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Jallorn
2014-05-18, 04:42 PM
This is not an optimization challenge.

This is not a homebrew competition.

This is a competition wherein you attempt to create a full, interesting character, backstory and all, with crunch supporting the fluff. This is the Storytellers' Competition.

The theme for this competition is The Royal Court. All entries must be level 5 and they must have a position within a king's court. There is presently no deadline, but I will announce a deadline once we have three or four entries. It will probably be two weeks from that date.

Without further ado, the Rules

1. You will be creating an original character that fits into the guidelines and themes of the competition. A complete entry contains at least a full stat block, a backstory describing how the character became who and what they are, and motivations and goals for future action. Any entry missing these elements on the deadline will be disqualified from voting. Ability Stats should be calculated with DnD 3.5 Point Buy of 28, and Wealth is as the PC Wealth by Level table from the DMG.

2. All entries must be DnD 3.5 compatible. Pathfinder, other 3rd party sources, and homebrew are all permissible, however, optimization and broken classes, feats, etc. are frowned upon and may be forbidden; the crunch exists to support the fluff.

3. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here (http://www.giantitp.com/forums/showthread.php?349606-First-Ever-Storytellers-Character-Creation-Competition-Chat-Thread&p=17486039#post17486039)

4. Only one entry is allowed per participant.

5. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

6. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

ArendK
2014-05-22, 01:10 PM
Allright; here's what I have for my entry trying to get this thread going;

Iravon Deskeiner- Human Warblade 5 Alignment; Lawful Neutral with Good tendencies.
Eberron Campaign Setting


STR 16
DEX 14
CON 12
INT 14
WIS 10
CHA 10

Feats- Improved Initiative, Power Attack, Weapon Focus (Greatsword), Iron Heart Aura (Warblade Bonus feat)
Trait- Aggressive
No Flaws.




Skill- Ranks
Balance 4
Climb 5
Concentration 8
Diplomacy 4
Intimidate 2
Jump 4
Knowledge (History) 3
Knowledge (Nobility) 3
Knowledge (Religion) 1
Martial Lore 7
Perform (Sing) 1
Ride 1
Spot 1
Swim 4
Tumble 4






Stances- Leading the Charge, Punishing Stance

Maneuvers- Steely Strike, Stone Bones, Wall of Blades, Charging Minotaur, Douse the Flames, and Mountain Hammer





+1 Greatsword (2350 gp)
+2 Chain Shirt (4250 gp)
Healing Belt (750 gp- Magic Item Compendium)
+1 Vest of Resistance (1000 gp)
Flame Touched Iron Holy Symbol-Silver Flame (I can't get to the books that have the exact pricing for this item ATM, but since it has no mechanical effect on this character, I just paid 150 gp for it)




Iravon sees himself as a knight for his Queen. A gifted swordsman who emphasizes sheer overwhelming speed and burtality combined with technique, Iravon is a nightmare on the battlefield.

His massive blade, a gift from Queen Aurala of Aundair was custom made for his grip by House Cannith as a gift, as was his armor. This was in recognition for Iravons efforts in leading a strike against a Karrnathi raid on a House Cannith enclave during the Last War.

The rest of his magical equipment, including a magical belt from House Jorasco that would heal his wounds and his Vest of Protection were gifts from the Queen upon his knighthood.

Iravon was raised during the Last War, and saw the tragedies that warfare caused. As soon as he turned 16, he left his families farm in the tiny village of Tanar to head towards Fairhaven in hopes of helping his nation. After joining the military there, he began emphasizing larger, heavier weapons than most due to his "farmboy strength" and surprising his foes with his intelligence and tactics. Four years after his joining of the Aundair military, he received his "battle-field commission"; a promotion into the officer ranks as a Captain of a small company. Captain Deskeiner became well known among the military circles as a leader and tactician on the battlefield.

Iravon, at the end of the day, is fiercely loyal to Aundair and his Queen. He will follow his Queens order without hesitation, believing her guidance to be in the best interests in both Aundair and potential future of the Five Nations. He would gladly risk his life for the betterment of Aundairs prosperity. Regardless, he still quick to smile and laugh with those around him, although those of other nationalities take a while to warm up to. He is always willing to give to charity when he can, as his rank and position from the Last War made him a minor noble. Nowadays, he is more likely to be found as part of Queen Auralas traveling bodyguards than anything, and he relishes the occasional mission she will send him out on; usually to strike against some Brelish/Karrnathi/Thranish/Dragonmarked House representative whose interests do not favor Aundair. The tactical precision this typically requires rekindles the fire that was the Last War for Iravon.

Not normally a religious man, Iravon worships the Silver Flame, a rarity among Aundairans. Due to the intensity of the Last War against Thrane and the theocracy of the Silver Flame, most people of Aundair desdain the worship of the Silver Flame and its followers. Iravon, however, fought valiantly alongside a Thranish Paladin of the Flame against a horde of Karrnathi undead during a skirmish on the eastern edges of Aundair, where the borders of both Karrnath and Thrane are not far. Even after the undead were defeated, the Paladin refused to strike against the wounded and injured forces Iravon led.
The Paladin healed the most gravely injured Soldiers for both the Thranes and Iravons forces without bothering to treat her own. Iravon was moved by the Paladins selflessness, and the two began an earnest discussion about faith and religion during the temporary cease-fire, how the Silver Flame was the only true holy faith one could truly embrace. Iravon, shortly after, caught himself praying to the Silver Flame afterwards. He prefers to keep his faith in secret, but still believes that it isn't your religion that makes you good, but what you fight for. The lady Paladins gift to him before their companies parted ways was a flame-touched iron holy symbol of the Silver Flame. Iravon finds himself thinking about her from time to time.

Iravon is slightly at unrest during this time of peace after the Treaty of Thronehold; he knows war, and finds himself longing for the battlefield again. But his heart lies with his queens wishes, and until she gives him an order extreme enough that his faith in her is shaken, he will follow her in hopes that all will see the beauty of Galifars rightful heir and Queen.

Outside of the castle grounds, when not tending to business for the Queen, Iravon can be found in taverns and pub often singing and reciting various songs and tales. His personal favorite is "The Epic of The Valiant and the Vigilant", a "Romeo & Juliet" esque tale and song about two lovers in the Last War (1 from Thrane, 1 from Aundair) who are each trapped in one of the fabled Towers bearing the tales name (Tower Vigilant and Tower Valiant) during their nations sieges on the others tower.
Iravon himself has not connected the dots between the tale, and his own similar situation with the lady Paladin from Thrane whom he finds himself thinking about and been struck with the irony of it.

Gildedragon
2014-05-22, 07:09 PM
Jaska Ul (The Priest in Black)
Race: (Necropolitan) Illumian
Alignment: LG
Class: Cloistered (UA) Ancestral Speaker (Dr 311) Cleric of Wee Jas 3 / Binder 1

STR: 12 [+1]
DEX: 7 [-2]
CON: -
INT: 20 [+5] (+1 middle age, +1 lvl 4)
WIS: 14 [+2]
CHA: 18 [+4] (+1 middle age, +2 enhancement)

BAB: +1 (0 melee, -1 ranged)
WILL: +3 (+6)
REFX: +3 (+2)
FORT: +3 (+4)

Initiative: -2

Sigils: Naen (Int) & Vaul (Cha)

Languages: Illumian, Common, Suloise, Draconic, Elvish, Orcish, Dwarven, Undercommon


Trait: Absentminded
Trait (PF):Dangerously Curious: +1 UMD, UMD as class skill
Drawback (PF): Meticulous: -2 to untrained skills
Drawback Trait (PF):Divine Artist: Oratory is a Class Skill
Flaw: Divine Gestures: Divine spells have ASF
Flaw: Arcane Performer / Insomniac *: Perform check (DC 10+Spell Level) or lose spell. / Fort save or be unable to sleep
B) Improved Power (Knowledge Domain)
B) Spellcasting Prodigy (Int)
1) Academic Priest (Dragonlance LoT)
3) Improved Binding

*This is splitting the difference between a flavorful flaw he doesn't qualify for but does affect him, and a not very flavorful flaw he qualifies for and doesn't affect him


Skillpoints: 71

Concentration: +10
+5 (ranks) +2 (Vaul)
Craft (Alchemy): +17
+5 (ranks) +2 (Naen) +4 (tools)
Craft (Writing): +9
+1 (ranks) +2 (Naen)
Decipher Script: +9
+1 (ranks) +2 (Naen)
Diplomacy: +19
+5 (ranks) +4 (synergy) +2 (Vaul) +4 (tools)
Gather Information: +11
+3 (ranks) +2 (synergy) +2 (Vaul)
Heal: +6
+5 (ranks)
Intimidate: +10
+4 (ranks) +2 (Vaul)
Know(Arcana): +14
+5 (ranks) +1 (absentminded) (+2 Naen)
Know(History): +14
+5 (ranks) +1 (absentminded) (+2 Naen)
Know (Local): +11
+1 (ranks) +1 (absentminded) (+2 Naen)
Know(Nature): +11
+1 (ranks) +1 (absentminded) (+2 Naen)
Know(Nobility): +14
+5 (ranks) +1 (absentminded) +2 (Naen)
Know(Religion): +14
+5 (ranks) +1 (absentminded) +2 (Naen)
Listen: +2
+2 (ranks) -1 (absentminded)
Perform (Oratory): +9
+2 (ranks) +2 (Vaul) +1 (trait)
Sense Motive: +6
+5 (ranks)

Spellcraft: +15
+5 (ranks) +2 (synergy) +2 (Naen)

Spot: -2
-1 (absentminded) -2 (trait)

UMD: +11 (+14 with scrolls)

+4 (ranks) +2 (synergy: with scrolls) +2 (Vaul) +1 (tools: with writing) +1 (trait)

Speak Language: 2 ranks



Undead Traits:

Immunity to: mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, damage to its physical ability scores, fatigue and exhaustion
Not subject to: critical hits, nonlethal damage, ability drain, or energy drain
etc...

Corpsecrafted Necropolitan Traits:

Turn resistance +6
Resist Control Undead +2
Naturally regain HP

Illumian Traits:

Luminous Sigils
Vaulnaen: 2/day cast from an unprepared slot spontaneously
Glyphic Resonance
Final Utterance: see: The Character

Cleric Abilities:

Lore: +10
Knowledge Domain (Improved): Divine Inspiration: 3/day +Cha to Kn. Check, Take 10 on Kn. Check, can be untrained
Holy Presence: No need for Holy Symbol
Ancestral Communion (skills): +6 for 4 rounds to any skill 1/day

Peripheral Beliefs: (Dr 328)

Day of Rest (1/week no strenuous actions): Benefit +4 vs sleep, Listen from Sleep without -10 penalty
Daily Prayers (3x day): Benefit: Know North
Sacred Clothing (Vestments): +2 bonus on charisma check when dealing with members of faith

Spirit Binding: (+7 to checks)

Tendency towards The Green Lady (http://community.wizards.com/content/forum-topic/2485471): +2 cha, 1 lvl 1 wizard spell (castable every 5 rounds; typically Ancestral Knowledge, Peacebond, or Comprehend Languages), Turn Undead


9000gp

Portable Items:
Glammerweave Cleric Vestments (510): +2 diplomacy
Knowledge Token of Faith (100gp): +1 Sacred bonus on Spellcraft checks made to decipher magic writings
Divine Spark (1,050 gp): +1 resistance, can be understood by anyone
Masterwork Ornate Red Crystal Dagger (705gp): +2 diplomacy (implement of binding)
Ring of Prestidigitation (900gp)

Fixed Items:
Alchemist's Lab (500gp)
Artisan's Tools Mwork (55 gp)
Scripture (10gp)
Horn of Recording (750gp): Holds a 1hr recording of his final utterance
Granite Altar (40gp)
Silver Brasier (15gp)
Implements of Binding +1 (228gp+cost of dagger)

Miscelaneous:
Alchemical Items (assorted, made and sold at cost)
Cost of Undeath (3240gp)
897gp



Jaskaul: cleric of Wee Jas, Topaz Novice, healer, undead.
In his chambers, up in a tower, an altar is built against the wall. Four gilded and ornamented stelae, bathed in polychrome flames, stand upon in. Four gods stand on his altar, for though a servant of the Ruby Sorceress, he feels compelled to honor his ancestors, the deities of his race; he would not be a rightful jazidim if he did not feel and obey that imperative: honor the dead. First invoked is Tarmuid, as his title befits, then Aulasha and Glautru, and lastly, most ceremoniously, his crimson-lit patron. This particular devotional has him impeded from certain skills most priests have, such as the spontaneous transformation of spells into curative incantations, and the channeling of energies for the aid or bane of the undead, but it has left him capable of communing with the spirits of the departed, feeling their aid in more ways than one.

The black priest is not an unattractive man, though frail an ungainly when living, he has made an effort to be less so in undeath. His skin is kept lustrous and soft, the tattoos on his face glow bold under the light of the stars or magical flames, and his hair is kept arranged and tidy: severe and artfully asymmetrical.

Grey dusts the sharp black of his beard and licks at his temples, frozen there forever by a secret rite conducted nearly a century ago, meant to rid him of the many plights a frail body imposed on him, and the threat mortality imposed to his work: the preservation of life and tradition. A threat he sought to be free, ever since he first read of the rituals of undeath in a bundle of scrolls that were not part of the library catalogue… it took him decades to find the right necromancer, a mystic from an ersatz ascension cabal, eager to try his theories on a fellow illumian. The ritual, the necromancer told him, had failed and not produced a god… but it had shown him the path to eternal life. For years he studied and prepared under the necromancer, reading ancient tomes and laboring to pay the exorbitant fee for the arcane ritual and the preparations of the sacred space. One day he woke up on the altar and knew his apoathanatosis was imminent.

The cleric still dwells on that day the chanting that filled the funerary chapel, the eerie almost-black light, the nails forged out of strange ores… and above all the flash of light and sound as he moved between mortalities. Over the decades he has listened to the recording of his final utterance repeatedly, tirelessly, trying to understand the meaning hidden within… He suspects that it is but half of the true utterance, and that the remaining half will be attained upon his second death.

In the early hours, after his morning prayers, he makes a second invocation, this time towards the departed spirits; within a circle he calls to spirits between realms and makes pacts with them, trying to further their causes in this world. In particular he calls upon a long departed worshipper of his Goddess to gain insight and understanding about things of this world and the next. Soon, he hopes, to be able to fuse these new disciplines, that of direct communion with the Spirits, and that of communion with the Gods.

After years of study he was sent by his cabal, learning him successful in his quest for eternity, to serve as an envoy to a distant kingdom. Without hesitation he set out, eager to serve the cause of diplomacy, enlighten the living about the nature of death, and obey his religious superiors. In his new role Jasakul makes little effort to hide his undead nature: though he maintains his flesh fresh and well preserved, he is quick to disclose, and does not try to mimic the habits of eating or breathing or sleep.

Nominally Jaskaul’s role in the court is that of an acting cleric (though there are others of less macabre faiths) and advisor (though mainly in matters of protocol and tradition; his other areas of study: funerary rites and ancient history are seldom called upon). Extra-officially, Jaskaul is an alchemist and a healer of no small skill: a reputation attained through the application of the healer’s craft, and assorted alchemical remedies and spells. He is quick to hurry to the scene of an accident, a sense of righteousness compelling him to ameliorate suffering.

He is aware that his position in the court is at times precarious: the more established faiths are (as a general rule) anti undead, and his dependence on logic and insight, rather than perception and enlightenment, lead to frequent butting of heads with other clergy in the court. Likewise the prejudice against the undead meant an initial recalcitrance to benefit from his healing abilities. He, however, has enough charm and courtesies to help him ingratiate himself to others, and show that undeath is merely another state of being. Though no amount of conversational skills are able to dispel the idea that the swarthy cleric is setting himself up as an eminence grise, aided by his immortality and divine powers; and that he escapes detection by paladins through dark sorcery.


Spells Per Day: 0th: 4, 1st: 2+2(bonus)+D, 2nd 1+2(bonus)+D

0th:
Detect Poison x2
Detect Magic / Amanuensis
No Light / Mending

1st Level
Lesser Vigor
Healer's Vision
Healthful Rest
Omen of Peril

Spontaneous: Luminous Armor
Domain: Detect Secret Doors

2nd Level
Guidance of the Avatar
Healing Lorecall
Lore of the Gods
Domain: Detect Thoughts

Every few days:
Gentle Repose
Domain Substitution
Unseen Crafter





Level 5:
Cleric 4
Death Talker (+2 to social skills vs undead)
Skills: 11


Craft (alchemy): +1
Concentration: +2
Diplomacy: +1
Kn (arcana): +3
Sense Motive: +1
UMD: +3

Levels 6-11:
Apostle of the Green Lady 5
Feat 6: Lifesense
Feat 9: Extend Spell

Modification: spellstitching himself