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D&D: No Humans allowed! (Roll Call)

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D&D: No Humans allowed! (Roll Call)

Postby Hound » Sat Oct 20, 2012 5:42 pm

I want all players to post their build here for easy reference. Additionally as the group meets new Guilds, Companies, Factions and Quest givers, the information will be posted here.

Adventurers:
1. Mardu ak'Taal Played by timothy (Away)
2. Tutek Played by Evolución
3. Charis Tahllian Played by Ryan M. Danks (Out)
4. Squee Played by Sweetja713
5. Capt'n Liguria Orta Played by Whiteprofit
6. Silver Played by Epic (out)

Non-Affiliated NPC's

Spleck: Squee's very fat, very rich cousin. Owns a caravan company. Has a Goblin trader's license. Seems well connected in both legit and illegal businesses.

Location's
Gold Sprocket: One of the largest and richest Neutral cities, Gold Sprocket is primarily owned by Goblins, but men and women of all races come to trade, buy, and sell. The harbour is massive and can easily support more than 200 ships at a time. The city rarely sleeps, as something is almost always going in. The city is protected by the City Guard.

Groups and Assosiated NPC's

Goblin Trade Federation:
All Goblins belong to the GBF. They had out business licenses to all male adult Goblins. All Goblins are required to pay 5% Of their annual income to the GBF, and follow the rules of Acquisition. Any Goblin caught failing to follow these rules, or paying their taxes can either be severly fined, or have their License Revoked. A goblin with out a license can not do business with any other goblin. Ever. They are considered to be even less than Female Goblins.

Gob-Tech:
One of the biggest Goblin Companies, primarily owned by the GBF. Responsible for all the greatest technological advancements. Like the Pocket "Shell-phone." A handy device that was recently introduced. I sea shell, fused with magic and technology, allowing players to call anywhere in the world to another "Shell-phone." Allowing instant message relay. Though the costs are still absurdly high so only the rich own them, they are working hard to develop a way to make it affordable for everyone.

City Watch:
The City watch of Gold Sprocket is the policing force of Gold Sprocket. Each member wears a golden cloak, and patrols the city inside the walls, keeping peace and order. They are paid by the GBF. Saddly however, rumors have it that the GBF have been doing budget cutbacks to keep their profits high, and as such the City Watch is undermanned. They may be in need of some help to keep the peace.
Last edited by Hound on Sat Dec 29, 2012 3:23 am, edited 7 times in total.
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Re: D&D: No Humans allowed!

Postby timothy » Sat Oct 20, 2012 6:37 pm

Image


Mardu ak'Taal
Race: Githzerai
Class: Monk
Ht: 6' 4"
Wt: 165 lbs

Attributes-
Str: 2, Sta: 4, Agi: 8, Dex: 2, Ftg: 8, Int: 0, Awe: 6, Pre: 0
total - 60pp

Advantages-
Agile Feint
Assessment
Improved Trip
Skill Mastery: Athletics
Skill Mastery: Acrobatics
Throwing Mastery
Trance
total - 7pp

Skills-
Acrobatics +7 (+15)
Athletics +13 (+15)
Expertise: Philosophy +5 (+5)
Insight +4 (+10)
Perception +4 (+10)
Ranged Combat: Thrown +8 (+10)
Sleight of Hand +8 (+10)
Stealth +2 (+10)
Treatment +3 (+3)
total - 27pp

Powers -
Githzerai Racial Abilities-
1) Danger Sense - sense 1 (mental), evasion 2, improved defense, improved initiative 2, uncanny dodge. 7pp
2) Defended Mind - +4 will. 4pp
3) Iron Will - die hard, great endurance. 2pp
4) Shifting Fortunes - Luck 4. 4pp

Monk Training
1) Body Control - immunity 4- disease, poison, hunger (x1/2), thirst (x1/2). 3pp
2) Monk Speed - speed 2 (120' per rd). 2pp

Martial Techniques - (array)
Five Storms - str-based damage 3, ae: burst 5, selective 5, quirk: burst radius 10'. 12pp
AE) Rain Washes Away Mountain - str-based damage 2, multi 4, pen 4, accurate, imp crit 1. 1pp
AE) Sleep Sooths the Wounded Warrior - regeneration 10, persistent, limit: only while in trance. 1pp
AE) Tiger's Mighty Claw - str-based damage 4 (slashing), pen 6, leaping 2 (30'). 1pp

total - 37pp

Defenses-
Dodge: 10
Parry: 10
Toughness: 4
Fortitude: 4
Will: 10
total- 4pp

Total: Att 60 + Adv 7 + Skills 27 + Powers 37 + 4 = 135pp

Offense -
Initiative -+16
Five Storms - dc20 ae: 10', selective
Rain Washes Away Mountain - +10, dc19, multiattack, penetrating, crit 19-20
Tiger's Mighty Claw - +8 dc 21, penetrating
Throwing Mastery - +10 dc 18 (improvised) or by weapon +1 dc

Complications -

Outsider - Mardu is an outsider from the plane of Limbo. He is new to this realm and it's customs.

Lawful Neutral - Mardu is extremely lawful, though he cares little for concerns of 'good' or 'evil'.

Driven to Perfection - Mardu's ultimate goals are to achieve a state of physical and martial perfection. He wanders as an adventurer/mercenary seeking challenges to build his strength and skill.

Ascetic - Mardu drinks only water or fresh fruit juice and eats only the simplest of foods. He seeks little in the way of wealth or glory. He is strictly celibate.

Background -
Born in a small githzerai monastery on the plane of limbo, the young gith known as Mardu was raised as an ascetic warrior, training to master his body and spirit. As he grew, it became apparent that his greatest strength was his well-developed danger sense, a gift shared, to some extent, by most geth. In his case, however, it was strong and accurate enought to allow him to seemingly defy the laws of cause and effect, altering his actions to gain a better defense against an attack that hadn't even been struck yet.

In time, he reached maturity and was given the name Mardu ak'Taal, Mardu the Silent in the ancient language of the gith, and it was time for him to leave his home, to begin Kaa'drae, the great quest for perfection that all geth must perform.

Now, alone in a strange land, he offers his skills as an adventurer as he seeks to perfect his disciplines.


(Removed complication - I saw it as more of a personality quirk anyway. Will just rp it. Ascetic complication covers the general monk stuff.)
Last edited by timothy on Fri Oct 26, 2012 8:12 pm, edited 1 time in total.
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Re: D&D: No Humans allowed!

Postby Evolución » Sat Oct 20, 2012 8:25 pm

Name: Tutek Height 3 mts
Skin: Hairy, brownish Weight 340 kg
Hair: Black, tied in a braid Race Ogre
Eyes: Black Age: 43 years

Image

Tutek was born the smartest of his breed. Despite his intelligence not being more than an average human, among the common breed ogres, he was a genius. The Ogre magi breed of his tribe hold an iron fist over their less mentally gifted bredren, and a smart common ogre, even if he was not as smart as they were, was a threat. They simply tried to kill the young ogre, without mediating words, but the clever Tutek knew what was coming, and fled. The ogre magi thought the dwarf would soon take care of the fleeting young ogre, and didn't bother following him.
Tutek was no evil by nature, as most ogres are. He enjoyed a dwarf strew just as anyone does once in a while, but getting food when you are alone in the mountains is not easy. Specially armoured, trained, 'axe wielding' food; so he had to go hunting small game, or the ocational human slave. The dwarf noticed the lone ogre, and carefully approached him. Tutek was afraid of the dwarf as they greatly advantaged him in numbers and gear. He had but an improvised spear, not good to skewer dwarven plate.
So Tutek did what few Ogres have done before him, talk himself out of trouble. Despite the initial reluctance of the dwarves, Tutek convinced the dwarves he was not evil, and that he wished only to be able to return to his tribe, and free the common ogres from the tyranic rule of the Ogre magi. The dwarves saw in Tutek the chance to get rid of the ogre problems once and for all, and supported Tutek, gave him gear and magical trinkets to be able to fight the ogre magi. They also lead him to the other side of the mountains, where there was a blood orc tribe. With the help of the dwarves, Tutek soon became the chieftain of the blood orcs, and lead them to war against his tribe.
The war was short lived though. While the ogres fought agianst Tutek's army, a dwarf party infiltrated the ogre caves, and fought they way to the Chieftain. Meanwhile, Tutek managed to convince his bredren of his intentions and slay any ogre mage in the field, before getting himself too, into the caves.
When Tutek reached the throne room, the dwarf were already fighting the chieftain and his guards.
Seizing the opportunity, Tutek advanced unmatched, and killed the ogre mage that years before tried to kill him. Tutek purged the tribe from mages, and was established as Chieftain of the Mountains. He signed a peace treaty with the dwarves, so that ogres, orcs and dwarves might live peacefully. The orcs were allowed to choose a chief for themselves (picked on a fight to the death of course) and peace ensured for years.
However Tutek was an adventurer in heart, and when his son was old enough, he left the tribe in his hands, and walked away from his chieftain position, to wander the land in search for adventure, glory and some serious smashing!

Complications
Phobia : Affraid of spiders. Tutek has an instinct fear to arachnids, ever since he was a little Ogre. He freaks out and if able to smash it from a safe distance he does, if not, he flees.
Temper : Tutek smash! Tutek tends to get angry with people in general, he was also a chieftain, so he is not used to people argue with him. He would likely physically attack someone if diplomacy fails him.
Reputation : Ogres are not generaly consider to be the most rational and peaceful individuals.

Abilities ( 54 pp)
Strength 10 , Stamina 10 , Agility 4 , Dexterity 3 , Fighting 6 , Intellect 2 , Awareness 0 , Precence 0 .

Powers ( 33 pp)
- Ogres Great Endurance ( Defenese effect : Impervious toughness 6; Advantages: Diehard, Great endurance, Ultimate effort Toughness save) · 9 point/s

- Ogre size ogre ( Growth 4 : Permanent ) · 8 point/s

- Ogre prowess ( Strength effect : Penetrating 8, Reach melee 2, Advantages: Chokehold, Fast grab, Imp. Grab, Imp. Critical, Improvised weapons, Power attack ) · 16 point/s

Advantages ( 7 pp)
All out attack, Ambidexterity, Fearless, Favoured environment (Mountains), Takedown attack, Throwing mastery 1, Move-by action , From powers:
Chokehold, Diehard, Fastgrab, Great endurance, Imp. Grab, Imp. Critical (unarmed), Improvisedd weapon 1, Power attack, Ultimate effort Toughness save.

Skills ( 14 pp)
Acrobatics 0 (+ 4 ), Deception 0 (+ 0 ), Athletics 4 (+ 14 ), Expertise( Magic ) 0 (+ 2 ), Insight 4 (+ 4 ), Treatment 0 (+ 2 ), Persuacion 0 (+ 0 ), Technology 0 (+ 2 ), Close Combat1 0 (+ 6 ), Close Combat3 0 (+ 6 ), Vehicles 0 (+ 3 ), Sleight of Hand 0 (+ 3 ), Ranged Combat (Throwing) 2 (+ 5 ), Perception 8 (+ 8 ), Intimidation 10 (+ 12 ), Investigation 0 (+ 2 ), Stealth 0 (+ 0 ).

Offence
Initiative: 4
Tutek Smash! (unnarmed attack) + 6 Attack for DC: 25 Range: Melee ( Reach 10 ft, Penetrating 8, Free grab attempt)
Throw + 5 Attack for DC: 26 Range: Ranged ( )
Grab + 6 Attack for DC: 20 Range: Melee ( Suffocates while grabs )

Defence ( 12 pp)
Dodge: 6 Parry: : 6
Toughness: 10
Fortitude: 10
Will: 6
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Re: D&D: No Humans allowed!

Postby Ryan M. Danks » Sat Oct 20, 2012 11:07 pm

Image
Charis Tahllian
Race: Drow
Class: Bladesinger (Warrior/Sorcerer Multiclass)
Age: 76
Height: 5’6”
Weight: 120 lbs
Skin Color: Grey
Hair: White
Eye Color: Lavender
Distinctions: Pointed ears, slim but athletic build, beautiful
Alignment: True Neutral, Charis commits acts of good and evil without any disparity between the two and is known to be very strict in her self-discipline, yet extremely spontaneous and unpredictable in her actions.
Languages: Common and Drow

Power Level: 7 (135 points)

Abilities
Strength 2, Stamina 2, Agility 5, Dexterity 0, Fighting 4, Intellect 1, Awareness 2, Presence 0

Skills
Acrobatics 5 (+10), Athletics 4 (+6), Close Combat: Swords 5 (+9), Deception 10 (+10/+12), Expertise: Arcane 6 (+7), Insight 6 (+8), Intimidation 10 (+10), Investigate 6 (+7), Perception 6 (+8), Persuasion 5 (+5/+7), Stealth 5 (+10)

Advantages
Agile Feint, Attractive, Defensive Roll 2, Equipment, Evasion 2, Fascinate (Deception), Favored Environment (Darkness), Improved Critical (Sword), Improved Defense, Improved Disarm, Improved Initiative, Languages (Common; base: Drow), Minion, Quick Draw, Redirect, Ritualist, Skill Mastery 2 (Intimidate, Stealth), Takedown 2, Trance, Uncanny Dodge, Weapon Bind

Equipment
Leather Armor: Protection 1 • 1 point
Longsword: Strength-Based Damage 3; Enhanced Advantages 1 (Improved Critical) • 4 points

Powers
Drow: A dark-skinned sub-race of elves that predominantly live in the Underdark. Senses 2 (Darkvision) • 2 points
Globe of Darkness: A cloud of darkness obscures you, but your vision pierces it. Cloud Area Visual Concealment Attack 2, Unreliable (5 uses) • 4 points
AE: Darkfire: A flickering halo of purple light surrounds the target. Perception Ranged Affliction 4 (Resisted by Will; Impaired Stealth and Vulnerable), Extra Condition, Limited to One Degree, Unreliable (5 uses) • 1 point

Bladesong: Your whirling blade begins to sing through the air as you enter a state of total concentration. Enhanced Active Defenses 4; Limited (Must be wielding a sword) • 4 points
Sound Wave: The sound of a long slash through the air becomes a devastating wave of force when charged with magic. Cone Area Damage 7, Linked to Cone Area Affliction 7 (Resisted by Fortitude; Dazed, Prone, Incapacitated); Limited (Requires a sword) • 21 points
AE: Chords of Agony: Sharp, quick flicks of your sword create chords of unbearable pain. Burst Area Affliction 7 (Resisted by Will; Impaired, Disabled, Incapacitated), Selective, Progressive, Limited (Requires a sword), Sense Dependent (Auditory) • 1 point
AE: Vampiric Strike: Your sword becomes a link to your target’s life-force, siphoning it to restore your own. Healing 5, Reaction (Upon successfully damaging a creature with your sword), Persistent, Self Only • 1 point

Offense
Initiative +9
Bladesong of Agony, Burst Area, Affliction 7
Longsword +9, Close, Damage 5 (18-20 Crit)
Sound Wave, Cone Area, Damage 7/Affliction 7
Unarmed +4, Close, Damage 2

Defense
Dodge 9/5, Parry 9/5
Toughness 5/3*, Fortitude 6, Will 7
*Without Defensive Roll bonus.

Power Points
Abilities 32 + Skills 34 + Advantages 25 + Powers 32 + Defenses 10 = 135

Complications
Compassion - Quirk: A drow is not supposed to care about others, but years working for slavers has gotten to Charis, and she feels positive emotions more strongly than she would like.
Greed - Motivation: Charis wants to amass enough wealth to buy a slave breeding pen and retire on the residual income.
Underdweller - Weakness: A result of living underground for more than fifty years, Charis’s eyes are sensitive to bright lights.

Charis was born a member of House Srune’lett, a ruling family of the Underdark city she hails from. She served the evil god Lolth for decades, but despite her extreme self-discipline in learning the ancient art of bladesinging, she could not shake the reputation her house had for weak warriors and magic users. Unable to compete with the other houses, House Srune’lett fell to political and violent conflict. Charis, seeing the impending danger on the horizon, abandoned her kin and left for the world above.

Slave driving came naturally to Charis, and she worked at it with a zeal few others possessed. She seemed to have no emotion, willing to feed, clothe, beat or kill the slaves without seeing a difference. Her unique bladesong style, known only to a select few drow, gave her the ability to peacefully submit slaves without violence, a skill her employers prized.

It was a job, and like all jobs, it eventually got to her. When a slave, Galadriel, was being beaten by another slaver, Charis felt compassion, anger and the need for retribution. She beat the offending creature to within an inch of its life before quitting her job, purchasing Galadriel and tending her wounds.

Money was good as a slave driver, and Charis had a very nice home to show for it. But now the rent has come due and Charis is running low on funds. To make ends meet, she has to set out, take odd jobs and build her fortune the hard way. Eventually, she’ll retire to a larger house with a residual income that will ensure she never has to work again, but not today.

Galadriel Bjorn
Minion • PL0
STR 0, STA 1, AGL 0, DEX 0, FGT 2, INT -1, AWE 1, PRE 1
Advantages: Beginner’s Luck. Skills: Expertise: Armorer 4 (+3), Expertise: Cooking 4 (+3), Perception 4 (+5). Offense: Init +0, Unarmed +0 (Damage 0). Defense: Dodge 0, Parry 2, Fort 1, Tou 1, Will 1. Totals: Abilities 8 + Advantages 1 + Skills 6 + Defenses 0 = 15 points

Galadriel has been Charis’s slave for over a year now. Her duties involve cooking for her master, tending her armor and weapons and general upkeep around their home. She is very aware of what happens around her and watches her master with a keen eye. Despite the laws, she has taken steps to educate herself, reading books from Charis’s library when her master is away.

Charis is steadfast in her belief that every being should know how to defend themselves, and a slave is no different. She doesn’t believe that a human could ever meet her level of skill or ability with a blade, so she is not fearful of Galadriel’s learning. Charis is a stern teacher, leaving as many marks as she does lessons. It’s the only time she lays a hand on her slave.


ImageImage
Last edited by Ryan M. Danks on Thu Nov 01, 2012 1:02 pm, edited 6 times in total.
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Re: D&D: No Humans allowed!

Postby sweetja713 » Sun Oct 21, 2012 8:17 pm

sweetja713 wrote:Image

Squee
PL7


Abilities
Strength 3, Stamina 5, Agility 8, Dexterity 0, Fighting 3, Intellect 0, Awareness 4, Presence 0

Powers
Goblin Traits:
Goblin Sized: Shrinking 4 [Permanent; Innate], Senses 7 [Extended Accurate Ultra Hearing Danger Sense Hearing Darkvision; Innate]
(17 points)
Poison [Removeable (-1) Require move action to activate (-1) (Quirk has to enter body -1)]:
Health Sapping Poison: Weaken 7 [Stamina ]
Alt: Strength Sapping Poison: Weaken 7 [Strength]
Alt: Rare Toxin: Affliction 7 [Resisted by Fort Impaired, Disabled, Incapacitated ]
Alt: Paralyzing Agent: Affliction 7 [Resisted by Fort Fatigued, Immobile, Paralyzed]
(7 points)
Elven Boots:
Speed 2 [Removeable]
(2 points)



Equipment
Masterwork Dagger
Damage 3 [Str based]Masterwork Shuriken
Shuriken: Damage 3 [Ranged Multiattack]
Standard Equipment
Rope (1 ep)

Advantages
Agile Feint, All-out Attack, Benefit [Apothecary], Equipment 2, Favored Foe [Surprised], Hide in Plain Sight, Improved Critical 2 [Daggers], Languages 1 [Common, Goblin], Luck 3, Move-by Action, Power Attack, Skill Mastery 4 [Acrobatics, Athletics, Stealth, Perception], Uncanny Dodge

Skills
Acrobatics 7 (+15), Athletics 7 (+10), Close Combat: Daggers 4 (+7), Deception 7 (+7), Expertise: Goblin Business Man 8 (+8), Expertise: Appraisal 8 (+8), Expertise: Poisons 7 (+7), Insight (+4), Intimidation: Note: Perm Shrinking mod included. (+-2), Investigation 0 (+0), Perception 1 (+5), Persuasion (+0), Ranged Combat: Thrown Weapons 7 (+7), Sleight of Hand 5 (+5), Stealth: Note: Perm Shrinking mod included. 3 (+15)

Offense
Initiative +8


Defense
Dodge 9, Parry 9
Toughness 5 (Def Roll 0), Fortitude 8, Will 6

Power Points
Abilities 48 + Powers 26 + Advantages 20 + Skills 32 + Defenses 9 = Total 135

Complications
Coward – Squee prefers his fights as unfair as possible
Enemies – The family and friends of a number of people Squee has killed would love to harm him
Loves rubies- Squee will forget common sense if presented with an opportunity to acquire a ruby. Offer him enough, or a big high quality one and he'll even go as far to lower what he gets out of the deal.



Design Notes
The goblin known as Squee started his life like most goblins, young and greedy. At first it seemed he was destined to become just another trader but a traveling rogue saw doing tricks to make gold disappear and offered a large sum to Squee's father to take him as an apprentice. Reluctant to expose himself to danger, Squee mastered many of the arts of the rogue before his master revealed his true purpose in acquiring the young goblin, to take out a master trader that had shorted him. He promised shares of the traders vast riches and finally persuaded Squee. Squee succeeded but in the conflict his master died. Seeing few other choices he hired himself out as an assassin for hire.
Last edited by sweetja713 on Sat Jan 05, 2013 12:23 am, edited 3 times in total.
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Re: D&D: No Humans allowed!

Postby whiteprofit » Mon Oct 22, 2012 5:52 am

Capt'n Liguria Orta
Adult Male, Merfolk

Liguria Orta is the son of a wealthily trading family, who's father was the sixth generation of captains aboard the Darfunkle. He is young and newly appointed to the seat of captain because of old laws and a fatherly bias. His sister, Balta had run the ship for three years before Liguria was given the helm. The almost two years of his own captaining had created a rift between them and a strong rivalry.

The Darfunkle
"A strange name, for a strange ship."
"Nah, a unique name, for an undeniably unique ship."

- Diamond Orta, Second Captain of the Darfunkle to a Passenger

The Darfunkle itself is sized with a small brig, storage space, and living quarters. It is also outfitted with several cannons on both sides. The ship is rumored to be made of a single tree, every knot and plank coming from the same original trunk. This provides a more sturdy build than most ships pieced together.

The Orta captains can often be found speaking to the ship figurehead, but it never replies verbally. Liguria had thought it a silly practice when he was young but as he got older, especially once he'd become the captain of the ship, he finds himself talking out ideas, plans, and intentions to the figurehead as well.

And the rumors of it's magical properties are just that. Rumors. Though it has become especially hard to keep those rumors at bay because anyone who's spent any amount of time on the ship could confirm these stories with their experiences. The ship has an uncanny knack for staying out of trouble, avoiding danger, and even alerting the crew to important matters. The Orta family knows of the magic, but they find it wiser to deny it.
Last evening, many had already gone to bed. We had spent a hard day in rain and wind and everyone was tired. A few sat at posts for rounds, but anchored in the bay, many slept. Suddenly, the ship rocked precariously, spilling men from their bunks. Curses and yelling thickened the air, blankets and feet tangled on the floor.

Anchored, 'what could have rocked us that much?' many argued, looking for something to be mad at. I got up to look, to see if the storm had followed us into the cove, but nothing. The water was calm. But it was in those steps back to bed that I saw it. A fire had started kindling from several dirty rags and a poorly placed lamp in the storage room. Had I not caught it, we would have lost our entire delivery, perhaps the whole ship would have caught fire. Luck? Who's to say?

-- Journal Entry of Clay Jemmings, Ship Hand


The Orta Family
Balta Orta was the eldest and had commanded as captain of the Darfunkle until Liguria had come of age and taken the position. His right to the family vessel had come from elder tradition and was enforced by their father. Though she would never act out against him publicly, Balta was extremely upset by the demotion by her father and the gender inequality made her defiant. She was quite outspoken in her belief that experience, age, and talent should be more important than the gender of the Darfunkle's captain. Though she wasn't directly angry at her little brother, he was at the receiving end to much of it.

Thinking similarly and impassioned with the same furvor was his other, older sister, Flaor Orta. Flaor was equally determined to prove herself as a warrior and equal any of the male gender, though her words were quieter and more rehearsed than Balta's. Liguria knew that she would also like to prove herself as a viable option to captain the Darfunkle, but would never defy her sister or the law that put Liguria before both of them. At least not outright. If she were to find the ship however...

Captain Liguria Orta - PL 8

Strength 1, Stamina 1, Agility 2, Dexterity 1, Fighting 2, Intellect 1, Awareness 1, Presence 3

Advantages
Assessment, Attractive, Defensive Roll 3, Equipment 3, Evasion, Favored Environment: Underwater, Great Endurance, Improved Critical 2: Coral Sword: Strength-based Damage 6, Improved Defense, Improved Disarm, Improved Initiative, Improved Initiative, Improved Trip, Improvised Weapon, Inspire 2, Leadership, Precise Attack (Close, Cover), Redirect, Seize Initiative, Takedown, Takedown, Uncanny Dodge

Skills
Acrobatics 5 (+7), Athletics 6 (+7), Close Combat: Pirate/Ocean Warrior 7 (+9), Deception 4 (+7), Expertise: Nautical/Navigation 6 (+7), Insight 6 (+7), Intimidation 4 (+7), Perception 6 (+7), Persuasion 4 (+7), Ranged Combat: Guns and Spear 8 (+9), Sleight of Hand 6 (+7), Stealth 5 (+7)

Powers
Breath Underwater: Immunity 2 (Environmental Condition: Deep Ocean, Suffocation: Drowning)
Eyes and Nose: Senses 4 (Danger Sense: Ripples of Water, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank; Limited: In Water Only)
Half Fish: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)
Member of the Ocean: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Sea Creatures)
Tail Slap: Strength-based Strike 6 (DC 22; Reach (melee): 5 ft.; Limited: Water Only)
. . Shark Like Teeth: Strength-based Strike 3 (Alternate; DC 19; Penetrating)
Water Warrior: Enhanced Trait 6 (Advantages: Evasion, Great Endurance, Improved Defense, Improved Initiative, Seize Initiative, Uncanny Dodge; Limited: under water)

Equipment
Coral Spear [Coral Spear: Strength-based Damage 6, DC 22, Advantages: Improved Trip; Penetrating, Reach (melee): 5 ft., Split: 2 targets]
. . Coral Sword: Strength-based Damage 6, +9 (DC 22), Advantages: Improved Critical 2; Precise Attack (Cover), Takedown 1
. . Single Shot Revolver: Blast 6, +1 (DC 21), Flaws: Activation: Reloading, Noticeable: Loud Bang
Scaled Armor [Scaled Armor: Protection 3, +3 Toughness]
The Darfunkle

Offense
Initiative +10
Coral Spear: Strength-based Damage 6, +9 (DC 22)
Coral Sword: Strength-based Damage 6, +9 (DC 22)
Grab, +9 (DC Spec 11)
Shark Like Teeth: Strength-based Strike 3, +9 (DC 19)
Single Shot Revolver: Blast 6, +1 (DC 21)
Tail Slap: Strength-based Strike 6, +9 (DC 22)
Throw, +9 (DC 16)
Unarmed, +9 (DC 16)

Complications
Enemy: Ship Stealers
Motivation: Get His Ship Back
Responsibility: The Darfunkle
Weakness: Dry and Arid

Languages
Common

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 7/1, Will 8

Power Points
Abilities 24 + Powers 17 + Advantages 17 + Skills 34 (67 ranks) + Defenses 28 = 120
Image
The land version of his people, representative of his sisters and father. Liguria would look similar though younger than the male on the right.
Last edited by whiteprofit on Mon Nov 05, 2012 2:03 pm, edited 2 times in total.
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Re: D&D: No Humans allowed! (Roll Call)

Postby EPIC » Thu Oct 25, 2012 8:28 pm

Image

Name: Silver
Race: Aasimar
Gender: Female
Age: 27
Height: 5'3"
Weight: 115lbs
Eyes: Blue
Hair: Silver
Skin: Caucasian
Power Level: 7
Power Points: [135]
Hero Points: 1
[32]ABI [15]DEF [23]SKI [13]ADV [52]POW

[32]Abilities
Strength: 2/4 (7 for Grappling, 7 for Lifting)
Stamina: 1
Agility: 2
Dexterity: 0
Fighting: 7
Intellect: 0
Awareness: 2/3
Presence: 2/3


[*]Combat[*]
Initiative: +2
Unarmed: +7 DC17/19 Tgh
C.Longbow: +8 DC20 Tgh Rng: 125'/250'/500'
B.Sword: +7 DC20/22 Tgh Crit 18-20
F.Counter: -- DC17 Frt (1st: Dazed, Vulnerable, 2nd: Defenseless, Stunned)
Sanctuary: DC17 Dg DC17 Wil (1st: Dazed, 2nd: Compelled, 3rd: Controlled)
Z.o.Truth: DC17 Dg DC17 Wil (1st: Dazed, 2nd: Compelled, 3rd: Controlled)


[15]Defenses
Toughness: +6(1+4+1)
Dodge: +8(2+5+1)
Parry: +8(7+0+1)
Fortitude: +7(1+6)
Will: +7(3+4)


[23]Skills(46sp)
Athletics 4(+6/+8), Deception 6(+9/+11), Expertise(Int)(Survival) 4(+4), Insight 7(+10), Intimidate 6(+9), Perception 3/4*(+10), Persuasion 4(+7/+9), R.C.(Bows) 6(+6), Treatment 6(+6)


[13]Advantages
Animal Empathy, Attractive, Equipment 4, *Feature(Native Outsider), Great Endurance, Improved Defense, Improved Disarm, Improved Smash, Interpose, Language(Elven), Quick Draw


[20/20]Equipment
[9]Masterwork Composite Longbow(Str-Based Damage 3, Ranged 5, Accurate)
[1]Sanctified Silver Bastard Sword(AE from Bow; Str-Based Damage 3, Improved Critical 2)
[4]Mythril Breastplate(Protection 4)
[3]Shield Brace(Dodge +1, Parry +1, Protection +1)
[1]Ring of Sustenance(Immunity: Starvation and Thirst)
[1]Healer's Kit
[1]Traveling Cloak(Immunity 2, Hot & Cold Environment, Half Effect)


[52]Powers
Racial Traits: 10pp total
[ 4]Racial Attributes: Enhanced Traits 2 (+1 Awareness, +1 Presence)
[ 2]Racial Skills: Enhanced Skills 2 (Perception 4)
[ 1]Racial Traits: Enhanced Advantage 1 (Feature 1
[ 1]Darkvision: Sense 2 (Darkvision), Quirk(Limited to 60 feet)
[ 2]Daylight: Environment 1 (Strong Light)

Class Traits: 42pp total
[19]Cleric Inner Faith, Array 16 points w/ 3 Alternate Effects
/=Strength Domain=
|[10]Feat of Strength:
|* Enhanced Trait 5 (+5 Strength), Limited to Lifting 3 and Enhanced Strength 3, Limited to Grappling
|[ 6]Strength Devotion:
|* Penetrating Strength 5, and Feature(All Melee attacks gain Adamantine descriptor)

/=Protection Domain=
|[10]Shield of Faith:
|* Create 7, Increased Mass, Precise, Selective, Stationary, Tether, Limited to Shields, Proportionate
|[ 6]Protection Devotion:
|* Deflect 6

/=Spontaneous Healing=
|[16]Cure Wounds:
|* Healing 8

/=Cleric Spells=
|[ 7]Sanctuary:
|* Affliction 7 (vs Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled), Area(Perception(Visual)), Concentration, Cumulative, Instant Recovery, Limited(Affected enemy being attacked breaks the effect), Limited(Single Command; Do not attack Silver or her allies)
|[ 7]Zone of Truth
|* Affliction 7 (vs Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled), Area(Burst), Concentration, Cumulative, Instant Recovery, Limited(Affected enemy being attacked breaks the effect), Limited(Single Command; Answer truthfully)

[23]Crusader Techniques:
/=Class Features=
|[10]Delayed Damage:
|* Healing 10, Reaction(Taking Damage), Self Only, Temporary, Quirk 9(Reduces time before Healing wears off to 6 seconds, or end of next turn), Quirk(Only heals damage done by the attack that triggered the reaction)

/=Stances= Array, 5 points w/ 1 Alternate Effect
|[ 5]Martial Spirit:
|* Regeneration 10, Source(Combat), Sustained
|[ 1]White Raven Wings:
|* Flight 2, Winged, and Enhanced Advantage 3 (Inspire 3)

/=Maneuvers= Array, 6 points w/ 1 Alternate Effect
|[ 6]Crusader Strike:
|* Healing 2, Ranged, Free Action, Diminished Range 2, Limited(Must hit an enemy)
|[ 1]Furious Counterstrike:
|* Affliction 8 (VS Fort; 1st: Dazed, Vulnerable, 2nd: Defenseless, Stunned), Extra Condition, Linked(To Strength-Based Damage attacks), Limited(While having temporarily healed conditions from Delayed Damage), Limited Degree


Complications:
Motivation: Freedom. Silver's overall motivation is to remain a free spirit, to follow her own path and see just how far her strength can take her. She's not an anarchist by any means though, and more interested in her own freedom than that of others. She doesn't like slavery, but knows one woman can't change it.

Too Human: Despite being a native outsider, Aasimar look astonishingly human, especially at a distance, though their nature is more apparent up close. This can cause confusion or misunderstandings rather easily.

Too Good: Aasimar are good aligned by nature, and while Silver is more enterprising than others of her race, that good-natured leaning can cause problems in certain situations.


Background:
No-one is truly certain where Silver came from, where she trained or much anything else. And she certainly isn't telling. The truth is, Aasimar are born of human parents that have celestial ancestry somewhere in their genome that may or may not show up for generations. Her parents risked everything to get her away where she could have a chance to grow up free of the sins of humans that brought the punishment of the demons.

She grew up among the elves, but her adventurous free spirit lead her to learn to fight so she could walk her own path. So strong was this desire it manifested as a sort of inner divine power. She now travels in search of adventure, to see how far her power can take her.


Personalty:
Silver is generally seen as calm and serene, little managing to rile her up. Kind-hearted by nature, she is also quite headstrong. Her motivation is to live free and by her own strength, and she does not intend to let anything get in her way.
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Re: D&D: No Humans allowed! (Roll Call)

Postby Plan B » Sat Dec 29, 2012 3:52 am

Image
Beiro Cuadrall
Elven wilder

Background:

Second son of minor elven noble Beiro grew up in comfort, was give the fine and expensive education befitting his status, unfortunatly it was largly wasted, Beiro showed little intrest and less abilty in academic, or thaumaturgic studies. However his showed promise as swordsman after reaching the limit of what could be taught by his tutors, he set off to learn more as an adventurer in his adolescence with his parents blessing. Shortly afterwards his psionic abilties manifested. Psionic talent is rare amongst elves, Bieros partculiar version doubly. So he continued his journey combining his psionic talents with his swordsmanship, testing the limits of both. Over the decades that he wandered he's amassed a considerable web of contacts over his adventures.

Abilities (30)
Strength: 2
Stamina: 2/4
Dexterity: 0
Agility: 2
Fighting: 4
Intelligence: -1
Awareness: 6
Presence: 0


Defences (8)
Parry: 4/+6/+8
Dodge: 4/+6/+8
Toughness: 4/8
Fortitude: 4/6
Will: 10


Skills: (19)

Expertise: Politics 8 (+7)
Persuade 12 (+14)
Notice 4 (+10)
Deception 8 (+10)
Insight 2 (+8)
Melee combat (sword) 4 (+4/8)

Advantages: (8)
Attractive , Connected, equipment 3, Jack of All trades,Languages (common), Well Informed


Powers: (55)

Elf Racial Traits(4pp container Feats: Innate) [5PP] (Inherent abilities)
Elf senses Extended vision, Infravison, Extended hearing 3pp
Immunity sleep 1pp


WILDER POWERS:
Energy Blast: Damage 8 (Cone 2, variable 2, affect insubstantial 2) 28pp+ 9AE
Energy Ball: Damage 8 (ranged, burst, variable 2, affect insubstantial 2)
Energy Burst: Damage 8 (selective, burst, variable 2, affect insubstantial 2)
Energy Missle: Damage 8 (ranged, perception,precise, variable 2, affect insubstantial 2)
Fabricate: Create 8 (Permanent: Subtle, precise)
Telekinesis: Move object 8 (damaging, accurate 4)
Dominate: Affliction 8: entranced, compelled (perception, Cumulative: Limited second effect only) vs will
Mental Stun: Affliction 8: dazed and vunerable, stunned (burst, selective, extra effect: Limited: Effect ) vs will
Mind reading: Mind reading 8: Cumulative, subtle 2
Ego whip: Weaken Presence 8: (Perception)

Precognition: Enhanced defense: parry 2, Enhanced defense: dodge 2, danger sense (mental) 5 pp

Volatile Mind: Immunity 2: Mental Mind Control and Mind Reading, Limited Half Effect. 1pp

Wild Surge: Enhanced Advantage 2: Power Attack, Extraordinary Effort 2pp

Gear

Amulet of health: Enhanced Stamina 2, immunity poison (removable-1) 4pp

Ring of Invisabilty: Concealment 3: visual and audio. Passive. (removable-1) 2 pp

Equipment: 3 points/ 15 equipment
Magic sword strenght based damage 4, improved critical, accurate .
Enchanter Buckler: +2 dodge, +2 parry
Banded mail: Protection 4

Offence
Sword +10 DC21 toughness
Elemental effects: Ref DC 18 DC 23 Toughness
Telekinesis +8

Total: 30+8+19+8+55= 120

Complications:

Psychic Enervation: When Biero streches the limit of his powers, they can be very disorientating, occassionally leaving him Dazed in addition to other effects.

Kinda Stupid: Considing his longevity, education, powers and race Biero's somewhat dimwit and is often expected to know things he simply can't grasp or remember.

Wanderlust: Biero rarly stays in the same area for any lenght of time, theres so much to see and do.

Family: Biero is member of one of the elven noble family, he is somewhat of a black sheep of the family, but he'd drop almost anything if needed.

Favors owed: Biero owes and is owed a whole lot of favors by a somewhat staggering array of people.

Motivation, Thrills: Biero does things for fun.

Temper: Biero has somewhat of an explosive temper, as many places and people found out.
    Insert witty comment here.
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Re: D&D: No Humans allowed! (Roll Call)

Postby Mechmaster » Mon Dec 31, 2012 10:47 pm

Mechmaster wrote:http://i937.photobucket.com/albums/ad214/Archangel_EPOB/DnD4e_Pics_project/People/PsiPwr1149-masterofmoments.jpg

Eldon Gladdenstone
Hair: Red, Spiky
Eyes: Solid Yellow
Age: 45 (looks 20)
Height: 3'4"
Weight: 80
Power Level 8, 120 PP; Abilities 26 + Powers 49 + Advantages 13 + Skills 8
(15 ranks) + Defenses 24

Abilities
Strength -1
Agility 2
Fighting 0
Stamina 0
Dexterity 3
Intellect 4
Awareness 2
Presence 2

Initiative: +4

Offense
Eldon's Magic Grabber:Move Object 5 125/250/500 ft., Magical, Crit 20 +6, DC 20
Magic: Magic 8 200/400/800 ft., Magical, Crit 20 +6, DC 23
Throw Bludgeon, Crit 20 +6, DC 14
Unarmed Bludgeon, Crit 20 +0, DC 14

Powers
..Device (Amulet of Protection); Removable (6 points)
...Force Field: Force Field 8: +8 Toughness;

..Innate Gnome Powers (12 points)
...Concealment: Concealment 3 All Visual Senses; Passive, Activation: move action (3 points)
...Small Stature: Shrinking 4 -1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent (8 points)

..Magic: Magic 8 Magical, DC 23; Affects Insubstantial 2: full rank (18 + 4 alternate= 22 points)
...[Alt] Dispel: Nullify 8 (alternate) Magical, Counters: Magic, DC 18; Broad (16 points)
...[Alt] Eldon's Magic Grabber: Move Object 5 (alternate) Magical, 1600 lbs., DC 20, Advantages: Improved Disarm, Improved Hold; Damaging, Precise (18 points)
...[Alt] Environment: Environment 3 (alternate) Magical, Heat, Light, Visibility (-2), Radius: 120 feet; Selective (12 points)
...[Alt] Magic Constructs: Create 6 (alternate) Magical, Volume: 60 cft., DC 16; Increased Duration: continuous (18 points)

..Senses: Senses 5 Accurate Magic, Acute Magic, Awareness: Magic, Low-Light Vision (5 point)

..Teleport 2: 120 feet in a move action, carrying 50 lbs. (4 points)

Advantages
Eidetic Memory, Equipment 1, Hide in Plain Sight, Jack-of-all-trades, Ranged Attack 3, Ritualist, Skill Mastery: Expertise: Magic, Speed of Thought,
Language 1( Common, Gnome, Elven)

Equipment
Small Backpack (bigger on inside than outside, able to carry 50lbs as if it weighs nothing) [1ep]
SpellBook (+2 to expertise if whispered) [1ep]
Cloak (Immunity: Heat, Cold environments; half effect) [1ep]
Investigation kit (+5 to investigate; Limited to magic items) [2ep]

Defenses
Dodge 8
Parry 8
Fortitude 8
Toughness 8
Will 8

Skills
Acrobatics +2, Athletics -1, Deception +5, Expertise: Magic +8(+10 with spellbook), Insight +4, Intimidation +0, Investigation +4 (+9 with investigation kit), Perception +4, Persuasion +5, Sleight of Hand +4, Stealth +6, Technology +4, Treatment +4, Vehicles +3

Complications
Motivation (Thrills): Eldon's wonder-lust combined with his mischievous nature made adventuring a natural occupation for him.

Power Loss: If Eldon is unable to gesture with his hands or talk, he can't use his magic.

Quirk: Eldon, like many Gnomes, loves pulling a good prank on someone. While his pranks aren't harmful, they have gotten him into trouble before. He just doesn't understand why some people can't take a good joke.

Personality
Eldon is a trickster at heart. He loves pulling pranks on those around him, his magic abilities helping significantly. His pranks will never do any lasting harm, but he isn't afraid to embarrass the toughest looking guy in the room to see his reaction. Eldon just doesn't understand why most people don't enjoy a good joke at their expense. He generally doesn't take much seriously and doesn't hold hard feelings. As long as he makes it out of a situation in one piece, he's likely to laugh it off. Like most gnomes, Eldon does try to treat humans with a little kindness.
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