Elwyn Arelias

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Elwyn Arelias

Post by NathreeDe'Shezbron » Fri Jul 24, 2009 8:17 pm

I made him using 3.5 DND... since that is the only system that I really know... :)

Name: Elwyn Arelias
Class: Pupetteer 12/ Monk 8
AL: Lawful Neutral

Str: 14 +2
Dex 12 +1
Int 22 +6
Con 16 +3
Wis 14 +2
Cha 20 +5

Class abilities
Weapon and Armor Proficiency: Puppeteers are proficient with all simple weapons, as well as the whip, all martial spears, and all sizes and varieties of chain (including spiked chains). Puppeteers are proficient with light armor but not with shields of any kind.

Electricity Resistance (Ex): A Puppeteer has a Resistance to Electricity equal to twice his level.

Jolt (Su): As a standard action, a Puppeteer can electrify his body, shocking the next creature which he touches or which touches him during the next minute. This shock inflicts 1d6 of electricity damage, with an allowed Fortitude Save for half (DC 10 + 0.5 ½ Level + Intelligence Modifier).

Electric Bolts (Sp): A Puppeteer can throw bolts of electricity as an attack action. A Lightning Bolt travels out to short range, and inflicts 1d6 of Electricity damage per level. A Lightning Bolt strikes its target with a ranged touch attack.

Puppet the Dead (Su): If the Puppeteer can inflict electricity damage on a corpse, he can can it to rise as a zombie. This zombie can't have more than 4 hit dice for every level of puppeteer he possesses, and it immediately collapses if it has been active for more than 10 minutes or if the puppeteer animates a second corpse.

These zombies are of the construct type rather than being true undead, and are healed by electricity damage. Otherwise use the normal zombie template.

Electric Magic (Ex): A Puppeteer is considered to have every spell with the Electricity Descriptor on his spell list for the purpose of activating magic items.

Disrupting Shock (Sp): As a standard action, a 2nd level Puppeteer can create an electrical discharge inside another creature's body. This effect causes a d6 of damage and stuns the target for one round. The victim is entitled to a Fortitude save (DC 10 + 0.5 ½ Level + the Puppeteer's Intelligence bonus) to halve the damage and negate the stunning effect. This ability can be used out to Medium range, and it always hits.

Familiar: At 2nd level, a Puppeteer is entitled to a familiar. They may choose a corpse familiar or a construct familiar, but not a normal living animal.

Greased Lightning (Ex): From 3rd level on, a Puppeteer's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than 0.5 ½ of the damage inflicted by his electrical damage can be negated by hardness or immunity or resistance to electricity. In addition, the Puppeteer ignores the first 5 points of Electricity Resistance that a target has.

Repair Construct (Sp): A 3rd level Puppeteer can energize a construct with a touch. This touch heals 2d8+Level hit points, and is be usable at any time.

Electricity Immunity (Ex): A 4th level Puppeteer is immune to Electricity.

Arc Light (Sp): A 4th level Puppeteer may shed light like a daylight spell from his own body. The clearly electrical light emanates from any portion of the character's body and can be begun or ended as a move action.

Devastating Thunder (Ex): When a 4th level Puppeteer inflicts electrical damage on any target, he inflicts an additional amount of that damage equal to his Intelligence modifier or his class level, whichever is less.

Perpetual Storm (Sp): A 5th level Puppeteer benefits from call lightning at all times.

Corpse Quickening (Ex): When a 5th level Puppeteer animates a corpse, it is not limited to a single standard action.

Persistent Puppets (Su): A 6th level Puppeteer can create lightning zombies which last an entire day before falling apart on their own.

Lightning Bolts (Sp): At 7th level, the Puppeteer can send forth a lightning bolt as the sorcerer/wizard spell, at will. This spell-like ability has a save DC of 10 + ½ Level + Intelligence Modifier. Unlike the normal spell, a Puppeteer's Lightning Bolt has no damage cap.

Create Golem (Su): An 8th level Puppeteer can create Flesh Golems. These do not require the expenditure of XP. The latest creation, and only the last one created by the Puppeteer is immune to the Berserk trait as it is fully under his control.

Army of Puppets (Sp): A 9th level Puppeteer's animated corpses no longer collapse when he raises another puppet, so long as his total number of puppets is less than his class level.

Tunneling (Sp): At 10th level, a Puppeteer can teleport short distances, as per dimension door. This ability is usable at will.

Magnetism (Sp): An 11th level Puppeteer can hurl metal objects around at high speed for no discernible reason. This acts like telekinesis, which is usable at will, save that only creatures and objects made primarily of ferrous metals may be lifted and thrown.

Life Anew (Su): A 12th level Puppeteer can create Corpse Creatures (BoVD) with lightning. This is like using create undead save that the creatures are Constructs instead of Undead, are healed by Electrical damage, and don't have any action reduction.

Blind Fight
Quick Draw
Combat Expetrise
Bonus Feat Stunning Fist
Bonus Feat Deflect Arrows

Magical Items: All of these are found at d20srd.org, under magical items
Monk's Belt, Headband of Intelect +4, ring of protect +5, Bracers of armor +5, Wings of Flying, wand of fireball CL 10, 40/50 charges, wand of magic missles (5 missiles) 20/50 charges, ring of invisibility, strings of the puppet master.
Other items: Gourd with 50 pounds of iron shavings in it, 5 throwing daggers, hidden, longbow with 50 arrows.

Familiar: Gurguch, the flesh golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: —

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.

A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

Immunity to Magic (Ex)

A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.

Elwyn is a tall man, 6'3", and fairly scrawny, despite the fact that he carries 50 pounds of iron on his back every day. His eyes green, and his hair is black, with the begginings of a beard just appearing on his chin. He wears a ragged cape, that can turn into a pair of bat wings, allowing him to make a quick escape into the air if need be. He has barely any experiance with travel, and tries any means available to avoid a fight, but if a fight ensures, he will use all his abilities and servants to end it, without injuring the other party if possible.
Last edited by NathreeDe'Shezbron on Mon Dec 19, 2011 2:53 pm, edited 3 times in total.
A fight need not end with the death of participant. A fight also ends when the desire to do violence is gone.


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Post by NathreeDe'Shezbron » Fri Jul 31, 2009 12:29 am

Stats to come later, I just want the names on file:

1. Eleras, the Poison Puppet (halfling)
2. Poochie, the Tracker (Dire Wolf)
3. Naithyr, the Assassin (Drow)
4. Gywarial (Roc)
5. Haldir, the Ranger (Sun Elf)
6. Minos (Minotaur)
7. Grayhame, the Wizard (Human)
8. Spidey (Phase Spider)
9. Spyder (small snake)
10. Bull (Huge bulette)
11. Under Construction (Great Wyrm Red Dragon)
Last edited by NathreeDe'Shezbron on Tue Mar 08, 2011 4:59 am, edited 2 times in total.
A fight need not end with the death of participant. A fight also ends when the desire to do violence is gone.


User avatar
Posts: 1259
Joined: Fri Jan 04, 2008 5:13 am
Location: Dublin CA

Post by NathreeDe'Shezbron » Sun Aug 02, 2009 7:31 am


Elwyn grew up in a small village near the fringes of the Calim Desert. As a child he lived a fairly simple life, except that he had a talent with metallurgy and weapons manufacture that was destined to rival a dwarven craftsman's. As he neared a decade of existance on the Realms, Elwyn discovered the art of a puppeteer, via a strange red haired man, who taught Elwyn to make his first puppets with electricity. He immediately picked up the craft, and had created Gurguch, who became his familair, within the first 4 months of his apprenticeship. However, his mind was effected by his constant experiments on the dead, and eventually his tribe exiled him, after he killed the chief, a wizard of barely noticeable power, but with an affinity for enchantments that allowed him to bend others to his will. This became his second puppet, the one he calls Greyhame.

[t:3cpzs7ka]Abandoned by his people, Elwyn turned to the life of a wanderer, and would have died, had not a group of "adventurers" stumbled upon him as he stumbled into the tomb of some noble they had been pillaging. They took him back to the group of nomads who hired them. Elwyn decided to stay with the adventurers, and so eventually found himself in the possession of two more puppets the halfling (an assassin, hired to kill the group's leader) and a small snake he used for spying, and entertainment for children. By that time, he had left the gang, to make his living on his own in Memnon, the richest city in the Calim Desert. There, he found work for a pirate, who had noticed his talents with lightning and electricity, and was eager to have Elwyn on his ship.

[t:3cpzs7ka]While sailing with the pirates Elwyn got into a dispute with the captain's first mate, a large minotaur, and killed him, using his body to make his largest puppet. The pirates left him marooned on an island, that had been the roosting place of a flock of rocs, the giant eagles many feared in the desert. On his second day there, the rocs flew past, and one of their elders was forced to stop and rest on that island. Elwyn slew the beast, and thereby managed to make his way off the island, and flew back into Memnon on it. His dramatic entrance gained him the attention of the ruling guilds of the city, and Elwyn signed on with a newer guild.

[t:3cpzs7ka]By this time, Elwyn had started to work on his plans for his latest puppet, what he called his masterpiece, he intended to defeat a great wyrm dragon, and use its body to house all the latest siege weapons he had been designing. However, he would most likely need those same weapons to kill said dragon, and so he set out, leaving the desert for the more populous regions, higher in the north, taking jobs and making plans for newer and grander weapons and puppets.
A fight need not end with the death of participant. A fight also ends when the desire to do violence is gone.


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