorry.
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Re: Sword and Sorcery (recruiting)

Post by mrbassman »

Name: Dragonfly

Abilities: -2 + 8 + 6 + 8 - 4 = 16pp
STR: 8 (-1) DEX: 18(+4) CON: 16(+3) INT: 10(+0) WIS: 18 (+4) CHA: 6 (-2)

Skills: 60 ranks - 15pp
Disable Device 13, Escape Artist 5 (9), Notice 9 (13), Search 2, Sense Motive 9 (13), Sleight of Hand 9 (13), Stealth 9 (13), Survival 4 (8)

Feats: 22pp
Accurate Attack, All-out Attack, Attack Focus 8 (melee), Evasion 2, Improved Critical 3 (Strike), Improved Initiative 2, Instant Up, Move-by Action, Power Attack, Skill Mastery (Disable Device, Sense Motive, Sleight of Hand, Stealth), Takedown Attack 2

Powers: 35+8+4+4+5+7+7 = 70pp
Back-Ally Boxer (Array, 32 base, 3 alternate powers, 35 total)
Jab-Cross Combo - Strike 8 (4:1, Autofire 2, Penetrating) 32pp
AP: Hook - Paralyze 8 (2:1, Alternative Save (Fort), F: Incurable, Progression (save 1/minute)) (18pp)
AP: Leg Sweep - Trip 8 (1:1, Knockback, Touch) (8pp)
AP: Hammerfist - Death Touch 8 (3:1, Insidious, Vampiric, F: Slow Fade 4 (1/hr)) (28pp)

Thieves' Legs - Super Movement 4 (2:1, Slow Fall, Trackless, Wall-Crawling, Water Walking) 8pp

Blindsight - Super-senses 4 (1:1, Blindsight (4), Accurate Blindsight (2), Blind (-2)) 4pp

Thieves' Shadow - Concealment 3 (1:1, All visual (4), All hearing (2), Limited (shadow), F: Close Range) 4pp

Hardened - Chi 5 (1:1, Immunity to cold, heat, 1: 2, limitied Immunity to hunger, thirst, aging, suffocation, sleep) 5pp

Massive Legs - Speed 4 (1:1), Leaping 3 (1:1) 7pp

Scars - Protection 7 (1:1) 7pp

Combat: 0pp
Attack (Strike): +8 Damage: +8 (17-20 crit, DC 23 Toughness)
(Paralyze): +8 Damage: +8 (DC 18 Fort)
(Death Touch): +8 Damage: +8 (DC 18 Fort)
(Trip): +8 DC 18 (resist by STR or DEX, whichever is better), if fail, damaged by Knockback amount
Defense: 0
Grapple: +4
Initiative: +12

Saves: 4+4+4 = 12pp
Toughness: +10
Fort: 7 (+4)
Ref: 8 (+4)
Will: 8 (+4)

16+15+22+70+12 = 135pp total

Complications:
Kidnapped: Dragonfly was abducted when he was young due to his budding magical powers. He has no idea who his biological family is, but he is searching for them.

Greed: Dragonfly doesn't want everything, he just wants his. Unfortunately, he has a skewed idea on what rightfully belongs to him. If he wants it, he should have it.

Background:
Dragonfly was a mostly normal child. The one unnatural thing was his ability to harness magical energy. A wizard sensed that within him, and took him for his own. This wizard worked for a thieves guild known as Bleeding Fist. The Bleeding Fist guild is an expansive guild that has branched out from pure stealing. It runs protection rackets, has a small sub-section that is an assassin's guild, a smuggling ring, and much more. One of their schemes is an underground fighting ring.
This child was brought in to be a ringer for the guild bosses. He was trained in the way of fighting, using his magic to give him an edge. Unlike most, his natural ability to harness magic meant that it was hard for the layman to tell he was. Needless to say, he made the guild boatloads of money.
It wasn't enough for Dragonfly. He wanted a life of comfort, luxury, and ease. He saw how the bosses lived, and desired that for himself. He spoke to the bosses about joining the guild for real, but was rebuffed many times. They finally relented when he became too familiar of a face in the boxing ring. No one bet against him anymore, so he couldn't make the guild any more money.
He received the training to be a thief, and once again, his natural talent for magic aided him. He learned how to move in ways that most don't expect, and how to fade from sight and hearing. He worked for the guild for two years, but found that it wasn't for him. He wanted to find where he came from, and as much fun as stealing is, it wouldn't get him around the world.

Personality:
Dragonfly is a confident person. He knows how to fight, how to hide, and how to get what he wants. He isn't loud or brash though. All his training in the guild taught him to hide his strengths and make others think they are weaknesses. He is opportunistic and brutal in a fight, always capitalizing on other's mistakes and viciously targeting their weak points.

Appearance:
Dragonfly is small in height and build. He is barely 5'4", and weights perhaps 120 lbs. What litlle muscle he has is well toned, and covered in scars. His fingers, hands, toes, shins, knees, elbows, etc are all heavily calloused and show signs of multiple breaks and fractures. His body is a testament to the intense training he went through. His hair is a dark brown, but is usually kept shaved close to his head. He has no facial hair. His nose is crooked (didn't heal straight last time he broke it) and he wears a blindfold all the time. He prefers to wear peasant's clothes, as it makes others think he is one. He also has a sword, but keeps it strapped across his back at all times. It's actually just the hilt sewn onto a scabbard, but it does make other people think he's a swordsman.
Changed complications, background, personality, and appearance. Also changed the names of his attacks. Left everything else the same.
Last edited by mrbassman on Thu Mar 22, 2012 5:04 am, edited 5 times in total.
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XeroKhan
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Re: Sword and Sorcery (recruiting)

Post by XeroKhan »

Actually, I just had a change of mind. If it is alright, I would like to rethink a different character altogether. Is this alright with the GM?
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Common Terms I will use:
>D#: Failure by (1-4) Degree
>EFN (Epic Fail Number): A Natural 1
>Nat 10: Taking a Natural 10 on a specific Skill

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Re: Sword and Sorcery (interest check)

Post by Plan B »

Image

Vurvon Candoran: Spellsword

Abilities: STR: 18 (+4), DEX: 12 (+1), CON: 18 (+4), INT: 10, WIS: 14 (+2), CHA: 16 (+3)

Skills: Athletics 4 (+8), Bluff 8 (+11), Diplomancy 6 (+9), Notice 6 (+8), Knowledge Arcane 8 (+0), Gather informatin 6(+9), Sence Motive 6 (+8), Survival 8 (+10)

Feats: All out attack, Challenge (feint as a move action), Connected, Contacts, Dodge Focus 2, Equipment 2, Evasion, Improved Initiative, Improved critial 3 (spear), Luck 3, Power Attack, Quick draw, Ritualist, Takedown Attack 2, Track,Uncanny Dodge [Audio], Well informed.

Equipment: Spear: (reach, mighty, +4 damage) 6eq, Breastplate: (+4 Toughness) 4 eq,

Combat: Attack +8 ; Damage +4 (Unarmed)/ +8 Spear ; Defense +8 (+3 flat-footed); Initiative +5

Powers:

Magic awareness: 1 points

Flight 1: 2 points

Darkvision: 2 points

Sorcery 8: Elemental Bolt: Blast 8 (PF: variable descriptors elemental) 17points +4 AP
AP: Elemental Assult: Blast 8 (Mods:-1 Range close, +1Area: Cone, PF: variable descriptors elemental)
AP: Elemental Blade: Corrosion 8 (PF: variable descriptors elemental)
AP: Elemental Ball: Blast 8 (Mods:-1 Action Full, +1Area: burst, PF: variable descriptors elemental)
AP: Healing 8 (Mods: -1 Distracting, +1 Total)

Saves: Toughness +4/+8 (in armour) , Fortitude +8, Reflex +7, Will +7

Abilities 28 + Skills 13 (52 ranks) + Feats 24 + Powers 26 + Combat 26 + Saves 15 – Drawbacks 0 = Total 132

Background:

Raised as a noble scion of Candoran family, Vurvon's early life was filled with lessons and vendetta as the shifting alliances of the noble families of Vodashi dictated. It was during a particulary bloody skrimish in his teens his sorcerous abilties emerged in a torrent of flame, setting a several buildings a blaze and dozens of people injured and several dead. There was public outcry, the enemies of Candoran united. Only the excution or exiling of Vurvon would be seen as just.

Vurvon has since traveled far a sellblade/spell and trained hard to master the powers at his command.

Complications:

Enemies: Starting with the Vodashi families, Beiros long career has made him many enemies.

Motivation: Greed. Vervon is looking for that "one big score" so he can settle down

Motivation: Good. Vurvons will do the right thing most time, even at the cost a big prize.

Overwhelming Power: Vurvon self taught brand of sorcery is very lacking in finess, it often gets out of control.

Feedback and critism welcomed. (If we're arcane heavy i can easily switch to priestly character)
Last edited by Plan B on Fri Mar 23, 2012 7:31 am, edited 1 time in total.
  • Insert witty comment here.

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Re: Sword and Sorcery (recruiting)

Post by flynnarrel »

Brogoth Stormkissed

It is said the Rock Dwarves have more in common with the mountains and vales in which they live than the others of their stocky kind - normal Hill dwarves.
Rock dwarves crunch on the very stones themselves and, as such, their bodies gain a measure of stonelike durability and denseness.
Brogoth himself is a typical representative, almost 4 feet tall, 250lbs. But with a wiry grace that belies his density. Where Brogoth differs is that during his naming journey (a rite whereupon the young dwarf's 25th year of life he starts walking in a random direction until the Divine StoneFather or, rarely, SkyMother bestow a name via visions [or the bored dwarf just picks one]). During his naming journey he didn't get more than one mountain over when a sudden storm whipped up and a bolt of lightning struck Brogoth in the head, (he felt his right eye rupture with the force of it), coursing through his body, and weakening the ground he stood on plummeting him into a cavern where he lay senseless for hours. When he came to, he saw he was in a Dwarven Lord's burial chamber. It seems he had bounced off the sarcophagus, cracking it's lid. He reached out to replace the stone cover when an exquisite hammer leapt out from the Sarcophagus into his hand. Startled, he dropped the weapon only to have it bounce back up to his hand.
He knew his simple life as a goat-herder and vetrinarian (or maybe a dancer) was to be no more.
Brogoth made quite a name for himself as an adventurer and warrior. Though the strength of his brain would never have tales told of them, his mighty thews and trusty hammer could be counted on to right wrongs and restore balances to the world.

Alignment: Chaotic Good

Image

Rock Dwarf Barbarian/Shaman

PL8 120

str 12/20 [2pp]
Con 22 [12pp]
Dex 10
Int 8 [-2pp]
Wis 16 [6pp]
Cha 10

Skills [12pp]: Acrobatics +10, Concentration 2(+5), Climb 1(+6), Ride +4, Survival 8(+11), Notice 8(+11), Stealth +3(+7size), Medicine 2(+5), sense motive 7(+10) Language: Common, Dwarvish, Elvish, Giant

Feats [18pp]: Acrobatic Bluff, fearless, takedown 2, track, interpose, improved initiative 2, Skill Mastery (Survival, Notice, Medicine, Acrobatics), luck, Dodge, Move by Action, attack focus (Melee) 3, Accurate Attack, Rage, Extended Rage (Rage + 5 rounds, 10 total)

Combat:
BAB 0 + Size = +1, (Melee +4),
BDB 2[4pp] +1 Size +1 Dodge = 14, 12 flatfooted
initiative +8
Grapple +6

Attacks:
Thunder Smash +4 to hit, +12 toughness and Fort dc 18 Stun
Lightning, Area Line +8 toughness, Secondary effect
Gale Force, Deflected Attacks, +8 to Deflect, +8 to hit, original attack for effect.

Saves: [14pp]
Fort 6(con) +4 = 10 Ref 0+5= 5 Will 3(wis)+5 = 8
Toughness 12, 3 impervious

Shrinking 4, [4pp] Small att/def+1 str-4 tough -1 grapple–4 stealth+4 intimidate–2 height2-4ft Weight8-60lbs. carry/move x3/4
Density 6, Weakpoint (crit hit bypasses imp.Tough) [17pp] str+12 imp.tough+3 S.Str2 immovability2 weightx5
Protection 4, Noticeable, craggy, rock-like skin [3pp]
Burrowing 2, Distracting, Penetrating [2pp] 2.5MPH, 25feet/move * 3/4 = 18
Speed 1 [1pp] 10 MPH, 100 feet/move * 3/4 = 75
immunity Suffocation, critical hits, poison, [5pp]
immunity (half effect) Aging, starvation/thirst, disease, high pressure [2pp]
Dark Vision [2pp]

Stormlord's Hammer
Device [Hard to lose] [26pp]
[though a hand-held item, this loyal weapon comes back to his hand when disarmed, dropped, or thrown. Only when removed when unconscious does it not return until he reestablishes the link. Note: even when not holding it he is still it's bearer with associated effects.]
Feats: Restricted: Blessed of the Storm God, Indestructible
(30 point pool)
Immunity cold environs, sleep (half effect) (1points)
Improved Sunder, Weapon Break (2 points)
Thunder - Damage 7 (3 bludgeoning, 4 electrical, if it matters), Mighty(bludgeoning), Improved Critical, Linked Stun pr 8, (25 +2 AP)
AP: Lightning - Damage 8, Area-Line, Secondary Effect, Affects Insubstantial
AP: Gale Force - Deflect (Slow Projectiles, Energy Attacks, [and Melee]), Reflect, Flaw-Reflect limited to Melee only, Accurate 2, Extended Range 2, Weapon Bind pr 8

Storm's Blessing
Lightning's Kiss: Absorption (Limited - Electricity), Sustained, to Healing(Total) pr 6 [12pp +1AP]
AP: Obscuring Storm: Blur (partial concealment vs. Visual senses) Linked Environmental (Hamper movement 2(1/4 speed), Concentration 2(DC10 check required)) pr 2 {In 10 ft radius around Brogoth a storm rages that makes it hard for foes to concentrate and move. It makes incoming attacks targeting Brogoth by vision have a 20% miss chance.}

Drawbacks: Disability, One-eye -4
Vulnerable-Acid Damage (+1DC, Common) -2

Abilities18+Skills12+Feats18+Combat4+Saves14+Racial36+Device26 + StormBlessedPowers13-Drawbacks6=135


Complications:

Rage - Brogoth can access the storm brewing inside of himself. Though he can usually control when this is there are some times when it might be triggered by stress or taunts. (Will roll to avoid). Also, while raging, if the last foe is downed and the base time of his rage (5 rounds) has not expired there's a chance that he might turn on his allies.

Motivation (Good) - Brogoth is called to take up worthy and noble causes.

Motivation (Monsters) - part of the 'Good' he enjoys doing is slaying monsters and those creatures that are hurting an area or making it dangerous.

Motivation (Hedonism) - Just as storms are the definition of the chaos and revelry of life Brogoth seeks to emulate them with his zest for life and laughter, dancing and gaity.

Religion - Brogoth knows that the Stromlord's hammer and his powers come from SkyMother, and reveres her and her consort and king, StoneFather, with all his heart. He gladly gave his eye to DaughterLightning.
Last edited by flynnarrel on Wed Mar 14, 2012 3:33 pm, edited 2 times in total.

Nineofspades
Luminary
Luminary
Posts: 2818
Joined: Thu Sep 30, 2010 11:37 am

Re: Sword and Sorcery (recruiting)

Post by Nineofspades »

2 things.

1. Edited Tiaya's sheet a bit, added history, personality and motivations.

2. *glances over Brogoth's sheet* "Ah, master dwarf, so delightful to have one of the mountain kin along." *prepares a few extra hygiene spells*

Crazyivan777
Zealot
Zealot
Posts: 1480
Joined: Mon Jan 26, 2009 1:01 pm

Re: Sword and Sorcery (recruiting)

Post by Crazyivan777 »

Color me -very- interested, although someone already snagged the martial artist (*shakes tiny fist at Dragonfly's character sheet*)

Question- I'm seeing an awful lot of combat power. Will there be a place for those who are, say, sages? Scouts? That sort-of thing? Or will being very dangerous be the best way to survive? If the former, I'm considering (surprise!) a sage or scout type. If the later, I'm thinking of going with a absolute master of a single weapon. Originally the idea was a sword, but now that I think about it, it might be interesting to go with something different.

Plan B
Mastermind
Mastermind
Posts: 2413
Joined: Tue Nov 03, 2009 1:07 pm

Re: Sword and Sorcery (recruiting)

Post by Plan B »

The permise was adventurers, so i suggest hitting the attack/damage and def toughness caps and be ready to adventure things in the face.

I'd suggest scout over sage as a concept.
  • Insert witty comment here.

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