Lethal Reword 2: Broken World

eh, it'll probs be a legolas/gimli meet Eomer moment.

Myrdyn has a mighty big hammer
 
Dude, a whole crapload of lizardfolk just tried to KILL HIM. Ain't gonna be nothin so pleasant.
 
Actually, the lizardfolk aren't bandits - all they attacked was that town. Not people passing through the swamp.
 
Most lizardfolk serve under various dragon masters. In Noise's case, that dragon master just happens to be Bahamut.

Now, as for Background, do you want both Pre- and Post-Apocalypse, or just Post?
 
like i said, gnoll with a big arse hammer.

at present i ahve unposted stuff regarding him following the two girsl at a distance, dunno why, its too fuckin hot to think down here.
 
Book Of Exalted Deeds also has those poisons that are like poisons, except they're good.
 
Poisons that form opinions and follow a moral code? ACID FLASHBACK!
 
I can already tell you that Rhidel will probably try to kill you on sight...he ain't fond of lizardfolk at the moment.

Yes...On sight...That is, assuming of course, that you can actually SEE him. If he hides all the time, good luck finding him.
 
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ElfMale1.jpg
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Name: Alexius Ellecante
Gender: Male
Race: Elf
Class: Evoker
Level: 2
Alignment:
Neutral Good

Strength 10 (+0)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 18 (+4)
Wisdom 15 (+2)
Charisma 13 (+1)

Specialty: Evocation

Gave up: Conjuration Enchantment

Total Hit Points: 8

Speed: 30 feet

Armor Class: 13 = 10 +3 [dexterity]

Touch AC: 13
Flat-footed: 10
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +0 = 0 [base]
Reflex save: +3 = 0 [base] +3 [dexterity]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (handheld): +1 = 1 [base]
Attack (unarmed): +1 = 1 [base]
Attack (missile): +4 = 1 [base] +3 [dexterity]
Grapple check: +1 = 1 [base]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.

Languages: Abyssal Auran Common Draconic Elven Gnoll Orc Sylvan

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Owl familiar

Feats:

Scribe Scroll [free to wizard]
Empower Spell
Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 4 =
+4
Balance Dex* 3 =
+3
Bluff Cha 1 =
+1
Climb Str* 0 =
+0
Concentration Con 0 =
+0
Craft_1 Int 4 =
+4
Craft_2 Int 4 =
+4
Craft_3 Int 4 =
+4
Diplomacy Cha 1 =
+1
Disguise Cha 1 =
+1
Escape Artist Dex* 4 =
+3
+1
Forgery Int 4 =
+4
Gather Information Cha 2 =
+1
+1
Handle Animal Cha 2 =
+1
+1
Heal Wis 4 =
+2
+2
Hide Dex* 3 =
+3
Intimidate Cha 1 =
+1
Jump Str* 0=

Knowledge (arcana) Int 6 =
+4
+2
Listen Wis 5 =
+2
+1 +2 [elf]
Move Silently Dex* 4 =
+3
+1
Perform_1 Cha 1 =
+1
Perform_2 Cha 1 =
+1
Perform_3 Cha 1 =
+1
Perform_4 Cha 1 =
+1
Perform_5 Cha 1 =
+1
Ride Dex 4 =
+3
+1
Search Int 6 =
+4
+2 [elf]
Sense Motive Wis 3.5 =
+2
+1.5
Spellcraft Int 6 =
+4
+2
Spot Wis 7.5 =
+2
+1.5
Survival Wis 2 =
+2
Swim Str** 1 =
+0
+1
Use Rope Dex 3 =
+3
* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.
The owl confers +3 on spot checks in dimly-lit conditions.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Evoker spells: 5 (4+1) per day



First-level Evoker spells: 4 (2+1+1) per day



Elf:


Proficient with longsword, rapier, longbow & shortbow



Wizard (Evoker):
Familiar / Alertness, etc.

Bonus Feats (already included)

High intelligence gains bonus spells daily

Specialist gets 1 extra evocation spell/level/day

Class HP rolled
Level 1: Evoker 4
Level 2: Evoker 1

Equipment:

2 lb
2 lb
5 lb
3 lb
2 lb



2 lb
1 lb
3 lb
1 lb
8 lb
1 lb
3 lb
_____
33 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Flasks x1
Flint and steel
Ink vial
Ink pen
Lantern (hooded)
Pouch x1
Rations (1 day) x3
Soap
Waterskins x2
Healer kit
Spellbook x1

Total


Owl familiar: Str 6 Dex 17 Con 10 Int 6 Wis 14 Chr 4; Hit points: 2; Initiative +3 (dex); Speed 10 ft., fly 40 ft. (average); AC: 18 (+2 size, +3 dex, +2 natural, +1 level); Claws +5 melee 1d2-2 [sic.]; Fort +2, Ref +5, Will +5, Listen +14, Move Silently +20, Spot +6; Weapon Finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;
 
You wouldn't be able to use a LA+3 race, and if he was a second level wizard, he would have 8 HP, not five. But again, no LA+3 races, so...
 
...whats with the one sentance posts? they're killing my mojo.

then again, i made such posts myself once upon a time.
and recently.....
 
I have never, in my life, made one sentence posts. Not in an RP, at any rate. (the obvious exception being chat roleplay)
 
Looks good, Kitti (though you really do have 8 HP rather than 5, and you should probably put down your spells known/prepared). Feel free to come in whenever you please!

Also, mostly so I don't have to look far for it later, have this:

Some Famous Places in the Western Continent that EVERYONE has heard of:

Anachronost: The Western Continent's capital, where the Ten High Kings rule. Discarding magic for the more-reliable Science, this city of wonders is extraordinary in it's size... though is known to have a strange odor about it, and the presence of a great deal of 'black air' prevents all but the most skilled of magic-users from using magic!

Winterholme: The most northern city on the continent, covered constantly in cold winter. The light of the city's flames is a welcome sight to those traveling the wilderness. It is ruled by a silver dragon couple, and it is the only place on the continent to commit shrines and temples to the dragon gods, along with Bahamut.

Ahj-antal Temple: More of a city than a temple, this desert town is ruled by an enclave of merchants. The city itself is named for it's architecture, and the fact that it is a settled upon an abandoned ancient city. For it's... practical use of undead (using the dead as cheap labor), it is also called the Necropolis City.

The Grand Mirror: A legendary lake, which once had a village nearby, until druids from all over the western continent converged and forced them all out, returning the village down to a natural state. The reason being that the lake is a sacred site - and it's waters give the drinker the ability to see one future event...

Oblivion: This cave in a mountain range near Anachronost is as mysterious as it is ominous. The corpses of thousands of powerful creatures surround it, and it is because of this that no one has had the courage to enter. The corpses of even creatures who go back to their original plane upon death - outsiders - are found, preserved and clear. Attempts to raise or revive the corpses have all failed.

Starheart City: More of a legend that everyone has heard of, Starheart is said to be a city high up in the mountains. The legendary part of it is that the entire population of it is of dangerous monsters... that are no longer dangerous. It is said they shred their monstrous tendency. It is, of course, only legend - as if they were peaceful, why wouldn't they bring themselves to live with people?

Sanctuary of the Gods: More impressive a title than the reality, this area is in a state of constant civil war. The reason? The 'Sanctuary' is made up of a temple to every single deity from every continent. Originally part of a deal made to promote peace throughout the various gods, it degenerated into an all-out war between every single one of them. There are no allies - only much bloodshed.

Well, that's all I got for now.
 
Rhidel is...strangely articulate...tonight. It perplexes me. I'll probably have to go back through and make him less....erudite.
 
So I can assume that shaping the soulmelds takes the same amount of time, but unshaping them can be done instantly?
 
So yeah, some of us need to take leadership. Lothar can go down the maddening path of having his cohorts take other leadership feats.

This is so we can take the WILD BARBARIC NORTHLANDS and make them a harmonious ordered society.

Also it would mean we eventually rule the northern chunk of an entire continent. And that's an opprotunity that should be taken.