Your RP characters: d20 style!

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Magus

The Fiendlord
Alright, this is a thread depicting some of your own old Ayenee characters, D&D characters and personal creations in the d20 system. This serves two purposes:

1. It provides a small database of characters for cameos or otherwise for d20 games set in Ayenee.
2.It's fun to see what everyone has come up with.

I finally got around to making Magus' character sheet in d20 mode, but I'm thinking of changing it around a bit (perhaps reduce his Sorcerer levels to 18). Please, show me your criticism! I'd enjoy seeing some other Ayenee characters statted out this way.

Note: This is a mere representation; all Ayenee characters are by nature freeform and thus can never be completely limited by a character sheet or a ruleset. This is simply a decent approximation.

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Janus 'Magus' Zeal
Fighter 2/Sorcerer 20
Size/Type: Medium-sized Enlightened Human
Hit Dice: 2d10+4, plus 20d4+40 (122 hp)
Initiative: +5
Speed: 30 feet (6 squares)
Armor Class: 27 (+5 Armor, +5 Dex, +5 Magical, +2 Deflection), touch 22, flat-footed 22
Base Attack/Grapple: +12/+15
Attack: +4 Adamantium Keen Scythe +20 melee (2d4+10, 17-20/x4), +17 ranged
Full Attack: +4 Adamantium Keen Scythe +20/+15 melee (2d4+10, 17-20/x4), +17/12 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Spell-like Abilities (Tome of Planar Lore)[see below], Gate Key abilities [see below]
Saves: Fort +11, Ref +11, Will +14
Abilities: Str 16, Dex 20, Con 14, Int 18, Wis 15, Cha 28
Skills: Bluff +19, Climb +8, Concentration +29, Craft [alchemy]+9, Disguise +15, Gather Information +14, Handle Animal +11, Hide +7, Intimidate +15, Jump +10, Knowledge (arcana) +26, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (religion) +6, Knowledge (the planes) +18, Listen +7, Move Silently +10, Profession (cartographer) +4, Ride +7, Search +8, Sense Motive +8, Spellcraft +31, Spot +6, Survival +6, Swim +4, Tumble +9, Cthulhu Mythos (Knowledge [Hidden Lore) +4
Feats: Cleave, Combat Expertise, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Improve Critical (scythe), Maximize Spell, Power Attack, Weapon Focus (scythe), Weapon Specialization (scythe)
Location: Ayenee
Organization: Unique
Challenge Rating: 23 (ECL +1)
Treasure: See below
Alignment: Chaotic Neutral (past), Chaotic Good (current)
Advancement: None
Level Adjustment: +1


Equipment

Schala's Amulet (Su): A special amulet given to Janus by his sister Schala. It preserves his wellbeing and sometimes glows to alert him of trauma and in the presence of its partner Amulet, the one Schala herself holds.

Protects against all charms, poison, sleep effects, paralysis, stunning, disease, and death effects.

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+2 Ring of Protection: +2 to Armor Class

+3 Bracers: +3 to Armor Class

+4 Cloak of Charisma: +4 to Charisma.

Gold Stud Earring: Allows Magus 2 bonus spells (per day) from Spell Levels 1-6, and 1 bonus spell per day from Spell Levels 7-9.

Tome of Planar Lore (Su): A detailed guide to the Multiverse of Ayenee and beyond. A knowledgeable magician can use the books secret qualities, which allow communication to the chosen plane, a detailed scrying window to any of the planes within, a self-updating dweomer that adds any gained knowledge its holder experiences to the pages of the book, and even a very secret method that allows the creation of a planar Gate.

The holder of the Tome of Planar Lore recieves a +6 Bonus to all Knowledge (the planes) checks, a +2 Circumstance bonus on all Survival and Wilderness Lore checks made on other planes other than the Holders native plane, and a +1 bonus to all Knowledge (religion) checks.

In addition, the Tome can be used to create:

At Will: Scrying (Other Plane, random place or predetermined place), Message (other plane).
1/week: Gate

Gate Key: Activates Time Gates, Planar Gates, Realm Gates and most other types of static gateways in spacetime. It takes a Full-Round Action for the Gate to Open, and the weilder of the Gate Key must concentrate on opening the Gate for the entire round for success. Gates close a minute or so after the Gate Key isn't actively holding them open.

The Gate Key cannot create a Gate from nowhere. There must be an active or inactive Gate, either visible or invisible within 60 ft. of the Gate Key for it to work. One alternative exists however - if high enough energy builds up in an area where the planar bindings is weak, then the Gate Key may be able to break a Gate open. Also, if a Mage is attempting to open a Gate magically, using the Gate Key will add a +4 Circumstance Bonus to keeping the Gate open.


New Spells

New Spells

Scorching Circle (2): A variation of Scorching Ray. Scorching Circle creates an expanding circle of fire that burns everything in a circle with a maximum radius of 30 feet. The Flames do 4d6 Fire damage, +1 damage every 2 caster levels (2d6+10). Reflex Save for Half Damage.

Icey Drop (2): This spell drops large shards of Ice down upon an area of 20 ft. The Ice itself is very sharp and very cold, and everything within its effect take 1d6 Normal damage and 3d6 Cold Damage. Reflex Save for Half.

Lightning Burst (2): Arcs of intense lightning rise from the mage, shocking a number of targets within 40 ft. equal to half of the Mage's caster level. The lightning deals 2d12 Electrical damage and Stuns the opponent for 1 round. Reflex save for Half and no
stunning effect.

Dark Bomb (4): A 30-ft. wide globe of painful shadow magic balloons outward from a designated point, burning all creatures with its range. The Dark Bomb deals 1d8 damage per 2 caster levels of magical damage, Reflex save for half.

Magic Barrier (5): You or any other one target is protected by a magical barrier for 1 minute/level. Any magical damage taken while the barrier is in effect is reduced by half. This effect comes after any saving throws are made.

Dark Mist (6): Like Acid Fog, except that the fog deals magical damage instead of acid damage (2d6 every round), and everything within range must make a Fortitude Save or be struck blind and deaf for as long as they remain in the fog and for 1d6 hours afterward. Range 100 ft. + 10 ft./level. It spreads in a 20 ft. radius, 20 ft. high., gaining 20 ft. every round. It lasts 1 round/level.

Black Hole (8): This spell creates a mighty rift in the fabric of reality and an intense gravitational pull towards the center of that rift. This hole leads to the Negative Energy Plane and all creatures are stunned when they arrive there. A Reflex save allows a creature to remain where he stands, but he is still stunned. Flying creatures are not allowed a Reflex save, but they are allowed a Strength check against DC 18 to fight against the pull. Creatures on Ice or other slippery surfaces get a -4 penalty to their Saving Throws.

Dark Matter (9): The ultimate manifestation of dark magic, Dark Matter creates a mass of swirling polyhedrons of negative matter that lash out at anything within 60 feet. of the caster or a point designated by the caster. The terrible energy of the spell drains the light from that area for 5 rounds thereafter (creatures with low-light vision or better can see normally) and deals 6d10 magical damage +2 damage per caster level.

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Ytgarg

Ytgarg Sulfrgang
Barbarian 1 / Cleric 1 (Q'hilut, the God of Strength and Wildlands)

Size/Type: Medium sized Human
Hit Dice: 1d12+2 (14hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 13 (+1 Thick furs, +2 Dex), Touch 12, Flat footed 11
Base Attack/Grapple: +1/+3
Attack: Greataxe +3 (1d12+4, x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Rage, Spells, Turn Undead
Special Qualities: Energy Resistance 5/cold
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 11, Wis 13, Cha 12
Skills: Climb +6, Survival +5, Intimidate +6, Spot +6, Listen +8, Jump +5, Swim +2, Profession (Tribal Mystic) +6, Heal +8
Feats: Power Attack, Cleave
Location: Ayenee:Any (25%) / Wilderness (75%)
Organization: D'tokk Tribe see below
Challenge Rating: 2.5
Treasure: none
Alignment: Neutral Neutral
Advancement: with in class

D'tokk Tribe

Humans generally aren't found in tribes these fateful days of cities and magics. Due to the infestation of the land by more "civilized" peoples, this entire tribe has migrated out of their ancestral homeland of the plains, into the harsher northern climate. Once nomadic, this tribe still relies on hunting the local area to supoort itself. No agriculture to speak of, they depend heavily upon the tribewomen's ability to forage, as well. In especially harsh winters, and in the quest to reclaim their birthright, raiding parties are not uncommon in the surrounding outposts.

The Structure of the tribe is rather simple. There is a "royal" family that governs the tribe. The Chieftan and Chieftess govern everything in the tribe. The Chieftan is generally referred to as The Eldest Son of the Wilds, and the Chieftess generally as The Fairest Daughter of the Sky. The Chief generally handles more external affairs, usually raiding parties, hunting, and possible trading with near orcish tribes, and the Chieftess more domestic affairs. There is no caste sytem. Each child, coming of age may choose their path independently. Coming of age, reguardless of gender occurs at 15, and is ushered with a feast for the new group of adults at each full moon. Women are welcomed as warriors, and men as 'home-watchers', taking care of the tribe's young.

Relations with the neighboring orcs are always tentative, neither side ever trusting the other. The Orcs don't trust wild humans, due to the sheer unlikelihood of it, and Humans have never really trusted Orcs. In times of peace or feud, trade occurs freely between the tribes, and if a common enemy introduces itself, both will take up arms to fight this new foe, and forget there was ever an issue. If individuals between the two tribes have personal grudges, they handle it in a bare-knuckled fight to the death, as has happened for centuries.

As there is a chief family, the only other family predestined into any one profession is that of the Mystic. They may take another job, but they still have to fufill typical duties such as divination, burial rituals, blessings, and other rites. They are also known as the Younger Brother to the Wilds, or Younger Sister to the Sky, depending on the gender. The eldest child of the family automatically falls into this profession, but unlike with the chief family where only the Eldest and his/her mate are ruling, the younger siblings may also decide to be a Mystic. However, only the Eldest may wed and bear children. The Mystics commune with the tribal diety, Q'hilut, often depicted as a man with a stag's head, and satyr-like lower body.

Personality:

Not exactly known as incredibly potent on the battle field, Ytgarg still participates in any battle the tribe may face, and considers it a tribute in the strength of will, devoted to his god. That is not to say he cannot handle his own, but he isn't noticably unaverage in combat. He is the Eldest of his siblings, and has a wife and two children, whom he will protect with his life. Any gatherings or important decisions that need to be made in the tribe, The Eldest Son/Daughter always consult Ytgarg. He is well respected amongst his peers and even in the neighboring tribe of Orcs. Oftentimes, said neighbors will request Ytgarg to perform a rite or two for them, and is always involved in peace-making affairs between the two tribes.

Due to his position, he is just and fair, and finds manipulation and deceit in the highest of sins one can commit, second only to cowardice. To outsiders, he is their representative, speaking both Orcish, like the rest of the tribe, and Common, like the rest of the world. If an outsider crosses him, Ytgarg will personally dispatch the intruder(s). In everyday life, he is generally a happy man, and laid back. He performs his duties, goes home, and enjoys the rest of the evening in his hut, with his family by playing with the children while eating a deer leg.

Physical Description:

He stands roughly 6'4" and weighs 200 lbs, of solid muscle. He has long brown hair, braided down his back, and his facial hair is equally long and groomed. He wears the typical furs (fur shirt, kilt, and "boots") that one sees throughout the tribe. If he is in the midst of his duties as Mystic, he will be wearing his ceremonial headress of deer antlers and feathers. Only in times of anger will one see Ytgarg with the axe for which he is known to the Orcs, or his fellow warriors. He carries with him always a pouch of essential herbs for use in rituals and/or healing (OOC: acts as a Masterwork Healer's Kit), and a waterskin of blessed water (OOC: treat as holy water), that he drinks from throughout the day. He is scarred all over his body, from battle wounds or ritual sacrifice, and has many chipped teeth. His left ear is sliced clean through the cartilidge, and has since healed (if questioned about it, he will avoid answering or will begin to become angry; no one around town really knows what happened). He is a clean person, bathing in the stream at least once every other day, downstream from where the tribe get their water. He is one of a handful to do this, and has since grown accustomed to near-hypothermic conditions. It is rare to find him without a smile brimming widely across his face, at any time of the day.
 
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