#1
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A koan for Kara
The sand whipped around the tents as they hunkered down for the night. They were just a mile from the Citadel, and had to be carefull. Patrols were frequent, but they could not be discovered. Kara peered at her father as he polished his armor. The raids on their herd would either stop or their clan would be destroyed. She went back into her tent, and checked her longsword. Unlike most of her tribe, she fought with a straight edge, one she had taken from a knight who had tried to rape her. She then examined the maps, and the plan she had designed. Despite her young age, she had a grasp for tactics that had gotten her the attention of a wandering cleric of Tyr, who had left behind a wealth of knowledge. The southern wall of the citadel was weak, and sand was not the most stable of structures. The prophets were praying already, for the power to bring down the wall. But that was not the main assualt. It was a fient. Troops would react to the wall, and she and 3 others could sneak into the dukes quarters, slit his throat, and leave. Simple enough... ---***--- Kara opened her eyes, and looked around her cell. At least, that was the way it was supposed to have gone. The guards had been waiting for them. They snuck into the room, and stabbed a dead corpse. The corpse of her father, the King of the Bahzir. She heard arguing outside her cell, hopefully the doctor was telling them they couldnt burn her again. The red marks were still festering. She heard a tiny gasp, and something heavy fell. The door swung open, it was the cleric, of Tyr, Rorek. It was a good plan... Now, lets leave, I have more to teach you. It is Tyrs will... ---***--- It had been 3 years, since he had opened the door to her cell. He had healed her burns, and cleaned the cuts. He even managed to get her eye to work again, though she would have a fearsome scar. He tought her more, how to fight with a sword and shield, how to ride a horse, how to hide plans from spies. How to find spies, how to kill spies in creative ways. He was called though, to some war, in the great plains. He told her to wait 12 months for him. She waited 18, before giving up on him. She begin to travel, working as a tactician for those who needed one. Now she has heard rumors of Townsaver, the legnedary sword of Tyr has been found. Kara decided, then and there, that she would earn the sword, and started heading towards it. ![]() Basic BR, more imprtant info Class- Marshall http://www.wizards.com/default.asp?x=dnd/ex/20030906b Name Kara Hussek Age- 24 Physical Description A hard and muscled women, who is not buetifull. In no way, shape or form. He nose is twisted, her left eye lazy, and scars and burn marks crisscross her body. She has a ornate longsword on her belt, and a shield on her arm. She exudes confidence though, and is dedicated to wielding Townsaver. Kara can start as a 9th level character. Start with 40,000gps worth of gear. All items from the PHB are free, including MW. Assume any items with required creation caster level of 7th, 8th or 9th costs 5x market price. Any items with dimensional spaces (such as Hewards Handy Haversack) costs 4x market price. Do not spend more than 50% of your starting wealth on one item, and spend no more than 11,000gps on any two items. Roll HPs and post the link here when you are ready. Special Abilities: Gain Radiant Aura. You have a permenant +2 bonus to Charisma Gain a version of the Leadership feat for free, which is called Marshal Leader. -You may attract a number of cohorts equal to your Charisma Modifier, they may be as high as level as provided by the leadership feat normally. However, Marshal Leader does not allow followers. If you want followers you must take the Leadership feat as normal, only the extra cohort will not stack with those gained from the Marshal Leader feat. Mounts: The tiger, will be a Dire Tiger. You can choose if it is a siberian or bengal. The rhino and camel will be as normal. All three are specially trained and will treat you, and your cohorts as a warhorse treats its masters. Assume also that the three steeds will act like warhorses in regards to combat or being directed into combat or other dangerous situations. Keep in mind however, aside from specialist animal handlers, yourself, and your cohorts, the steeds will act towards all humans just as a wild dire tiger or camel or rhinocerous would do... Cohorts: Univene (Ftr 7) HD: 7d10+21 (57/64hps) Heavy Warhorse: (28/30hps) Init: +2 Speed: 30' AC: 20 (chainshirt, +2 lg wooden shield) BAB/Grapple: +7/+11 Attack: +1 Longsword: +13/+8 (1d8+8), 19-20/x2; Lt. Crossbow: +9/+4 (1d8), 19-20/x2, 80' Saves: Fort: +8, Ref: +4, Will: +2 Abilities: STR:18, DEX:14, CON:16, WIS:10, INT:10, CHA:10, Skills: Climb +8, Handle Animal +5, Intimidate +4, Jump +8, Listen +2, Ride +5, Spot +2 and Swim +5 Feats: Wpn. Foc. (lngswrd), Quick Draw, Power Attack, Expertise, Rapid Reload, Wpn. Spec. (lngswrd), Cleave, Great Cleave Twain (Ftr 7) HPs: 7d10+0 (53hps) Init: +4 Speed: 30' AC: 20 (mithral chainshirt, buckler+1) BAB/Grapple: +7/+9 Attack: Comp.LngbwII: +13/+8 (rapid: +11/+6/+11),1d8+5 (x3); Scimitar of Fire:+10 (2d6+4) (18-20/x2) Saves: Fort:+5, Ref:+6, Will:+1 Abilities: STR:15, DEX:19, CON:10, WIS:8, INT:9, CHA:12 Skills:Climb +3, Craft (bowmaking) +1, Handle Animal +4, Intimidate +0, Jump +5, Listen +2, Ride +3, Spot +3, and Swim +3 Feats: Point Blank Shot, Precise Shot, Wpn Foc. (lngbw), Rapid Shot, Quick Draw, Wpn Spec. (lngbw), Weapon Foc. (scimitar), Weapon Spec. (scimitar) Gear: 11 arrows +1, 21 MW arrows, [/COLOR] Therous (Clr 7) HD: 7d8+24 (57/63 hps) Init: +2 Speed: 20' AC: 21 (Breast Plate +1, Large Steel Shield) BAB/Grapple: +5/+8 Attack: +1 Heavy Mace of Smashing: +10 (1d8+4), 19-20/x2; MW Hvy. Crossbow: +8 (1d10), 19-20/x2, 80' Saves: Fort: +10, Ref: +4, Will: +7 Abilities: STR: 16, DEX: 14, CON: 16, WIS: 15, INT: 10, CHA: 14 Skills: Concentration +6, Diplomacy +5, Handle Animal +5, Heal +10, Knowledge (arcana) +2, (religion) +6 Feats: Turn Undead 4/5x/day , Spontaneously cast cure spells, Toughness, Great Fortitude, Weapon Focus (hvy mace), Power Attack Spells per Day: 0) 6; 1st) 5+3; 2nd) 4+3 3rd) 3+3 4th) 1+3 Spells Prepared: 0) Create Water (x4), Detect Evil, Light 1st) Bless, Divine Favor, Protection from Evil, Shield of Faith, Remove Fear 2nd) Bull's Strength, Spiritual Weapon, Lesser Restoration, Shield Other 3rd) Create Food & Water (x2), Prayer 4th) Nuetralize Poison Domains: Sun (Greater turning, destoys all that would be turned 1/day), Fire (turn Water Elementals, command Fire Elementals), Strength (once per day add cleric level to strength score for one round) Domain Spells 1st) Endure Elements, Burning Hands, Bull's Strength 2nd) Heat Metal, Produce Flame, Magic Vestment 3rd) Searing Light, Resist Energy, Magic Vestment 4th) Fire Shield, Wall of Fire, Spell Immunity Gear: Cloak of Charisma +2, Gloves of Climbing and Swiming Samus Wynalian (Rgr 7) Hit Dice: 7d8+14 (43/53hps) Initiative: +4 Speed: 30' AC: 21 (+2 studded leather. amulet of natural armor +2) Base Attack/Grapple: +7/+10 Attack: +2 longbow: +14/+9 [+12/+12/+7] (1d8+3), x3, 110'; MW quarterstaff: +11 (1d6+3), x2; MW dagger: +11 (1d4+3), 19-20/x2, 10' Saves: Fort +7, Ref +9, Will +6 Abilities: Str 17, Dex 18, Con 14, Int 17, Wis 18, Cha 15 Skills: Climb +6, Concentration +6, Handle Animal +12, Heal +10, Hide +10, Jump +8, Knowledge (geography) +8, Knowledge (nature) +13, Listen +14, Move Silently +10, Profession (hunter) +13, Ride +14, Search +10, Spot +14, Survival +14, Swim +8, Use Rope +5 Feats: Alertness, Run, Rapid Shot, Endurance, Point Blank Shot, Many Shot, Woodland Stride, Precise Shot Spells per day: 1st) 2 Spells prepared: 1st) Longstrider, Pass without Trace Special: Favored Enemy (human +2),Track, Wild Empathy, Combat Style (archery), Improved Combat Style (archery), Woodland Stride, Animal Companion (light warhorse) Other gear: 21 MW arrows, 3 +1 arrows Wen Mnk 7 HD: 7d8+21 (56/60hps) Init: +7 Speed: 50' AC: 19 (dex, wis & AC bonus +1) (+3 partial, +6 full defense) BAB/Grapple: +5/+8 Attack: Unarmed: +9 (1d8+3), x2; Flurry: +8/+8 (1d8+3), x2; MW Claw Chain: +9 (1d6+3), x3; MW Shortbow (w/MW arrows): +11 (1d6), x3, 100'; Rapid Shot: +9/+9 Saves: Fort: +8, Ref: +9, Will: +9 Abilities: STR: 16, DEX: 19, CON: 16, WIS: 18, INT: 14, CHA: 12 Skills: Balance (Dex) +16, Climb (Str) +7, Concentration (Con) +7, Diplomacy (Cha) +5, Escape Artist (Dex) +8, Hide (Dex) +6, Jump (Str) +15, Knowledge (arcana) (Int) +6, Knowledge (religion) (Int) +6, Listen (Wis) +11, Move Silently (Dex) +8, Sense Motive (Wis) +8, Spot (Wis) +11, Swim (Str) +7, and Tumble (Dex) +16 Feats: Improved Unarmed Strike, Improved Grapple, Improved Trip, Combat Reflexes, Deflect Arrows, Attack from Prone, Weapon Focus (unarmed), Run Special Abilities: Flurry of Blows, Evasion, Still Mind, Ki Strike (magic), Slow Fall 30', Purity of Body, Wholeness of Body (14hps/day) __________________________________________________ _______________ Mounts: Slasher DIRE TIGER (Large Animal) Hit Dice: 16d8+48 (107/120 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +12/+24 Attack: Claw +20 melee (2d4+8) Full Attack: 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 2d4+4 Special Qualities: Low-light vision, scent Known Tricks: Attack, Down, Hunt, Heel, Track & Stay Saves: Fort +13, Ref +12, Will +11 Abilities: Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw) Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard. Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds. Combat A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +18 melee, damage 2d4+4. Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Stomper RHINOCEROS (Large Animal) Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (2d6+12) Full Attack: Gore +13 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge Special Qualities: low-light vision Known Tricks: Work, Down, Fetch, Heel, Attack & Stay Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Alertness, Endurance, Improved Natural Attack (gore) The rhinoceros is infamous for its bad temper and willingness to charge intruders. The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). Combat When it is harassed or annoyed, a rhinoceros lowers its head and charges. Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.[/SECRET] CAMEL (Large Animal) Hit Dice: 3d8+6 (19 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10 Base Attack/Grapple: +2/+10 Attack: Bite +0 melee (1d4+2*) Full Attack: Bite +0 melee* (1d4+2*) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Known tricks: Work, Fetch, Stay, Come, Guard & Defend Saves: Fort +5, Ref +6, Will +1 Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness, Endurance Camels are known for their ability to travel long distances without food or water. The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16). Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds. Combat *A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash Last edited by Corwyn; May 7th, 2006 at 03:25 AM. |
#2
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Kara is ready.
http://www.rpgcrossing.com/view.php?id=25148 I chose the mystery prize instead of 30k.
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#3
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actually hang on
how do you feel about exotic mounts... Because... well, ive had an obsession with having a charecter ride a hydra ever since i read Arms and Equip. For a measly 15k or so, i could have a 5 headed pyro hydra ![]()
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#4
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Well, I don't like the hydra. Doesn't seem very marshal-ific now does it? How about something else? Maybe a Giant Hawk, or something? Or a celestial camel
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash Last edited by Corwyn; Oct 29th, 2005 at 06:38 PM. |
#5
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Celestial Camel *giggles*
Are rhinos marshall riffic. Hehe.... Now I want a celestial camel as my mount. A magebred celestial warcamel. FEAR ME!
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#6
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Umm, you can go with a Rhino if you want. I was thinking more along the lines of a white tiger. Or maybe a pegasus. Whaddaya think?
Meanwhile, your mystery prize: Gain Radiant Aura. You have a permenant +2 bonus to Charisma Gain a version of the Leadership feat for free, which is called Marshal Leader. -You may attract a number of cohorts equal to your Charisma Modifier, they may be as high as level as provided by the leadership feat normally. However, Marshal Leader does not allow followers. If you want followers you must take the Leadership feat as normal, only the extra cohort will not stack with those gained from the Marshal Leader feat. ...Put these abilities on your character sheet...
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash |
#7
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oOo...
![]() ![]() The tiger sounds intriguing. And I like the abilities *golf claps* Now I need to decide on a mount... Or... *grins evily* Get em all. A rhino for tough work. Camel for packs/endurence. Tiger for speed.
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#8
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done. The tiger, will be a Dire Tiger. You can choose if it is a siberian or bengal.
The rhino and camel will be as normal. All three are specially trained and will treat you, and your cohorts as a warhorse treats its masters. Assume also that the three steeds will act like warhorses in regards to combat or being directed into combat or other dangerous situations. Keep in mind however, aside from specialist animal handlers, yourself, and your cohorts, the steeds will act towards all humans just as a wild dire tiger or camel or rhinocerous would do... Now, do you want to craft your own cohorts, or shall I?
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash |
#9
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You may have the honors. Personal Prefrence goes to a Cleric, Wizard and Fighter. Druid if there is a forth.
I will teach the animals the dont attack trick, so they wont maul some random chap...
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#10
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Siberian tiger... definetly...
How long till I start?
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#11
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See post #1 for cohorts. Add your special abilities to your character sheet. The animal stats are forthcoming...
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash |
#12
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Animal stats added above. When your sheet is updated (I really just want to see the Charisma Bonus and the Marshal Leader feat on there), we will commence your epic journey...
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash |
#13
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done
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#14
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Tricks for the Animals
Tiger Attack Attack Down Hunt Heel Track Stay Rhino Work Down Fetch Heel Attack Stay Camel Work Fetch Stay Come Guard Defend Im ready to roll... aka, ready to maul some poor SOB with a tiger ![]()
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On Hiatus - school is calling with cold cruel words... Nzarling Member Tag #06660. Ex member of the Trifecta. |
#15
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Once Kara had learned of the presence of Townsaver, the Divine Blade, on mortal lands, she began searching for it with single-minded determination. Breaking off from the army she was traveling with, she recieved the blessing of Sultan Rajeem, commander of the Sade d'Loc Haram army. Rajeem allowed his favorite tactician to go on her religious mission, sending her with her most trusted captains and her personal mounts.
After nearly three weeks of traveling through the desert, towards the distant central mountains, far to the west, Kara and her soldiers found themselves almost completely out of water. So far Theorus had provided drinking water for the men and women, summoning the liquid from the very heavens. But now, the animals have consumed nearly all of the stores of water they had been carrying, taxing Therous to produce water for man and beast. Samus, having been born on the far side of the famed Central Mountains, leads the party across the dry cracked wasteland that stretches for miles before the foothills. The grizzled nomad from the foreign lands now ranges nightly in all directions, searching for signs of natural water sources. The ranger sleeps only a few hours after his nightly vigil, leading the party at daybreak. Presently, the group has stopped to wait out the midday sun, rationing the water that Therous had conjured. Samus braves the sun, in search of a spring or well. When the young ranger returns, he comes to Kara with obvious satisfaction on his face, I have found a dry riverbed. I am confident that if we follow it north, we will find water. Samus was always a man of few words, his last two sentences being more words than he had said in twenty-four hours. Therous, overhearing the dry cracked voice of the reporting ranger, does not get up from his place in the shade of a large rock, but adds in his own harsh voice, I don't know how long I can keep this up, I hope there is water there. If not, we'll have to slay at least some of the horses and camels. **Free actions (I will use that term alot. Implying that you can do whatever you want, not necessarily meaning that what you do will take no time. Just that you can act with no initiative constraints). You know you are easily a week from the foothills. If the riverbed takes you further north than a few days worth, you know that you'll eventually have to head south again, because too far north, there are no foothills leading up to the mountain chain, but only sheer cliffs.... Do you let Samus lead the party in search of water? Do you press Therous for more productivity? Do you order the mounts of your men slain?**
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"Reality is merely my own perception of the matter before me,
made tangible by my mind and made real by my understanding of it." -Corwyn J. Thomas of Kalamarash |
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