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Post by Nemo on Jul 6, 2010 23:32:35 GMT -5
Wanderer's Odyssey centers around an adventure to find an amazing treasure thought to be a powerful artifact or something. This map has fallen into the possession of a strange group of Adventurers. This map leads somewhere across the world and they will face many terrible challenges to try and reach this treasure.
Name: Age: Species: Bio:(Personal history, why they are who they are.) Abilities: Skills: Physical appearance: Common Weapons: languages known: Virtue: Vice:
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Post by Nemo on Jul 7, 2010 2:07:26 GMT -5
Name: Amrita (Immortal - marked on her face as a name) | Kamini Nilam (Her birth name. It means Desirable Sapphire) Age: 25 by her count.
Species: Aberration in human form. Whatever the creature was before it took Amrita into its being, it ceased to be so. Now, the two are totally synonymous. Where it came from, why it was in the world below for Amrita to encounter, it is not clear, especially not to her.
Bio: Amrita was born into a barbarian tribe, in a land far to the west of the great deserts, past the forests and mountains, at the coastline's vast stretch of swampy badlands. There, she was raised in the warrior tradition of her people as an only child, the only one to carry her family's legacy and traditions into the world.
At the age of twelve, she became a raider, in her peoples' tradition as a Wyvern rider. After three years in the brigand's lifestyle, she grew to hate her lifestyle, her peoples' way of life, feeding on the strength of others and calling THAT strength. Vultures. Even so, she would not betray them and leave. At least not until she had an excuse.
The only reason she remained with them at all was for her family's sake. When that was taken from her in combat, along with her family's Wyvern, she no longer had a reason to stay, and left to seek her fortunes as an adventurer.
She carved her name into the path she walked with her blade, in the blood of her foes. Over nine years, she became a true warrior in the path she had chosen for herself. She had found her calling - she didn't care about her past, nor where her calling would take her, as long as she remained true to her own justice, the strength gods unknown gave her.
Her journies eventually led her down into the underdark, where the challenges were said to be legendary. She spent at least a year of her life down there before her encounter with The Creature, the whatever it was that bested her.
For the creature's part, its past is unclear, even to it, for before taking her, it was not much more than a simple predator, absorbing other life forms to survive. When it took her, it became her. It evolved into something greater, and a symbiosis between her mind and its body was formed.
She comes to this story a full year into her new life as the Aberration. She's lived month by month, doing her best not to succumb to the awful monster ever again.
Abilities: Absorption - The creature she has become adapts and survives by consuming other life forms and pulling their essence into herself. She learns their form, their special abilities, their memories, their instincts. Everything. But she need not take them entirely, either: --Blood Sight - She can look into the immediate memory of a creature whose blood she tastes, living or dead at the time the blood was spilled. --Telepathic Touch - part of absorbing a person is taking their mind, and that means establishing some kind of connection. She can initiate that link and probe a person's mind. This is not particularly unpleasant for either of them, though it is disturbing for both, as it is a two-way road
Gargoyle Spider Form: One of her specialty forms. A kind of giant, magical spider that has a rocky, chitinous hide. It hunts with a silken, translucent web, skill at throwing rocks and small boulders, and from ambush, using its ability to hold perfectly still to appear as a boulder. Its about the size of a horse, capable of eating solid meat, and can hurl a rock with all the power and skill of a giant. --Spider Stillness: A talent she picked up from this form. She too can hold so perfectly still as to appear a statue, with absolutely no movement, for hours on end. -- Rock Throw: She's deadlier with a rock at thirty feet than an elf with a longbow. Want to see me kill that stirge with a pebble?
Forest Salamander Form: Forest Salamanders live in the wild forests that act as the natural buffer between the badlands and the mountains. These predators can blend their coloration into the environment to appear nearly invisible. They're adept climbers with deadly claws and fast legs. One thought she'd be a tasty dinner. A shame it had it all backwards. --Climbing: She never was much for climbing before meeting her salamander. Now she is. She can climb quickly and skillfully as fast as she can run.
Stormwrack Basilisk Form: A hunter in the deepest parts of the swampy badlands between the coast and the mountains. Bioelectrical, it takes out and cooks most foes as soon as they draw close. Faced with a more challenging prey, it can paralyze them temporarily with a glare. It is a skilled swimmer, and can see clearly in the murk. --Glare: A predator's stare. She can stop people dead in their tracks with a wrathful stare, stunning them briefly. --Murkstride: With a Basilisk native to the swamplands telling her how to get by, the swamp isn't such a terrible place. In fact, she can move through that kind of terrain effortlessly now, and swim unimpeded like a crocodile.
Coastal Wyvern form: These Wyverns are used by her people as mounts in her homeland. They have a three-tipped tail with poisonous barbs, an equally poisonous bite, and have been domesticated for hundreds of years for their ferocity in combat and loyalty to their masters. She knew how to gain one's trust, so this was her first form - the creature gave itself up willingly, and is the form that obeys her the best. --Air Superiority: When changing from human to Wyvern and Wyvern to human for midair combat, she and the Wyvern work together. --Chains of Agony: She fights best utilizing Wyvern form in bursts, with its superior size and strength at its greatest advantage when at her side. She can rapidly chain attack between human and Wyvern form. Dangersense: She's got a natural insight into when someone's trying to kill her. You get this talent when things trying to kill you fail to do so enough.
Combat Focus: Anyone can kill. A warrior kills well. Combat focus slows her perception of time, letting her fight more intelligently.
Skills:
Animal Handling Intimidation Jump Climb Swim Survival Knowledge (Dungeoneering) Knowledge (Arcane - with special regard to monsters) Tumble Ride
Physical appearance: True to her people, she is sturdily built, with dark skin and bronze-brown hair with just the faintest hint of red to it. She wears it long, and dreadlocked, with decorative feathers and fangs from a Wyvern - a holy beast to her people. She has a facial tattoo - her namesake. Her body has downy, soft fur in markings identical to the Aardwolf form the Creature had originally when it took her in the underdark, with black stripes and slashes on her flanks, the fur growing strongest on the back of her neck, creeping along her scalp, her ears completely canine.
She has an intense stare with golden eyes within black - like a canine, and sharp fangs in her mouth. These features manage to lend her a fiendish attractiveness when she is in good spirits, and savage fury when she is upset. Her ears are expressive, telling as much about her state of feeling as her eyes.
She has a tail - about three feet long and covered in soft, long fur, the same color as the original creature - tawny brown with black markings, striped and spotted.
Amrita makes no attempt to hide her outlandish appearance in any way. She wears simply made leather armor in minimal ammounts over clothing, easily removed as situation deems fit. She is always armed, wherever she goes, with at least her daggers and her wits.
Common Weapons: Short Sword, Dual daggers, her feet, A grappling hook, a bolas, a Scourge, And rocks. She is known to chain between human and Wyvern form liberally. languages known: Common, Undercommon, Qestarn (adventurer's tongue)
Virtue: Justice - Even if she is in the world for her own reasons, for no noble cause apparent to anyone but herself, she has a sense of justice all her own. She left her tribe over this honor of hers.
Fortitude: She doesn't know the meaning of "Give up". She's a tenacious and durable creature, in body and in spirit. When she decides to walk a path, she will walk it to the end of it... figuratively anyhow.
Vice: Gluttony - The monster is voracious. She only needs to absorb once every couple months to survive. She strives to maintain this balance, to keep it under control... but...
Wrath: She is not immune to bouts of savage violence. When she drinks, she can become touchy about certain things and thinks little of hurting others to make clear her displeasure. She knows she shouldn't, she fights the throttling urges, but...
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Post by kitsuneflare88 on Jul 8, 2010 1:09:11 GMT -5
Name: "Armand" (true name:Dirk) Age:Appears to be early teens Species: Noble Poison Draconian. Bio:(Personal history, why they are who they are.)
"Dirk" as he was dubbed by his creator, was born from a Black dragon egg that was put through a Transmutation ritual that was supposed to corrupt the dragon egg. As a result he was born into this world, he was supposed to be a servant but was in reality little more than a slave to his "Father."
His duties were to tend to the various animals that were created or to be used for experiments. He watched and saw all the suffering around him, causing him to slowly hate his father. He vowed to himself to eventually put a stop to the mad wizard. As he grew up he was diligently studying magic and getting good at it as well.
After about 12 years he was ready, his "Father" had just completed a very dangerous experiment that resulted in a failed chimera he struck. His father fell from a dagger to the back. He freed all those creatures that survived and ran away with whatever items he could find around him destroying much of the lab and burning the notes and materials so nobody could continue his fathers work. Since then he's been on his own wandering with his familiar kesslan surviving how he can amonst the cities.
Abilities: Death throes-Melts into puddle of acid Breath weapon-30 foot line of acid immune to sleep, paralysis and diseases Natural weapons-tooth and claw-poison that drains constitution of target (bite only). Natural armor-scales Scribe scrolls Wand mastery Sneak attack Ward sight-see any form of magical trap Nondescript-pass unnoticed through crowds Improvised spell- can cast spells from other wizards or spells he's seen or stolen. Steal spell- can steal spells from other spell casters Staff mastery- use staffs with magical abilities Grenadier-skilled at using grenade like weapons Mad alchemist- use alchemical items in combat Nimble fingers- good with sleight of hand, disable device, open lock Familiar-Drakkanel (yellow dragon wyrmling/Psuedo dragon) (kesslaan) a strange hybrid that was created several years after his birth. Both have become close friends.
Skills:
Bluff (Cha), Climb (Str), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Profession (any) (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Physical appearance: typically it is impossible to see his form because he covers himself in large amounts of clothing. His form is typically that of a human that is hunched over with very few characteristics. He does however leave strange foot-prints in the ground. However people have come to accept that he is strange so they ask very little.
His actual form is that of a black-scaled, draconic humanoid who stands five-and-a-half feet tall with a lean but muscular frame. He's got the archetypal black horns on his head, on the side of his serpentine face.
Common Weapons/items:
Staff of healing 2 Wand of cantrips (prestidigitation, Daze) 2 wands of level 1 spells ( sleep, Switch item) wand of fireball, wand of dispell (keris-curved knife) Dagger of Paralysis Artificers Monocle Belt of pouches Vest of escape Cloak of resist Bag of infinite rations Master's spellbook
languages known: Common, Draconic Virtue: Justice Vice: Wrath
Spells
Cantrips (knows all cantrips) Prestidigitation-minor tricks Daze-make target dazed for a moment Read Magic- can read any form of magic Smugglers veil- make an object appear empty Thief's hand-sleight of hand at a distance ((uses theses the most))
Level 1 Card control-make a card/dice/coin what he needs Confession-Makes a person divulge secret information Sleep-puts things to sleep Switch item- make a duplicate switch with an object Hold portal- close window or door shut *Thieves charm- *Feather fall-land safely from high places *mage armor-grants armor to the subject for temporary protection
level 2 Bypass ward-suppress rune or magic trap Dispell magic-dispells a spell Glibness*- makes lies more convincing Quick escape*-makes him move much faster Unreasonable rage*-makes target go berserk for no reason
level 3 *Spell trap-creates a trap out of a crystal *Zone of silence-creates an area where voices can't be heard *Modify memory-changes a persons memory for a period of 5-10 minutes.
*=bonus spells
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Post by Raron on Jul 15, 2010 22:03:46 GMT -5
Name: K Ta Klak (closest common gets to spelling the clicking noises he makes...)
Age: 16
Species: Thri-kreen
Bio:K Ta Klak is one of many of a clutch from deep within the desert. His larva hood was not abnormal. He ate, he learned, he shedded carapace from time to time, he drank deeply indeed from the desert, learning the skills he needed, perfecting the ones he was taught. Then the day came for him to leave his tribe to go forth and bring back something to his tribe, something worth while to prove he had matured fully.
He left only with one of the grand bows of his tribe and some blades to protect him. He wondered into the desert and at first sought a far off village to learn from those within... the wounds from the rocks hurled at him healed in time and he learned the towns farther from his tribe seemed less tolerate. He wondered the desert, learning more, honing his skill against bandit and desert creature alike.
He was even able to extract a interesting sheath from the body of one bandit leader. He no longer needed it so the Thri-kreen kept it. Despite he survival he wistfully thought of the humanoid villages and thought fondly of being able to walk the streets unmolested. Seasons pasted and came across something that changed things... the dried out body of a creature he had never seen.
It had multiple tenticles coming out of it's face, a bulbilous head, and a thin thin build. He took from the body a remarkable item. A item that made it possible to enter villages without rocks being hurled at him. Delighted much he wondered back to the villages and started renting out his survices as a guide in the desert. He strove to find what he needed to return... or so he said. In truth he was growing used to his life. Despite his great word of mouth of his services he had yet to find a group that he truely felt right with. Plenty of temporary clutches but not one that he wished to prolong... now he waits.
Abilities: Natural armor- hard carapace Claws and bite attack- well... claws and bite Poisonous saliva- slows you down and weakens you Great jumper- jumps almost impossibly well Fast- he is fast runner Multiple limbs- what it says Multi attck- good at fighting with his arms with weapons in each one Skirmish- Deals more damage on the move. Trapfinding-can find traps Battle Fortitude- tough Uncanny Dodge- agile Trackless step- leaves no tracks in natural environments Evasion- Can dodge magic and breath weapons somewhat Flawless Stride- Is not slowed down by difficult terrain Camouflage- Can hide in any sort of natural terrain Blindsense- Can sense those within thirty feet Track- Can track good Movement Mastery- Is so confident in his abilities he can balance, tumble, or dance even when stressed and do it well Dervish Dance- Can move while cutting through his opponents with each
Skills: Climb Knowledge (local history) Knowledge (Geology) Knowledge (nature) Jump Hide Craft Balance Move Silently Spot Survival Tumble Perform (dance)
Physical appearance:
Common Weapons: The swords he is best at using are Scimitars, Koposhs and Falchions along with his tribal weapons like the Grand bow or the Chatkchas. His sword style is helped out by an item known as the Sheath of Many Blades. This item an apparently empty sheath with some silver runes carved in it allows the user to summon masterwork versions of any blade he can imagine into his hand. They much be one piece of metal and have no moving parts. For disguise he makes use of the Cloak of Human Seeming as he calls it. While under the cloak any body part under the cloak seems human shaped. So it looks like a human covered by heavy cloth rather then a misshapen monster under a cloak. His Grand Bow is a specialty weapon of his people. A composite bow of great size made to be drawn by four armed creatures like himself it's draw is immense. In addition it has been enchanted so it's arrows strike like they were launched from a bow of even larger size.
Canteens 4 Chatkachas Backpack containing: Silk Rope Flint and Steel Hide Armor Random amount of gold/silver/copper. Doesn't keep track of the amount. grappling hook Extendable 10 foot pool Pitons
languages known: Kreen and Common (... some...)
Virtue: Temperance
Vice: Pride
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