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    Chris's characters

    Chirs2
    Chirs2


    Posts : 663
    Join date : 2012-03-25

    Chris's characters Empty Chris's characters

    Post  Chirs2 Tue Jun 17, 2014 11:43 pm

    Name: Rasso Darkstar
    Race: Human
    Age: 55 (old)
    Class: Sorcerer, Arcanist, Mythic Archmage of the Inner Order, Avalon Defense League


    Str   6 -3    ( 9 ) *age resistance
    Dex  9 -1    (16) *AR + belt +4
    Con 9 -1     (16) * AR + belt +4
    Int  12  +1
    Wis 16  +3
    Cha 26  +8 \\ 32 +11 (+6 CHA headband)

    *Age "old" -3 to all physical, +2 to all mental.  offset by Age Resistance Spell cast daily*

    HP  144\144 (160 w\ Grt Heroism)
    AC  18 FF 15 Touch 15
    BAB +8\+3
    CMB +7, spell CMB +27
    CMD 20
    +4 w\ Grt Heroism

    Saves:
    Fort +5 +3 +4 = +12
    Refl  +5 +3 +4 = +12
    Will  +10 +3 +4 = +17
    +4 with Grt Heroism + 2 Invocation Lantern = +6, +2 more vs Evil

    Arcane

    Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

    Class Skill: Knowledge (any one) = 1000 worlds lore

    Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

    Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

    Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

    Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

    Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).  (monkey familiar - Dr. Peabody)

    Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. (x4 at 16th)

    New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

    School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. (evocation)

    Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


    Feats:
    Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and firearms
    H Piercing Spell
    S Intensified Spell
    1 Spell Penetration +2
    3 Greater Spell Penetration +2
    5 Selective Spell
    7 Dazing Spell
    7 BL: Spell Focus: Evocation
    9  Craft Rods
    11 Craft Wondrous Item
    13 Quicken Spell
    7 BL: Spell Focus: Necromancy
    15 Spell Perfection - Fireball

    Spell Penetration -  Caster lvl (16) +2 +2 +2 = +22 +d20
                              Fireball            +4 +4 +4 = +28

    Spell DCs  10 + 11 (cha) + lvl of spell = 22 - 28
          Evocation (any)     +3              = 25 -31
                        Fireball +6                = 30
          Necromancy (any) +1               = 23 - 29
    +1 to DC if I enhance with any mm feat


    Skills  2 + 2 INT:  +1\lvl human, +3 skills from 1st-3rd level
    Class Skills: ranks\attribute\bonus
    B: Know: 1000 worlds   5+2+3 =10
    Bluff                      1+11+3 = 15
    Fly                         9 +3 +3 = 15
    Know (Arcana)        10+2+3 = 15  
    Spellcraft              15+2+3 = 20
    Use Magical Device  11+11+3 = 25

    Non class skills:
    Perception            12+3+5 = 20
    Perform  (poetry)     1+11 = 12
    Profession, golfer       1+3 = 4
    Handle Animal           2+11 = 13

    +4 w\ Grt Heroism +2 candle

    Human Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.  Spells added on levels 4-16, +3 skills added lvls 1-3

    Known Spells per level + human bonus spells (# castable per day)

    Cantrips 9 (unlimited)
    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or small object.
    Read Magic: Read scrolls and spellbooks.
    Light: Object shines like a torch.
    Ray of Frost: Ray deals 1d3 cold damage.
    Mage Hand: 5-pound telekinesis.
    Message: Whisper conversation at distance.
    Mending: heals 1d4 on construct

    1st level 5 + 2 (x9\day)
    Hydraulic Push: Wave of water bull rushes an enemy
    Windy Escape
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Feather Fall: Objects or creatures fall slowly.
    True Strike: +20 insight bonus to attack roll
    B - Identify: Gives +10 bonus to identify magic items.
    H -  Protection vs Evil
    H - Shield

    2nd level 5 + 2 (9)
    Command Undead
    Ghoul Touch
    Mirror Image: Creates decoy duplicates of you.
    Fog Cloud
    Glitterdust
    B - Invisibility
    H - Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
    H - Web

    3rd level 4 +2 (9)
    Invisibility sphere
    Haste
    Protection from Energy: Absorbs 12 points/level of damage from one kind of energy
    Stinking Cloud
    B - Dispel Magic
    H - Fireball
    H - Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.

    4th level 4 + 2 + 1 ( 8 )
    B - Dimension Door
    Acid Pit: Creates a pit with a layer of acid on the bottom.
    Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
    Fear: Subjects within cone flee for 1 round/level.
    Animate Dead
    H - Improved Invisibility
    H - Ice Storm
    Bloodline Bonus - Wall of Ice


    5th level 4 + 2 ( 8 )
    B - Overland Flight
    Break Enchantment
    Suffocation
    Cone of Cold
    Telekinesis
    H - Dominate Person
    H - Wall of Force

    6th level 3 +2 +1 ( 8 )
    B - True Seeing
    Age Resistance
    Disintegrate
    Acid Fog
    Bloodline Bonus - Greater Dispel
    H - Greater Heroism
    H - Contingency *Breath of Life if caster is reduced to 0 HP or fewer hit points or becomes dead*

    7th level 2 + 2 (7)
    B - Greater Teleport
    Waves of Exhaustion
    Reverse Gravity
    H - Limited Wish
    H - Finger of Death

    8th level 1 (4)
    Summon Monster VIII

    Traits:
    Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (fireball)

    Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

    Concentration Checks: d20 + caster lvl (16) + 11 (cha) +2 = d20 + 29
    DC 15 + spell level x2 (DC 31 for 8th level, only fail on a 1) all other lvls are auto-success for Def Casting

    Gear  150


         


    Belt: Belt Physical (dex and con +4) 40,000 \ 20,000
    Body: Robe of Archmagi 75,000\ 37,500 (+5 armor, +4 saves, SR 18, +2 spell penetration)  (overcoat)
    Chest: Sipping jacket 5000\2500 (looks like smoking jacket) with Cure Serious Wounds in it
    Eyes: Lens of Detection (+5 perception)  3500\1750  (glasses, see picture)
    Feet: Shoes of Lightning Leap 10,500\5,250
    Hands: Glove of Storing 10,000 \5000
    Head: Cap of the Free thinker 12,000\6000 roll twice for mind effect saves (tattered bowler hat)
    Headband: Headband of CHA +6  36,000\ 18,000  
    Neck: Necklace of Adaption 9000 \ 4,500
    Shoulders: none
    Wrists: Bracers of armor +1 Moderate Fortification 1000 + 9000
    Slotless:Candle of Invocation + lantern 8,400\4400


    Rods - as golf clubs, each type is a different club (wood, iron, putter, wedge, etc)
    Riming, normal 11,000 \ 5,500
    Empower, lesser - 14,000 \ 7000
    Quicken, lesser - 35,000 \ 17,500
    Quicken, lesser - 35,000 \ 17,500
    Elemental, lesser - 3,000  (electricity)  \ 1,500
    Elemental, lesser - 3000 (acid) \ 1,500
    Elemental, lesser - 3000 (cold) \ 1,500
    Extend, lesser - 3000 \ 1,500
    Rod of Absorption 50,000 \ 25,000

    Ring of Transcendent Spells +2 DC and +2 spell penetration 3\day  30,000
    Ring of Energy Dampening DR5 all elemental 31,500


    Wand Cure Serious (25)   5,625

    Carpet of Flying 20,000 \ 10,000  (putting green, with driving tees)
    Handy Haversack 2000 \ 1000 (120lbs, 12 cu ft) Golf bag, yes he plays, but not well
    Blood Reservoir of Physical Prowess 2000\1000 (4 pts)



    Scrolls -
    Breath of Life - 1,125 (used for contingency)
    Invisibility Purge 750 (75ft radius) (2 scrolls)
    Speak with Animals 250gp  (10 scrolls)


    Potions -
    Cure Serious 750 (in jacket)
    Cure Serious Pot (3)  Dr. Peabody knows to pour them down Rasso's throat if he gets KO'd

    Diamonds worth 1500 gp ( 8 )

    Permanent Spell effects:
    See Invisible 5000
    Darkvision 5000
    Arcane Sight 7500
    Tongues 7500


    MYTHIC ARCHMAGE

    Hard to Kill, Surge d6, Mythic power 5\day

    Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Flexible Counterspell (Su): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.

    You have learned how to unlock the power of your spells, combining them with your mythic power.

    Prerequisite: Ability to cast spells.

    Benefit: You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.

    Mythic Spell: Haste

    Source haste

    Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type.

    Special: You can select this feat multiple times. Each time you select this feat, you must select different spells.

    Mundane equipment: (25g probably less, but not doing the math)
    bedroll
    winter blanket
    ink
    ink pen
    paper (20)
    rations (5)
    waterskin (5)
    lantern
    candles (3)
    pipe
    hasish

    Chris's characters Rizzo10

    Dr. Peabody, Monkey Familiar
    +3 acrobatics
    INT 13
    Armor +8
    Alertness, Imp evasion, share spells, empathic link, deliver touch spells, speak with master, speak with monkeys, SR 21, scry on familiar

    all skills as master ranks

    Fort +5
    Ref  +5  +2
    Will  +10  +1

    N Tiny animal

    Init +2; Senses low-light vision; Perception +5

    Defense

    AC 22, touch 14, flat-footed 12 (+2 Dex, +2 size) armor +8

    hp 72 (half master) 16hd

    Offense

    Speed 30 ft., climb 30 ft.

    Melee bite +10\+5 melee (1d3–4)

    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

    Base Atk +0; CMB +0; CMD 6

    Feats Weapon Finesse

    Skills Acrobatics +10, Climb +10, Perception +20; Racial Modifiers +8 Acrobatics
    plus all master skills at my ranks



    CURRENT SPELLS USED:

    1st 2\9
    2nd 0\9
    3rd 1\9
    4th 0\9
    5th 0\8
    6th 2\8
    7th 0\7
    8th 0\4


    Last edited by Chirs2 on Tue Jun 24, 2014 11:57 am; edited 9 times in total
    Chirs2
    Chirs2


    Posts : 663
    Join date : 2012-03-25

    Chris's characters Empty Re: Chris's characters

    Post  Chirs2 Tue Jun 17, 2014 11:43 pm

    Chris's characters Dourif11

    Rasso Darkstar (born Edward Rasputin Alexander 12 October 1825) was an English occultist, ceremonial magician, poet, golfer and world traveler.

    Born to a wealthy London family, Rasso rejected his parent's faith to pursue esotericism, poetry, and eventually magic. He was educated at Cambridge from 1843-1847, where he embraced his bisexuality. Some biographers allege that he was recruited by British intelligence there, and that he remained a spy throughout his life. Rasso spent the Mexican-AmericanWar in the United States, where he worked for British intelligence services. In 1848 he moved to Cefalù in Sicily, to run a commune known as the Abbey of Hermes. In 1849 he joined the esoteric Hermetic Order of the Golden Dawn, taking the name Darkstar, before moving to Boleksin House by Loch Ness.

    From 1850-1851, he travelled back to Mexico and India to study Hindu and Buddhist practices. After spending time in Algeria, he was initiated into the Ordo Templi Orientis in 1852, rising to become the leader of its British branch, which he reformulated it in accordance with his occult beliefs.

    Rasso gained widespread notoriety during his time in Europe, as being a recreational drug experimenter, and an Individualist social critic. As a result, he was demonized in the popular press as "the wickedest man in the world" and erroneously labeled a Satanist. His libertine lifestyle led to denunciations in the London press and the British government evicted him in 1854. He divided the following decade between Brazil, Tibet and Borneo. Rasso studied magic and tribal shamanism from anyone who would teach him. Though he was gifted, he was always disappointed at the lack of visible manifestations.

    Rasso’s interest in magic and natural curiosity lead him back to the United States when the portals appeared in 1861. He immediately discovered that his hedge-magic was real. Rasso’s power grew quickly. He was drawn to the rifts themselves, feeling the arcane energy surge into his world.

    Inevitably his old contacts in MI6 found him. They welcomed him back with open and forgiving arms. Rasso was influential in working with government organizations world-wide, like the American FBA, European Riftpol and others to form the A.D.L., the Aerth Defense League (privately referred to by its proper name: Avalon Defense League). Rasso is an Archmage of the Inner Order. He volunteered to lead the first wave of Aerth mages dedicated to taking the fight back to the invaders.

    Throughout his life, Rasso has been known as many things: deviant, poet, queer, occultist, heretic…. He never thought he might one day be called hero.
    Chirs2
    Chirs2


    Posts : 663
    Join date : 2012-03-25

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    Post  Chirs2 Tue Jun 17, 2014 11:43 pm

    "The Human Spirit is alive and magic is afoot!

    It’s hard to remember Aerth whe it was just….. earth. For so many centuries, we allowed ourselves to be blinded by wise men. Our history is full of tales about heroes, magic and Titans.…. How could we so easily forget when our world was known as Avalon? ……How could we forget ourselves?

    Earth was an easy target for the invaders. We were a dysfunctional, divided society and with only a moderately advanced technology. But worst of all, we were a mundane people sleepwalking through a magical world.

    We were lied to, we were told magic was witchcraft and witchcraft came from the Devil. Those of us who sought magic were called heretics and shunned by our brothers and evicted by our countries. There are witches and devils. There are demons and dragons too. But they are not the source of magic. We are. Awakened sentient beings are the wellspring through which arcane power flows.

    The Human Spirit is alive and magic is afoot!

    The sleepers have awoken. … and we are pissed off. We will defend our world and drive back the invaders. Whatever they are or wherever they came from, we don’t care. This is our Aerth, our Avalon. We will make them wish they left us snoozing in our dream. Humans, as our history has shown, are vindictive and ambitious. We may be on our heels now, but at least we are on our feet and fighting.

    Once we have secured our homeland, we will take the fight to them. We will beat them down until they can no longer pose a threat to us. We never forget and we don’t forgive. Just like our ancestors Attila, Scipio, Abilemech and going all the way back to the Hittites and Assyranians…. We will sow their world with salt. They will not just be denied plane-travel. They will be denied existence.

    The Human Spirit is alive and magic is afoot!"

    ~Rasso Darkstar, 1879, from a speech to the Inner Order of the A.D.L.
    Chirs2
    Chirs2


    Posts : 663
    Join date : 2012-03-25

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    Post  Chirs2 Tue Jun 17, 2014 11:45 pm

    Test version of Goblin Rogue lvl 16

    Chris's characters Aura_t10



    Goblin Rogue 16, Mythic Trickster

    Str 11
    Dex 26 (30) +10
    Con 12 (16) +3
    Int 12 +1
    Wis 14 (18) +4
    Cha 5 -3

    Spd 40ft (boots +10)
    Initiative +12


    DC 34 (38 shield), 24 ff +5 vs traps
    Celestial +3 chainmail +9 (+8 max dex) -2 armor check

    HP 16d8 + 64 = 192 max
    (bonus +1 hp\lvl)

    SAVES: class+ attribute + item =total
    F 5 + 3 + 6 = +14
    R 10 + 10 + 6 = +26 (+31 vs traps)
    W 5 + 4 + 6 = +15

    BAB +12\+7\+2 +1 size +10 dex


    Mainhand Dagger of Subtlety +1 (+4) +24\+19\+14 (+27\+22\+17) 1d4+2 (+5) +10 (Mythic Wpn Finese)
    Offhand Luckblade Dagger +2 +25\+20\+15 1d4+3 +10 (Mythic Wpn Finese)

    2 wpn +22\+23\+17\+18\+12
    Sneak Attacks +25\+23\+20\+18\+15
    Twisted Evil +8d8 if I hit with a sneak attack, 40d8 if I hit with all sneak attacks affraid

    Dagger +1 undead bane (+3 vs undead) +26\+21\+16 1d4 +4 +10 +2d6
    Dagger +1 construct bane (+3 vs construct) +26\+21\+16 1d4 +4 +10 +2d6


    Short bow +2 +25\+20\+16 1d6 +2


    Racial
    +4 stealth, +4 ride (though would argue for swim)
    small, +4 stealth, +1 AC, +1 attack
    spd 30 ft

    Mythic - Hard to kill, surge, Mythic Power (5\day)
    Mythic Feat - Wpn Finesse (mythic) add dex bonus to damage

    Talents:
    8d8 sneak attack with dagger
    8d4 sneak with anything else
    Evasion

    2 Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

    4 Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.

    6 Minor magic ? detect magic?

    8 Major Magic - shield 2\day (16min)

    10 Imp Evasion

    12 Dispelling Strike (dispel magic on sneak attack)

    14 Defensive Roll

    16 Crippling Sneak -2 Str each sneak attack

    Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
    Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.
    Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

    Feats
    1 - Dodge
    3 - Mobility
    5 - Spring attack
    7 – Wpn finese
    9 – 2 wpn fighting
    11 - Quick Draw
    13 - Skill Focus UMD +6
    15 - Imp 2 wpn fighting

    Traits:
    River Rat +1 swim, +1 dagger damage
    Reactionary +2 initiative


    Skills: 8 +1, all max ranked 16 + 3 trained = 19 + attribute
    Acrobatics +32 (boots +5)
    Bluff +16
    Climb + 19
    Perception +23 (+31 spot traps)
    Disable Device +29 (+37 traps) +2 mw tools
    Stealth + 35
    UMD +22
    Sleight of Hand + 27
    1 more, or some knowledges

    Magic items
    Cloak of Resistance +5 25,000
    Boots of Striding\Sprinting 5,500
    Belt of Physical Might +4 to Dex\Con 40,000
    Goggles of minute seeing 2500
    Handy haversack 2000
    Headband of Wis +4 16,000
    Ring Freedom of Movement 40,000
    Celestial +3 chainmail (fly once\day) 22,000
    Ioun stone (absorbs 50 lvls of spells up to 8th) 40,000
    Amulet Natural Armor +3 18,000
    Ring of Protection +2 8000
    Necklace of Adaptation 9000
    Short bow +2 8000
    Luckblade 22,060
    Dagger of Subtlety +1 (+4 sneak attack) 22,000
    dagger +1 Construct bane 8000
    dagger +1 Undead bane 8000
    total = 276,060 so far
    saving $$ for lots of scrolls, wands, pots, etc 38,940 remaining
    figure Improved Inviso, Dimension Door, healing, etc

    Chirs2
    Chirs2


    Posts : 663
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    Post  Chirs2 Tue Jun 17, 2014 11:46 pm

    On 1 of the Thousand Worlds of the Titans, a race of diminutive Fey were created. At first they were largely thought of as a failed species. These Fey were small, weak and cowardly, not fit for combat or even the most meanial jobs the Titans could imagine. However, they had a knack for hiding under furniture, picking up things that didn't belong to them and carrying them away.

    At first this was seen as thievery and harshly punished. The Fey were treated worse than the Titan's pets. At least the dogs were fed and given a soft bed near the home fires. The Fey were neither fed nor given beds, nor clothing. The dogs were bathed by the Titan children. The Fey were not allowed to waste water on their bodies. They were named the Gobi or the Unwashed.

    Then a clever Titan discovered that their talents could be put to a good use. The Gobi were encouraged to clean the homes and castles of the mighty Titans. They were scolded to remain unseen and unheard. They were rewarded, with an absence of beatings or death, if they could pick up the garbage that accumulated on the floor and under couches. They cleaned up the scraps of food that fell from the Titan's mouths at mealtimes. These meager bits and crumbs were the Fey's only food or source of cloth for clothing and beds. The Gobi carried them into holes in the walls and cellars, where they could live out of sight of the Titans. It was seen as an added benefit that the Gobi were able to keep the population of other vermin down, simply from competition.

    Over the centuries, the Gobi became experts at following the Titan's directives to remain unseen and unheard. They lived their lives and multiplied in their warrens. As more time passed, many of the elder Titans seemed to forget all about the Gobi, who did their jobs without need for direction or thought from their masters. The Titans simply lived in perfectly clean homes that were free of vermin. In fact, entire generations of Titans were born, grew old and died without ever seeing their Gobi caretakers. The Gobi became something of a joke to the later generations of Titans, for some even doubted their existence at all. The Gobi received neither praise nor recognition for their eons of hard work.

    The Gobi lived short lives, compared to the Titans. 50 Gobi generations would pass within a single Titan's lifetime. Mutation and evolution work quickly with so many rolls of the dice. The Gobi's existence was a harsh one, predicated on survival of the most adaptable. The Gobi lived in crowded warrens and had to regularly defend themselves against giant rats, spiders and the over-playful pets of the Titans. The Gobi's intelligence grew as did their cruelty and hatred for their complacent masters.

    The Gobi Revolution was not won on a single night or even by a single generation. No, that was not the Gobi way - remain unseen, unheard. The Gobi Revolution took 1000s of generations. It was the most sacred teaching passed down from shaman to chief, father to son. The Gobi knew that they had to begin small: with the children of the Titans.

    The Gobi would go about their jobs, scavenging under furniture, hiding. But when they had the chance to pop out, they would scare the Titan children when no adults were watching. The Gobi favored places and times when they could find the children alone, like in their bedrooms late at night. The Gobi hid under their beds and in their closets. It didn't take much to scare the children, just a rustling noise, a quick dart of movement in the dark, a toy falling off a shelf.

    Like a child that mis-pronounces animal as aminal, the Gobi were called Bogi by the children. The Bogi-men instilled fear in generation after generation of Titan child. After several such generations, one night the Gobi heard an elder Titan telling children around a hearth that if they misbehaved, the Bogi would get them. This was the first stage of success in the Gobi Revolution. The Gobi were no longer the janitors of the Titans, they were a cultural phantom.

    Phase 2 was destroy the quality of life for the Titans, to weaken them. The Gobi stopped cleaning for their masters. In fact, rotten meat found its way into the Titan's food stores. The Titan children were kept awake at night with scary sounds and spooky encounters. The Gobi learned the value of disguise and would dress themselves as the dolls and toys of the Titans. The Gobi discovered that clown disguises seemed particularly effective at illiciting an extreme response. As any parent knows.... if the children don't sleep, the parents don't sleep. The children would cry out in terror, night after night. The adults would get woken up from their sleep, night after night. Without good sleep and eating contaminated food and now living in unclean houses, the health and vitality of the Titans began to decline.

    The Gobi shamen nurtured and grew all manner of fungi in their underground warrens. Many of these had a toxic effect on the Titans. Not all toxins have to kill the body, some kill the mind, slowly... unseen, unheard in the Gobi way. When the Gobi finally revealed themselves, an army of tens of thousands, painted like clowns and harlequins the long toll of hallucinagenic toxins, lack of sleep, poisoned food and stress had already taken its deadly toll. The Titans went mad from fear and fled their homes and castles at the sight of their toys and childhood nightmares come to life.

    Chris's characters No-god10

    The Gobi do not know where the Titans went, nor do they care. But they remain vigilant for their return. The Gobi are ready to again be unseen and unheard.

    The descendants of Gobi-line Fey could have spawned many of the races like goblins, kobolds, halflings, gnomes, sprites, pixies, etc

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      Current date/time is Fri Apr 26, 2024 11:47 am