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    Auren Sparxsenthrax, Marshall "Sparks"

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    Chris

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    Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Sun Oct 21, 2012 1:24 pm

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    Name: Auren Sparxsenthrax
    Lesser Title: Marshall of Pestilence, AZ Territory
    Race: Golden Drack

    Fighter\Paladin, Martialist
    Follower of Paledine
    Lvl 4

    STR 21
    DEX 10
    CON 10
    INT 10
    WIS 19
    CHA 12

    Wound: 10
    Vitality: 25

    FORT:2 2 5 1 2 = 22
    REFL: 1 2 = 13
    WILL: 4 1 2 = 17

    Attacks:

    Favorite Focus Greatsword +12\+22 dam
    Melee (STR) +9\ +10 dam\+115 2h
    Ranged (STR) +7, big 50 2d12, range 120
    Fire Breath (CON) +3 1d8+4

    DR: +12, + 14 fire. +1 if greathelm
    + 11 armor, 1/2 plate +3, -5 dex
    +1 hide
    +2 vs fire
    +1 Greathelm (-2 perception)

    Cold Weakness: As a reptile, you
    are fatigued and suffer a -5 penalty on Endurance
    checks when the temperature is below
    freezing.

    Dragon Breath: You have a breath weapon. Foes in a 15-ft
    cone suffer 1d8 damage + 1 per level, or ½ damage if Reflex resists.
    The energy type (acid, cold, fire or lightning) is decided when creating
    the drack and cannot be changed. Use Constitution when resolving
    attack rolls with this ability. Each use costs 1 vitality.
    A drack who becomes a sorcerer and gains that class’s Breath
    Weapon ability must select the same energy type as his Dragon Breath
    and enjoys an increased area of effect as described under that ability.

    Resistant Scales: You enjoy +2 DR against attacks using
    the same energy as your breath weapon.

    Scaly Hide: You gain +1 DR due to your thick scales.



    Racial Abilities: 2
    Great Fortitude

    Lesser Title - "Marshall"
    Your title grants you a +5 bonus
    on Nobility checks and a stipend of 25 gp per month

    Class Abilities:

    Fighter Core Abilities

    Combat Focus: As a move action
    you concentrate to achieve focus. Apply a +2
    bonus on your next attack roll. After attacking, the focus ends.

    Rapid Attack: You may make 2 attacks with the same melee
    weapon in rapid succession as a standard action. You may direct
    attacks to the same foe or different foes. Apply a -2 penalty on both
    attack rolls.

    Weapon Focus: When you take this ability, select a melee
    weapon such as the longsword. Apply a +1 bonus on attack rolls and
    +2 damage when using that weapon. Greatsword

    Basic Tier (4)

    Charge: As a swift action, apply +5 damage to your next
    melee weapon attack roll. You must move at least 10 ft in a straight
    line just prior to using this ability.

    Power Attack: As a swift action, apply a -2 penalty to your
    next attack roll but add +5 damage to that attack’s damage if you hit.

    Action Ready: Boost Athletics and Perception checks by +5.

    Hustle: As a swift action you gain a bonus move
    action. Requires Combat Focus and Rapid Attack.
    Costs 1 vitality.

    Intermediate Tier:

    Second Wind: Once daily after 1 minute of rest you recover
    4d6 vitality. Requires you know Combat Focus.

    Weapon Specialization: This improves Weapon Focus,
    such that you apply a +2 bonus on attack rolls and +5 damage when
    using the weapon.

    Paladin Core
    Core Abilities
    Paladins start with the following abilities at 1st level.

    Boost Morale: As a move action in combat, allies within 60
    ft who can see or hear you regain 1 vitality and enjoy a +1 bonus on
    all dice rolls until the start of your next turn. Costs 1 vitality.

    Detect EvilM: You learn whether fiends and/or undead are
    present within a 30-ft cone.

    Holy WeaponM: Whenever you attack with a melee
    weapon, apply a +1 bonus on attack rolls and +2 holy damage.

    Basic Tier:
    Lay on HandsM: Your touch heals an ally’s wound damage.
    The amount of wounds healed equals 1d8 + your level. A creature
    can benefit 3x daily if it is good, 2x daily if it is neutral, and once
    daily if it is evil. You must be nonevil to use this ability.

    Holy SmiteM: Whenever you successfully strike an evilaligned
    foe, add +1 holy damage per level to your damage roll.

    Repulse EvilM: As a move action, your next successful melee
    weapon attack that round against an evil-aligned foe also pushes back
    that foe a distance of 1d4 x 5 ft. If there is no space to move back,
    your foe falls prone instead. Costs 1 vitality

    Intermediate Tier:
    Blessed WeaponM: This improves Holy Weapon, such that
    you enjoy a +2 bonus on attack rolls and +5 holy damage.

    Theme Abilities:2

    Trophy +1 all saves. Red Bandana he took from Dirty Bob when he busted up the Red Wranglers gang.

    Favorite Weapon: Select 1 weapon that you have wielded
    in combat during the past level. You enjoy a +1 bonus on attack rolls
    and deliver +2 damage using that weapon. Greatsword

    Martial Skills: Apply a +2 bonus on Athletics, Endurance,
    Heal, Intimidate, and Warcraft checks.


    SKILLS:
    Drack Skills: Apply a +2 bonus on History and Intimidate
    checks.
    Honorable Mien: Dracks dislike blatant lying. You suffer
    a -2 penalty on Bluff and Trick checks.

    Perception +9 (-2 helm)
    History +4
    Intimidate +9
    Heal +8 (pg 106)
    Bluff -1
    Trick -1
    Athletics +12 (climb, jump, bend bars, swim)
    Insight +4 (sense motive and locate ally)
    Literacy +5
    Survival -1
    Diplomacy +3
    Nobility +8
    Endurance +2
    Warcraft +2

    PROPERTY Value 1250

    Marshall's office\jail - (basic shop) 300 sq ft. (500gp)

    Enough room for a desk, equipment storage for armor\wpns = 150 sq ft
    3 jail cells, each 5x10 with straw bedding and bucket.
    extra 250gp for reinforced metal bars for cells, 5 sides (including top), attached to each other for support, with locks

    Living space (basic shop) 500 gp - 300 sq ft.

    located above jail on 2nd story


    Encumberance - 20 slots
    Half plate - 5
    greathelm - 1
    greatsword - 3
    basic pack - 3

    EQUIPMENT: 669.90 gp remaining

    Full Plate 200g (+3 item)
    Greathelm 12g
    Greatsword 50g
    Basic Pack 13g

    Guard Dog "Tinder" for jail 25g

    Manacles with average (DC25) locks (3) 190g
    Torches (10) 1sp .1g
    Lasso 1g
    dagger 2g

    Heavy Warhorse "High Dollar" 400g
    Leather Barding 30gp (+2DR)
    military saddle 20g
    saddle bags 4gp
    bit+bridle 2g
    Tent 10g

    Healer kit +2 50g
    Holy Symbol 1g

    Pen, ink, paper, signet ring 14

    Sharps Big 50 range 120 2d12 40g
    ammo (100) 10g x .10 = 1

    Potions:
    Healing x3
    Resistance x2

    Decadent
    Imperial

    You are wealthy and well-trained in the social arts. You
    gain 500 gp to spend on any gear that you like. Also,
    modify Literacy checks by +5, Survival checks by -5, and
    Diplomacy, History, and Nobility checks by +2.


    Last edited by Chris on Fri Apr 19, 2013 10:31 am; edited 20 times in total
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Tue Oct 30, 2012 1:10 pm

    I think I have settled (for today anyways Wink ) on the above build for my Drack.

    Marshall Auren Sparxsenthrax was born on the Drack native plane of Dragonfell. His family are nobles that have had a long tradition of Judges, Lawmen, Marshalls and Justicars. Auren was raised as a warrior in the ways of his family and taught to revere Paledine, the Dragon God.

    Marshall Auren was tracking a known criminal, a Slith Artificer and the trail led to a little known world called Aerth. Auren caught up with her in a region the locals called Arizona, in the small town of Pestilence. A great battle ensued and the evil Artificer did considerable damage to Pestilence, despite Auren's best efforts to protect the town and its inhabitants. In the end, the vile Slith proved too powerful for Auren and he was left for dead, bleeding in the dusty streets on a foreign world, far from his home and his family.

    Fortunately, Paledine was watching over him that day and moved the local humans to save this broken Drack. Human medicants did their best with his alien anatomy and managed to save his life, with some divine help. Upon regaining consciousness, Auren recognized the aura of Paledine around the humans and vowed to protect them out of gratitude for saving his life. Auren dedicated himself to Paledine and began his new life as a Paladin of the Dragonlord.

    As his strength returned, Auren repeatedly found himself on the wrong end of local thugs, bandits, cut-throats, cattle rustlers, thieves and other miscreants. Auren's no-nonsense approach to law and order won him many supporters in Pestilence, despite his strange appearance. After several years, and more than a few failed Sheriffs, the Governor of AZ granted Auren the Human title Marshall as recognition for protecting Pestilence.

    It has been many years, but Marshall Sparks (as the humans call him) has heard no word of the Slith Artificer. Perhaps she left Aerth after all.....



    (I edited out the other posts just to clean it up since this is the main character page. Rob, I used Pestilence just b\c I saw your McGilicaughty post and thought maybe that was our starting town. My guy can be anywhere you need, I can just change the names)
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    Robyo

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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Robyo on Tue Oct 30, 2012 5:29 pm

    Excellent build sir! I like that you used the title & property rules, as well.

    Though, I didn't see a cultural background. Remember, you get bonus skills for culture!

    Auren's background sounds good too. I will give you more info on Col. Vasha, the Slith Artificer/Weapon-builder soon... I would assume Auren has studied her and tracked her for some time (thinks he knows her better then her own mum, perhaps).

    Pestilence works well as Auren's home base. The town lies near the border of a huge reservation for the "non-indigenous." Basically, it's where government agents ship all the "rift-folk" who aren't too problematic... The dangerous ones are (slain or) imprisoned elsewhere... The reservation is secret, and it is another reason why the governor decided to make Auren a marshall in the area...


    Last edited by Robyo on Tue Oct 30, 2012 6:05 pm; edited 2 times in total
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Tue Oct 30, 2012 6:01 pm

    errr... Cultural background????

    back to the books study

    I could really see any of the cultures, except Colonial. Non are a perfect fit though.... hmmmmm. I think Dragonfell is probably a Feudal type realm, but that doesn't match in my mind with his personal background. I guess I will go with Imperial, since he bought the Noble Title ability.

    And thanks for pointing our Culture and the Property and Titles rules in some of your other posts!

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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Robyo on Tue Oct 30, 2012 9:12 pm


    from wikipedia:
    In the American Old West (example, Arizona Territory of the 1880s), marshals, usually called the "Town Marshal", or "City Marshal" (since the larger cities were often punctilious about their titles) were appointed or elected police officers of small communities, with similar powers and duties to that of a police chief, generally with powers ending at the border of the community. By contrast, federal marshals (U.S. marshals) would work in a larger, possibly overlapping area, especially in pioneering country, in an area overlapping with the state or territorial office of county sheriff (who then, as now, policed communities as well as areas between communities). The word is still used in this sense, especially in the Southwest United States. (See List of Western lawmen). Town or City Marshal is still the name for the head officer of some community police forces.
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Robyo on Tue Oct 30, 2012 9:17 pm

    Do you want to have a Deputy Marshal? What about a receptionist?
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  MAS on Tue Oct 30, 2012 9:57 pm

    Brutal! Well crafted; but I would expect no less!
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Wed Oct 31, 2012 12:57 am

    Robyo wrote:Do you want to have a Deputy Marshal? What about a receptionist?

    I think all the candidates for receptionist are probably employed at the Billards parlor Twisted Evil

    A Deputy (or 3) is a good idea! Although I don't think I am high enough level for any of the "posse" abilities yet, so maybe just a townie to act as another set of eyes and ears?

    I read your wiki post, nice find! So were you thinking Town Marshall or US Marshall?

    I only ask because of jurisdictional issues for the future. If he is the Town Marshall and his authority ends at the town limits.... he might be limited in his ability to respond to an outside threat. Or he might have to shirk his duties to the town to chase after a larger threat.

    But if he were a US Marshall, would he still be the town protector?
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Robyo on Wed Oct 31, 2012 6:54 am

    I would say town marshal, though he still has some jurisdiction in the surrounding area.

    He has two deputies: A 2nd level Kobold gunslinger named Zyd, and a human townie (I'm still figuring out).

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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Wed Oct 31, 2012 8:09 am

    Robyo wrote:I would say town marshal, though he still has some jurisdiction in the surrounding area.

    He has two deputies: A 2nd level Kobold gunslinger named Zyd, and a human townie (I'm still figuring out).


    AWESOME!

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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Robyo on Wed Oct 31, 2012 6:29 pm

    Going over your build again...

    What's your alignment?

    With the armor plate and greatsword (and helm), I'm envisioning him more like:

    [Only admins are allowed to see this image]

    or

    [Only admins are allowed to see this image]
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    Chris

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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Thu Nov 01, 2012 12:14 am

    Sparks is both Lawful and Good, in his own sort of way.

    Remembering that he came from Nobility and privilege, Laws are there to maintain order. The nobility create those laws to keep the riff-raff in line and themselves in power. Nobles are born to rule; they have the intelligence, charisma, wisdom and means to provide the best life for everyone - themselves and their subjects. Nobles are there to provide paternal guidance to the lower-born. Sometimes this means unconditional love and sometimes it means a firm hand.

    Much like a father, they do have the common people's best interest at heart. Nobles provide training, castles, armies, help when crops fail, sponsor festivals and games, etc etc. It is the nobility's sacred duty to watch over their peasants, as a shepherd would his flock.

    Being away from his family for so many years has softened Spark's noble-ego. Being defeated was humbling enough, but being saved by the peasants was a real awaking for him. Sparks definitely leans towards the gentler side when dealing with his own townsfolk, but is a fierce defender against outside threats to Pestilence or its people. (a nicer Gene Hackman from Unforgiven)

    That Sparks rose to a position of authority on a foreign plane came as no great surprise to him; it was only natural according to his upbringing. But also contrary to that upbringing, Sparks has learned a great deal about tolerance in his new home.


    And I love those pictures, especially the first one. That definitely fits his combat appearance. Just add a red bandana around his neck. When Sparks is off-duty he looks more like the picture I found with the tattered cowboy hat.
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Robyo on Sun Nov 04, 2012 7:46 pm

    Along with western, rifts, and time-travel, draconic culture is an underlying theme in this campaign...
    In the hierarchy of dragon society:
    1) Dragons, by age
    2) Dragon-kin (including half-dragons, dracks, drakes, dragonettes, etc)
    3) Sorcerers (especially with draconic bloodlines)
    4) Kobolds
    5) Everyone else (and whoever can suck up the best)

    The current time of the campaign is in Aerth time: 1885 AD. In Auran's culture on Dragonfell, there is memory of a Draconic Civil War that spanned from the homeworld of Umbrogis ("Dracos" in the Common tongue) to the outer planes. The first Dragon Wars did touch on Dragonfell, but the battles were not as catastrophic as on Dracos and other planes.

    Dragonfell (is the Common name, what is the Draconic?) is not the homeplane of dragons, but is one of their early colonies. It has an ancient history and has had many different rulers. I will leave that open for the present, and feel free to fill in what you wish.


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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Sun Nov 04, 2012 7:56 pm

    excellent info! I will come up with some further details for the colony of Dragonfell
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Wed Feb 27, 2013 4:21 pm

    I do LOVE the flexibility of Radiance and ability to chose exactly what abilities I want at each tier. But there are soooo many good choices!

    At the moment I am leaning towards the following at 4th

    2 basic = Holy Smite and Repulse Evil. (going offense with at least 1, other good options include: Courage -> Aura of Courage, Inviolate Restraints, First Aid, Mounted Combat)

    1 Int = Armor Specialization (can't resist stacking his strongest stat)

    Minor Theme = Martial Skills, +2 to everything I use is too good to pass up !

    +5 vitality, +1 to hit, +1 saves
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    Re: Auren Sparxsenthrax, Marshall "Sparks"

    Post  Chris on Tue Mar 05, 2013 6:01 pm

    updated for lvl 4
    I took Blessed Wpn, Repulse Evil, Holy Smite and Martial Skills.

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