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Tales of Shadiya (D&D 3.5) Profiles

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Feb 26, 2014
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Toronto Canada
Name- Krom Tar-ash Var'Kargoth

World-

Species- War Troll

Age- 98

Gender- Male

Sexuality- Heterosexual

Appearance- Krom is a dwarf troll, which means that he is still fairly big. Standing at just under seven feet, and weighing in at close to three hundred and fifty pounds, there is nothing small about him. That said, he is of fairly average appearance (for trolls), which means that he resembles a mix between a shaved gorilla and bear, with a porcine face. His eyes are always narrowed, and his nose almost resembles a snout, giving him the look of one who is always on the lookout for trouble.

His blade is of excellent make, and almost out of place in the hands of a bandit chief. According to Krom, he found it while roaming the mountains of the north, and this blade called to him. A greatsword of unknown make, it has no decorations, but almost glides through rock and steel in the hand of it's wielder.

Krom wears a great cloak, vest and pants from a single great cave bear, said to be the great Chiefeater of Orc and Goblin ghost stories. He took it as a trophy, to prove his might.

Personality- Krom has a bit of a size problem. Nearly four feet shorter then the average troll, he is excluded from dwelling in Shatter-Craig, the great Var'kargoth fortress city. A touch bitter, he also holds himself to be a shrewd fellow. He's not. But he is honorable, and takes oaths very seriously. If he says he will do something, he will.

Skills/Abilities- Krom is a fighter and a leader, a troll using a greatsword, along with regeneration. When he hits most targets, they rarely get back up.

Notable Strengths- Krom has managed to hold his grip on an unruly band of orcs through a mix of might makes right, threats, and greatclub diplomacy for years. And while not as proficient as some, he knows how to run a bandit camp and make a profit. But his most notable feats involve how tough he is. Some Orc tales say he cannot die, and strangled the Great Cave Bear of Bloodywounds Canyon to death, and laughed as his claws tore away his internal organs.

Notable Weaknesses- While Krom hold himself to be a shrewd fellow, he's not. While no idiot, his intellect is on par with most bumpkins. That said, he's still smarter then his orcs.

History- He has lead a band of fifteen orcs for the last twenty years, and has recently taken in a young witch.

Equipment- Northrend (Greatsword), Chieftains Hide (Armor)

Goals (Optional)- Long term goals unknown. Short term; live life, make money, get prestige.

Miscellaneous- Krom views Shadiya as a bit of a mixed blessing. On one hand, she is a valuable member of the band. On the other, she could probably beat him in a challenge for leadership.
 
Name- Da Orcs

World-

Species- Orc

Age- 16-22

Gender- Male

Sexuality- Heterosexual

Appearance- Like Average Orcs

Personality- They are hardy, rough creatures. For the most part, they like to fight, fear little, and are very savage. While Krom has managed to beat some discipline into them, they are still orcs.

Skills/Abilities- They can whip themselves up into a frenzy, and are good at fighting.

Notable Strengths- They are strong, and can swing a blade. Pretty much it.

Notable Weaknesses- They are stupid as rocks. Which is unfair to the rocks. That said, they are trainable, and know when not to piss Krom or Shadiya off.

History- Krom has been recruiting from Orc tribes for his band for the last twenty years as followers die or retire back to their tribes. So he has a mixture of veterans who have been with him a few years, to fresh meat that has to be properly trained.

Equipment- Assortment of spears, axes and hammers.

Goals (Optional)- Fighting an loot. Krom's a good boss fer that. Boring at times, but good grog.

Miscellaneous- The older Orcs fear Shadiya to a degree, as they know she's a witch, and can beat the crap out of them with her bare hands. The younger and stupider ones need educating from time to time.
 
Name- Shadiya

Species- Aasimar

Age- 16

Gender- Female

Sexuality- Heterosexual

Appearance- At first sight Shadiya appears to be the lustful dream of every male turned flesh. She is of slender build and has blossomed into an extraordinary beauty of light complexion subtly betraying her celestial heritage. A mane of silvery locks surrounds a delicate, almost angelic face with high cheek bones, a perfectly proportioned narrow nose and dominated by a pair of large crystal blue eyes. Her lithe limbs are slender and shapely, ending in gracefully built hand and feet. Deliciously long legs lead up to a pert and firm behind, nice and round but not overly large beneath a slim waist. Her other literally outstanding feature is her massive bust, exceedingly voluminous in a way very rarely seen on such a slender frame. Her movements are of a natural enviable grace, lacking any pretentiousness.

Shadiya usually wears some dress or another Krom and his orcs brought home from a raid. Preferably short dresses with equally short sleeves that do not restrict her mobility but display a good amount of her toned limbs and cleavage. Her wardrobe can vary greatly with the occasion.

Personality- Shadiya has lived with the orcs for a few years, and before that been instructed by a witches coven. Not your usual happy childhood, and so she has learned to primarily look for herself and be quite manipulative if necessary. She still retained a healthy dose of genuine curiosity, though, and is very good at hiding both behind a friendly facade.

Skills/Abilities- Originally taken in by the band because of her gift for witchcraft Shadiya has developed her talents beyond what the coven had taught her. During all the long trances and meditations she has gained a very deep understanding about how to enhance her very own physique with her mystical energies, and she has cultivated that aspect of her skillset since, while trying to keep it secret whenever possible. By now her bare hands are deadlier than most sharp swords.

Notable Strengths- Shadiya can work witch magic, but also hold her self very well in a hand-to-hand brawl. And she knows when to stand back and let others do her work, letting her charming exterior hide her true strength.

Notable Weaknesses- Her curiosity and her kinky side - an unusual childhood in her case led to unusual sexual preferences - can get Shadiya into all sorts of trouble that a smarter person would have avoided. But then, sometimes that is exactly how she wants it.

History- As long as she can think back she has been either with Krom's band or with the witch coven where she got her magical education. How and when exactly the troll picked her up she no longer remembers.

Equipment- Some run of the mill garments. Endure Elements makes warm clothes obsolete for the most part.

Goals (Optional)- Ultimately knowledge and power, combined with a permanent stop to her aging process. She knows what a powerful tool her charming exterior can be, and she'd rather preserve it indefinitely.

Miscellaneous- Despite Krom's fears Shadiya has no interest in becoming the official leader of the bandit band. She has reasoned whoever is the leader will also be the first target in any sort of confrontation, and she rather not be that person. So as long as she is able to hold some influence over Krom she is happy to pull her strings from behind the scenes.

Class: Gestalt Monk 10/Witch 10
Alignment: Neutral Evil
Darkvision 90 ft

Strength 8 (-1)
Dexterity 20 (+5) +2 on Ability checks
Constitution 12 (+1) +1 on Ability checks
Intelligence 14 (+1)
Wisdom 26 (+8) +2 on Ability checks
Charisma 22 (+6) +2 on Ability checks

Size: Medium
Height: 5'5"
Weight: 92 lbs.

Total Hit Points: 90

Speed: 60 Feet (Monk)

Armor Class:
Regular: 40 = 10 + 8(Wis) +5(Dex) +2(Monk) +10(NA) +5(ClassDef)
Touch AC: 25 = 10 + 8(Wis) +5(Dex) +2(Monk)
Flat-footed: 35 = 10 + 8(Wis) +2(Monk) +10(NA) +5(ClassDef)

Saving Throws:
Fortitude: +19 = +7(Base) +8(Wis) +4(Mutation)
Reflex: +19 = +7(Base) +8(Wis) +4(Mutation)
Will: +19 = +7(Base) +8(Wis) +4(Mutation) [+2 against Enchantments]

Combat:
Initiative modifier: + 9 = +5(Dex) +4(Improved Initiative)

Attack (unarmed): +20/+15 = +10(BAB) +8(Wis) +2(Dire Body)
Attack (Flurry of Blows) +20/+20/+15 = +10(BAB) +8(Wis) +2(Dire Body)
Attack (missile): +15/+10 = +10(BAB) +5(Dex)

Damage (unarmed): 3d8+8 = 3d8 +8(Wis)


Aasimar Skills:
Resistance to acid 5, cold 5 and electricity 5
Daylight 1/day

Monk Skills:
Unarmed Strike
Flurry of Blows
Improved Evasion: No damage on successful Reflex save, half on failed
Still Mind: +2 to saves against Enchantments
Ki Strike (magic, evil)
Slow Fall 50 ft.
Purity of Body (Immune to Diseases)
Wholenes of Body (Heal 20 hp per day)

Witch Skills:
Change Self (2/day)
Wild Shape (1/day)


Stunning Fist
Combat Reflexes
Improved Trip
Improved Initiative
Fist of the Fifth Lotus; Use Wisdom instead of Strength for to-Hit and damage
Third Lotus of Sublime Beauty; You may use wisdom in the place of other abillities for skill checks
Second Lotus of The Spiritual Body; You may use your Wisdom modifer in place of dexterity or Constituion for your reflex and fortitude saving throws.
Arcane Strike
Power Attack
Improved Natural Attack


Ability Ranks Misc
Balance(C) +15 = +10(Wis*) + 3 +2(Synergy)
Climb(C) +15 = +10(Wis*) + 5
Concentration(C) +23 = +10(Wis*) +13
Diplomacy(C) +25 = +10(Wis*) +13 +2(Synergy)
Hide(C) +23 = +10(Wis*) +13
Jump(C) +17 = +10(Wis*) + 5 +2(Synergy)
Knowledge(Arcana) +15 = +10(Wis*) + 5
Knowledge(Nature) +15 = +10(Wis*) + 3 +2(Witch)
Knowledge(Religion)+13 = +10(Wis*) + 3
Listen(C) +25 = +10(Wis*) +13 +2(Aasimar)
Move Silently(C) +23 = +10(Wis*) +13
Spot(C) +25 = +10(Wis*) +13 +2(Aasimar)
Sense Motive(C) +23 = +10(Wis*) +13
Sexual Prowess(C) +27 = +14(1.5*Wis*) +13
Spellcraft(C) +17 = +10(Wis*) + 5 +2(Synergy)
Survival +13 = +10(Wis*) + 1 +2(Witch)
Tumble(C) +22 = +10(Wis*) +10 +2(Synergy)

Sex Tricks:
Intuitive Lover
Spiritual Lover
Muscular Control(5)
Responsive
Position Focus: On my Stomach
Submissive Lover(4)

Languages:
Common
Celestial
Ork
Troll


Lvl 0 (3/day)
Sterility
Detect Magic
Detect Poison
Read Magic
Ghost Sound

Lvl 1 (5/day)
Charm Person
Comprehend Languages
Cure Light Wounds
Endure Elements
Identify
Silent Image
Speak with Animals

Lvl 2 (5/day)
Cure Moderate Wounds
Invisibility
Knock
See Invisibility

Lvl 3 (4/day)
Create Food and Water
Dispel Magic
Fly
Haste

Lvl 4 (4/day)
Charm Monster
Cure Serious Wounds
Greater Invisibility
Neutralize Poison

Lvl 5 (2/day)
Dominate Person
Feeblemind
Overland Flight
Telekinesis


Teratomorph:
Dire Body: Unarmed damage die increases by 1 step, +2 to attack and natural armor
Extra Mutations x2

Mutations:
Evolve Combat Instinct x3
Evolve Fortitude x2
Evolve Reflexes x2
Evolve Will x2
Evolve Skills x2 (52 skill points)
Darkvision
Natural Armor x4
Nimble Form x2
Resilient Form
Superior Grace x2
Superior Instinct x2
Spell Resistance x3
Dimension Door
 
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