Name: Silvanon d'Thuranni
Class: Rogue Starting Level: 1
Race: Elf
Region of Origin: Aerenal
Size: Medium
Gender: Male
Alignment: CN
Action Points: 6
Deity: The Dark Six
Str: 12 +1 (4p.) Level: 2 XP: 2049
Dex: 19 +4 (13p.) BAB: +1 HP: 12 (2d6+2)
Con: 12 +1 (6p.) Grapple: +2 Craft Points: n/a
Int: 14 +2 (6p.) Speed: 30' Stat Increases:Wis: 10 -- (2p.) Init: +4 Spell Save: n/a
Cha: 10 -- (2p.) ACP: 0 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +4 +0 +0 +0 16
Touch: 14 Flatfooted: 12
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +1 +0 +1 --
Ref: +7 +3 +4 --
Will: +0 +0 +0 --
Notes: Evasion, +2 racial bonus against enchantment spells or effects
Weapon Attack Damage Critical Range
Longsword +2 1d8+1 19-20/x2 ------
Longbow +5 1d8+0 20/x3 100 ft
Notes:Languages: Common, Elven, Orc, Sylvan
Abilities: Sneak Attack +1d6, Trapfinding, Evasion, Low-Light Vision, Immunity to magic sleep effects, Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow and shortbow as bonus feats.
Feats: Least Dragonmark (Thuranni - Mark of Shadow)
Spell-Like Abilities: Darkness 1/day
Skill Points: 50 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
Appraise +3 1 +2 --
Balance +8 2 +4 +2
Bluff +0 0 -- --
Climb +2 1 +1 --
Decipher Script +3 1 +2 --
Diplomacy +0 0 -- --
Disable Device +7 5 +2 --
Disguise +0 0 -- --
Escape Artist +5 1 +4 --
Forgery +3 1 +2 --
Gather Information +2 2 -- --
Hide +8 4 +4 --
Intimidate +1 1 -- --
Jump +4 1 +1 +2
Knowledge (local) +5 3 +2 --
Listen +2 0 -- +2
Move Silently +7 3 +4 --
Open Lock +9 5 +4 --
Perform +0 0 -- --
Search +9 5 +2 +2
Sense Motive +0 0 -- --
Sleight of Hand +5 1 +4 --
Spot +6 4 -- +2
Swim +2 1 +1 --
Tumble +9 5 +4 --
Use Magic Device +2 2 -- --
Use Rope +5 1 +4 --
Notes:Equipment: Cost Weight
Longsword 15gp 4lb
Longbow 75gp 3lb
w/40 arrows 2gp 6lb
Leather Armor 10gp 15lb
Backpack 2gp 2lb
Winter Blanket .5gp 3lb
2 pieces of Chalk 0.1gp --lb
Flint and Steel 1gp --lb
Belt Pouch 1gp .5lb
25' Silk Rope 5gp 2.5lb
Thieves Tools 30gp 1lb
Traveler's Outfit 1gp 5lb
Total Weight:42lb Money: 441gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 124
Height: 5'2"
Weight: 90 lbs
Eyes: Brown
Hair: Dark Brown
Skin: Tan
Appearance: Silvanon is taller than the average elf, possessing dark features - eyes and hair. His appearance is non-descript, so if you saw him in a crowd, you would quickly pass by him. He has a long scar across his back from the blade of his former best friend who caught him with girlfriend 20 years ago. Needless to say, they are no longer speaking, having developed quite the enmity.
Personality: Silvanon has developed his senses, always alert to the goings on around him, which has become a necessity, as he follows no laws, basically doing what he wants, whenever he wants. This has gotten him in trouble many different groups, so he prefers to slip around under the radar by stealth and secrecy. He is cold, calculating, and is always out for himself first.
Background: A minor heir in the house of Thuranni - his dragonmark manifested itself 20 years ago, and with it, so have his troubles multiplied. His house, Thuranni, has asked much of Silvanon, from reconnaisance, espionage, and theft. Not that he was adverse to it, as he enjoys the behind the scenes elements. He has no use for House politics, so he keeps busy, so that he does not have to endure it. The only thing that concerns him is wealth and power -- two things that the House can help him to achieve. However, he has a tendency to bite off more than he can chew, as he is quite arrogant. He was recently implicated in the theft of an roster of operatives from the House Tharashk outpost in Zarash'ak, forcing him to leave the Shadow Marches for Sharn. Down on his luck for the moment, and hiding out, he is starting to feel at home in Sharn, and some of the swagger has returned to his stride.
Name: Mardigan d'Orien
Class: fighter Starting Level : 1
Race: Human
Region of Origin: Thrane
Size: M
Gender: M
Alignment: LG
Action Points: 5
Deity: Silver Flame
Str: 16 (10p.) Level: 2 XP:1200
Dex: 16 (10p.) BAB: +2 HP: 21 (2d10+4)
Con: 14 (6p.) Grapple: +5 Craft Points: 100
Int: 13 (5p.) Speed: 20' Stat Increases:Wis: 10(2p.) Init: +3 Spell Save:Cha: 8(0p.) ACP: -X Spell Fail: Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +3 +X +X +X +X 20
Touch: 13 Flatfooted: 17
Spell Res:Dmg Red: Total Base Mod MiscFort: 5 +3 +2 +x --
Ref: 3 +0 +3 +x +X
Will: 0 +0 +0 +x --
Notes:Weapon Attack Damage Critical Range
Flail +5 1d8+3 20/x2 ------
Javelins +5 1d6+3 20/x2 30 ft
Punching Dagger +5 1d4+3 20/x3
Notes:Languages: Common, Riedran
Abilities: Dimension leap( 10 ft per character level)
Feats: Least Dragonmark of Passage( Dimension leap), Combat expertise, Improved Trip,Improved Disarm
Skill Points: 16 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Ride +7 5 3 --
Jump +2 5 3 -6
Climb +2 5 3 -6
Know(geography) +3 2.5 1
Notes:Equipment: Cost Weight
BreastPlate 200gp 30lb
Punching Dagger 2 gp 2lb
Flail 8 gp 5 lb
Heavy wooden Shield7 gp 10 lb
2 Javelins 2 gp 4 lb
Backpack 2 gp 4lb
Traveler Outfit 1 gp 1lb
Belt Pouch 1 gp -lb
Bedroll 1 sp 5 lb
Hempend rope 1 gp 10lb
Flint and Steel 1 gp -
2 sunrod 2 gp 2 lb
10 days trail ration 5 gp 5 lb
Waterskin 1 gp 5 lb
Common lamp 1 sp 1 lb
4 pts of oil 4 sp 4 lb
Signet ring 5 gp
Total Weight:83lb Money: 0gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 86 87-173 174-260 260 1300
Age: 25Height: 5'11 Weight: 200 Eyes: Green Hair: Black Skin: Tanned
Appearance: Dressed in Simple Traveler's attire, you would never know that he was a member of House Orien if not for a small patch on his overcloak. He wear his srength poorly,however, he looks decievingly unpowerful and unintelligent. However, his green eyes do twinkle with knowledge for those who dare look into them and see the man. Underneath the humble exterior lie a well-muscled tight body. he looks slightly more tan than the average person and carries a messenger bag with the crest of House orien on it. He wears his armor at all times underneath his clothing and wear some exotic crystalling jewelry, a large crystal hanging around his neck being most prominent with the word- Nieza written on the crystal. On the back of his neck the green- inked Least Mark of passage glows. Tag line ' This is not a life I chose." Personality: he is somewhat reserved for a member of one of the great houses. He has a lot to say he just simply chooses not say it very often. he believesin honor and integrity and probably fits in better withthe Deneith crowd than his own house. However, he learned these codes to be very important to protecting him fro mthe influence of the Riedran court, which he frequently visited , hand delivering important messages from Aundair to Riedra during the last war. he loves freedom and will always fight for it. However, his personal code rules his life, thoguh he dare not impose it on anyone else. he does come offf as gruff at first however,this is merely a defense mechanism and once you break through the ice you have a stalwart companion for life.
Background: He served as part of a group of messenger who delivered messages throguhout the war. He himself was put on Riedran duty making sure ,on the behalf of Queen Aurala mostly, but also King Kauis, that Riedra satyed out of the last war. He learned a great deal about Riedrans there and even picked the language. he learned a fighting stlye that was more about dominance over your foe's position than actually hurting your foe. The style Plenscientence or Plentiful Knowledge style, that he learned was based on using knowledge to avoid being hit and tripping your foe to give yourself a bigger upper hand. He fell madly in love with the common woman soldier,named Nieza, who taught him and took every oppuritunity he could to return to her. The two of them had a lengthy affair that spanned the last few years of the war. mardigan still considers this to be tha happiest tiem of his life. On his last visit however, he found that she was hanged for associating with an outsider. Mardigan fell into a deep depression over her and vowed to never be in the positoon where someone would die because of him. He decided to devote his life to the defense of others and has gotten quite the reputation for being intelligent muscle to take on trips. It was during this period of revelation that he developed his mark.
Name: Brelach
Class: Spellthief 2 Starting Level: 2
Race: Human
Region of Origin: Aundair
Size: Medium-Size
Gender: Male
Alignment: Neutral
Action Points: 6
Deity: None
Str: 11 +0 (3p. ) Level: 2 XP: 2,682
Dex: 16 +3 (10p.) BAB: +1 HP: 10 (2d6+0)
Con: 10 +0 (2p. ) Grapple: +1 Craft Points: x
Int: 14 +2 (6p. ) Speed: 30' Stat Increases: None
Wis: 10 +0 (2p. ) Init: +3 Spell Save: +1 vs spells
Cha: 16 +3 (10p.) ACP: -0 Spell Fail: 15% (stolen spells)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +0 +0 +0 16
Touch: 13 Flatfooted: 13
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +0 +0 +0 --
Ref: +3 +0 +3 +0
Will: +3 +3 +0 --
Notes: +1 Save vs. Spells (Spellgrace)
Weapon Attack Damage Critical Range
MW Morning Star +2 1d8 20/x2 ------
Dagger, Melee +1 1d4 19-20/x2 ------
Dagger, Ranged +4 1d4 19-20/x2 10 ft
Notes: +1d6 Sneak Attack Damage When Flanking
Languages: Common, Draconic, Dwarven
Abilities: Sneak Attack +1d6, Steal Spell (0th or 1st), trapfinding, Detect Magic 3/day,
Spellgrace (+1 save vs. Spells), Steal Spell Effect, Human Abilities
Feats: Combat Expertise, Improved Feint
Skill Points: 40 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
Balance +5 0 +3 +2 Syn.
Bluff +8 5 +3
Concentration +3 3 +0
Diplomacy +5 0 +3 +2 Syn.
Disable Device +8 5 +3
Hide +6 3 +3
Intimidate +5 0 +3 +2 Syn.
Jump +2 0 +0 +2 Syn.
Listen +3 3 +0
Move Silently +6 3 +3
Open Lock +7 4 +3
Search +7 4 +3
Sleight of Hand +5 0 +3 +2 Syn.
Spellcraft +5 2 +3
Spot +5 5 +0
Tumble +8 5 +3
Use Magic Device +6 3 +3
Notes: +2 Equipment Bonus from Thieves' Tools on Disable Device and
Open Lock checks not added to bonuses above.
Equipment: Cost Weight
MW Studded Leather 175 GP 20 lb.
MW Morningstar 308 GP 6 lb.
2 Daggers 4 Gp 2 lb.
MW Thieves' Tools 100 GP 2 lb.
Smokestick 20 GP 0.5 lb.
Backpack 2 GP 2 lb.
Spell Component Pouch 5 GP 2 lb.
Small Steel Mirror 10 GP 0.5 lb.
1 days' rations 0.5 GP 1 lb.
Courtier's Outfit 30 GP 6 lb. (doesn't count)
Silver Medallion worth 75 GP 0 lb.
Total Weight: 36lb Money: 9 pp, 4 gp, 0sp, 0cp
Lgt Med Hvy Lift PushMax Weight: 0-38 39-76 77-115 230 575
Age: 23 years old
Height: 5'10"
Weight: 165 pounds
Eyes: Bright Green
Hair: Dark Brown
Skin: Fairly Pale
Appearance: Brelach is slight of build, and fairly unassuming in appearance - except for the bright green eyes that almost seem to glow in the dark. His face is notoriously "cold" at times - unflinching and impassive. Brelach seldom blinks. Occasionally, a smug, almost condescending smile will grace Brelach's lips.
Brelach tends towards understatement in his choice of wardrobe, wearing a tight black courtier's outfit that has hints of embroidery at the seams and a touch of lace at the wrists. The only piece of jewellery that Brelach wears is a simple silver medallion around his neck, engraved with mystic symbols that no one understands. Brelach discovered this medallion a year ago, on the body of a wizard that was killed in a magical duel that Brelach was caught in the middle of (note - this part of Brelach is OPEN for GM's to use for whatever purposes they see fit!)
Personality: In a word - COLD. Brelach displays little emotions beyond cynicism, sarcasm, and more than a bit of rudeness. He is known for his scathing wit and acidic tongue, although he knows well enough to keep his mouth shut most of the time. Brelach is a consummate liar.
Background: Brelach was originally a farmer-turned-soldier from Aundair. During one of the numerous battles over the Eldeen Reaches, Brelach's commanding officer (a mage) was blasting unarmed Eldeen villagers. Brelach and his companions, disgusted at the violence, snuck up on their officer and tried to subdue him. In the process, Brelach awakened his own latent sorcerous talents and siphoned the mage's spell energy for his own use.
Upon being discovered by the army's superiors, Brelach and his companions were sentenced to death. Brelach, however, was given a reprieve - work for the Aundairian Arcane Congress. During the final days of the last war, there was a magical "Arms Race" of sorts. Brelach's job (along with other spellthieves) was to sneak into enemy territories and track enemy wizards. At an opportune moment, Brelach would steal a wizard's newly-researched spell and cast it a few moments later in front of a trained mage, in the hopes of "reverse engineering" the spell's formula. Brelach was surprisingly good at this job, and performed it until the end of the war.
After this, Brelach found his chance to escape service to Aundair, and fled to Sharn, where he has been making a living stealing spells (usually by "bumping" into a mage with interesting spells to steal) and then quickly revealing the spell to an interested client. However, Brelach hungers for a bit more "spice", and wants to put many of the espionage abilities he learned in the last war to use - as an adventurer.
Current Action Points: 5 out 6, Spent one action point on landing a critical hit on a stinking kobold.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Appearance: Deep green eyes, the color of dark emeralds, peer out from this young man's face. Lengthy dark brown hair hangs haphazardly around his face, sometimes obscuring his eyes, the back part tied back with a length of leather. An average nose and lofty cheekbones add to the general good looks of this man, although light scars and occasional smudges of dirt show this man isn't a stranger to manual labor. He is of an average height with a slim build, wiry muscle evident under his skin. Long, well-muscled legs support his lithe upper body.
Background: Bennit bel-Roan was the son of an innkeeper and his wife, a flutist, in Thrane. Of a more wild, unsettled nature than his parents, he quickly grew more and more apart from them, and decided to make his own way in the world. Fortunately, he managed to leave home on moderately good terms. Ever since, he's been surviving as able, 'finding' his money for food somehow, sometimes dipping into banditry on some poorly patrolled stretches of road.
Logs
XP log:
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Wealth and Craft log:
XXX gp, X sp from
Other log:
XXXX from
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Name: Khoros Taural
Class: Scout 1/Ranger1 Starting Level: 1
Race: Shifter
Region of Origin: Eldeen Reaches
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Action Points: 5
Deity: Druidism (Wardens of the Wood)
Str: 16 +3 (10p.) Level: 2 XP: 1,000
Dex: 16 +3 (6 p.) BAB: +1 HP: 18 (2d8+4)
Con: 14 +2 (6 p.) Grapple: +4 Craft Points: -
Int: 11 +0 (5 p.) Speed: 30' Stat Increases:Wis: 14 +2 (6 p.) Init: +3 Spell Save: +0
Cha: 6 -2 (0 p.) ACP: +0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +0 +0 +0 16Touch: 13 Flatfooted: 13
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +4 +2 +2 +0
Ref: +7 +4 +3 +0
Will: +2 +0 +2 +0
Notes:COMBATWeapon Attack Damage Critical Range
Spear +4 1d8+4 20/x3 20 ft.
Throwing Axe +4 1d6+3 20/x2 10 ft.
mwk Dagger +5 1d4+3 19-20/x2 10 ft.
WHEN SHIFTING
Spear +5 1d8+6 20/x3 20 ft.
Bite Attack +0 1d6+2 20/x2
Throwing Axe +4 1d6+4 20/x2 10 ft.
Masterwork Dagger +6/+5 1d4+4
Notes: +1d6 Skirmish Damage if Move At least 10 ft.
Languages: Common.
Abilities: Low-Light Vision, Shifting (lasts 6 rounds, 1/day), Longtooth (Grants Bite Attack and Strength Bonus when Shifting), Favoured Enemy (Humans) (+2 Damage, Bluff, Listen, Sense Motive, Spot, and Survival), Wild Empathy
+2 Balance, Climb, and Jump, Skirmish +1d6, Trapfinding
Feats: Shifter Ferocity (Fight at Negative Hit Points), Track
Skill Points: 38 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
Balance +8 3 +3 +2
Climb +5 0 +3 +2
Disable Device +4 4 +0 +0
Hide +6 3 +3 +0
Jump +6 1 +3 +2
Know/Nature +4 4 +0 +0
Listen +6 4 +2 +0
Move Silently +6 3 +3 +0
Search +3 3 +0 +0
Spot +6 4 +2 +0
Survival +7 5 +2 +0
Tumble +7 4 +3 +0
Notes: +1 Climb & Jump when shifting
Equipment: Cost Weight
Spear 2 gp 6 lb
MW Studded Leather 175 gp 20 lb
Throwing Axe 8 gp 2 lb
Backpack 2 gp 2 lb
Waterskin 1 gp 4 lb
Explorer's Outfit ***Free***
100 feet hemp rope 2 gp 10 lb
Grappling Hook 1 gp 4 lb
Caltrops, 3 uses 3 gp 6 lb
MW Dagger 302 gp 1 lb
Total Weight:54 lb Money: 10 PP 6 gp 0 sp 0 cp
Lgt Med Hvy Lift PushMax Weight: 0-76 77-153 154-230 460 2300
Age: 25 years old
Height: 5'7"
Weight: 172 pounds
Eyes: Brown
Hair: Black, striped with Red
Skin: Tan
Appearance: Khoros is beginning to grow a "mane" of wild, unkempt hair. It is rather long, and with his stubbly beard and massive sideburns, frames his entire face. This mane is mostly black, although tiger-like "Stripes" of red twist through it. Khoros makes it a point to braid small strings and twine into his hair, although they soon fall out or are obscured by burrs.
Khoros' face definately has a feral cast to it. Khoros is large for a shifter, with massive arms and that end in vestigial claws. He has two canine teeth that enlarge when he shifts. Khoros wears simple clothing, preferring a simple brown cloak made of wool that he typically uses to obscure his face.
Personality: Khoros is often painfully shy, doing whatever he can to put the focus on someone else nearby. He hates attention, and avoids large groups of people. He loves stalking, whether it be an animal, human, or something else. He loves the thrill of the hunt.
Background: Khoros spent the last ten years of his life fighting against Aundair, preserving the freedom of the Eldeen reaches. A guerilla fighter, Khoros reinforced the Wardens of the Wood, acting as a bodyguard for his druidic leaders. He also served alone (his preference), following enemy forces and reporting troop movements. Now that the war has ended, Khoros has found that he doesn't quite fit in at home; he loves "the hunt" so much that even his fellow shifters are off-put by his behaviour. For reasons even he doesn't understand, Khoros has decided to see Sharn - maybe he can put his skills as a hunter to good use as an adventurer?
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Appearance: Lorth is of average height and weight for a shifter. He appears a little leaner than most shifter, but clearly muscular. His brown hair/fur hangs low from his head and covers his arms and legs in dense patches. When shifting, these patches grow and form a thick cover to protect his body from harm. His hair is braided and decorated with small glass beads of various colors. He dresses simply in a shirt and breeches. His only obvious weapon is a sling hanging from his belt.
Personality: Lorth is blunt. Those in polite society would call him rude, or uncouth. He does not mean to offend, but does not see the point of embellishing one's words. He detests lies and liars. He has gained control of his bestial side, but the thrill of the hunt and the challenge of a fight make his heart pound. When Lorth makes a promise, he keeps it and he expects others to do so also.
Background: Lorth was born and raised in the Stoneyard neighborhood of Lower Northedge in Sharn. Lorth lived the typical life of a Shifter youth in Sharn. He played hrazhak games in the park, played tricks on tourists and avoided followers of the Silver Flame as much as possible.
On excursions into the city with friends, he would often pass the High Hope temple district in Middle Northedge. He never paid much attention to the faithful and religious that filled the district until he saw a group of followers of Dol Arrah sparring in a field next to a shrine. Oddly enough the group of mostly humans and dwarves, with a scattering of half-orcs, hobgoblins and other races, fought mostly with their fists or simple weapons. No swords or axes, or claws or fangs for that matter. Lorth found this odd and stupid. The soft fists of other races were not something he was afraid of. However, as time went by he noticed that the monks (as he later learned they were called) had fists and feet that could strike like iron. Furthermore, the stances and moves they used reminded Lorth of wild animals, the stance of the bear, the pounce of the puma.
Lorth found himself drawn more and more to watching the monks. This attention did not go unnoticed. One day, an older monk approached Lorth and asked if he could be of service to Lorth. Lorth asked how they were able to fight without large or natural weapons. The monk smiled and invited Lorth over for a closer look. As time passed, Lorth trained more and more with the monks until one day he realized that he was one of them.
After a couple years of training, the same elder monk, Thius, approached Lorth and told him that Lorth had all the training that Thius could give him for now. He told Lorth to go out and experience life's challenges for himself and then return and share them with Thius.
XP Log
None yet. Please, neeeeeeed XP.
XXXX from
Wealth and Craft Log
Character Creation: 20 gp - 2 gp, 2 sp = 17gp, 8 sp.
XXX gp, X sp from
Paid XXX for
Sold XXX for
Name: Mathew d'Cannith
Class: Artificer 2 Starting Level: 1
Race: Human
Region of Origin:Breland
Size: Med
Gender: Male
Alignment: NG
Action Points: 5
Deity: N/A
Str: 9 -1 (1p.) Level: 1 XP: 1485
Dex: 12 +1 (4p.) BAB: +1 HP: 12 (2d6+2)
Con: 12 +1 (4p.) Grapple: +0 Craft Points: 160
Int: 16 +3 (10p.) Speed: 20' Stat Increases:Wis: 12 +1 (4p.) Init: +1 Spell Save: N/A
Cha: 16 +3 (10p.) ACP: -3 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +1 +0 +0 +0 15
Touch: 11 Flatfooted: 14
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +1 +0 +1 --
Ref: +1 +0 +1 +0
Will: +4 +3 +1 --
Notes: Infusion per Day (Total/Remaining) Level 1: 4/4
Weapon Attack Damage Critical Range
Morning Star +0 1d8-1 20*2 ------
Light Crossbow +2 1d8 19-20*2 80 ft
Notes:Languages: Common, Dwarven, Gnome, Elvish
Abilities: Artificier Knowledge, Artisan Bonus, Disable Trap, Item Creation, Craft Reserve 36
Feats: Favored in House, Least Dragon Mark(Mark of Making) Scribe Scroll, Brew Potion
Skill Points: 24 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Concentation 6 5 +1
Craft(Alchemy) 10 5 +3 +2(From Least Mark of Making)
Disable Device 8 5 +3
Knowledge (Arcana) 8 5 +3
Knowledge (Arch and Eng) 8 5 +3
Search 8 5 +3
Spell Craft 10 5 +3 +2
Use Magic Device 8 5 +3 (+4 with Scrolls)
Notes:Equipment: Cost Weight
Light X-Bow 35gp 4lb
Bolts 20 2gp 2lb
Backpack 2gp 2lb
Rope(Silk)(50ft) 10gp 5lb
Bed Roll .1gp 5lb
Sun Rod(5) 10gp 5lb
ID Papers (w/portrait) 5gp --
MW Greatsword 7lb
Morning Star 8gp 6lb
Scrolls
2 Cure Moderate Wounds
4 Cure light wounds
4 Detect Magic
4 Red Magic
8 Mage Armor
Total Weight: 37lb Money: 69gp 9sp 0cp
Lgt Med Hvy Lift PushMax Weight: 30 60 90 180 450
Age: 17
Height: 5'9"
Weight: 160
Eyes: Blue
Hair: Black
Skin: Lightly Tanned
Appearance: Mathew has long black hair he keeps tied back in a single pony tail. He wears spectacles which
highlight his deep blue eyes. He wears dark grey robes that cover his entire body from the neck down and show the
Gorgon embroidered on the back in colors that match his Dragon Mark. His Dragon Mark is centered on his right cheek.
Personality: Mathew is proud of his lineage. He takes the responsibility as a representative of his house
very seriously. He is quite confident in his abilities and often appears arrogant. He seeks new contacts where ever
goes. His greatest fear is to burn bridges with people before he gets to know them.
Background: Mathew grew up in Sharn studying infusions as soon as he could read. He impressed his tutors
with a surprising knack for the work. He developed his Least Dragon Mark early in life, this combined with his
tutor's reports keep in the eye of House Cannith hyarchy. He sees himself one day leading his house back to one
united house and feels the best to do so is to make a new network of allies. He adventures to forge these new
allies and seeks above all else the union of his house and return to the glory of his house's past. He believes
that Merrith should indeed be the sole Barron of the house but feels that his inability compromise is the common
thread which prevents his house from being whole again. He feels that compromise not greed is the key to a
re-united house.
Wealth and Craft log:
Craft Reserve: 36
Scrolls
2 Cure Moderate Wounds
4 Cure light wounds
4 Detect Magic
4 Red Magic
8 Mage Armor
From SG1: An Old Friend.
Sold Chain shirt for 50 gp
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted Scrolls Protection from Evil, Detect Secret Doors, Magic Weapon, and Disguise Self for Genithar. Cost 4 points from reserve and 1 day.
Mathew d'Cannith Living Eberron(Currently in 'The Lighting of Death') Links Living Eberron (Currently in 'A1: Lost Knowlegde of Arcanix') Braidan Living Eberron (Currently in 'Goblin's in the Cellar') Warren Pierce WD's 'Base of Operations
Appearance: Though his leonine features are covered in scars, Grond has a calming appearance, almost like a favorite uncle. His build is large, extremely so; he towers over most who stand near him. One particularly larger scar covers his left eye, leaving it a slightly different hue of blue. Grond wears simple clothing under his mail, disdaining ostentation.
Personality: Grond, some would say atypically for his race, is fond of wordplay and poetry and speaks the common tongue fluently. He is a jovial character, save for in battle and the hunt. Like all though he has his vices, Grond has a small gambling problem. Even so, his upbringing among the Kech Volaar gave him a distinct respect for law and tradition which he holds dear to this day.
Background: Grond was born into low station in the Dhakaani clan Kech Volaar, or the Wordbearers. His father was a low ranking warrior and his mother a maid, but they made due. He was apprenticed to a hunter at an early age and began his training in the wilds of the Seawall Mountains. During the Last War, his father joined a House Deneith led mercenary company to increase the family's income. Young Grond and his mother travelled along with his father's company, his mother cooking for the men. After his father was injured in battle, rendering him unable to fight, the family settled in Sharn, where Grond's father worked as a day laborer. Grond, however, began to put his training as a hunter to another use; he began to hire himself out as a sort of private detective and tracker. After a few years of success Grond had made a name for himself, he was approached by the Watch and offered a position as a sergeant with them.
Logs
XP log:
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Wealth and Craft log:
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Paid 0 for
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Crafted XXX for
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Notes:
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
__________________ Recursion - (n) 1. See Recursion.
Name: Lily d'Orien
Class: Wilder 3
Race: Kalashtar (Orphan)
Region of Origin: Lhazaar Principalities
Size: Medium
Gender: Female
Alignment: N
Action Points: 6
Str: 13 +1 ( 5p.) Level: 3 XP: 3126 / 6000
Dex: 14 +2 ( 6p.) BAB: +2 HP: 20 (3d6+6)
Con: 14 +2 ( 6p.) Grapple: +3 Craft Days: 100
Int: 8 -1 ( 0p.) Speed: 30' Stat Increases:Wis: 8 -1 ( 0p.) Init: +2 Power Save: +4
Cha: 18 +4 (16p.) ACP: 0/-2 Manifestor Level: 3
Total Base Armor Shld Dex Size Nat MiscArmor: 20 10 +6* +2 +2 +0 +0 +0
Touch: 16 Flatfooted: 18
*Inertial Armor with Wild Surge
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +2 0 +2 --
Ref: +2 0 +2 +X
Will: +2 3 -1 --
Notes:
- +2 save vs mind effecting spells and abilities, including posetion
- +1 sacred bonus vs spells/special abilities of aberations
Weapon Attack Damage Critical Range
Mourningstar (MW) +4 1d8+1 20/x2
Light Crossbow (MW)* +5 1d8 19-20/x2 80 ft
Dagger +3 1d4+1 19-20/x2
Thrown Dagger* +4 1d4+1 19-20/x2 10 ft
Sling +4 1d4+1 20/x2 60 ft
Ranged Touch Attacks* +4 Varries 20/x2 Varries
Notes: Point Blank Shot, Psionic Shot
Languages: Common, Quar
Abilities:
- +2 save vs mind effecting spells and abilities, including posetion
- +2 to Bluff, Dsiplomacy, and Intimidate
- +2 to Disguise to impersonate a human.
- Sleeps but does not dream
- 1 PP per Level bonus
- Mindlink 1/day as if Wilder of 1/2 level.
- Wild Surge +1-2
- Psychic Enervation (5% chance per surge bonus)
- Elude Touch
Feats: Point Blank Shot, Psionic Shot
Psionic Powers (Save DC 14 + Power level; Manifester Level 3*)
Power Points: 20
Powers Known:
1st - Inertial Armor; Energy Ray
Skill Points: 18 Max Ranks: 6/3
Skills Total Ranks Mod Misc
Autohypnosis +6 5 -1 +2
Bluff +6 0 +4 +2
Concentration +8 6 +2 --
Diplomacy +6 0 +4 +2
Intimidate +6 0 +4 +2
Listen +1 2 -1 --
Spot +4 5 -1 --
Notes:Equipment: Cost Weight
Mourningstar (MW) 308 6
Light Crossbow (MW) 335 4
Bolts (20) 2 2
Dagger (2) 4 2
Heavy Wooden Shield 7 10
Sling - -
Handy Haversack 2000 5*
-Silk Rope (50') 10 5
-Everburning Torch 110 1
-Signet Ring 5
-ID Papers with portrait 5
-Grappling Hook 1 4
-Trail Ration (2) 1 2
-Water Skin 1 4
-Gatekeeper Rune pin
-- +1 sacred bonus vs spells/special abilities of aberations
-Potions of Cure Light Wounds (2)
Total Weight:33lb Money: 43pp 10gp 3sp 3cp
Lgt Med Hvy Lift PushMax Weight: 50 100 150 300 600
Age: 40
Height: 5'6"
Weight: 125
Eyes: Green
Hair: Blonde
Skin: Pale
Appearance:
Lily is a taller woman with a distinctively sharp face and emerald green eyes that don’t quite seem tuned in. Her long blonde hair flows down her neck and goes just past her shoulder blades. She has a tall build and is somewhat shapely, but is fit and walks with grace and elegance. She offers a warm smile to any that great her.
Personality:
Lily is a bit slow, and is easily amused by some things. However, she tries to make up for it by being observant, and she is very pleasant to talk to, even if she is easily lost in a conversation. She has been treated as a child for so much of her life, she still acts like one in many ways. More of her personality as it develops.
Background:
Lily d’Orien was raised by Rose and Lance d’Orien, in Regalport of the Lhazaar Principalities. She was the adopted daughter, and youngest of three children. Her older siblings were 10 (Antwan) and 8 (Autumn). Rose and Lance were both influential in the Orien family, Lance having a lesser mark, and both children showing signs of a mark.
Rose and Lance had been fighting with each other, and Lance had gone off on a House assignment for 2 years while Rose stayed in Regalport to raise the kids. He returned with a very young child, telling Rose (and later Lily) that she had survived a shipwreck and he had fallen in love with the child when rescuing her. The years apart and now a new child helped to reunite Lance and Rose.
To say Lily was not gifted would be too kind. She was the left behind little girl while Antwan and Autumn were of age to go off into the family business, and while Autumn adored her little sister and enjoyed caring for her, Lily’s slow mind kept them from becoming fast friends. Lily was small as a child, but very cute, and mostly well behaved and quiet. She was a darling of the house in Regalport, and while mother and sister cared for her most of the time, she was never without a watchful eye in the city or in the house.
Lance fell ill and died young, just after Antwan left the house. Rose was devastated, but stayed strong for her children. Meanwhile, Lily continued to develop slowly. As Lily progressed into her twenties, she showed some signs of improvement, able to comprehend at a 10 year old level. Physically she continued to mature and grow as well, and Rose stayed hopeful.
Rose was surprised the first time she was psychically contacted by Lily, who was surprised herself at what she’d done. Rose kept it to herself at first, and asked Lily to do the same, and Lily obeyed, but enjoyed the special bond she could form with her mother. Lily continued to mature slowly, and Rose sought advice about Lily’s strange ability. She showed no signs of a dragon mark. Rose eventually found a Psion who said Lily showed extreme psychic potential. Again, Lily was asked to keep this a secret, and she did. She continued to mature physically and mentally, though still child like in many aspects. Her favor in the house began to wear a bit as she ceased to be a cute kid, though some saw potential in the beautiful young looking blond.
Rose took Lily to the Psion to try to teach her, but Lily couldn’t pick up the structured teachings. She had begun to manifest powers on her own though, learning how to make the air around her hard. She was able to pick up some of her teacher’s meditation and centering techniques though.
Rose was afraid the House might try to send Lily off to the war, so she had one of the masters at arms teach Lily how to defend herself. Lily showed great skill with ranged weapons, and sharp eye. Fortunately, the war was winding down. She became competent enough that the house gave her a signet ring, but not a magical one.
Rose never made it to the end of the war, dying at the age of 70 from natural causes. Lily had worn out her welcome at the House, but had matured into a lovely young woman who was still a bit slow. Wishing to make her own way in the world, she set off to Sharn to seek adventure and her own path.
Notes:
Lily is an orphaned Kalashtar from her father's affair with a Kalashtar. Rose was unaware, though she suspected she might have been Lance’s child, but nothing more. Lance knew, but died before he could tell Rose. Lily is unaware of this fact.
Lily has loaned Siobhan 600 gold to help her buy an eternal wand of cure moderate wounds.
Lily can use the Favored in House(Lyrander) feat once as a reward for the What Happened adventure
Lily's travel log
What Happened
House Lyrandar hired Lily, along with Siobhan, Stulgar, Raven, Seat, and Latharion, to investigate the disappearance of an airship that was going to get some cargo from Zarash-ak. After arriving, we learned they were picking up some dragon shards, though none were made in pretty shapes. Stulgar found a trail and tracked the ship till we found it down in a swamp, but it was abandoned and gooey. From there, we were contacted by a enclave of Gatekeep druids, who said they had lost friends to the same thing that took the ship crew, a bunch of corrupted Daelkyr worshiping people. With gifts from the Gatekeepers, we all went into the home of the abomination people and rescued the gatekeepers and ship’s crew from all the goo and yuck. They all were thanked by the enclave, and offered a favor and money from house Lyrander
Awards: 2126 XP, Handy Haversack, 2 potions of CLW, 600 towards the CMW eternal wand for Siobhan, and 331.33 gold. Also use of the Favored in House(Lyrander) feat once
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1 Level 2: Save DC 15
D Locate Object 1 Sound Burst
2 Summon Monster 2
1
Level 0: Save DC 14
S Message
1 Detect Magic
2 Detect Magic
3 Light
4 Prestidigitation Level 1: Save DC 15 S Feather Fall
1 Comprehend Languages 2 Color Spray 3 Magic Missile Level 2: Save DC 16 S Hypnotic Pattern 1 Scorching Ray 2 Extended Mage Armor
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1 Level 2: Save DC 15
D Locate Object 1 Sound Burst
2 Summon Monster 2
1
Level 0: Save DC 14
S Message
1 Detect Magic
2 Detect Magic
3 Light
4 Prestidigitation Level 1: Save DC 15 S Feather Fall
1 Comprehend Languages 2 Color Spray 3 Magic Missile Level 2: Save DC 16 S Hypnotic Pattern 1 Scorching Ray 2 Extended Mage Armor
Appearance:Links is Brown across his body and grey at the joints. He has no visible scars or damage.
Personality:Links is protective by his very nature. He takes a lot of time to think before he talks
hoping to not affend anyone. He is very shy and quiet around people he does not know. He can interact with other
Warforged with out much trouble but is sometimes flustered when meeting "Fleshies" for the first time.
Background:Links was created to be a caravan gaurd for a dwarven merchant named Broxton Broadshield. He hept
Links as a personal bodygaurd. Broxton has recently retired and Links misses going out to see new people and places
so Broxton suggested he head to the Tavern to see what adventures he might find.
Logs
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Wealth and Craft log:
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Other log:
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Notes:
XXXX
Advancement
L1 -> CLASS FTR HP: +14(1d10+4)(MAX at first level) (HD+CON+OTHER)
Feat: FEAT(s)Adamantine Body, Exotic Weapon Prof.(Spiked Chain)
Skills
Jump +4
Climb +4
Craft (Weapon smith) +4
Other: OTHER NOTES L2 -> CLASS FTR HP: +11(1d10+4)(75% rounded down) (HD+CON+OTHER)
Feat: FEAT Weapon Focus(Spiked Chain)
Skills
Jump +1
Climb+1
Craft (WeaponSmith)+1
Other: OTHER NOTES
__________________
Charaters I Play:
Mathew d'Cannith Living Eberron(Currently in 'The Lighting of Death') Links Living Eberron (Currently in 'A1: Lost Knowlegde of Arcanix') Braidan Living Eberron (Currently in 'Goblin's in the Cellar') Warren Pierce WD's 'Base of Operations
Name: Corran d'Tharashk
Class: Cleric 3 Starting Level: 1
Race: Human
Region of Origin: Shadow Marches
Size: Medium
Gender: Male
Alignment: Neutral Good
Action Points: 6/6
Deity: Balinor (Domains: Animal, Earth)
Str: 10 +0 (2 p.) Level: 3 XP: 4745
Dex: 14 +2 (6 p.) BAB: +2 HP: 16 (2d8+2)
Con: 13 +1 (5 p.) Grapple: +1 Craft Points: 100
Int: 14 +2 (6 p.) Speed: 20' Stat Increases:Wis: 16 +3 (10p.) Init: +2 Spell Save: 13+spell level
Cha: 12 +1 (4 p.) ACP: -5 Spell Fail: Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 +2 +0 +0 +0 18
Touch: 12 Flatfooted: 16
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +4 +3 +1 --
Ref: +3 +1 +2 --
Will: +6 +3 +3 --
Notes:Weapon Attack Damage Critical Range
MWK Crossbow, light +5 1d8+0 19-20/x2 80 ft
Dagger +2 (+4 thrown) 1d4+0 19-20/x2 10 ft
Morningstar +2 1d8+0 20/x2
Notes:Languages: Common, Orc, terran
Abilities: Turn Undead 4/day. Turn air creatures/rebuke earth creatures 4/day. Locate Object 1/day (caster level 1, range 440 ft)[this is a spell-like ability]
Speak with Animals 1/day [this is a spell-like ability]
Feats: Least Dragonmark of Finding (Locate Object)[1st], Point Blank Shot [human bonus], Improved Turning
Spells prepared (Save DC 3 + spell level; 4/3+1/2+1): 0 - Detect Magic,Detect Magic, Light, Read Magic; 1st - Calm Animals(D), Protection from Evil, Magic Weapon, Bless; 2nd - Hold Animal (D), Bull's Strength, Lesser Restoration
Domains: Animal, EarthSpell-Like/Psi-like Abilities: Locate Object 1/day (caster level 1)
Speak with Animals 1/day
Skill Points: 20 (2 class +2 INT +1 human) Max Ranks: 4/2
Skills Total Ranks Mod Misc
Profession (hunter) +5 2 +3 --
Knowledge (nature) +6 4 +2 -- [class skill due to Animal domain]
Knowledge (religion) +8 6 +2 --
Knowledge (the planes) +4 2 +2
Diplomacy +5 4 +1 --
Search +6 2 +2 +2 (mark of finding) [cross class, 4 points spent]
Spellcraft +7 5 +2
Heal +6 3 +3
Notes:Equipment: Cost Weight
Masterwork Breastplate 30 lb
Shield, light Steel 9gp 6 lb
Masterwork Crossbow, Light 4 lb
bolts (20) 2gp 2 lb
Dagger 2gp 1 lb
Wooden Holy Symbol 1gp --
Explorer's Outfit -- --
3 Torches 3cp 3 lb
Healer's Kit 50gp 1 lb
Flint and Steel 1gp --
Backpack 2gp 2 lb
50' Silk Rope 10gp 1 lb
Case, scroll or map 1gp 1/2 lb
5 Candles 5cp --
2 sheets paper 8sp --
2 days trail rations 1gp 2 lb
Waterskin 1gp 4 lb
Alchemist's Fire 20gp 1 lb
Scroll of Endure Elements
Scroll of Cure Light Wounds
Scroll of Lesser Restoration
Scroll of Zone of Truth
Scroll of Comprehend Languages
Scroll of Hide from Undead
Scroll of Remove Fear
Total 1167 gp 57 1/2 lb
Total Weight:55.5lb Money: 17gp 1sp 2cp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 100 500
Age: 19
Height: 5'9"
Weight: 154 lb
Eyes: Brown
Hair: Blond
Skin: Tan
Appearance: Rugged, but a bit on the scrawny side. He still looks like a teen, but he's got an air of confidence and competence to him.
He often carries his morningstar, but looks a bit unsure of himself while doing so. His crossbow, on the other hand, is always balanced for easy draw, and he seems to be very aware of its positioning.
He proudly displays the least mark of finding that resides on his right temple by shaving that side of his head.
Personality: He is proud that he has been blessed by Balinor with the mark of finding, believing completely that the god has some destiny involving a great hunt in store for him.
He speaks with reverence of his god at every opportunity, and looks at the world and life as one big hunt, where the winner is the one who gets there fastest.This makes him a bit brash and arrogant.
He does not, however, have anything but respect for humanoid life, and almost everything that he hunts for is meant to improve the lives of those around him. He just wants to be the one to do the finding.
Background: Corran is a living example of parental manipulation gone wrong. When their youngest son, a bit of a weakling and disappointment, displayed the mark of finding, his parents immediately started pushing him to a life of serving House Tharashk.
They focused on convincing him that the mark was a gift from Balinor and that using it properly was the only respectful thing to do. Their plan worked beyond their wildest hopes.
Corran came to believe that he was meant to find something much more important than the dragonshards that his family hunted, and his reverence for the Lord of the Hunt was so extreme that he felt called to serve him as a cleric.
His parents tried in vain to undo their work, but it was too late. Corran pledged himself to Balinor and left the Shadow Marches to seek his destiny.
Concept:
Tondrek is based upon a character from Trioka's Arcanum: An idiot savant crafter of his own friends (constructs).
Appearance:
Tondrek appears hunched and unkempt---his black hair is greasy and unruly, his green eyes watery and distracted, and he does not look like he takes care of himself. His gear, however, is well taken care of--there is no damage or smudges anywhere. If asked, Tondrek will lovingly detail their creation. Over his armor, he wears some commoner's clothing that he's obviously slept in.
Personality:
Tondrek constantly mutters to himself, hunching back and forth, and can be found playing with some odd mechanical bit of something in his hands. If talked to directly, he will not look directly at the talker, but answer indirectly. Of most subjects, he is not too very helpful. But when it is something he knows about (buildings, magic, etc.), we will drone on without stop. He is generally oblivious to the outside world when not talked to directly, unless something catches his fancy. Obviously magical, mechanical, or alchemical things always catch his fancy.
Background:
Tondrek does not comprehend his background. He does not fully understand that his mother, Hordreth d'Tharask, a House Tharashk heir, somehow conceived him by a willful and brash House Cannith heir named Tannith Vown d'Cannith. All he knows is that the humans named Canith and the orcs named Tharashk are after him, and will probably hurt him.
Longer, Secret Background
Tondrek grew up in the slums of High Walls in an orphanage for refugees from the Last War. He did not fit there, however. First, he wasn't human, he was half-orc. Second, he was obviously "damaged"---he muttered to himself and had a severe time interacting with others. He did have a natural knack for mechanisms; he broke into the headmaster's office several time in his youth, and could be found rocking on the master's desk, muttering to himself.
One day, when Tondrek was in his teens, he was given to a stranger, a Marsher half-orc. The Marsher did not talk to Tondrek, not that Tondrek tried; he only interacted with him once---he searched for and found the strange, sickly green-blue mark that twisted beneath Tondrek's skin. Tondrek knew that he could do things with that mark; but not why.
For some time, Tondrek lived with the Marsher. The Marsher never spoke to him, though he had several arguments with visitors he never showed Tondrek. One regualr visitor, a greybeard human named Maraan, did spend time with Tondrek. He seemed to see the knack the half-orc possesed, and while the Marsher spent months searching for something in the upper reaches of Sharn, the greybeard taught Tondrek the basics of artificing. Tondrek loved the lessons, especially the times he was able to play with the greybeard's homunculus.
Then, only a few weeks ago, the Marsher took Tondrek on a journey to the highest towers of Sharn. He did not say why; all he did was dress the boy well. He was lead to some gathering---fancy dressed folks flittered about the warforged gaurded palace. It was a party for a returned Cannith heir, long gone on an exploration of Xen'drik. It was supposed to be a celebration, until the Marsher thrust Tondrek at the man and accosted him.
"Tannith Vown d'Cannith! Here is the mistake you tried to forget! Here is what your wrought when you thought none would know! My sister Hordreth d'Tharashk died from your seed, and now all shall know your shame!" With that, the Marsher ripped off Tondrek's fancy shirt, exposing the aberrant dragonmark for all to see!
Needless to say, things went chaotic after that. Tondrek does not fully understand, but he knows that the humans with the name Cannith and the half-orcs with the name Tharashk now chase him. He has fallen in with low-life after low-life who has used his skills and then run when Cannith or Tharask agents show up; but so far he has eluded the seekers.
Scroll of Cure Mod Wounds (CL 1): 75 gp + 6 CR Material Cost; 13, 18, AP=2, Fail on Day 1
Scroll of Cure Light Wounds (CL 1): 12 gp 5 sp + 1 CR Material Cost; 14, 20+4 (AP)=24, Succeed on Day 2
Scroll of Cure Light Wounds (CL 1): 12 gp 5 sp + 1 CR Material Cost; 27, Succeed on Day 3
Scroll of Cure Light Wounds: 12 gp 5 sp + 1 CR Material Cost; 21, Succeed on Day 4
Scroll of Identify: 112 gp 5 sp + 1 CR Material Cost; 18, 20 + 1 (AP) = 21, Succeed on Day 5
Scroll of Identify: 112 gp 5 sp + 1 CR Material Cost; 19 + 2 (AP) = 21, Succeed on Day 6
Scroll of Cure Mod Wounds (CL 1): 75 gp + 6 CR Material Cost; 13, 30, Succeed on Day 7
Scroll of Sleep (CL 1): 12 gp 5 sp + 1 CR Material Cost; 19 + 5 (AP) = 24, Succeed on Day 8
Scroll of Sleep (CL 1): 12 gp 5 sp + 1 CR Material Cost; 22, Succeed on Day 9
Scroll of Lesser Restoration (CL 1): 12 gp 5 sp + 1 CR Material Cost; 14, 25, Succeed on Day 10
Total Cost: 434gp 5sp, 10 Craft Days, 20 Craft Reserve
Level 2 Crafting
UMD: +11 for scrolls/potions
Scroll of Lesser Armor Enhancement (CL 2): 35 gp + 2 CR Material Cost; 23, Succeed Day 1
Scroll of Lesser Armor Enhancement (CL 2): 35 gp + 2 CR Material Cost; 22, Succeed Day 2
Scroll of Personal Weapon Enhancement (CL 2): 25 gp + 2 CR Material Cost; 27, Succeed Day 3
Scroll of Personal Weapon Enhancement (CL 2): 25 gp + 2 CR Material Cost; 15, 19 + 6 (AP) = 25, Succeed Day 4
Scroll of Repair Light Damage (CL 2): 25 gp + 2 CR Material Cost; 24, Succeed Day 5 Scroll of Repair Mod Damage (CL 2): 75 gp + 6 CR Material Cost; 16, 16 + 1 (AP) = 17, Fail on Day 6
Scroll of Repair Mod Damage (CL 2): 75 gp + 6 CR Material Cost; 18, 30, Succeed on Day 7
Scroll of Cure Mod Wounds (CL 2): 75 gp + 6 CR Material Cost; 29, Succeed on Day 8
Scroll of Reinforce Construct (MoE 100, CL 2): 75 gp + 6 CR Material Cost; 22, Succeed on Day 9
Scroll of Inflict Moderate Damage (CL 2): 75 gp + 6 CR Material Cost; 30, Succeed on Day 10
Total Cost: 520gp, 10 Craft Days, 40 Craft Reserve
Level 3 Grafting
Craft (armorsmithing): +11
Craft (weaponsmithing): +6
UMD: +12 for scrolls/potions/wondrous
Chain Shirt: 33gp, 3sp, 3cp Material Cost; Take 10 = 21 vs DC 14, 11gp for 11/100gp Day 1; Completed Day 10; excess 10gp turned over
Mwk Chain Shirt: 50gp Material Cost; Take 10 = 21 vs DC 21, 1 gp for Day 10 for 1/150gp; Completed Day 24 with 5gp excess
Heavy Steel Shield: 6gp, 6sp, 6cp Material Cost; 10gp for 5/20gp on Day 24; Completed Day 26 w/ 7gp excess
Mwk Heavy Steel Shield: 50gp Material Cost; Take 10 = 21 vs DC 21, 7 gp for Day 26 for 7/150gp; Complete Day 39
Total Cost 139gp, 9sp, 9cp, 39 Craft Days
Dagger: 6sp, 6cp Material Cost; Take 10 = 16 vs DC 12, 6gp for 6gp/2gp on Day 1; excess 6gp turned over
Light Crossbow: 11gp, 6sp, 6cp Material Cost; 4gp for 4gp/35gp on Day 1; Take 10 = 16 vs DC 12, 6gp for 10gp/35gp on Day 2; Complete on Day 7
Total Cost: 12gp, 2sp, 6cp, 7 Craft Days
During The Eidolon
Scroll of Sleep: 112 gp 5 sp + 1 cp Material Cost; 15 + 17; Failed
Scroll of Sleep: 112 gp 5 sp + 1 cp Material Cost; 25; Succeed
Scroll of Feather Fall: 112 gp 5 sp + 1 cp Material Cost; 17 + 25; Succeed
Scroll of Feather Fall: 112 gp 5 sp + 1 cp Material Cost; 14 + 16; Failed 2 Days of Homunculus Crafting: 18gp 7sp 5cp Material Cost; 3gp for 3/56.25 on day 1 w/o wand; 0 gp for 3/56.25 on Day 2 w/o wand. (Link)
+500 from The Eidolon
-475 in the Eidolon
-18.75 crafting homunculus during the Eidolon
+2.5 sell artisan tools (metalworking)
-50 buy mwk artisan tools (metalworking)
Post Eidolon Crafting
Day 3 on Homunculus: 18+2 tool+5 from wand w/ 1 AP = 25 vs 14 for 18/56.25 (Link)
Day 4 on Homunculus: 15 (w/ AP) +2 Tool + 5 from wand w/ AP = 22 vs 14 for 30/56.25 (Link)
Day 5 on Homunculus: 26 (w/ AP) + 2 Tool +5 from wand w/ AP = 33 vs 14 for 53/56.25 (Link)
Day 6 on Homunculus: Take 10 for 17 = 17 vs 14 for 60/56.25 and body done.
+1400 from 7 DM points
-500 for homunculus lab
-881.25 for enchanting homunculus
Craft Reserve Log:
20 from Level 1
-20 used Level 1
40 from Level 2
-40 used Level 2
60 from Level 3
-4 during The Eidolon
80 from Level 4
-94*.75=70 for homunculus
100 from Level 5
Craft Days Log:
100 starting craft days
-10 days Level 1
-10 days Level 2
-80 days Level 3
4 craft days: In Tavern 8/6/2006–8/9/2006
- 4 days finishing homunculus' body
61 craft days: In Tavern 12/17/2008–2/16/2009
- 1 days enchanting homunculus (1175*.75=881.25gp for 1 CD)
Name: Shadow
Class: Telepath 3 Starting Level: 3
Race: Changeling
Region of Origin: KarrnathSize: Medium
Gender: Male
Alignment:Neutral
Action Points: 5
Deity: None
Str: 08 -1 (00p.) Level: 3 XP: 4600
Dex: 14 +2 (06p.) BAB: +1 HP: 16 (3d4+06)
Con: 10 +0 (02p.) Grapple: +0 Craft Days: 100
Int: 18 +4 (16p.) Speed: 30' Stat Increases:Wis: 13 +1 (05p.) Init: +2 Spell Save: XX
Cha: 12 +1 (04p.) ACP: -X Spell Fail: X%
Base Armor Shld Dex Size Nat Misc Total
[b]AC 10 +0 +X +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +2 +1 +0 +1
Ref: +4 +1 +2 +1
Will: +5 +3 +1 +1
Notes:Weapon Attack Damage Critical Range
mwk light xbow +4 1d8 19-20/x2 080 ft
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
Notes:Languages: Common, Elven, Giant, Halfing, Gnome, Dwarven
Abilities: Psionic Powers,
+2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
+2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation, and through they cannot actually detect thoughts, they can intuitively read body language and attitude with surprising accuracy.
Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Feats: Psionic Body, Psionic Endowment, Expanded Knowledge (astral construct)
Psionic Powers (Save DC 14 + Power level; Manifester Level 03)
Power Points: 17
Powers Known:
1st - psionic charm, mindlink, mind thrust, entangling ectoplasm, vigor, astral construct;
2nd - read thoughts, psionic suggestion
Skill Points: 36 Max Ranks: 6/3
Skills Total Ranks Mod Misc
Concentration +6 6 0 --
Bluff +9 6 +1 +2
Diplomacy +11 6 +1 +4
Intimidate +3 0 +1 +2
Knowledge(psi) +10 6 +4 --
Psicraft +12 6 +4 +2
Sense Motive +9 6 +1 +2
Notes:Equipment: Cost Weight
mwklight crossbow* 335gp 04lb
30 crossbow bolts* 03gp 03lb
waterskin* 01gp 04lb
bedroll* 01sp 06lb
4 day's rations* 2gp 04lb
cloak of resist +1 1000gp 0 lb (worn)
traveler's outfit FREE! 0 lb (worn)
letters of credit worth 1,754 gp-
bag containing 500 gp 10 lb
Total Weight:21 lb Money: 1,754gp(letters), 9sp 0cp
Lgt Med Hvy Lift PushMax Weight: 26 lbs 27-53 54-80 80 400
Age:17
Height:6'4''
Weight:175
Eyes:red
Hair:white
Skin:gray
Appearance:
Eternally changing. True form a dusky gray skin, white hair, tall, with red eyes. Assumed forms:whatever looks good at the time. However, never unclean or unhygenic
Personality:
Shadow is a master infiltrator. He can impersonate many people, and bypass many challenges with his mind powers. This is what he does, and he does it well, with a happy-go lucky attitude, a smile, and the assurance that if that drunken fool continues to threaten him, Shadowwill destroy him with a thought. Shadow is good with people, and considers himself a student of sapients. Background:
Shadow was raised by a normal family in Korth, who were shocked to see his powers. They sent him to a boarding school to quash them, but the school's education was of poor quality, and he dropped out to study telepathy. After finishing this education, he became a mercenary spy (most noted for his role in "The Airship Incident," the completely accidental destruction of one of Lyrandar's airships). There are many people who hate him and want to kill him. And he hates them back
Name: Genithar ir'Rume
Class: Wizard Starting Level: 1
Race: Elf
Region of Origin: Karrnath
Size: M
Gender: M
Alignment: LN
Action Points: 5
Deity: Blood of Vol
Str: 10 - (2p.) Level: 3 XP: 4745/6000
Dex:17 +3(8p.) BAB: +1 HP: 9 (3d4+0)
Con: 11 - (5p.) Grapple: +1
Int: 16 +3(10p.)Speed: 30' Stat Increases:Wis: 12 +1(4p.) Init: +3 Spell Save: 0
Cha: 12 +1(4p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +3 +0 +0 +0 +13
Touch: 13 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +1 +1 +0 --
Ref: +4 +1 +3 --
Will: +4 +3 +1 --
Notes:
+2 vs. Enchantment, Immune to Sleep
Weapon Attack Damage Critical Range
Dagger +1 1d4+0 19-20/x2
Dagger +4 1d4+0 19-20/x2 10 ft
Light X-Bow +4 1d8+0 19-20/x2 80 ft
Long Sword +1 1d8+0 19-20/x2
Long Bow +4 1d8+0 x3 120 ft
Notes:Languages: Common, Elven, Draconic, Giantish, Goblin, Dwarven
Abilities:
Elf:
Low Light Vision
Auto Weapon Proficiency
+2 on Spot/Listen/Search
Auto Search for Concealed/Secret Doors
Wizard:
Summon Familar
Feats: Scribe Scroll, Spell Focus (Necromancy)
Spells prepared (Save DC 3 + spell level+1 for Necromancy; 13/14(15)):
4 0th - Read Magic, Detect Magic, Message, Flare; 3 1st - Ray of Enfeeblement, Shield, Charm Person
Spellbook/Spells Known:
0 - All 0 lvl Wizard Spells
1st - Shield
Chill Touch
Cause Fear
Ray of Enfeeblement
Detect Undead
Charm Person
Mage Armor
Magic Missle
Skill Points: 25 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
ConCentration +4 04 +0 +0
Decipher Script +6 03 +3 +0
Know: Arcana +9 06 +3 +0
Know: History +5 02 +3 +0
Know: Heraldry/Nobility +8 05 +3 +0
Know: Religion +4 01 +3 +0
Spell Craft +10 05 +3 +2
Spot +5 00 +1 +4
Listen +5 00 +1 +2
Search +5 00 +3 +2
Hide +3 00 +3 +0
Move Silently +6 00 +3 +3
Climb +0 00 +0 +0
Jump +0 00 +0 +0
Heal +1 00 +1 +0
Diplomacy +3 00 +1 +2
Notes:Equipment: Cost Weight
Scholar's Outfit 0gp 0lb
Dagger (Concealed) 2gp 1lb
Long Bow
12 Arrows
Light X-Bow 35gp 4lb
15 X-Bow Bolts 4gp 2lb
Long Sword 15gp 4lb
-Potion of Mage Armor 50gp
-Potion Cure Light 50gp
Belt Pouch 1gp .5lb
Caltrops Pouch 1gp 2lb
Signet Ring 5gp 0lb
Red Spectacles 0gp 0lb
Dark Blue Head Band 0gp 0lb
Spell Component Pouch 5gp 2lb
Scrolls on Person
Magic Missle 25gp
Protection from Evil 25gp
Satchel (backpack) 2gp 2lb
Spell Book 15gp 3lb
x2 Vial Ink 16gp 0lb
Ink Pen 1Sp 0lb
x1 Sheet Parchment 4sp 0lb
One Sheet parchment with copy of Master Gregory's map that lead to giant ruins, on the back a sketch of ogre sized statue found a giant ruins
One Sheet with 3 sketches of Aberrant dragonmarks found on House Tarkanan members
x1 Smoke Stick 20gp .5lb
x1 Sun Rod 2gp 1lb
-Potion Invisibility 300gp
Scrolls
Comprehend Languages 25gp
Hold Portal 25gp
Mage Armor 25gp
True Strike 50gp
Knock 150gp
Detect Secret Doors 25gp
Disguise Self 25gp
Total Weight:26lb Money: 2gp 9sp 10cp
Lgt Med Hvy Lift PushMax Weight: 0-33 34-66 67-100 200 500
Age: 60Height: 5'9"Weight: 140Eyes: BrownHair: BlondeSkin: Pale
Appearance:
Piercing light nutmeg brown eyes looking over rimless oval blood red lensed spectacles,
yellow blond shoulder length hair, thin pinched features, headband of dark blue holding
back hair from forehead, dressed in knee length hooded duster/robe of midnight blue and
embroidered with silver stars and moons along hem and sleeves.
His midnight blue hood up and his red spectacles hiding his eyes, the wizard’s face holds
an askew smile. A bulging black leather satchel can be seen under the open robe, while a
trio of pouches and a Karrnathi made light crossbow, hang off his belt, a small black
leather bolt case on his hip, as well as the telltale hilt of a long sword, the sheathed
blade neatly sticking out of a slit in his robe.
Personality:
A Haughty and Confident noble, though his vast understanding of multiple disciplines gives
his words the strength of authority.
Background:
Born and Raised in Karrnath’s Capital of Korth, lived a privlidged life style of the upper
class. Lived in beautiful mannor in High Court district, an ancestoral compound from his
Mother’s family. Comes from Family of well to do, if minor, nobles. Well known to have
familial and business ties to house Lyrandar. Family Holds trading and agricultural
interests across the Nation of Karrnath, but also in Aundair, connected to House Lyrandar
by Marriage. Due to family background, was well educated and Genithar found he had a large
interest in all types of knowledge and study. He spent much of his youth studying in the
Temple Ward libraries and churches. Family not very religious, but father followed Aerenai
traditions of ancestor worship while Mother believed in Sovereign Host. Was alive during,
and survived, the great siege of Korth by Cyre. Father was sergeant in Karnnathi military
and died while fighting in Cyre. His Mother wanted a different life for their son and so
Genithar was sent to study under an Elven friend of his paternal Grandfather, with hopes
that he would enter the ranks of the 12.
After his father died in Cyre, Genithar gravitated away from his Mother’s belief in the
Sovereign host and more towards the Blood of Vol; finding solace and purpose in the quest
to fight death and drawing his own personal faith from Aerenal practices of Ancestor worship
Becoming a very adept and promising wizard, Genithar completed his training, but was
recruited by the Karrnathi military and sent to a Necromancer training facility to be
taught the ways of the Corpse Collector and raiser. As the War Ended, the Wizard's
Military Career ended and he began to look to make his own way in the World.
Finding himself in Sharn, the Wizard made his way to a Local Tavern, following a flittering Homunculous seeking heroes to aid it's master (Adventuring in SG1: An Old Friend), Aldus Thunderbanner.
Leading a group of stalwart comrades to the Artificer's abode, they snuck in and after fierce battles against first members of the watch (!) who were rummaging through rooms, as well as thugs who sported Aberrant dragonmarks, and the Artificer's own creations gone amok, the group was confronted by an eerie Kobold mage and a large brutish Aberrant. Working to convince the Aberrant leader and his contracted muscle, the Kobold that the item they were searching for, an ancient Schema called the Koldoran Piece that was discovered in Xen'drick a decade ago, was in fact not with Aldus at all. Using diplomacy, guile, and logic, the group convinced the Kobold it's search was in vain, though the Brutish leader and two heavy fighters remained to 'press the issue', killing their own members who wished no part of the battle and then attacking the group! But, as most of the party was down, the few remaining heroes brought the combat to a close, winning the day for all.
Paid 700 Credit for Scrolls/Potions
1st
Comprehend Languages 25gp
Enlarge Person 25gp
Hold Portal 25gp
Mage Armor 25gp
Magic Missle 25gp
Magic Weapon 25gp
True Strike x2 50gp
2nd
Knock 150gp
1st
Mage Armor Potion 50gp
2nd
Invisibility Potion 300gp
Total 700gp
Paid 100gp for Familiar (Cat)
Paid 50gp for Potion of Cure Light
Sold Water Skin, x2 Days Rations, Winter Blanket, Improved Manacles for 13gp 2sp 5cp
Mathew d'Canith (Mellub) Crafted Protection from Evil, Detect Secret Doors, Magic Weapon, and Disguise Self scrolls at 1st lvl for 50gp (from Genithar) and 4xp from Mathew's Craft Reserve.
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> Wizard 1 HP: +4 (1d4) SP: +20 (4x2+3)
Concentration +4, Decipher Script +4, Know (arcana) +4, Know (History) +4, Know (Heraldry/Nobility) +2, Know (Religion) +2, Spellcraft +4,
Str 10 (2pts), Dex 17 (8pts+2racial), Con 11 (5pts-2racial), Int 16 (10pts), Wis 12 (4pts), Cha 12 (4pts)
Feat: Spell Focus (Necromancy), Scribe Scroll (class bonus)
6 1st lvl spells: Shield
Chill Touch
Cause Fear
Ray of Enfeeblement
Detect Undead
Charm Person
Other: Wizard/Elf abilities
Blok Diminutive Animal Hit Points: 12 ((4d4+11)/2) Initiative: +1 Speed: 5 ft. (1 squares) Armor Class: 17 (+4 size, +1 Dex, +2 Natural), touch 15, flatfooted 16 BAB/Grapple: +1/–15 Attack: +6/- Full Attack: — Space/Reach: 1 ft./0 ft. Qualities: Familiar Granted Abilites Saves: Fort +2, Ref +3, Will +6 Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4 Skills: Hide +21, Listen +4, Spot +4, or Ranked as Lor Feats: Alertness[/code] Familiar Granted Abilities:
- Alertness - Granted to Master if within arm's reach
- Improved Evasion - 1/2 or no damage on reflex save
- Special - +3 bonus HP to Lor
- Share Spells
- Empathic Link
- Deliver Touch Spells Skills:
Appearance:
Lor, even in her natural shape, is a bit busty and pudgy; however, she much prefers her Lori look, even if she is constantly tweaking it.
Lori is a busty and pudgy human, half-elf, or elven woman. Usually has brown of blonde hair, and green or blue eyes, and always wears glasses with a string that keeps them around her neck when she’s not using them.
Personality:
Lor curious and likes to experiment with things and find answers to questions. She can be a bit distant from actual happenings when she’s being curious. She is also not afraid to stick her nose where it doesn’t belong.
Background:
Lor, even as a child, was always fascinated with how things worked, and how things looked. A bookworm with magical talent even at a young age, she was often experimenting with magic as well as her changeling abilities.
A top student at the University of Wynard, Lor took on the name Lori Bender. Generally claiming to be a half-elf, she found she could change her appearance from day to day to suit her whim. She generally never denies being a changeling, but claiming to be so upfront often got in the way of her studies, so it was just easier to be Lori, who’s look swayed from more human to more elven at times, but few questioned at a glance.
Sick of Waynard’s rigid ideas on magic, Lori tried to bend the rules of magic. She worked on metamagic and it’s applications to spell casting. She eventually found herself transferring to Morgrave for the freedom she got with her magical experiments. Of course, this led her to her biggest block, a lack of field experience.
So, Lori has gone to look to practice her trade as a wandering scholar.
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1 Level 2: Save DC 15
D Locate Object 1 Sound Burst
2 Summon Monster 2
1
Level 0: Save DC 14
S Message
1 Detect Magic
2 Detect Magic
3 Light
4 Prestidigitation Level 1: Save DC 15 S Feather Fall
1 Comprehend Languages 2 Color Spray 3 Magic Missile Level 2: Save DC 16 S Hypnotic Pattern 1 Scorching Ray 2 Extended Mage Armor
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Harguoon is a veteran from the last war, working for whoever paid the most. he is specialised in infiltration and sabotage, and currently wanders around looking for pay.
__________________ *Doghead* "You're an idiot, Dr Z."
Name: Valahandra Da'briel
Class: Cleric 3
Race: Elf
Region of Origin: Valenar
Size: Medium
Gender: Female
Alignment: LG
Action Points: 6
Deity: Valahandra, Lady of the Silver Blades (Domains: War, Good)
Str: 14 +2 ( 6p.) Level: 3 XP: 3000 / 6000
Dex: 16 +3 ( 6p.) BAB: +2 HP: 23 (3d8+3)
Con: 12 +1 ( 6p.) Grapple: +4 Craft Days: 100
Int: 13 +1 ( 5p.) Speed: 30' Stat Increases:Wis: 16 +3 (10p.) Init: +3 Spell Save: XX
Cha: 8 -1 ( 0p.) ACP: 0 Spell Fail: X%
Total Base Armor Shld Dex Size Nat MiscArmor: 17 10 +4 +0 +3 +0 +0 +0
Touch: 13 Flatfooted: 14
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +4 3 +1 --
Ref: +4 1 +3 --
Will: +6 3 +3 --
Notes:Weapon Attack Damage Critical Range
MW Double Bladed Scimitar +6 1d6+3 18-20x2
- TWF:Primary +4 1d6+2 18-20x2
- TWF:Secondary +4 1d6+1 18-20x1
MW Comp Longbow Mighty +2 +6 1d8+2 20/x3 120 ft
Dagger +4 1d4+2 19-20/x2
Thrown Dagger +5 1d4+2 19-20/x2 10 ft
Notes: +1 damage /w Scimitar when mounted.
Action Points spent on attacks are also added to damage with a scimitar
Languages: Common, Elven
Abilities: Turn Undead (2/day, 1d20+1, 2d6+2)
Feats:
Domain: Martial Weapon Proficiency (Double Bladed Scimitar)
Domain: Weapon Focus (Double Bladed Scimitar)
1st: Bladebearer of the Valenar
3rd: Two Weapon Fighting
Spells prepared (Save DC 13 + spell level): 0 - 4; 1st - 3+1; 2nd - 2+1
Domains: War, Good
Skill Points: 18 Max Ranks: 6/3
Skills Total Ranks Mod Misc
KN: Religion +6 5 +1
KN: History +4 3 +1
Ride (CC) +5 2 +3
Concentration +7 6 +1
Notes:Equipment: Cost Weight
MW Double Scimitar 725gp 15lb
MW Composite Longbow: Mighty +2 600gp 3lb
Arrows (20) 1gp 3lb
Mithril Chain Shirt 1100gp 10lb
Dagger 2gp 1lb
Holy Symbol, Silver 25gp 1lb
Backpack 2gp 2lb
>Bedroll 1sp 5lb
>2 Day Trail Rations 1gp 2lb
>Waterskin 1gp 4lb
>Cure Mod Wound Scroll 150gp -
Total Weight:46lb Money: 9pp 2gp 9sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 129
Height: 4'9"
Weight: 92lb
Eyes: Blue
Hair: Silver
Skin: Pale
Appearance:
Valahandra is striking, with long silver hair and pale skin. Her deep blue eyes have a penetrating gaze. While beautiful, Valahandra has a strangely powerful presence, that can be almost disturbing. Often, it seems as though there is more than one person in her body, and as a result she often seems cold and distant.
Personality:
Valahandra is of two minds, but not like most normal Valenar elves who worship their ancestors by imitating them. Valahandra is normally driven but compassionate, often choosing duty over her own personal gain. However, she is also vulnerable, and afraid to open up to others due to her constant fights with herself and her visions. She has trouble relating to others, and her beauty makes this flaw more noticeable, as she is often sought in more social situations.
Then there is The Lady, when Valahandra’s namesake seemingly takes over. She becomes sometimes wordless, cold and truly focused and driven. The Lady often takes over in combat, but occasionally manifests herself in other situations. The Lady is a natural leader, and is truly fearless for herself, but is very protective of others.
Background:
From birth, Valahandra has always been associated with her namesake. Her unusual silver hair and pale skin linked her with the Lady of the Silver Blades forever. Her parents took these as a sign, and had her raised as a vessel to channel the power of Valahandra.
Valahandra was raised by the Keepers of the Past, and taught of great elven warriors of Xen'drik. She was taught that the spirits had great power, and through deed and emulation, these spirits could live again and grant power. Valahandra studied hard and trained hard, trying to do her best to live up to the legend of her namesake. Valahandra worked to master the double bladed scimitar, emulating her namesakes fighting style.
One night, Valahandra had a vision. She saw a woman, much like herself, fighting giants while other elves fled on ships. The vision shifted, and she saw the woman again, standing between some sort of strange aberration and the gate to an elven city. There was no mistaking the Silver Double Bladed Scimitar of the Lady of the Silver Blades. The vision shifted once again, and this time the Lady was speaking to a crowd, calling for warriors of the elves to stand strong in the face of the coming onslaught.
Valahandra was sure what the vision meant, and she spoke to the Keepers about them. She was told she was becoming impatient, to continue her training and the Keepers would tell her what to do. Valahandra was sure she had been chosen to be a vessel for the Lady, but she knew the Keepers would be cautious. Valahandra continued to have vision, and began to manifest magical powers, but these she kept those to herself and tried to continue training.
Valahandra had a disturbing vision one night. Again, she saw the Lady fighting off hordes of unknown creatures, but things were different. The Lady looks much like her, or perhaps she had matured into looking like the Lady, but this was her first striking realization of this. The vision shifted again, and she saw the Lady setting out at night, off to find her destiny and fight an oncoming foe. Valahandra woke, and knew what she needed to do. She gathered her things, and set out quietly to find her destiny, much like the Lady in her visions.
Valahandra’s quest took her to the Eldeen Reaches and the Shadow Marches. Perhaps driven by The Lady’s fight or drive to hold back the hordes, she struggled with the Gatekeepers against the madness that infects the Shadow Marches. However, never truly aligned with the Gatekeepers, she did much work alone as well. Taking an opportunity one day, she charged a Rakshasa that was in the Reaches. The creature tried some magic trick that went afoul, and Valahandra found herself in Lamannia. She’s not sure if her connection with The Lady brought her here, or if it was the plan of the Rakshasa all along.
------------------
Valahandra, Lady of the Silver Blades
Domains: War, Good, Law, Protection
Favored Weapon: Double Scimitar
Legendary Warrior of Xen'drik, Valahandra is also known as the Lady of the Silverblades. Valahandra is worshiped by elven warriors, paladins and clerics who seek the purity of rightious combat and strength in conviction. Her silver Double Scimitar is a symbol of the need for purity and conviction in all directions of life.
------------------
Appearance:
Makharat is a tall and foreboding individual, his fiery skin marred by a number of scars, including a prominent one under running parallel under his left eye. His eyes, coloured much like a cats, harbour a promise of pain for those that cross him. His hair and beard are soft and short, appearing to be pure white. His torso is covered by an exquisitely designed breastplate, depicting a vast, cracked plain viewed from a rocky mountain ridge. His greaves and bracers, while not so fancy, are of the same quality, and he underneath he wars a suit of leather. Strapped to his waist are two exotic looking swords, one long and one short, and across his back is draped a hooded cloak as black as night.
Personality:
Makharat considers himself to be a superior being, and thus has little time or patience for others " beneath " him, unless they are paying customers. Selfish to the core, he cares nothing for his fellow creature, though he does not care to waste his time making their lives even more miserably, except on the rare occassion where he believes he has been slighted. To others, he appears to be mean and heartless, which is more or less the truth. His feelings of superiority can sometimes make him seem foolhardy, but he tends to get very defensive and cautious whenever the fiends of Khyber are involved. He believes that they are going to try and come for him, someday, and he does not desire to be a slave to anyone. That being said, he reveres the Dragon Below for granting him the gifts which make him who he is.
Background:
Makharat was born into the Carrion Tribes of the Demon Wastes. His birth was thought to be a great omen, for the colour of his skin and eyes clearly marked him as one of the demontouched, a Sakah. His upbringing, while relatively more priveleged that most, was brutal and filled with bloody fighting, sometimes feuding with one of the other Carrion Tribes, sometimes struggling against the Ghaash'kala, but worst of all, challenges from other young warriors who sought to prove themselves by slaying one of the " favoured ones " . For many years, this was enough for him, the constant fighting, the surges of his demon strength, but eventually life in the Wastes began to wear on him.
One night, during the depraved celebration of a victory over another, smaller band, Makharat fled the camp and headed south towards the mountains. For a few days he went undiscovered, but the day after he began his crossing, his trail was found by a pair of young Ghaash'kala sentinels. They followed him for nearly a week before he confronted them in one of the high passes of the Ice Horn mountains. Though he was outnumbered, the bitter cold of the peaks had numbed the two warriors, and calling upon his fiendish strength, Makharat was able to defeat them, though he was badly wounded in the process.
Forced to stop and recover, Makharat began to fear that the cold would overcome even his considerable resistance, but once he was able to get moving again, he found that he wasn't in as dire straits as he had thought.
Eventually, the young Sakah descended into the Eldeen Reaches, where he encounted a mercenary band of Deneith warriors in the employ of the Aundairian crown. Their leader recognized the potential in Makharat, and offered him a place in his band and the promise of guiding him towards civilization when their mission was complete.
During his time with the mercenaries, Makharat learned to temper his bursts of inhuman strength with new skills. He learned how to fight effectively wielding a weapon in each hand, and after many years of fighting he earned an enchanted breastplate, decorated with the sight he had left behind.
After the war was over, Makharat found himself drawn to the south yet again. The huge cities of the civilized folks were at first alien and threatening to him, but in time he began looking for even larger and more astonishing places, which eventually led him to Sharn. With much of what was left of his earnings, he bought two new blades in a strange style he found to be very appealing, and he found a place to look for new work, the Tower's Shard.
Logs
XP log:
---- from
Wealth and Craft log:
--- gp, - sp from
Paid --- for
Sold --- for
Crafted --- for
Other log:
---- from
Notes:
----
Advancement
L1 -> Bbn 1 HP: +14 (12+2)
Climb +4, Intimidate +4, Jump +4, Listen +4, Survival +4
Feat: Power Attack
Other: Rage 1/day, Fast Movement
Good name in man and woman, dear my lord,
Is the immediate jewel of their souls.
Who steals my purse steals trash; 'tis something, nothing;
'Twas mine, 'tis his, and has been slave to thousands;
But he that filches from me my good name
Robs me of that which not enriches him
And makes me poor indeed.
-Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.
Last edited by Kaodi; 10th September 2007 at 06:15 PM..