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Post by EK - Shadow of Death on Oct 6, 2003 23:23:58 GMT -5
This became more popular than I thought! Anyway, everyone who's playing in the arena (or wants to play in there) please write down a character description here. If you haven't joined yet, please PM me to let me know that you've added your character, and then just jump in.
Because its a semi-munchkin game, don't give character levels. Just put down name, race, class, magic items, alignment, background info, and anything else special that you'll use for your posts (like Sightspitter's 3 different colored texts).
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Post by EK - Shadow of Death on Oct 6, 2003 23:32:31 GMT -5
Name: The Dark Knight (aka Eldritch) Race: Spirit of Evil Align: Evil. Unknown denomination Class: Fighter Occupation: Owner of the Arena of Death. Observer.
The Dark Knight is the shadowy, mysterious figure overseeing the Arena of Death. He is an overpower in his realm and controls all that goes on in it. He wears plate mail, as black as his soul, and further darkened by the aura that flows through him due to his ethereal nature. He is also sadistic to the extreme and delights in all forms of torture. This is such to the degree that he gains strength from violence. However, he is well-mannered, fair, and honest despite these failings.
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Post by Sightspitter on Oct 6, 2003 23:43:28 GMT -5
Name: Melon Merchant (I'll come up with something later, he doesn't really have a name now since he isn't really a character) Race: Human (by appearence) Align: True Neutral with occasional fits of NG or CE. Class: Merchant of the Marvelous Melon Occupation: Merchant of the Marvelous Melon
Melon Merchant is just what he appears to be, a lowly Merchant of the Marvelous Melon. He appears to be a bit older than middle aged (50-55 years of age). He is tall, lean, and wiry (6'4" and about 170 lbs), and in excellent physical condition for someone his age (must be from years of hauling melons around the world). For years he has traveled the land alone, pulling his cart along with him with what appears to be a regular chain. He is usually well mannered and respectful, unless someone offends him that is. This man wants nothing more in life than to let everyone experience the joy of his melons. You can view a fight involving this character at the following link, it continues to page 22 of that thread. www.planetadnd.com/forums/viewtopic.php?mode=viewtopic&topic=3250&forum=43&start=165EDIT: Added "wiry"
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Post by Hussar on Oct 7, 2003 1:36:35 GMT -5
Name: Nos Uthanra Race: Shadar Kai (Shadow Fey) Align: Chaotic Evil Class: Assassin
The Shadar Kai are a race of faerie who forsook the light in a pact with an elder of darkness to stop the spread of the miserable humanoids. But we were betrayed by the Shadow and now we remain, twisted by the darkness, unable to stand the light, forever hating until we are entirely swallowed by the shadows.
Some of my fellows, like myself have realized the inevitability of our demise. So be it. If we are to vanish from the lands, then we shall have lots of company in Hell.
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Post by Shadowdragon on Oct 7, 2003 2:28:51 GMT -5
[glow=yellow,2,300]Mako[/glow]
Giant Minotaur of the Labrynth
Male, Black bull's head on tanned human body.
9'6" tall 750 lbs.
Str: 24 Dex: 17 Con: 20 Int: 15 Wis: 15 Chr: 10
Carries a massive steel shafted double bit battle axe shaped like a bat with wings extended. This magical axe of sharpness can cut through most any material (Like the sword given to Perseus in the Clash of the Titans Movie) and was specially made for him. Unlike other battle axes it can be thrown by the mighty minotaur and has been enchanted to return to him afterwards.
He also wears a belt with several small flasks of various potions. And has a Vorpal Bastard Sword slung at his waist (but due to his size he wields it like a longsword for full two-handed damage)
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Post by OceanWhysper on Oct 9, 2003 0:01:11 GMT -5
Name: OceanWhysper Race: Human/Mermaid Align: Chaotic/Neutral Class: Cleric/Mage
Dancer,spell slinger, healer, enjoyer of combat ( watching that is ) ;D She's extremely curious by nature, and can sometimes be easily influenced.
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Post by Jerick Oth'Mortis on Oct 9, 2003 9:43:04 GMT -5
I'd be glad to write down my character's description both here and in "Character Description" thread, by forum don't allow me to do it because of the damned "10000 letters limit"!
P.S.
Shadowdragon, if you are reqading this, please, remove the damned "10000 letters limit"!
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Post by Jerick Oth'Mortis on Oct 9, 2003 9:51:35 GMT -5
By the way, if somebody wish to see my character's descrption anyway, you can see him at old PlanetAD&D in the "Character Description" thread. Here is the link (I hope, it will work): www.planetadnd.com/forums/viewtopic.php?topic=8290&forum=43&start=15&29P.S.Keep in mind, that my character have been slightly improved since then. He is now 13th levele fighter/10th level weapon master.
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Post by Jerick Oth'Mortis on Oct 10, 2003 8:48:51 GMT -5
Note: I am going to split my character description in a few parts, so that I will be able to post them.
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Post by Jerick Oth'Mortis on Oct 10, 2003 8:49:42 GMT -5
Jerick Oth’Mortis
Race: Cyborg (formerly Human) Creature Type: Humanoid (Yes, despite all his cybernetic implants, Jerick is still living being, not Construct) Gender: Male Alignment: Lawful Good Classes: Fighter/Weapon Master (Greatsword) Class Levels: 13/10 Character Level: 23 Experience: 258300 Next Level: 276000
Physical Age/Real Age: 24/41 Height: 6’4ft Weight: 570lb Size: Medium Speed: 40ft. (80ft.) Eye Color: Gray Hair Color: Black Complexion: Light
Strength: 60 (+25) Dexterity: 20 (+5) Constitution: 40 (+15) Intelligence: 15 (+2) Wisdom: 13 (+1) Charisma: 17 (+3)
Hit Points: 530 Armor Class: 42 (+25 Natural, +2 Armor, +5 Dexterity) Initiative: +5
Fortitude Save: +26 Reflex Save: +16 Will Save: +8
Base Attack Bonus: +22/+17/+12/+7 Melee Attack Bonus: +47/+42/+37/+32 Ranged Attack Bonus: +27/+22/+17/+12
Feats: Weapon Focus(Greatsword), Expertise, Dodge, Mobility, Weapon Specialization(Greatsword), Leadership (23), Spring Attack, Combat Reflexes, Whirlwind Attack, Improved Critical(Greatsword), Hold the Line, Monkey Grip (Greatsword), Improved Trip, Knock-Down, Power Attack.
Epic Feats: Epic Weapon Focus(Greatsword).
Skills: Balance+12 Climb+24 Diplomacy+12 Intimidate+25 Jump+42 Knowledge (futuristic weaponry)+5 Knowledge (Arcana)+5 Knowledge (Local[Terra De’Mortis])+8 Knowledge(Religion[Christian])+5 Knowledge(The Planes)+5 Perform(arena combat)+4 Listen+11 Sense Motive+11 Spot+11 Tumble+12
Class Features: Ki Damage 10/day Increase Multiplier 5/day Superior Weapon Focus Superior Combat Reflexes Ki Critical Ki Whirlwind Attack
Cyborg traits:
Strength: 60 (Note: because this Strength is result of mixture of technological and magical nature of Jerick’s body, it can’t be increased or decreased by any normal or magical means, including ability gains with levels.)
Constitution: 40 (Note: because this Constitution is result of mixture of technological and magical nature of Jerick’s body, it can’t be increased or decreased by any normal or magical means, including ability gains with levels.)
+25 Natural Armor
DR: 50/+5
Internal Weapon: 2xRocket Launchers (Located on shoulders)
Internal Weapon: 2xLasers (Located on wrists)
Natural Unarmed Strike: Jerick’s metal limbs (fists, feet, head, and so on) consider as normal weapons for purpose of unarmed strike: they do 1d6 points of normal, not subdual damage.
Fire Immunity
Cold Immunity
Sleep Immunity
Acid Resistance: 50
+2 Saves against Enchantment spells and effects.
+2 Saves against mind-influencing spells and effects.
Jerick is not subject to subdual damage.
Leg Myomers: Increase basic speed by 10ft.
Rocket Thrusters: Rocket Thruster can extend from behind Jerick’s back, allowing him to fly with very high speed for a short period of time. Once activated, Rocket Thrusters will be active for up to one minute, after that they will remain inactive for at last 10 minutes, for that period of time Rocket Thrusters’ batteries will recharge fully, and will be ready for further use. Speed: 800ft Maneuverability: Good Special: Jerick can charge or take double movement while flying, but can’t run while flying.
Physically Unaging: Because of his cybernetic nature, Jerick doesn’t age physically. He is not receiving any age penalties, but he still receives age bonuses, and will still die from an old age.
Special Electricity Damage: Jerick doesn’t receive any damage from electricity. However, for each 10 points of electricity damage he should receive, Jerick is stunned for one round.
Special Healing: Because many parts of Jerick’s body are cybernetic rather then living, Jerick suffer some penalties when he is healed. All healing spells heal only half hit points to Jerick, from which they should normally heal. Healing effects, which would restore Jerick to full hit points, such as Heal spell, will restore Jerick only to half of his hit points. Also Jerick normally heal only half from normal hit points per day (11 hit points per day to be precise). However, because many parts of Jerick’s body are cybernetic rather then living, Jerick also can be ‘healed’ by repair spells, even though he is Humanoid rather then Construct. Repair spells also heal only half hit points to Jerick, from which they should normally heal.
Equipment: Black Lather Armor; Boots of Striding and Springing; Amulet of the Planes.
Special Equipment:
“O’Kir, the Starslayer” (Minor Artifact) +6 Holy Intelligent Silver Greatsword Alignment: Lawful Good Ego: 33 Charisma: 18(+4) Wisdom: 16 (+3) Intelligence: 12 (+1) Communication: Speech, Telepathy, Read all languages and Read Magic. Primary Abilities: Detect Magic at will; Detect Evil at will; Wielder can See Invisibility at will; Wielder has free use of Evasion; Wielder has free use of Uncanny Dodge (as a 5th level Barbarian). Extraordinary Powers: Heal 1/day; Globe of Invulnerability 1/day; True Seeing at will. Special Purpose: Slay all spellcasters; O’Kir acts as +12 weapon, when used against any arcane or divine spellcaster (Psion and Psychic Warrior are not spellcasters!); furthermore, O’Kir dispel all spells and magical effects from anybody or anything it strikes, this power works as Mordenkainen’s Disjunction cast by 20th level Sorcerer.
‘Oth’Mortis Signet Ring’ (Minor Artifact) Ring This ring is both symbol of Jerick’s status and mean to return to his homeland, when needed (Otherwise, Jerick’s world is completely inaccessible from others worlds and planes, except for the few artifacts similar to this one). As current rightful ruler of Terra De’Mortis, Jerick has power to call this ring to him, and ring will appear on his right ring finger, even if Jerick and ring are on the different planes of existence or in the different cosmologies. Only current rightful ruler of Terra De’Mortis have access to this ring’s powers, to all others this ring is just piece of metal. While Jerick wears this ring, he has access to following powers: * Bond: This ring establish special bond between Jerick and his people. In dormant state, this bond give Jerick idea about general feeling of his people (for example, hope, fear, happiness, and so on). Jerick can focus this ring on specific group of people or on specific person. Furthermore, whatever Jerick give order to any of his subject(s) using the Bond, this order must be obeyed without question, no matter how stupid, dangerous or suicidal this order is. No saving throw or spell resistance is allowed. Bond have effect only on Jerick’s legal subjects, i.e. people who were born and live in Terra De’Mortis. If any person will accept Jerick as his ruler, this person furthermore will be effected by Bond as Jerick’s legal subject. Jerick cannot release anyone from such service, this servitude is permanent. Furthermore, no subject of Bond will willingly perform any actions, which could possibly cause harm or difficulties to Jerick. Bond power is permanently activated. * Establish Portal: As full round action, Jerick can establish temporal portal to random location in Terra De’Mortis. This portal is 9ft high and 3ft long, but Jerick can increase it by 1ft high and 0’4ft long per minute of concentration. This portal lasts while Jerick concentrates, and one minute afterwards. Portal itself looks like a metal arch with gray mist clouding within it. Jerick can activate Establish Portal power from any location with enough solid surface to support the portal. Establish Portal power can be activated at will.
Combat Statistics:
O’Kir, the Starslayer Attacks: +57/+52/+47/+42; damage: 2d6+45; threat range/multiplier: 15-20/x2; damage type: slashing; weapon size: large.
2x Rocket Launchers Attacks: +27/+27; damage: 8d6; range incensement: 200ft; blast radius: 30ft; threat range/multiplier: n/a. Note 1: because rocket launchers’ targeting system is linked directly with Jerick’s brain, Jerick can fire both rocket launchers in same round, without taken any penalties. Note 2: Jerick’s shoulders are large enough to hold only one high-explosive rocket (Jerick’s favorite type) for each rocket launcher, after the first shot, rocket launchers becomes absolutely useless until they are reloaded.
2x Lasers Attacks: +27/+27/+22/+22/+17/+17/+12/+12; damage: 4d6; range incensement: 200ft. Note 1: because lasers’ targeting system is linked directly with Jerick’s brain, Jerick can do as many ranged attack as he wishes from both his lasers, without taking any penalties. More then one attack per round is still considered as full round action, not standard action. Note 2: Jerick’s inertial power batteries can support fire from lasers for almost unlimited period of time, since these batteries recharge quickly, when they aren’t actively used. For game purpose, treat Jerick’s lasers as if they had unlimited ammunition.
Unarmed Strike Attacks: +47/+42/+37/+32; damage: 1d6+25; threat range/multiplier: 20/x2; damage type: bludgeoning.
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Post by Jerick Oth'Mortis on Oct 10, 2003 8:50:21 GMT -5
Background:
All information know about Jerick is based on gossip and few very unclear divinations. Jerick never talks about himself, so none of information presented bellow is trustworthy. Jerick came from a distant world on the Prime Material Plane. In Jerick’s homeworld both magic and technology were highly developed, and Jerick himself is a perfect example of how much magic and technology can archive when they are working together. Jerick was mortally wounded in some incident or combat, which he tries not even to remember, let alone talk about. Jerick’s friends, or by another version Jerick’s subjects retrieved his remains and were able to save his life by replacing missing body parts with cybernetic implants. In the future, Jerick undergo some further cybernetic changes and permanent magical enchantments, which gave him superhuman prowess. Then, he became so called Darkstalkers Hunter, the one, who hunts down evil creatures native to his homeworld called Darkstalkers. For few years Jerick traveled around his world with his band of companions, until he suddenly discovered gateway to the other worlds through the ancient magical amulet. Other worlds to explore and other evil creatures to fight, what else would brave soul like Jerick need?! As years pass by, Jerick shows more and more interest for the others planes of existence and others worlds. Recently Jerick showed in the interpalnar combat arena, where he defeated two opponents – Gesh and Gethra. Jerick himself remained undefeated in that interpalnar combat arena, although he suffered some serious damages in his battle against Gethra.
One of the few pieces of knowledge about Jerick is Jerick’s monologue from that interpalnar combat arena, which Jerick said in response to the question about who he is, and where he came from. Here it is:
"I indeed has came from one of those few worlds, where both magic and technology is well known. It is a dark and cruel world, where evil rules both in the world and human hearts. Hideous monsters, known as Darkstalkers and Daemons terrorize the people, and only few are able to oppose them. And I am proud to be one of those few. I came from land, far away from the main continent, which once was bastion of knowledge, both magical and technological. But these times has long gone. Know, my homeland is mentioned only in legends, and it is called there Terra De'Mortis, the closest translation to common language is the Land of Death. And this name suit it so well now, for land has been devastated, cities lie in ruins, and people almost wiped out. But still, a large amount of magical and technological knowledge remained in Terra De'Mortis, and as ruler of Terra De'Mortis, I have all of it in my disposal. When I was mortally wounded in battle, my subjects were able to bring me back to life, by replacing parts of me with cybernetical implants. In order to make my new body to support my life, and protect me in future, a powerful magic has been used, making me incredibly strong and immune to some effects, fire and cold are two examples. All this taken together, along with my mastery of greatsword and..."
"And greatsword itself", said voice, which appear to come from Jerick's greatsword.
"...And my oldest and most trusted friend, O'Kir, the Starslayer, whom you see before you, and without whom, I would be killed many years ago. All it taken together makes me one of the best warriors in my homeworld, although there are those, against whom I have no chance of wining, and for a moment I mistaken Gerhard for reincarnation of one of them."
"As about my species, I am, or precisely speaking, was human. But right now, I am more machine then human, although I am still a living being, not some kind of robot or construct. I guess, I would be called Cyborg - Cybernetic Organism at some technology advanced worlds, and while this term is not entirely truth, it is still closest to truth, then any other term I have heard."
- Jerick Oth’Mortis
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Post by Anthony O'Kir on Oct 10, 2003 10:12:55 GMT -5
"I, O'Kir, is currently in control of Lord Jerick's body, and so, I will make posts instead of Lord Jerick."
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Post by Darkwalker on Oct 10, 2003 23:28:47 GMT -5
Darkwalker the Shadowlord Male Shade (formerly Drow) Monk/Thief/Assassin/Shadowdancer
Weaponry: The Staff of the Shadows +3 Adamantine War Staff 5 times/day: lvl10 Deeper Darkness, lvl10 Mirror Image, lvl10 Evard's Black Tentacles
3 times/day: lvl15 glitterdust, lvl15 Hold Monster, lvl15 Iron Body, lvl15 Mount
1 time/day: lvl20 Mordenkainen's Disjunction, lvl20 Power Word, Kill, lvl20 Prismatic Spray, lvl 20 Prismatic Sphere.
At will: Detect Magic, Feather Fall,Resistance, Shield and See Invisibility
This staff was created for him by his amster, long since deceased. He was given this staff in return for defending the home he grew up in against a neighboring Drow clan's assault. It is specifically keyed to his exsistance,makind him the only one that can wield it, and if he ever permanently dies, the staff will fall dormant and be a normal adamantine staff. Although he never uses his innate spellcasting abilities, he can use the powers imbued within the staff as would a mage of equal level (60).
Daggers of the Swarm (10) +2 mithril Daggers When thrown, these daggers multiply from one into 1d20.
Onyx/Obsidian Boot's and Gauntlets
Enhance Speed 50% on attack and movement +2 deflection bonus to AC, indestructable, various spells stored within them (haven't made a list...will get that one fo these days)
Shade abilities: Described in the Forgotten Realms Book for 3e. If needed, I can post them, but takes too long otherwise.
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Post by Anthony O'Kir on Oct 11, 2003 5:48:37 GMT -5
<OOC - O'Kir, those were psionic blasts that the psurlons threw. They attack Jerick's mind, scramble its circuitry, and in addition to causing him to think he took damage (from exploded blood vessels, stopped lungs, etc.) it makes it more difficult for you to gain control of his mind. BTW - I don't recall seeing body control under O'kir's powers. Please explain.> [OOC:]"Eldritch Knight, if you read description for Intelligent Items for 3.0 edition (Lord Jercik is made using 3.0 edition, remember), you must know, that any Intelligent Item can take control over its wearer or wielder's body; however it usually does so only when Intelligent Item disagrees with its wearer or wielder's action. However, in this case, Lord Jerick asked me to take control over his body willingly surrendered control over his body to me (i.e. he refused to make Will Save against my Ego, which he could otherwise make). Now, as I am controlling Lord Jerick's body, I use my Ego against Psurlons' mental attacks instead of Lord Jerick's Will Save. As Optional Rule, you can consider adding Lord Jerick's Will Save to my Ego for purpose of resisting Psurlons' mental attacks, as Lord Jerick's will now corresponds with mine - to keep me in control of his body. But this is only Optional Rule, and there is nothing like that in Official Rules. [/OOC:]
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Post by Anthony O'Kir on Oct 15, 2003 4:21:45 GMT -5
[OOC:] "By the way, Eldrritch Knight, as you could read in Lord Jerick's description, and as you could see from Lord Jerick's fight in the previous arena, Lord Jerick's body is completely immune to any form of fire and heat, and so, Psurlon's fire attack should have no effect on him, of course, unless Psurlon's fire attack only looked like fire, but in fact was some kind of other sort of energy." [/OOC:]
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