Drakkwall
Literotica Guru
- Joined
- Jun 14, 2006
- Posts
- 4,353
Through the lands of Faerun is one of the most famous regions the Frozen North, home to many of the dangerous creatures that roams the lands and the skies. There lies the city of Neverwinter, the Jewel of the North, having lived through many struggles in its existence the city has a sense of veteran like skills when it comes to survival, combat, honor and loyalty.
And yet darkness threatens to engulf Neverwinter once more, raiding parties of orcs have become more and more regular near the Old Owl's Well, the closest water source for many day's traveling in the mountains, making it important for Neverwinter and the orcs in the mountains. And yet the orcs have become too many, too tactical and too well equiped for being simple raiding parties. Something else is guiding the orcs of the mountains and it is becoming a danger to the trading caravans Neverwinter send through the passages of the mountains past Old Owl's Well.
And yet the orcs are not the only dangers nowadays, there are rumors of shadowy elves assassinating merchants, nobles and high ranking officers within the walls of Neverwinter itself, disappearing like a ghastly whisper, leaving only the symbol of a spider behind.
But the quest to solve this mystery begins not in Neverwinter but in the village of Rockroot Haven, in the tavern/inn known as the Dragon's Hoard. This is where the tale begins, where YOUR tale begins, and may it be told for ages to come.
---
http://fc40.deviantart.com/fs19/f/2007/226/7/3/War_Troll_by_RalphHorsley.jpg
Name: Bareuk Stonefist
Gender: Male
Age: 25
Race: Troll
Class: Fighter
Level: 2
Stastistics:
-Health Points: 24 (Only gains 12 hp per level, and without Constitution bonus added)
-Armor Class: 21 (Flat Footed: 13) (Touch: 15)
-Attack Bonus- +8 melee +7 ranged
Attack (handheld): +8 = 2 [base] +7 [strength] -1 [large]
Attack (unarmed): +8 = 2 [base] +7 [strength] -1 [large]
Attack (missile): +7 = 2 [base] +6 [dexterity] -1 [large]
Grapple check: +19 = 2 [base] +7 [strength] +4 [large] +4 [Improved Grapple]
Attributes:
-Strength = 24
-Constitution = 22
-Dexterity = 22
-Intelligense = 14
-Wisedom = 14
-Charisma = 12
Weight Limit:
Light load: 466lb. or less
Medium load: 467-932 lb.
Heavy load: 933-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.
Speed: 20 Feet
Saving Throws:
-Will = +3 (+2)
-Reflex = +8 (+2)
-Fortitude = +10 (+2)
Skills:
+1 - Handle Animal, Perform, Disguise, Diplomancy, Use Magic Device, Bluff.
+2 - Hide, Spellcraft, Spot, Knowledge, Heal, Forgery, Spot, Decipher Script, Search, Sense Motive, Survival, Appraise.
+3 - Gather Information.
+4 - Listen.
+5 -
+6 - Craft, Ride, Use Rope, Escape Artist, Open Lock, Sleight of Hand, Tumble, Concentration, Balance.
+7 - Jump, Climb, Swim.
+8 - Intimidate (+4 item bonus)
+9 -
+10 -
Feats:
Troll: +6 strength, +4 dexterity, +6 constitution, -4 intelligence, -2 wisdom, -4 charisma (already included)
Monstrous humanoid type.
Darkvision: 40 feet in darkness
Level adjustment: +2
Natural Weapons: 2 claws (1d6) and 1 bite (1d6)
Rend: If a creature with this special attack (extraordinary) hits with the specified natural attack, it latches onto the opponent's body and tears the flesh. A rend attack deals damage equal to the creature's natural attack + 1,5 times its Str modifier. The creature's descriptive text gives the exact amount.
Regeneration: +2
Bad Temper: If successfully taunted, Taunt Vs Will, will Bareuk go into berserk and attack the taunted in a fit of blind rage.
Scent: (This special quality (extraordinary) allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.)
10% extra damage from fire and acid
Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Improved Unarmed Strike: You are considered to be armed even when unarmed, that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can d eal lethal or nonlethal damage, at your option.
Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
(LV 3 choice) Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Equipment:
Spiked Armor [1d6, crit x2., light, piercing]
Frost Fang Glaive [1d10, +1 Enchantment Bonus, 1d10 Cold, crit x3, 10 lb., one-handed, slashing]
Greatclub [1d10, crit x2, 8 lb, one-handed, bludgeoning]
Sword of Surt the Fire Giant [2d6, 2d6 Fire Damage, +1 Masterwork, crit 19-20/x2, 8 lb., one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
War Troll Leather Armor [light; +2 AC; +2 Save Rolls, +4 Intimidate; max dex +6; check penalty 0; 15 lb.]
44 lb - Weapons / Armor / Shield
30lb - Arrows (quiver of 20) x10
2lb - Backpack
5lb - Bedroll
6lb - Blanket, winter x2
5lb - Crowbar
200lb - Firewood (1 day) x10
- Fishhook
5lb - Fishing net
3lb - Flasks x2
- Flint and steel
4lb - Grappling hook
2lb - Hammer
2lb - Lantern (hooded)
1lb - Mug
10lb - Oil flasks x10
10lb - Pick
10lb - Pot
1lb - Pouch x1
10lb - Rations (1 day) x10
20lb - Rope (50', hempen) x2
1lb - Sacks x1
- Sewing needle
- Signal whistle
8lb - Spade / shovel
1lb - Spyglass
20lb - Tent
4lb - Torches x4
80lb - Waterskins x10
1lb - Whetstone
5lb - Artisan tools
5lb - Climber's kit
455 lb. in Total
Languages: Common, Draconic, Dwarven, Giant, Gnoll, Goblin, Orc, Undercommon.
Spells: None
Companion/Familiar: None
Background: Bareuk is an enigma even among his own kindred, he has no taste for the flesh of intelligent beings, saying it taste like rotten pig brain. He is rather intelligent but has not much use for his wide arrange of languages with his lack of grammar and big words, but that's to be excepted as he speaks languages very well especially for a troll, and that says a lot abotu his specie's speech abilities.
The troll likes to battle but he prefers for the battle to have some reasonable purpose, like defending others, defending yourself, raiding monster lairs and the likes, not getting people rushing into his lair in the middle of the night trying to kill him for just being a troll. But he cannot blame them with the reputation his kin has with the intelligent species, and that is something that makes times harsh for trolls like himself, no matter how rare they are.
Having enough of the raids on his lair he took up a backpack on his back, some leather armor and weapons he has scavenged from people attempting to kill him time to time, and decided to leave his home in the Old Owl's Well area. And thus his quest to find a more friendly place to live in began, but it woudl be a harsh journey. He had a big deal of trouble trying to show others that he was not a troll attempting to kill travelers or such things, it was very hard to try to talk reasons with the greycloaks, the military of Neverwinter, which were guarding the Old Owl's Well that he was not there to cause trouble.
In the end he had to perform a collection of quests for the greycloaks to get passage, he cut down the orcish clan Gorgeshkull and presented the chieftan's head on a pike. The sword spider queen who had settled down in a cave nto far from the well was the next target and soon he came back with her bloody carcass over his shoulder. Then he had to defend the camp against a raiding party of orcs and ogres, he took them all on and blood sprayed over the ground for over an hour before the rest of the raiders fleed in terror, leaving a blood covered Bareuk standing in the middle of a sea of corpses. And lastly he had to find the supposed gold mine located in the mountains, it had been a last ditch attempt by the superiors of the greycloaks to keep him from getting passage, after two days he found the mines hidden behind a large boulder which had blocked them decades ago. After clearing out the undeads which had infiltrated the mines he went back to the Old Owl's Well and was finally granted passage by the grey cloaks, and given a strange medal with the Eye of Neverwinter on it, stating it was a medallion that would help him if he ever needed the aid of Neverwinter.
Now he is in the Dragon's Hoard, attempting to have a nice calm evening with beer, food, a warm bed and women, all that is a a luxury to a troll, Though that last part would be hard as not many females were interested in a troll like himself, though some said that the wart like bumps on his cock made the sex very enjoyable.
A small piece of information about a fighter's starter feats.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
And that's it.
I am pretty open minded to what kind of race, class and ability scores you have, but I do not wish to see base ability scores, the scores you get from the dice roll or the ability chart, to be above 18, additional scores like racial points and the likes are not included in that as you can see with my troll character.
EDITED: I have changed the structure of my troll character to make it more fair and to make it possible to rp him in a level 3 campaign, well I hope sp.
And yet darkness threatens to engulf Neverwinter once more, raiding parties of orcs have become more and more regular near the Old Owl's Well, the closest water source for many day's traveling in the mountains, making it important for Neverwinter and the orcs in the mountains. And yet the orcs have become too many, too tactical and too well equiped for being simple raiding parties. Something else is guiding the orcs of the mountains and it is becoming a danger to the trading caravans Neverwinter send through the passages of the mountains past Old Owl's Well.
And yet the orcs are not the only dangers nowadays, there are rumors of shadowy elves assassinating merchants, nobles and high ranking officers within the walls of Neverwinter itself, disappearing like a ghastly whisper, leaving only the symbol of a spider behind.
But the quest to solve this mystery begins not in Neverwinter but in the village of Rockroot Haven, in the tavern/inn known as the Dragon's Hoard. This is where the tale begins, where YOUR tale begins, and may it be told for ages to come.
HTML:
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Level:[/b]
[b]Stastistics:[/b]
[i]-Health Points:[/i]
[i]-Armor Class:[/i]
[i]-Attack Bonus-[/i]
[u]Attack (handheld):[/u]
[u]Attack (unarmed):[/u]
[u]Attack (missile):[/u]
[u]Grapple check:[/u]
[b]Attributes:[/b]
[i]-Strength =[/i]
[i]-Constitution =[/i]
[i]-Dexterity =[/i]
[i]-Intelligense =[/i]
[i]-Wisedom =[/i]
[i]-Charisma =[/i]
[b]Weight Limit:[/b]
[I]Light load:[/I]
[I]Medium load:[/I]
[I]Heavy load:[/I]
[I]Lift over head:[/I]
[I]Lift off ground:[/I]
[I]Push or drag:[/I]
[b]Saving Throws:[/b]
[i]-Will =[/i]
[i]-Reflex =[/i]
[i]-Fortitude =[/i]
[b]Skills:[/b]
[b]Feats:[/b]
[B]Equipment:[/B]
[B]Languages:[/B]
[b]Spells:[/b]
[b]Companion/Familiar:[/b]
[b]Appearance:[/b]
[b]Background:[/b]
---
http://fc40.deviantart.com/fs19/f/2007/226/7/3/War_Troll_by_RalphHorsley.jpg
Name: Bareuk Stonefist
Gender: Male
Age: 25
Race: Troll
Class: Fighter
Level: 2
Stastistics:
-Health Points: 24 (Only gains 12 hp per level, and without Constitution bonus added)
-Armor Class: 21 (Flat Footed: 13) (Touch: 15)
-Attack Bonus- +8 melee +7 ranged
Attack (handheld): +8 = 2 [base] +7 [strength] -1 [large]
Attack (unarmed): +8 = 2 [base] +7 [strength] -1 [large]
Attack (missile): +7 = 2 [base] +6 [dexterity] -1 [large]
Grapple check: +19 = 2 [base] +7 [strength] +4 [large] +4 [Improved Grapple]
Attributes:
-Strength = 24
-Constitution = 22
-Dexterity = 22
-Intelligense = 14
-Wisedom = 14
-Charisma = 12
Weight Limit:
Light load: 466lb. or less
Medium load: 467-932 lb.
Heavy load: 933-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.
Speed: 20 Feet
Saving Throws:
-Will = +3 (+2)
-Reflex = +8 (+2)
-Fortitude = +10 (+2)
Skills:
+1 - Handle Animal, Perform, Disguise, Diplomancy, Use Magic Device, Bluff.
+2 - Hide, Spellcraft, Spot, Knowledge, Heal, Forgery, Spot, Decipher Script, Search, Sense Motive, Survival, Appraise.
+3 - Gather Information.
+4 - Listen.
+5 -
+6 - Craft, Ride, Use Rope, Escape Artist, Open Lock, Sleight of Hand, Tumble, Concentration, Balance.
+7 - Jump, Climb, Swim.
+8 - Intimidate (+4 item bonus)
+9 -
+10 -
Feats:
Troll: +6 strength, +4 dexterity, +6 constitution, -4 intelligence, -2 wisdom, -4 charisma (already included)
Monstrous humanoid type.
Darkvision: 40 feet in darkness
Level adjustment: +2
Natural Weapons: 2 claws (1d6) and 1 bite (1d6)
Rend: If a creature with this special attack (extraordinary) hits with the specified natural attack, it latches onto the opponent's body and tears the flesh. A rend attack deals damage equal to the creature's natural attack + 1,5 times its Str modifier. The creature's descriptive text gives the exact amount.
Regeneration: +2
Bad Temper: If successfully taunted, Taunt Vs Will, will Bareuk go into berserk and attack the taunted in a fit of blind rage.
Scent: (This special quality (extraordinary) allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.)
10% extra damage from fire and acid
Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Improved Unarmed Strike: You are considered to be armed even when unarmed, that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can d eal lethal or nonlethal damage, at your option.
Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
(LV 3 choice) Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Equipment:
Spiked Armor [1d6, crit x2., light, piercing]
Frost Fang Glaive [1d10, +1 Enchantment Bonus, 1d10 Cold, crit x3, 10 lb., one-handed, slashing]
Greatclub [1d10, crit x2, 8 lb, one-handed, bludgeoning]
Sword of Surt the Fire Giant [2d6, 2d6 Fire Damage, +1 Masterwork, crit 19-20/x2, 8 lb., one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
War Troll Leather Armor [light; +2 AC; +2 Save Rolls, +4 Intimidate; max dex +6; check penalty 0; 15 lb.]
44 lb - Weapons / Armor / Shield
30lb - Arrows (quiver of 20) x10
2lb - Backpack
5lb - Bedroll
6lb - Blanket, winter x2
5lb - Crowbar
200lb - Firewood (1 day) x10
- Fishhook
5lb - Fishing net
3lb - Flasks x2
- Flint and steel
4lb - Grappling hook
2lb - Hammer
2lb - Lantern (hooded)
1lb - Mug
10lb - Oil flasks x10
10lb - Pick
10lb - Pot
1lb - Pouch x1
10lb - Rations (1 day) x10
20lb - Rope (50', hempen) x2
1lb - Sacks x1
- Sewing needle
- Signal whistle
8lb - Spade / shovel
1lb - Spyglass
20lb - Tent
4lb - Torches x4
80lb - Waterskins x10
1lb - Whetstone
5lb - Artisan tools
5lb - Climber's kit
455 lb. in Total
Languages: Common, Draconic, Dwarven, Giant, Gnoll, Goblin, Orc, Undercommon.
Spells: None
Companion/Familiar: None
Background: Bareuk is an enigma even among his own kindred, he has no taste for the flesh of intelligent beings, saying it taste like rotten pig brain. He is rather intelligent but has not much use for his wide arrange of languages with his lack of grammar and big words, but that's to be excepted as he speaks languages very well especially for a troll, and that says a lot abotu his specie's speech abilities.
The troll likes to battle but he prefers for the battle to have some reasonable purpose, like defending others, defending yourself, raiding monster lairs and the likes, not getting people rushing into his lair in the middle of the night trying to kill him for just being a troll. But he cannot blame them with the reputation his kin has with the intelligent species, and that is something that makes times harsh for trolls like himself, no matter how rare they are.
Having enough of the raids on his lair he took up a backpack on his back, some leather armor and weapons he has scavenged from people attempting to kill him time to time, and decided to leave his home in the Old Owl's Well area. And thus his quest to find a more friendly place to live in began, but it woudl be a harsh journey. He had a big deal of trouble trying to show others that he was not a troll attempting to kill travelers or such things, it was very hard to try to talk reasons with the greycloaks, the military of Neverwinter, which were guarding the Old Owl's Well that he was not there to cause trouble.
In the end he had to perform a collection of quests for the greycloaks to get passage, he cut down the orcish clan Gorgeshkull and presented the chieftan's head on a pike. The sword spider queen who had settled down in a cave nto far from the well was the next target and soon he came back with her bloody carcass over his shoulder. Then he had to defend the camp against a raiding party of orcs and ogres, he took them all on and blood sprayed over the ground for over an hour before the rest of the raiders fleed in terror, leaving a blood covered Bareuk standing in the middle of a sea of corpses. And lastly he had to find the supposed gold mine located in the mountains, it had been a last ditch attempt by the superiors of the greycloaks to keep him from getting passage, after two days he found the mines hidden behind a large boulder which had blocked them decades ago. After clearing out the undeads which had infiltrated the mines he went back to the Old Owl's Well and was finally granted passage by the grey cloaks, and given a strange medal with the Eye of Neverwinter on it, stating it was a medallion that would help him if he ever needed the aid of Neverwinter.
Now he is in the Dragon's Hoard, attempting to have a nice calm evening with beer, food, a warm bed and women, all that is a a luxury to a troll, Though that last part would be hard as not many females were interested in a troll like himself, though some said that the wart like bumps on his cock made the sex very enjoyable.
A small piece of information about a fighter's starter feats.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
And that's it.
I am pretty open minded to what kind of race, class and ability scores you have, but I do not wish to see base ability scores, the scores you get from the dice roll or the ability chart, to be above 18, additional scores like racial points and the likes are not included in that as you can see with my troll character.
EDITED: I have changed the structure of my troll character to make it more fair and to make it possible to rp him in a level 3 campaign, well I hope sp.
Last edited: