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The Abyss: An AIMHack campaign in the world of Avernum/Exile!


Sarachim

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Click to reveal.. (Character)

Name: Pepper Grinder
Race: Human
Sex: Female

HP 10/10
STM 5/10
SP 5/5

Acrobatics: 6
Alchemy: 5
Arcana: 2
Material Magic: 10 (+1)
Perception: 5
Stealth: 3
Stored Points: 3


Spells:
Stone Warrior: Create a stone creature that fights for its summoner.
Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.
Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.
Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.
Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.
Grind: Quickly erode a bit of stone or metal over a few seconds.

Inventory:
Thread worn brown robes and leather boots
2x Energy Potion
Two days worth of mushroom bread
A few healing sprigs


I guess I need to make a new spell that deals with rocks. Any suggestions?
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I'm still not content with Yemirrr's technique selection. There's some he's just not using, and a few too many that require FRActs and stamina; Still haven't hit that proper blend of techniques that are easily usable without draining his stamina into oblivion. But that'll wait till next level.

 

I also included a list of bandits with the character sheet. Probably important to keep track of that, since Yemirrr's chief now.

Click to reveal.. (Yemirrr, XP-120)
Yemirrr

Smitten Semi-Unfettered Male Nephilim Bandit Chief

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants, slightly damaged heavy plate mail, and a small, tribal-reminiscent necklace.

 

10/36 HP [+2] / 03/10 STM

20+2 DEF / 15 WIL

5-1 SPD / 000/120 XP

ARMOR: Heavy (+2DEF/3Encumbrance/-1Speed)

 

Melee (Axes) - 10 [+1]

Magic (Force) - 5

Athletics – 6

Perception - 4

Thievery – 3

Stealth - 4

Composure - 2

Acrobatics - 1

First Aid - 1 [+1]

Arcana - 1 [+1]

 

Click to reveal.. (AXE TECHNIQUES (6))
TITANIC BLOW (FRAct 1STM) - Lands a devastating blow on a target that sends it flying, doing heavy damage, inflicting a penalty to actions for a short time, and potentially stunning the victim for 1 round.

 

UNFETTERED FURY (1PD 1STM) - All attacks gain a notable bonus to hit and do extra damage and all incoming attacks deal slightly less damage/have slightly reduced effects, at the cost of defense. The effects last until the end of the current battle.

 

CRUSHING CLEAVE (FRAct 1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to seven adjacent enemies in one hit. An improved or critical will in addition knock the victim back and prone. Each additional enemy targeted inflicts a -1 penalty to-hit, and the character takes a flat -2 penalty to defense that round if targeting more than 4 enemies.

 

SHATTER STRIKE (FRAct) - Delivers a savage strike against an enemy, targeted to harm both the enemy and a specified item; a successful hit will either damage the item or destroy it beyond usability. Magical items are far more resistant to the sundering effect. This technique can also be used to provide a bonus to breaking an inanimate object.

 

WAR CRY (MAct 1PD) - Once per day, lets loose a chilling howl of a war cry, frightening and demoralizing any enemies who hear it. Demoralized enemies take a moderate penalty to Composure, lesser penalties to combat actions and Will, and are more likely to surrender or flee. The effect is more potent if the Cry coincides with a successful attack (the more important the target and more powerful the hit, the better) or show of dominance/force, and less potent versus stronger-willed targets.

 

WRATHFUL RETALIATION (MAct) – Retaliates against an enemy who struck the character in melee that turn as a move action, at a slight penalty to hit and to the character's main action. Requires 1STM if the character's main action is a second attack.

Click to reveal.. (FORCE MAGIC (4))
SMITE – Hits the target object with a lance of cold and magical energy. This spell is capable of doing limited damage even if the target is immune to cold damage. Multiple lances can be fired at a cost of 1STM per additional target.

 

FLINGPULSE – Creates a pulse of force, capable of deflecting, knocking back, or throwing enemies, objects, or the caster. It can be focused on either a single target at long range or spread out over short range. Stamina can be spent to increase the power of the pulse, or increase the area of effect.[/color]

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

 

AETHYRFIELD - Creates a frictionless barrier of force around a targeted creature, object, or part of an object, capable of blocking and deflecting any physical objects that come in contact with it. Typical use is as a shield around a creature to deflect physical blows and reduce physical damage, but it's useful in any situation a frictionless force barrier might be useful in. The caster has the option to make it impermeable to air as well, though if the barrier blocks the being's breathing organs, it limits the being's air supply. The field usually lasts a half-to-full hour. Depending on the use, stamina may be required. Stamina can also be spent to boost the shielding effect or duration.

Click to reveal.. (INVENTORY)
Bandit King's Plate Mail [Damaged] – Plate mail that once belonged to to the former bandit king Stewart. It's slightly damaged.

Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Fine Steel Helmet – A sturdy steel helmet looted off of an Empire Captain.

Round Shield – A non-encumbering round shield. Protects one from blows.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Bone Necklace – A necklace made of rat bones.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Massive Halberd - A massive halberd.

Industrial Axe - A heavy axe meant for industrial use.

Knife – A small tool knife.

Gold Pieces x20 - Currency. Yemirrr does not see the allure in it.

Demonology Scrolls - Scrolls on demonology. Someone more knowledgeable needs to examine them to learn more.

Chainmail Armor - Basic chainmail armor looted off of an imperial captain.

Click to reveal.. (NPC Bandits)
16 NPC Bandits Total [5 Human Warriors, 3 Slith Warriors, 1 Human Archer, 6 Nephil Archers, 1 Human Priest]

 

Sieberr [Nephil Archer/Scout | Critically Wounded, Incapacitated] - Second-in-command, Yemirrr's mate.

Devos [Human Priest | Healthy, Exhausted] - A reasonable human, and primary NPC healer.

Porrom [Nephil Archer | Healthy] - De facto leader of the nephilim in the bandit group.

Jarvin [Human Warrior | Okay, Incapacitated] - Has a major feud with Arabella.

Giffen [Human Archer | Healthy] - An older bandit. Seems fond of Pepper.

Xavier [Human Warrior | Healthy] - A friend of Jarvin's.

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Ding!

 

Click to reveal..

Lady Arabella of Felannis.

Human. Female.

Travelling Healer

 

HP: 13/18

ST: 0/10

 

Life Mg: 12 (+1)

Composure: 4

Melee: 4

Arcana: 3

Streetwise: 3

First Aid: 3

Stealth: 2

 

Spare: 1

 

Edit: Man, we better rest at some point, or I'm pretty much going to be reduced to hiding behind Pepper. And that can;t end well.

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Level.

Click to reveal.. (Serssano)
Click to reveal.. (Character Sheet)
Name: Serssano

Occupation: Shaman

Race: Slithzerikai

Alignment: A bit bitter at this point.

 

HP: 21

 

Banked: 4 +3

 

Martial(Slith Spear): 4

Athletics: 3

Alchemy: 5

Arcana: 5

First Aid: 5 +1

Nature: 5

Perception: 2

Force Magic: 5

Deep Magic: 2

Material Magic: 6

Life Magic: 4 +1

 

Click to reveal.. (Abilities)
FREE

Lay on Hands(First Aid)(1 Stamina) - Serssano magically bolsters his First Aid skill to close wounds, purge poisons, and cure disease. Requires physical contact, an inactive target, and time.

Primal Tongue(Arcana) - Serssano uses his knowledge of language and a touch of magical lore to talk to an animal. Easier with reptiles.

MARTIAL

Threaten - Serssano uses the superior range of his weapon to keep a foe occupied and at bay for a turn.

Trip - Sersanno trips a foe with his spear, knocking them flat on their face.

FORCE

Lightning Spray - Serssano shoots lightning out of his hands, frying targets at short to medium range.

Fireball - Serssano throws a head-sized ball of exploding fire that damages everything in a wide area.

Telekinesis - Serssano telekinetically controls an object or person. Anything beyond the direct creation of a simple momentary force requires significant concentration, giving a combat penalty to such actions.

DEEP

Hypnotize - Serssano gazes into a target's eyes and drones on and on, eventually making the target very susceptible to commands and questioning.

MATERIAL

Flight - Serssano sprouts large dragon-like wings from his shoulderblades, and is capable of flight for about an hour. Flying requires concentration and physical control, giving a large penalty to any actions attempted while in flight.

Doppelganger - Serssano summons and controls a demon that takes his form and is able to convincingly impersonate him.

Summon Spirits - Serssano summons and controls a slith ghost or ghosts of appropriate power.

LIFE

Detect Life - Serssano feels the presence of all living or undead things in his surroundings.

Wound - Serssano magically strikes at a single creature's life force.

 

Click to reveal.. (Inventory)
Runed Slith Spear

Lizardhide Armor

Crude Jewelry

Loose Robe

Magical Equipment (Candles, tomes, chalk, incense, and doohickeys for magical rituals)

Alchemical Apparatus

First Aid Kit

Cave Lizard Mount

Food(5 days, includes mount)

15ft rope

Stone Knife

Flint and tinder

Spiritual Herbs (1)

Energetic Herbs (1)

 

Click to reveal.. (Backstory)
Serssano is a slithzerikai of average height, about two meters, with shiny, bright green scales and crests. He wields the traditional slith spear with a number of small, enameled runes on the shaft and blades, and wears a loose, open robe over lizardhide armor. About his person are a number of small amulets or fetishes made of feathers, bone, or scales and attached with small loops of hide or leather.

 

Serssano is a shaman, a position usually revered in slith culture as the voice of the gods and ancestors. They serve as healers, priests, historians, teachers, alchemists, mages, and more. And while he was in his first two or three tribes, Serssano really took pride in that. These days, not so much.

 

Serssano was born in a moderately large tribe in the underworld, the Burning Crests, in a remote corner of the caves beyond Avernum's dominion. He was chosen from birth to be trained as a shaman, even though the current shaman was nowhere near death. His tribe was growing, and so was their ambition. Even as a hatchling, Serssano took to his role happily, showing great talent with the sometimes bizarre and arcane roles that shamans are required to adopt. Meanwhile, his chieftain was steadily increasing the size, frequency, and risk of their periodic raids on Avernum's settlements and other barbarian tribes.

 

This of course had repercussions, and they turned out to be too great for the Burning Crests to survive. They were attacked, overrun, and either murdered or absorbed by a rival clan, the Stormclaws. As Serssano was still young and a holy man (Well, almost, he was still in his teens), he was fortunate enough to avoid butchery, along with his mentor. He served his new clan just as well, and learned much from their somewhat dissimilar traditions. But they were, if anything, more aggressive than the Burning Crests, and Serssano soon found himself aiding in their raids, and cleaning up afterwards. But too many of these were against Avernum, and soon Serssano lost his second tribe.

 

A party of adventurers took it upon themselves to destroy their village - more of a camp, really - and loot the remains. Serssano's mentor, who had been a constant presence in his life, was struck down by a single bolt of purplish fire as Serssano watched through the bars of a Forcecage. They came and left so fast that Serssano was still trapped by the time they were long gone. He thought about seeking revenge once he was free, but he couldn't track the adventurers and doubted he could defeat them. So he wandered for a while until he was caught stealing a cave cow and exiled to the Abyss.

 

There, he wandered for a while, and venturing into cities for the first time. He learned, somewhat, of civilization. Eventually, he found a small tribe of slithzerikai that took him in, and enjoyed the abundance of arcane talent that another shaman granted them. Unlike the Burning Crests or the Stormclaws, his new tribe, the Silverscales, had no violent ambitions, which was a strange but welcome change to Serssano. He had always been fascinated by the underground world of Avernum, and now free to investigate what he wished, Serssano soon flourished as he helped the tribe to flourish.

 

The Empire came and killed them all, of course, except for Serssano. He had had the wisdom to flee and the good fortune of being able to fly and summon cannon fodder. As the sole survivor of three different slithzerikai tribes, he has learned the futility of being a lesser power before greater ones, and the value of cowardice, and the bitter taste of desired vengeance.

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Click to reveal..
Name: Pepper Grinder
Race: Human
Sex: Female

HP 10/10
STM 5/10
SP 5/5

Acrobatics: 6
Alchemy: 5
Arcana: 2
Material Magic: 11 (+1)
Perception: 5
Stealth: 3
Stored Points: 2 (-1)


Spells:
Stone Warrior: Create a stone creature that fights for its summoner.
Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.
Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.
Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.
Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.
Grind: Quickly erode a bit of stone or metal over a few seconds.
Basilisk's Gaze: Turn target into stone for 2 round. Cost 1 stamina per cast.
Mass Effect™: Can make stones or metal lighter and weaker, or heavier and stronger.

Inventory:
Thread worn brown robes and leather boots
2x Energy Potion
1x Healing potion
Two days worth of mushroom bread
2x healing sprigs
1x poisonous toadstool
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oh hey i should post a levelup

 

(we have 10 skill points this time around in case anyone forgot)

 

Click to reveal..
Name: Chadat Eye

Race: Gazer

Occupation: Mascot

Alignment: Embittered

 

HP: 11/16

Stm: 4/10

Spd: 5

 

Force Magic: 11

Deep Magic: 8

Nature: 4

Perception: 3

Melee (Bite): 3

Arcana: 1

Stealth: 1

Spare Skill Points: 4

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Yemirrr's level. It's a single point in Athletics, but I'm also re-working some of Yemirrr's battle techniques to be more applicable, useful, and not such a drain on stamina. I'll edit them in once (if?) they're approved.

 

Also, The dark theme doesn't support nested spoilers. Boo!

Click to reveal.. (Yemirrr, XP-130)
Yemirrr

Smitten Semi-Unfettered Male Nephilim Bandit Chief

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants, slightly damaged heavy plate mail, and a small, tribal-reminiscent necklace.

 

11/37 HP [+1] / 03/10 STM

20+2 DEF / 15 WIL

5-1 SPD / 003/130 XP

ARMOR: Heavy (+2DEF/3Encumbrance/-1Speed)

 

Melee (Axes) - 10

Magic (Force) - 5

Athletics – 7 [+1]

Perception - 4

Thievery – 3

Stealth - 4

Composure - 2

Acrobatics - 1

First Aid - 1

Arcana - 1

 

Click to reveal.. (MISCELLANEOUS TECHNIQUES (1))
DEFIANT BRACE - Defensively maneuvers and braces so that the character's armor and natural hardiness absorb the brunt of the next wave of attacks, reducing the effects and damage of attacks that hit the defender that round. The better the character's armor and Athletics, the stronger the effect. Stamina can be spent to enhance the technique's power. This technique does not require a roll.
Click to reveal.. (AXE TECHNIQUES (5))
UNFETTERED FURY (1PD 1STM) - All attacks gain a notable bonus to hit and do extra damage and all incoming attacks deal slightly less damage/have slightly reduced effects, at the cost of defense. The effects last until the end of the current battle. [Will Recharge Tomorrow]

 

CRUSHING CLEAVE (FRAct 1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to seven adjacent enemies in one hit. An improved or critical will in addition knock the victim back and prone. Each additional enemy targeted inflicts a -1 penalty to-hit, and the character takes a flat -2 penalty to defense that round if targeting more than 4 enemies.

 

WRATHFUL RETALIATION (MAct) – Retaliates against an enemy who struck the character in melee that turn as a move action, at a slight penalty to hit and to the character's main action. Requires 1STM if the character's main action is a second attack.

 

WAR CHARGE (FRAct 1STM) – Charges in a straight line up to twice the character's speed, then lands an attack with the character's weapon. If the character charges a distance greater than his normal movement speed, the damage done gains a +1 bonus and will potentially knock the target back.

 

HAFT STRIKE – Strikes the target with the haft or blunt side of the weapon, doing less damage but also penalizing the target's actions and defenses that round. If a target is reduced to 0HP by a haft strike, the target is simply rendered unconscious instead of killed/bleeding out.

Click to reveal.. (FORCE MAGIC (4))
SMITE – Hits the target object with a lance of cold and magical energy. This spell is capable of doing limited damage even if the target is immune to cold damage. Multiple lances can be fired at a cost of 1STM per additional target.

 

FLINGPULSE – Creates a pulse of force, capable of deflecting, knocking back, or throwing enemies, objects, or the caster. It can be focused on either a single target at long range or spread out over short range. Stamina can be spent to increase the power of the pulse, or increase the area of effect.[/color]

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

 

AETHYRFIELD - Creates a frictionless barrier of force around a targeted creature, object, or part of an object, capable of blocking and deflecting any physical objects that come in contact with it. Typical use is as a shield around a creature to deflect physical blows and reduce physical damage, but it's useful in any situation a frictionless force barrier might be useful in. The caster has the option to make it impermeable to air as well, though if the barrier blocks the being's breathing organs, it limits the being's air supply. The field usually lasts a half-to-full hour. Depending on the use, stamina may be required. Stamina can also be spent to boost the shielding effect or duration.

Click to reveal.. (INVENTORY)
Bandit King's Plate Mail [Damaged] – Plate mail that once belonged to to the former bandit king Stewart. It's slightly damaged.

Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Fine Steel Helmet – A sturdy steel helmet looted off of an Empire Captain.

Round Shield – A non-encumbering round shield. Protects one from blows.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Bone Necklace – A necklace made of rat bones.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Massive Halberd - A massive halberd.

Industrial Axe - A heavy axe meant for industrial use.

Knife – A small tool knife.

Gold Pieces x20 - Currency. Yemirrr does not see the allure in it.

Demonology Scrolls - Scrolls on demonology. Someone more knowledgeable needs to examine them to learn more.

Chainmail Armor - Basic chainmail armor looted off of an imperial captain.

Click to reveal.. (NPC Bandits)
16 NPC Bandits Total [5 Human Warriors, 3 Slith Warriors, 1 Human Archer, 6 Nephil Archers, 1 Human Priest]

 

Sieberr [Nephil Archer/Scout | Severely Wounded, Incapacitated] - Second-in-command, Yemirrr's mate.

Devos [Human Priest | Healthy, Exhausted] - A reasonable human, and primary NPC healer.

Porrom [Nephil Archer | Healthy] - De facto leader of the nephilim in the bandit group.

Jarvin [Human Warrior | Okay, Incapacitated] - Has a major feud with Arabella.

Giffen [Human Archer | Healthy] - An older bandit. Seems fond of Pepper. Talented with artifice, particularly wagon repair.

Xavier [Human Warrior | Healthy] - A friend of Jarvin's.

Russos [slith Warrior | Healthy] - A large slith warrior.

"NewSlith" [slith Warrior | Healthy] - A young and inexperienced slith warrior who joined two weeks ago.

 

Anyway, logs coming soon!

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Hey, look! I did some more logs!

 

More specifically, I split the one superlog into two subsuperlogs.

 

Abyss Logs 1-5: Invasions and Ambitions

Abyss Logs 6-8: Striking Back (This one will be updated with the logs of sessions 9 and 10 once those sessions happen)

 

Also, quotes for sessions 6-8. They might be a bit spoilery if you haven't read the first set of logs.

Click to reveal.. (Session 6 Quotes: My First Guess, Cleese, would be... A Lot.)
Cleese: "WHAT THE HELL IS WRONG WITH YOU PEOPLE?"

 

Lady Arabella: "You may not see eye to eye with her, but we started this together and I think that counts for more than this group we just fell in with, even if you are all idiots."

 

Urgdnebbot: "I have not risen so far from rancid caves to die by the words of a barbarian!"

 

Chadat Eye: "We will not return to hiding. We will prove our strength and claim a territory that all acknowledge as our own."

 

Yemirrr Ratbane: "If I keep this up, I'm going to rrrun out of blood..."

 

Pepper Grinder: "I...I'm scared to go back... They are b, b, bad, selfish leaders."

 

Sieberr: "So you endangerred the entirre grroup, which includes yourrselves, for the sake of saving the idiot goblin frrom herr own mistakes."

 

Devos: "Breaking the rules is part of being a bandit. It's practically in the definition."

 

Marra: "Still, a lone hunterrr does not live long without a trrribe to rrreturrrn to."

Click to reveal.. (Session 7 Quotes: Brigands are just one big happy family.)
Pepper Grinder: "They do not change. They are a group, but all individuals, alone."

 

Yemirrr Ratbane (Nephilian): "Can't turn my back for five seconds..."

 

Lady Arabella: "I wouldn't dream of placing any doubt on your glorious leader's head. I mean, you were clearly wrong about blindly following Stewart, and then about blindly following Urgdy for the day, but, you know, third time's the charm, right?"

 

Serssano: "I ssuppossse I expected ssomething more like a tribe from banditsss. Foolish romanticissm. You are banditss, yesss?"

 

Chadat Eye: "Are your kind always so argumentative over petty laws of your own making? Can you not set them aside and accept that what's done is done, by whatever means it may have been done?"

 

Marra: "I swearrr, if I have to patch them up forrr fighting with each otherrr, I will quit."

 

Tossak Eye: "Everything is coming up the mighty Tossak Eye!"

Click to reveal.. (Session 8 Quotes: And you thought Spiderweb could drain sanity.)
Pepper Grinder: "Little little mushrooms with a sprig of grass, I pick you so I can eat you and later wipe you from my..."

(OoC Nioca): (New bandit rule: Rowen's characters are not allowed to sing. Ever.)

(OoC Nikki): (Whats next, Yemirrr? Are you going to make dancing illegal? Is this the tiny town from Footloose?)

 

Yemirrr Ratbane: "I'm contemplating going to a drrragon for aid on the advice of an eyebeast. If you had told me that I'd be doing that two weeks ago, I would have said you werrre mad."

 

Chadat Eye: "We once overheard a mage offering to fix someone's wagon. We can replicate what she then did, although we do not quite understand what it has to do with wagon repair."

 

Marra: "Are these caves filled with nothing but powerrrful creaturrres either intent on devouring us or willing to help us?"

 

Serssano: "I sssimply needed to assk. Living among humanss doesss sstrange thingss to people."

 

Lady Arabella: "Great. The required carpentry stop all perilous journeys must make."

 

"Sad Slith": "It wass, uh, a figure of sspeech? You know, bragaddoccio. I wass trying to do the whole 'sswaggering bandit' thing. I only joined two weekss ago."

 

=====

 

Anyway, I'm still waiting to hear back on my techniques. I'll edit them into Yemirrr's character sheet if they're approved.

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Whoops. I was on the road and didn't have internet until tonight. Here's the level.

Click to reveal.. (Marra)
Name: Marra

Race: Nephil Female

Occupation: Scout

Alignment: Vengeful

 

HP: 22/27

STM: 1/10

Armor: None

 

Missile (Bows): 7 [+1]

Stealth: 6

Perception: 6

Athletics: 4

First Aid: 4

Melee (Shortswords): 5

Acrobatics: 5

Nature: 3 [+1]

Composure: 2

 

Banked Skill Points: 1

Click to reveal.. (New Technique)
Iron Maiden (FRAct 2STM): Spend a full-round action to assail a single enemy with an unrelenting barrage of arrows, bolts, or javelins targeted at multiple parts of the body, pinning them to floors, walls or other fixed points. This attack is difficult to completely avoid, and the target takes additional damage the next time they try to act unless they first spend a standard action to free themselves. Requires 6 arrows.
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Hey, so I finally got around to making a new technique!

 

First, the level. I had to diversify because Sarachim sucks and didn't give us enough for me to boost my magic score again:

 

Click to reveal..
Lady Arabella of Felannis.

 

HP: 15/20 (+2)

ST: 3/10

 

Life Mg: 11

Composure: 4

Melee: 5 (+1)

Arcana: 3

Streetwise: 3

First Aid: 4 (+1)

Stealth: 2

 

Spare: 2

 

And my list of techniques; Boon of Fellanis still requires approval.

 

Click to reveal.. (Non-spell techniques)

 

- Lies, lies, and more lies! (Free): When speaking to any person of influence or power, Arabella utilises her silver tongue to worm her way into any good books that may be wormable (On a regular roll, a success grants a boost to Composure. A failure results in a complete lack of trust towards Arabella from the target).

 

- Flick Step (Melee): Does a quick slash or jab at a sensitive area; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

- Backstab (Melee): If a target is engaged with another person, or otherwise preoccupied or unable to see Arabella, she gains a bonus to hit and to damage upon a successful hit

 

Click to reveal.. ( Spells)

Arabella's Remedy (Life Mg): Restores health to an injured target.

 

Extraction (Life Mg): Caster is able to remove toxins or disease from a target. Physical contact is necessary, and more complex toxins, or those that have been left to spread, may require stamina.

 

Mask of Death (Life Mg): The target's life force is carefully drained, giving them the appearance of being at Death's door. Normally used merely for show, there is no danger of injury (or death) to the target unless the caster maintains the spell for an extended period, or doesn't use care and restraint when casting (for example, on an enemy) (has no effect on Undead creatures).

 

Unholy Fatigue (Life Mg): 1STM: Drains the vigour from a target/small group of targets (less effective over multiple targets), resulting in a reduced speed score, and a slight penalty to hit.

 

Leech Life (Life Mg)(1 STM): On a successful hit, Arabella siphons life force (HP) from her target and channels it towards an ally (or herself).

 

Mindduel (Life Mg): Arabella engages in a battle of wits with her opponent, attempting to drain the energy from within them. If successful, she drains one of their stamina points, or two on a critical hit. If unsuccessful, she loses one of her own, and two on a failure.

 

Boon of Felannis (Free/Life Mg): (Variable STM) The caster focuses her enery onto a nearby ally, gifting some, or all, of her health points to them for the duration of a battle. At the end of the battle, the caster recieves all life energy back, unless it would cause mortal danger to her ally. (1 stamina per 5 HP)

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Level!

 

Click to reveal.. (Character Sheet)
Name: Serssano

Occupation: Shaman

Race: Slithzerikai

Alignment: A bit bitter at this point.

 

HP: 21

 

Banked: 0 (-1)

 

Martial(Slith Spear): 5 (+1)

Athletics: 3

Alchemy: 6 (+1)

Arcana: 5

First Aid: 6

Nature: 5

Perception: 2

Force Magic: 6 (+1)

Deep Magic: 4

Material Magic: 6

Life Magic: 4

 

Click to reveal.. (Abilities)
FREE

Lay on Hands(First Aid)(1 Stamina) - Serssano magically bolsters his First Aid skill to close wounds, purge poisons, and cure disease. Requires physical contact, an inactive target, and time.

Primal Tongue(Arcana) - Serssano uses his knowledge of language and a touch of magical lore to talk to an animal. Easier with reptiles.

MARTIAL

Threaten - Serssano uses the superior range of his weapon to keep a foe occupied and at bay for a turn.

Trip - Sersanno trips a foe with his spear, knocking them flat on their face.

Pilum (3 Stamina) - Serssano mightily heaves his spear, gaining a large bonus to attack and damage and potentially impaling and immobilizing the target.

FORCE

Lightning Spray - Serssano shoots lightning out of his hands, frying targets at short to medium range.

Fireball - Serssano throws a head-sized ball of exploding fire that damages everything in a wide area.

Telekinesis - Serssano telekinetically controls an object or person. Anything beyond the direct creation of a simple momentary force requires significant concentration, giving a combat penalty to such actions.

DEEP

Hypnotize - Serssano gazes into a target's eyes and drones on and on, eventually making the target very susceptible to commands and questioning.

Fearsome Aspect - The target is cloaked in the illusion of a large, fearsome monster, in the hopes of discouraging or frightening attackers.

MATERIAL

Flight - Serssano sprouts large dragon-like wings from his shoulderblades, and is capable of flight for about an hour. Flying requires concentration and physical control, giving a large penalty to any actions attempted while in flight.

Doppelganger - Serssano summons and controls a demon that takes his form and is able to convincingly impersonate him.

Summon Spirits - Serssano summons and controls a slith ghost or ghosts of appropriate power.

LIFE

Detect Life - Serssano feels the presence of all living or undead things in his surroundings.

Wound - Serssano magically strikes at a single creature's life force.

 

Click to reveal.. (Inventory)
Runed Slith Spear

Lizardhide Armor

Crude Jewelry

Loose Robe

Magical Equipment (Candles, tomes, chalk, incense, and doohickeys for magical rituals)

Alchemical Apparatus

First Aid Kit

Cave Lizard Mount

Food(5 days, includes mount)

15ft rope

Stone Knife

Flint and tinder

Healing Herbs (1) (+1)

Spiritual Herbs (1)

Energetic Herbs (1)

 

Click to reveal.. (Backstory)
Serssano is a slithzerikai of average height, about two meters, with shiny, bright green scales and crests. He wields the traditional slith spear with a number of small, enameled runes on the shaft and blades, and wears a loose, open robe over lizardhide armor. About his person are a number of small amulets or fetishes made of feathers, bone, or scales and attached with small loops of hide or leather.

 

Serssano is a shaman, a position usually revered in slith culture as the voice of the gods and ancestors. They serve as healers, priests, historians, teachers, alchemists, mages, and more. And while he was in his first two or three tribes, Serssano really took pride in that. These days, not so much.

 

Serssano was born in a moderately large tribe in the underworld, the Burning Crests, in a remote corner of the caves beyond Avernum's dominion. He was chosen from birth to be trained as a shaman, even though the current shaman was nowhere near death. His tribe was growing, and so was their ambition. Even as a hatchling, Serssano took to his role happily, showing great talent with the sometimes bizarre and arcane roles that shamans are required to adopt. Meanwhile, his chieftain was steadily increasing the size, frequency, and risk of their periodic raids on Avernum's settlements and other barbarian tribes.

 

This of course had repercussions, and they turned out to be too great for the Burning Crests to survive. They were attacked, overrun, and either murdered or absorbed by a rival clan, the Stormclaws. As Serssano was still young and a holy man (Well, almost, he was still in his teens), he was fortunate enough to avoid butchery, along with his mentor. He served his new clan just as well, and learned much from their somewhat dissimilar traditions. But they were, if anything, more aggressive than the Burning Crests, and Serssano soon found himself aiding in their raids, and cleaning up afterwards. But too many of these were against Avernum, and soon Serssano lost his second tribe.

 

A party of adventurers took it upon themselves to destroy their village - more of a camp, really - and loot the remains. Serssano's mentor, who had been a constant presence in his life, was struck down by a single bolt of purplish fire as Serssano watched through the bars of a Forcecage. They came and left so fast that Serssano was still trapped by the time they were long gone. He thought about seeking revenge once he was free, but he couldn't track the adventurers and doubted he could defeat them. So he wandered for a while until he was caught stealing a cave cow and exiled to the Abyss.

 

There, he wandered for a while, and venturing into cities for the first time. He learned, somewhat, of civilization. Eventually, he found a small tribe of slithzerikai that took him in, and enjoyed the abundance of arcane talent that another shaman granted them. Unlike the Burning Crests or the Stormclaws, his new tribe, the Silverscales, had no violent ambitions, which was a strange but welcome change to Serssano. He had always been fascinated by the underground world of Avernum, and now free to investigate what he wished, Serssano soon flourished as he helped the tribe to flourish.

 

The Empire came and killed them all, of course, except for Serssano. He had had the wisdom to flee and the good fortune of being able to fly and summon cannon fodder. As the sole survivor of three different slithzerikai tribes, he has learned the futility of being a lesser power before greater ones, and the value of cowardice, and the bitter taste of desired vengeance.

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woooo, gonna post a full character profile for posterity since we could be near the end

 

Click to reveal..
Name: Chadat Eye

Race: Gazer

Occupation: Mascot

Alignment: Pensive

 

HP: 12/16

Stm: 5/10

Spd: 5

 

Force Magic: 11

Deep Magic: 10

Nature: 4

Perception: 3

Melee (Bite): 3

Arcana: 1

Stealth: 1

Spare Skill Points: 1

 

Special Property: Magic Eye: You are a gazer, a bizarre and innately magical creature native to the caves. You naturally hover up to a few feet above the surface below you at all times, protecting you from ground-based hazards, but you have no arms or legs and will have difficulty using most tools or equipment designed for humanoids. When otherwise unarmoured, you are treated as having Light armour due to your thick hide.

 

Force spells:

 

Click to reveal..
Heat Ray (Force): Fires a beam of intense heat from an eye, inflicting damage to a single target or setting fire to flammable materials.

 

Antimagic Ray (Force): Fires a beam of disruptive energy that suppresses magical effects, weakening or dispelling enchantments on the target. If used on a target capable of casting spells, temporarily weakens the target's magical abilities.

 

Luminous Ray (Force): Fires a beam of intense light. The illumination provided is comparable to a very bright lantern, and can dazzle or temporarily blind a target if shone directly into the eyes.

 

Kinetic Ray (Force): Fires a beam of telekinetic force, pushing or pulling the target in any direction. Fine manipulation of objects is possible, but difficult.

 

Sonic Pulse (Force): Fires a cone of deafening noise from an eye. Creatures caught in the area of effect may be stunned, and brittle or crystalline materials may shatter if struck at close range.

 

Watchful Warding (Force, 1 STM): Projects shields of force from several eyes all around the caster, deflecting physical and elemental attacks. For the duration of the spell, the caster uses their Force Magic skill in place of Melee, Missile or Acrobatics to calculate physical defence. May cost additional stamina to maintain for more than a few rounds.

 

Searing Blast (Force, 2 STM): Fires a cone of intense magical energy that continues to burn its victims even after the blast has ended. All targets caught in the area of effect suffer minor damage immediately, and additional damage over the next few rounds.

 

Firestorm (Force, 1 STM): Focuses multiple heat rays on a single point, creating a ball of superheated air which explodes outwards, incinerating everything around it. All targets in a medium-sized area take fire damage.

 

Deep spells (including one new one):

 

Click to reveal..
Telepathic Transmission (Deep): Transmits a series of sensations to a single target within sight. The transmission may affect any or all of the target's senses, although the more complex a transmission is the shorter the time it can be maintained for.

 

Confusion Ray (Deep): Fires a ray that clouds a target's mind, rendering them more susceptible to suggestion and making it more difficult for them to act effectively.

 

Mystic Sight (Deep): The caster's eyes become attuned to magic for a short time, allowing them to ignore illusions and sense the properties of nearby magical auras.

 

Enthralling Gaze (Deep, 1 STM): Fires a ray that temporarily strips away a target's willpower and suppresses conscious thought. Enthralled targets are unresponsive to their surroundings and if left to their own devices will generally either sit motionless or wander aimlessly, although they may instinctively flee or defend themselves if attacked. They will follow most commands issued by the caster to the best of their ability, but directly and immediately self-destructive commands, or commands that go against the target's most deeply-held principles, will grant an extra saving throw to attempt to break the enthrallment. This spell is more likely to be effective on targets that have already been struck by Confusion Ray.

 

Projected Image (Deep): Renders the caster's true form invisible, while projecting an image of the caster somewhere within visual range. The image can be moved around or projected to a new location at will, and all effects and sounds produced by the caster will appear to come from the image instead, although slight irregularities in the projection may give away Chadat's true location to a careful observer. Any attacks directed at the image will pass through it harmlessly.

 

Bite techniques:

 

Click to reveal..
Devour (Bite): Bites into a major blood vessel of a living enemy and drinks the last of its life's blood. Make a melee attack: if the enemy is killed by this attack, the user regains 1 stamina. If the target is still capable of defending itself, the attack has a penalty to hit and damage.

 

Latch On (Bite): Chadat sinks their teeth into the target's back and holds on for dear life. The attack inflicts little damage, but has a bonus to hit, and attackers will have a penalty to hit Chadat without risking injuring the target instead as long as they remain latched on.

 

Backstory:

 

Click to reveal..
Spawned in a tribe of gazers living in a remote section of the Abyss, Chadat Eye was rejected as an inferior mutant for their pallid, mottled grey colouration, and cast out to fend for themself. Chadat is still very young, only about two feet across and vulnerable to the many hazards of Exile. As such, they decided that their best hope for survival was to stay near the outer edges of civilisation, close enough to humanity that most nearby predators had been exterminated but far enough to hide and escape discovery.

 

Of course, then the Empire invaded, forcing groups of refugees to travel through formerly disused lands. One such group, in search of a place to rest, happened upon Chadat's hiding place in an abandoned farmhouse. Chadat, seeing themself outnumbered and at a serious disadvantage, placated the interlopers with promises to lead them to a cache of treasure if they spared Chadat's life. Chadat now reluctantly allows the refugees to share their hiding place, hoping that circumstances will force the refugees to move on before Chadat is forced to find some way to make good on their promise.

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Click to reveal..
Name: Pepper Grinder
Race: Human
Sex: Female

HP 10/10
STM 4/10
SP 5/5

Acrobatics: 6
Alchemy: 5
Arcana: 2
Material Magic: 12 (+1)
Perception: 5
Stealth: 4 (+1)
Stored Points: 0 (-2)


Spells:
Stone Warrior: Create a stone creature that fights for its summoner.
Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.
Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.
Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.
Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.
Grind: Quickly erode a bit of stone or metal over a few seconds.
Basilisk's Gaze: Turn target into stone for 2 round. Cost 1 stamina per cast.
Mass Effect™: Can make stones or metal lighter and weaker, or heavier and stronger.

Inventory:
Thread worn brown robes and leather boots
1x Energy Potion (-1)
0x Healing potion (-1)
Two days worth of mushroom bread
2x healing sprigs
1x poisonous toadstool


I'll get to work on a new spell that rocks.
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Calendared.

 

Also, as the next session may be our last, I don't see the point in pumping magic. Damn you Sarachim. I'll post my whole sheet here too like Lilith; partly for posterity, and partly so that you all can see I have health potions should another Gazer cast Kill on me. tongue

 

With the skill points, I'll pump Melee twice (for the health, primarily; I'll find another technique later), and add one to First Aid.

 

Click to reveal..
Lady Arabella of Felannis.

Human. Female.

Travelling Healer/Saleswoman.

 

HP: 14/24 (+4)

ST: 4/10

 

Life Mg: 11

Melee: 7 (+2)

Composure: 4

First Aid: 5 (+1)

Arcana: 3

Streetwise: 3

Stealth: 2

 

Spare: 0

 

Non-spell techniques:

 

Click to reveal..
- Lies, lies, and more lies! (Free): When speaking to any person of influence or power, Arabella utilises her silver tongue to worm her way into any good books that may be wormable (On a regular roll, a success grants a boost to Composure. A failure results in a complete lack of trust towards Arabella from the target).

 

- Flick Step (Melee): Does a quick slash or jab at a sensitive area; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

- Backstab (Melee): If a target is engaged with another person, or otherwise preoccupied or unable to see Arabella, she gains a bonus to hit and to damage upon a successful hit

 

(Plus 2, as yet, unassigned melee techniques.)

 

Spells:

Click to reveal..
Arabella's Remedy (Life Mg): Restores health to an injured target.

 

Extraction (Life Mg): Caster is able to remove toxins or disease from a target. Physical contact is necessary, and more complex toxins, or those that have been left to spread, may require stamina.

 

Mask of Death (Life Mg): The target's life force is carefully drained, giving them the appearance of being at Death's door. Normally used merely for show, there is no danger of injury (or death) to the target unless the caster maintains the spell for an extended period, or doesn't use care and restraint when casting (for example, on an enemy) (has no effect on Undead creatures).

 

Unholy Fatigue (Life Mg): 1STM: Drains the vigour from a target/small group of targets (less effective over multiple targets), resulting in a reduced speed score, and a slight penalty to hit.

 

Leech Life (Life Mg)(1 STM): On a successful hit, Arabella siphons life force (HP) from her target and channels it towards an ally (or herself).

 

Mindduel (Life Mg): Arabella engages in a battle of wits with her opponent, attempting to drain the energy from within them. If successful, she drains one of their stamina points, or two on a critical hit. If unsuccessful, she loses one of her own, and two on a failure.

 

Boon of Felannis (Free/Life Mg): (Variable STM) The caster focuses her enery onto a nearby ally, gifting some, or all, of her health points to them for the duration of a battle. At the end of the battle, the caster recieves all life energy back, unless it would cause mortal danger to her ally. (1 stamina per 5 HP)

 

Stuff:

Click to reveal..
Equipped:

 

Dark hooded robes.

Black face mask.

Iron dagger.

Black girdle.

Various pieces of costume jewellery; beads, glass "jewels", string chains, etc.

 

Pack:

 

3x Healing Potions

Ancient Spellbook

5 candles.

10 Gold, 3 Silver, 14 Coppers.

 

Backstory:

Click to reveal..
Lady Arabella was originally born a Formellan, though she would shiv anybody who dared to suggest that to her face. She spent her childhood in Avernum, under the adoptive care of several priests, learning as much of their arts as her short attention span (and limited talents) would allow. It wasn't long after this, during her teenage years, that Arabella discovered her true calling in life: lying.

 

Very soon, she learnt that she could tell people something, anything, and they'd usually believe her. She could lay her hand on a cripple's leg, mutter some garbage, and he'd gladly give her money. She could sell the weakest strength tonic for several gold pieces more than most other people could sell a powerful one for. Using the little magic she knew, she always made sure to cast a little something, just to keep customers coming back for more, and soon, she become almost wealthy.

 

Of course, one doesn't usually enter the Abyss by choice. As well as being a liar, Arabella was also greedy, and a thief. Growing up with nothing but the charity of others to depends on the money she made was hoarded away, and the potions she sold were 'liberated' from the shelves of Avernite stores, or worse, army storerooms. She was performing her usual mix of promised miracles and minor magic one particular day, and had just placed her trademark spell upon a customer. Looking around, waiting for the perfect moment to remove the "curse" upon him in order to "cure" him, she spotted several soldiers pushing their way through the crowd towards her. Her concentration broke, and the soldiers arrived just in time to arrest her for murder.

 

Fortunately, she used her talents to reduce her sentence to banishment to the Abyss, where she began practising her trade again. Not long after, the Empire invaded, and fleeing from them, Arabella quickly found herself hiding out with a group of fellow refugees.

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Kinda miss Urgdnebbot. She was kewler. Oh well, backed myself into a roleplaying corner there. :|

 

Click to reveal.. (Character Sheet)
Name: Serssano

Occupation: Shaman

Race: Slithzerikai

Alignment: A bit bitter at this point.

 

HP: 21

 

Banked: 0 (-1)

 

Martial(Slith Spear): 5 (+1)

Athletics: 3

Alchemy: 6 (+1)

Arcana: 5

First Aid: 6

Nature: 5

Perception: 2

Force Magic: 6 (+1)

Deep Magic: 4

Material Magic: 6

Life Magic: 4

 

Click to reveal.. (Abilities)
FREE

Lay on Hands(First Aid)(1 Stamina) - Serssano magically bolsters his First Aid skill to close wounds, purge poisons, and cure disease. Requires physical contact, an inactive target, and time.

Primal Tongue(Arcana) - Serssano uses his knowledge of language and a touch of magical lore to talk to an animal. Easier with reptiles.

MARTIAL

Threaten - Serssano uses the superior range of his weapon to keep a foe occupied and at bay for a turn.

Trip - Sersanno trips a foe with his spear, knocking them flat on their face.

Pilum (3 Stamina) - Serssano mightily heaves his spear, gaining a large bonus to attack and damage and potentially impaling and immobilizing the target.

FORCE

Lightning Spray - Serssano shoots lightning out of his hands, frying targets at short to medium range.

Fireball - Serssano throws a head-sized ball of exploding fire that damages everything in a wide area.

Telekinesis - Serssano telekinetically controls an object or person. Anything beyond the direct creation of a simple momentary force requires significant concentration, giving a combat penalty to such actions.

DEEP

Hypnotize - Serssano gazes into a target's eyes and drones on and on, eventually making the target very susceptible to commands and questioning.

Fearsome Aspect - The target is cloaked in the illusion of a large, fearsome monster, in the hopes of discouraging or frightening attackers.

MATERIAL

Flight - Serssano sprouts large dragon-like wings from his shoulderblades, and is capable of flight for about an hour. Flying requires concentration and physical control, giving a large penalty to any actions attempted while in flight.

Doppelganger - Serssano summons and controls a demon that takes his form and is able to convincingly impersonate him.

Summon Spirits - Serssano summons and controls a slith ghost or ghosts of appropriate power.

LIFE

Detect Life - Serssano feels the presence of all living or undead things in his surroundings.

Wound - Serssano magically strikes at a single creature's life force.

 

Click to reveal.. (Inventory)
Runed Slith Spear

Lizardhide Armor

Crude Jewelry

Loose Robe

Magical Equipment (Candles, tomes, chalk, incense, and doohickeys for magical rituals)

Alchemical Apparatus

First Aid Kit

Cave Lizard Mount

Food(5 days, includes mount)

15ft rope

Stone Knife

Flint and tinder

Healing Herbs (1) (+1)

Spiritual Herbs (1)

Energetic Herbs (1)

 

Click to reveal.. (Backstory)
Serssano is a slithzerikai of average height, about two meters, with shiny, bright green scales and crests. He wields the traditional slith spear with a number of small, enameled runes on the shaft and blades, and wears a loose, open robe over lizardhide armor. About his person are a number of small amulets or fetishes made of feathers, bone, or scales and attached with small loops of hide or leather.

 

Serssano is a shaman, a position usually revered in slith culture as the voice of the gods and ancestors. They serve as healers, priests, historians, teachers, alchemists, mages, and more. And while he was in his first two or three tribes, Serssano really took pride in that. These days, not so much.

 

Serssano was born in a moderately large tribe in the underworld, the Burning Crests, in a remote corner of the caves beyond Avernum's dominion. He was chosen from birth to be trained as a shaman, even though the current shaman was nowhere near death. His tribe was growing, and so was their ambition. Even as a hatchling, Serssano took to his role happily, showing great talent with the sometimes bizarre and arcane roles that shamans are required to adopt. Meanwhile, his chieftain was steadily increasing the size, frequency, and risk of their periodic raids on Avernum's settlements and other barbarian tribes.

 

This of course had repercussions, and they turned out to be too great for the Burning Crests to survive. They were attacked, overrun, and either murdered or absorbed by a rival clan, the Stormclaws. As Serssano was still young and a holy man (Well, almost, he was still in his teens), he was fortunate enough to avoid butchery, along with his mentor. He served his new clan just as well, and learned much from their somewhat dissimilar traditions. But they were, if anything, more aggressive than the Burning Crests, and Serssano soon found himself aiding in their raids, and cleaning up afterwards. But too many of these were against Avernum, and soon Serssano lost his second tribe.

 

A party of adventurers took it upon themselves to destroy their village - more of a camp, really - and loot the remains. Serssano's mentor, who had been a constant presence in his life, was struck down by a single bolt of purplish fire as Serssano watched through the bars of a Forcecage. They came and left so fast that Serssano was still trapped by the time they were long gone. He thought about seeking revenge once he was free, but he couldn't track the adventurers and doubted he could defeat them. So he wandered for a while until he was caught stealing a cave cow and exiled to the Abyss.

 

There, he wandered for a while, and venturing into cities for the first time. He learned, somewhat, of civilization. Eventually, he found a small tribe of slithzerikai that took him in, and enjoyed the abundance of arcane talent that another shaman granted them. Unlike the Burning Crests or the Stormclaws, his new tribe, the Silverscales, had no violent ambitions, which was a strange but welcome change to Serssano. He had always been fascinated by the underground world of Avernum, and now free to investigate what he wished, Serssano soon flourished as he helped the tribe to flourish.

 

The Empire came and killed them all, of course, except for Serssano. He had had the wisdom to flee and the good fortune of being able to fly and summon cannon fodder. As the sole survivor of three different slithzerikai tribes, he has learned the futility of being a lesser power before greater ones, and the value of cowardice, and the bitter taste of desired vengeance.

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Ding-a-ling! Posting the whole character sheet here. I've made a new technique (which will need approval) and cribbed a few others from Amadan (because really, how many different ways can you shoot a bow). tongue

Click to reveal.. (Stats)
Name: Marra

Race: Nephil Female

Occupation: Scout

Alignment: Vengeful

Description: Tan fur with a few white spots about the ears, lithe and somewhat short. Wears a sleeveless tunic and dark trousers.

 

HP: 22/29 [+2]

STM: 4/10

Armor: None

 

Missile (Bows): 9 [+2]

Stealth: 6

Perception: 6

Melee (Shortswords): 5

Acrobatics: 5

Athletics: 4

First Aid: 4

Nature: 3

Composure: 2

 

Banked Skill Points: 0

Click to reveal.. (Techniques)
Bow Techniques:

 

Take Aim: (1 STM) Spends a full round observing a target and setting up a shot at its vitals. The character may not move, attack or use items during the round spent taking aim. If the character fires at the target the following round, the attack has a bonus to hit and inflicts triple damage.

 

Interrupting Shot: (1 STM) A painful attack breaks a target's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action.

 

Rapid Fire: (1 STM) Fires off two arrows, either at different targets or at the same one. Both attacks have a slight penalty to hit.

 

Iron Maiden (FRAct 2STM): Spend a full-round action to assail a single enemy with an unrelenting barrage of arrows, bolts, or javelins targeted at multiple parts of the body, pinning them to floors, walls or other fixed points. This attack is difficult to completely avoid, and the target takes additional damage the next time they try to act unless they first spend a standard action to free themselves. Requires 6 arrows.

 

Shooter's Stance (MAct): The archer holds their current position and remains steady; so long as the character does not move from that spot, they gain a bonus to missile accuracy and can inflict additional damage on stronger rolls. However, remaining still also makes the character an easier target, causing their defense to drop until they break the stance.

 

Truefire (FRAct OR 1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk.

 

Melee Techniques:

 

Pounce: Marra attempts to sneak up on an unwary foe and attack them. Attack as normal, but make an additional Stealth check. If the check is passed, the attack will have a bonus to accuracy and will stun the target for a round if it connects. Can only be used if the target is not aware of Marra's presence.

 

Cat and Mouse: Marra positions herself close to a target enemy but does not attack. If the target attacks her that round, she gets a bonus to defense against that attack. If that attack would miss under normal circumstances, Marra may counterattack. If the target attempts to move away or attack anyone besides Marra that round, she gets an attack of opportunity with a bonus to hit.

 

Stalwart Defense: (1 stamina) As a free action (no roll required), can prepare to parry oncoming attacks. That round, Marra receives a bonus to defense and takes slightly less damage from hostile attacks. Refraining from attacking that round provides a stronger effect, as does spending additional stamina.

 

Other:

 

Martial Direction: As a move action, Marra shouts instructions to an individual or group that is using a type of weapon she is familiar with. This gives the target a bonus to hit, based upon Marra's composure and relevant weapon skill.

Click to reveal.. (Items)
Inventory:

- Gold: 100

- Clothes

- Cavewood Bow

- Yew Bow

- Quiver:

crude arrows: 5

steel arrows: 4

- Crude Shortsword

- Imperial Blade (symbol has been scratched off)

- Dried Lizard Meat: 4 days worth

- Lamp

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That's alright, I still needed to get my level in. I had a really hard time deciding whether to go for Melee or for Magic. On one hand, melee's my key skill. On the other, the last two fights have been done at range.

 

Ultimately, I decided on melee. I'll PM in a new technique.

Click to reveal.. (Yemirrr, XP-146)
Yemirrr

Smitten Semi-Unfettered Male Nephilim Bandit Chief

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants, slightly damaged heavy plate mail, and a small, tribal-reminiscent necklace.

 

18/40 HP [+3] / 06/10 STM

21+2 DEF / 15 WIL

5-1 SPD / 000/146 XP

ARMOR: Heavy (+2DEF/3Encumbrance/-1Speed)

 

Melee (Axes) - 11 [+1]

Magic (Force) - 5

Athletics – 8 [+1]

Perception - 4

Thievery – 3

Stealth - 4

Composure - 2

Acrobatics - 1

First Aid - 1

Arcana - 1

 

Click to reveal.. (MISCELLANEOUS TECHNIQUES (1))
DEFIANT BRACE - Defensively maneuvers and braces so that the character's armor and natural hardiness absorb the brunt of the next wave of attacks, reducing the effects and damage of attacks that hit the defender that round. The better the character's armor and Athletics, the stronger the effect. Stamina can be spent to enhance the technique's power. This technique does not require a roll.
Click to reveal.. (AXE TECHNIQUES (6))
UNFETTERED FURY (1PD 1STM) - All attacks gain a notable bonus to hit and do extra damage and all incoming attacks deal slightly less damage/have slightly reduced effects, at the cost of defense. The effects last until the end of the current battle.

 

CRUSHING CLEAVE (FRAct 1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to seven adjacent enemies in one hit. An improved or critical will in addition knock the victim back and prone. Each additional enemy targeted inflicts a -1 penalty to-hit, and the character takes a flat -2 penalty to defense that round if targeting more than 4 enemies.

 

WRATHFUL RETALIATION (MAct) – Retaliates against an enemy who struck the character in melee that turn as a move action, at a slight penalty to hit and to the character's main action. Requires 1STM if the character's main action is a second attack.

 

WAR CHARGE (FRAct 1STM) – Charges in a straight line up to twice the character's speed, then lands an attack with the character's weapon. If the character charges a distance greater than his normal movement speed, the damage done gains a +1 bonus and will potentially knock the target back.

 

HAFT STRIKE – Strikes the target with the haft or blunt side of the weapon, doing less damage but also penalizing the target's actions and defenses that round. If a target is reduced to 0HP by a haft strike, the target is simply rendered unconscious instead of killed/bleeding out.

 

(???)

Click to reveal.. (FORCE MAGIC (4))
SMITE – Hits the target object with a lance of cold and magical energy. This spell is capable of doing limited damage even if the target is immune to cold damage. Multiple lances can be fired at a cost of 1STM per additional target.

 

FLINGPULSE – Creates a pulse of force, capable of deflecting, knocking back, or throwing enemies, objects, or the caster. It can be focused on either a single target at long range or spread out over short range. Stamina can be spent to increase the power of the pulse, or increase the area of effect.[/color]

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

 

AETHYRFIELD - Creates a frictionless barrier of force around a targeted creature, object, or part of an object, capable of blocking and deflecting any physical objects that come in contact with it. Typical use is as a shield around a creature to deflect physical blows and reduce physical damage, but it's useful in any situation a frictionless force barrier might be useful in. The caster has the option to make it impermeable to air as well, though if the barrier blocks the being's breathing organs, it limits the being's air supply. The field usually lasts a half-to-full hour. Depending on the use, stamina may be required. Stamina can also be spent to boost the shielding effect or duration.

Click to reveal.. (INVENTORY)
Bandit King's Plate Mail [Damaged] – Plate mail that once belonged to to the former bandit king Stewart. It's slightly damaged.

Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Fine Steel Helmet – A sturdy steel helmet looted off of an Empire Captain.

Round Shield – A non-encumbering round shield. Protects one from blows.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Bone Necklace – A necklace made of rat bones.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Massive Halberd - A massive halberd.

Industrial Axe - A heavy axe meant for industrial use.

Knife – A small tool knife.

Gold Pieces x20 - Currency. Yemirrr does not see the allure in it.

Demonology Scrolls - Scrolls on demonology. Someone more knowledgeable needs to examine them to learn more.

Chainmail Armor - Basic chainmail armor looted off of an imperial captain.

Click to reveal.. (NPC Bandits)
16 NPC Bandits Total [5 Human Warriors, 3 Slith Warriors, 1 Human Archer, 6 Nephil Archers, 1 Human Priest]

 

Sieberr [Nephil Archer/Scout | Wounded] - Second-in-command, Yemirrr's mate.

Devos [Human Priest | Healthy] - A reasonable human, and primary NPC healer.

Porrom [Nephil Archer | Healthy] - De facto leader of the nephilim in the bandit group.

Jarvin [Human Warrior | Okay, Incapacitated] - Has a major feud with Arabella.

Giffen [Human Archer | Healthy] - An older bandit. Seems fond of Pepper. Talented with artifice, particularly wagon repair.

Xavier [Human Warrior | Healthy] - A friend of Jarvin's.

Russos [slith Warrior | Healthy] - A large slith warrior.

"NewSlith" [slith Warrior | Healthy] - A young and inexperienced slith warrior who joined two weeks ago.

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