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Class and Racial Abilities: +2 Con, -2 Wis, -2 Cha, composite plating (AC +2), light fortification, living construct traits (has a Con score, no low-light or darkvision, not immune to mind-affecting effects, immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain, cannot heal damage naturally, subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects, can use the Run action, can be affected by spells that affect both living creatures and constructs, does not need to eat, sleep or breath, responds differently to going below 0 hit points, cannot be raised or resurrected. Bonus feats, proficient in all armor and shields, as well as simple and martial weapons.
Appearance:http://www.brianbaum.com/art/warforged.jpg
Nameless is obviously a front-line soldier, and it shows in his construction. His plating is thick and heavy, a dark, matte gray, bolted with heavy rivets. His face is set is a scowling expression, and his eyes are deep pits that flare with red fire. He carries with him a steel shield as blank and faceless as he once was. At his side he carries a heavy pick and a warhammer, with a large bow across his back, strapped to a slender backpack.
Personality: Nameless is a warforged caught in a crux of its life. It is seeking other interests than war, and is sampling various other professions and types of employment. While he still feels bound to uphold the law, everything else in his life is in flux. He is willing to try many things, though he is often clumsy in asking how.
Background: Nameless was forged to be a front-line fighter, a position he held until the end of the Last War. Though he was born in warfare, he has suddenly found himself in a land obstinately at peace. Confused about his lot in life, he has become a wanderer, selling his skills to those who have need of them. He has recently come to the conclusion that he needs a name, and is giving it very serious thought. He will not name himself until he has found a new purpose, which could come at any time.
Name: Zandrick d'Lyrandar
Class: Rouge (2)/Swashbuckler (1)
Race: Half-Elf
Size: Medium
Gender: Male
Alignment: CG
Deity: XXXX
Str: 12 +1 (4p.) Level: 3 XP: 3000/6000
Dex: 14 +2 (6p.) BAB: +2 HP: 20 (2d6+1D10)
Con: 10 +0 (2p.) Grapple: +3 Current HP: 10/20
Int: 16 +3 (10p.) Speed: 30' Spell Res: XX
Wis: 8 -1 (0p.) Init: +2 Spell Save: +X
Cha: 14 +2 (6p.) ACP: 0 Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +2 +0 +0 +0 14
Touch: 12 Flatfooted: 12
Base Mod Misc TotalFort: 2 +0 +2
Ref: 3 +2 +5
Will: 0 -1 -1
Weapon Attack Damage Critical
Rapier (MW) +5 1d6+1 18-20x2
Dagger (10') +4 1d4+1 19-20x2
Comp Longbow (+1 Str) +4 1d8+1 20x3
Languages: Common, Elven, Orc, Gnome
Abilities:
Half-Elven Racial Abilities
-Immune to sleep, +1 save vs enchantment effects
-Low Light Vision (120')
-+2 racial bonus to Gather Information and Diplomacy
-+1 racial bonus to Spot, Search, and Listen
-Elven Blood (Considered elven)
Mark of Storm
- +2 Balance
- Gust of Wind 1/day (DC:14)
Sneak Attack: +1d6
Trapfinding
Evasion: Reflex save for no damage instead of half.
Feats:
1st: Dodge
2nd S: Weapon Finesse
3rd: Least Dragonmark: Mark of Storm
Skill Points: 62 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Appraise 2 +3 +5
Balance 5 +2 +4 +11
Bluff 5 +2 +7
Climb 4 +1 +5
Diplomacy 4 +2 +6 +12
Disable Divice 2 +3 +5
Forgery 1 +3 +4
Gather Information 2 +2 +2 +6
Intimidate 4 +2 +2 +8
Jump 5 +1 +2 +8
Listen 2 -1 +1 +2
Open Lock 1 +2 +3
Perform: Oratory 2 +2 +4
Prof: Sailor 4 -1 +3
Search 2 +3 +1 +6
Sense Motive 5 -1 +4
Slight of Hand 1 +2 +2 +5
Spot 2 -1 +1 +2
Swim 2 +2 +3
Tumble 5 +2 +2 +9
Use Rope 2 +2 +4
Equipment: Cost Weight
Rapier (MW) 320gp 2lb
Leather 10gp 15lb
Comp Longbow (Str+1) 200gp 3lb
Arrows (20) 1gp 3lb
Dagger 2gp 1lb
Backpack 2gp 2lb
Thieves Tools, MW 100gp 1lb
Arcane Signet Ring 150gp
10 fishhooks 1gp
50' Silk Rope 10gp 5lb
2 day Trail Rations 1gp 2lb
Waterskin 1gp 4lb
0 Pot. Cure Light gp
Total Weight:38lb Money: 32gp 15sp 10cp
Lgt Med Hvy Lift PushMax Weight: 43 87 130 130 650
Age: 27
Height: 5'5"
Weight: 140lb
Eyes: Black
Hair: Blue
Skin: Tan
Appearance:
Zandrick keeps his long black hair tied back in a ponytail while he works. He is well dressed, but his clothing is functional as well as fashionable. His piercing blue eyes are lit with the fire of life, and his warming smile and wit charm all who meet him. He has the air of an experienced sailor to him.
Background:
Zandrick d'Lyrandar was always overlooked. The eldest of two boys and a girl, he never manifested his dragonmark like his younger two siblings did. Brandor, Zandrick’s father, tried not to show favoritism, but the House always looked for the marks as a sign of prestige, and showed favor on the younger two.
With the other two playing house politics and soaking up the favors, Zandrick looked for other ways to make his name. Brandor got him a position with Captain Doran of the Misty Maiden, one of the most skilled and renowned captains in the Lyrandar fleet. Zandrick took well to the seas, and proved his worth several times to the Captain.
Unfortunately, Zandrick was not one for following orders to the letter, nor common sense. He would often perform some bravely foolish stunt that drove the Captain nuts. It didn’t help that he got results, single handedly ending a costly boarding mission by swinging over the crowd and disabling the opposing Captain with a single, lucky, blow. Zandrick ate up the attention as the hero of the battle, despite the Captain chewing him out later for his foolish and dangerous stunt.
Zandrick enjoyed the glory and heroics of the war, though he preferred to find ways to disable his opponents instead of killing them when he could, or at least finding ways to end the conflict with as little bloodshed as possible. Of course, he became apt at telling stories of his exploits as well, impressing the ladies of the port with his dashing tales of heroics, perhaps only slightly embellished.
Shortly after the war ended, Zandrick’s dragonmark manifested. Zandrick decided to keep that quiet from his family, not wanting to be drawn away from his adventures at sea and back into the politics of the house. Zandrick continued to serve for the Captain for almost 2 years, till the Captain, weary of his long days at sea, docked in Port Verge to retire. Zandrick isn’t sure were to go for here, and is taking time in the Port to see if other opportunities pop up for him, or who will take over as captain of the Misty Maiden
Character Direction:
Spoiler:
Eventualy, I hope to qualify for Dread Pirate or Dualist, or perhaps both. I could even take a few Dragonmark Heir levels, but not as likely. He's young, and he'll likely flow where the campaign takes him.
__________________ PbP Mod. PM or E-mail if you have questions or issues. Visit Bront.org
Masterwork rapier +6 melee (1d6-1 piercing, 18-20/×2) or
Masterwork short sword +6 melee (1d6-1 piercing, 19-20/×2)
Full attack: Masterwork rapier +4 melee (1d6-1 piercing, 18-20/×2) and mw short sword +4 melee (1d6-1 piercing, 19-20/×2) Special Attacks: Hexblade's Curse (-2 penalty, DC 14) Special Abilities: Changeling traits, hexblade class abilities
+2 racial bonus on Bluff, Intimidate, and Sense Motive checks.
+2 racial bonus on saving throws against sleep and charm effects.
Natural Linguist. Speak Language is always a class skill for changelings.
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 reveas 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.
Hexblade Class Abilities Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks,skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade class level + hexblade's Cha modifier) negates the effect. Nil's curse's DC is 14. Arcane Resistance: A 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects. Mettle (Ex): If a hexblade of at least 3rd level makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.
Describing a changeling like Nil is always difficult. You can't speak about his height or look, as those change from day to day. So you have to speak about other things, like personality. Nil is a charming young lad -- or sometimes lady. He has a way with words and always try to bluff his way out of troubles, with treats or threats. When forced to fight, though, he hexes the obtuse opponents and attack in a flurry or slashes and stings with his two blades. The only thing he really dislikes about life in the Lhazaar Principalities is all that damn water. He's mildly phobic of the seas and never really at ease on a boat. Nothing beats a good, solid ground you don't sink in!
Edit log:
Spoiler:
Paying the mead and ale at the inn: sovereign count from 9 to 8.
Feats:
-Beasthide Elite: Kharos ability to call upon his lycanthropic heritage is stronger than normal. When shifting his natural armor becomes +4 AC instead of +2.
-Shifter Instincts: Kharos’ instincts and natural abilities allow him to assess a situation better than many. He receives a +1 bonus to Listen, Sense Motive, and Spot checks, and a +2 bonus on Initiative checks.
Languages: Common, Druidic
Spells Prepared
Save DC +3 0th – Know Direction, Purify Food and Water x2, Create Water 1st – Goodberry, Magic Stone, Speak with Animal
Appearance and Personality: With long thick beaded dreadlocks, wild tufts of equally thick brown hair running down his arms and exposed legs, tattoos, and body piercings, Kharsos looks at times more bestial than humanoid. He walks with a swaying gait, a testament to years spent on the seas, and his long slender fingers end in sharply filed fingernails, a testament to his savage bloodline.
An exquisitely carved driftwood club swings on his hip, the darkness of the redwood contrasting sharply with light gray suit of enchanted leathers he wears. Fastened to his faded cloak is a pin, shaped in the likeness of a gull, which should he ever need it can release its magic to save him from a fall once.
His facial tattoos only enhance his animalistic features, a fact that Kharos is well aware of, but to him they express a side of him words will never convey.
Background: Kharos never knew who his parents were and all the workers in the orphanage in Sharn could tell him were that they died serving Breland in the war. Khoras grew up imagining them as heroes whose tale had tragically been lost to the world, and because of this fact, he wound up in more than one fight when someone insulted his questionable lineage.
The day of his sixteenth summer, Kharos joined the crew of the Scorpion’s Sting as a cabin boy and assistant cook. The Sting was a black market supply ship that sailed wherever the winds of fate, and the call of gold took it. Although he joined initially under the threat of a dagger to his heart, it was not long before Kharos realized that the open sea was the best place the absent gods could have ever sent him.
Kharos served with the Scorpion’s Sting for three years before a mutiny occurred and the shifter found himself walking the plank with several others that the “new” Captain did not feel he could truly trust. Although he would survive this encounter, Kharos has never forgotten it, nor has he forgiven the Sting and her crew for what they did to him.
What Kharos and the sole other person rescued did to survive they vowed to never speak of again, but two weeks later they were picked up by another trading vessel. Their small boat was full of gnawed bones and dried meat, and Kharos and his companion both swore that the bones were fish bones, but more than one sailor noticed there was no string, or hook, in the boat.
Trying to put his past behind him, Kharos asked his rescuer to take him as a member of the crew, but knowing the circumstances of his rescue, was not surprised that the captain rejected his offer. However, he received the promise of safe passage to Port Verge and knew that he could as for nothing better.
Arriving in the coastal town, Kharos’ prospects were initially limited, as no ship wanted the “cursed” shifter. Taking on odd jobs on the piers, Kharos watched every morning as an old man walked to the end of the piers and raised his hands to the heavens, chanting in a strange tongue as he did. At the end of the man’s ritual, it seemed to Kharos that his wrinkled hands briefly shown with a bright nimbus of light and then slowly faded away. Feeling a connection to the light, but not understanding why, Kharos began inching closer and closer with each day to the old man, but if the man noticed Kharos was there, he never showed it. After three months of slowly approaching during the ritual, Kharos found himself standing less than a hand’s span behind the man. He could feel the power in the man’s chant deep in his soul, this time as the chants ended, and the glow slowly spread around the man’s outstretched fingers, Kharos reached up and placed a trembling hand into the glow. He felt warmth spread through his body and closed his eyes involuntarily as the moment overcame his normally cautious demeanor. Quickly opening his eyes, he saw that the old man was looking at him, but he was still startled when he heard him speak.
“Now, we shall see what Balinor’s net has drawn in from the sea, for only what is needed shall he deliver unto his faithful. So it has been since the first hunting horn sounded at the dawn of time, and so shall it be until the last horn falls silent.”
Seeing the confusion in Kharos’ eyes, the man simply shook his head and placed his hand on Kharos’ shoulder.
“It means, you have wasted enough of our time with the footsteps of mice when inside you, the spirit of the bear resides. Come, you have much to learn Kharos and I have little time left to teach you.”
Four seasons have passed since Kharos began his studies under Tanderson, although Kharos returned to the sea after his mentor passed away during the winter of the second year, and the dark stigma that Kharos once walked under has long since burned away.
While he knows there is much he still has to learn, he knows that Balinor will grant him the skills he needs when the time is right. For now, all that he can do is cast his net into the sea and wait for Balinor to instruct him on when to draw it in.
Last edited by Verbatim; 31st May 2005 at 03:47 PM..
Background: Kira is the youngest daughter of a merchant family in Breland with strong aspirations toward entering the nobility. She attended the best schools and social events Wroat had to offer. Her father was finally appointed to low-ranking position in Parliament while Kira was attended finishing school at Graviat University, a prestigious but small campus located near Parliament Hall. Things were looking up for the Fierkens.
Then all the family’s dreams came crashing down. Master Fierken was caught accepting a bribe for some minor issue, and he was used as an example by the authorities. Banished from political service, he fell into a deep depression. Kira was pulled from school. Her name tarnished, Kira decided to leave the area and find her own way in Khorvaire. She has traveled to the Lhazaar Principalities, hoping to find employment within the loosely organized confederacy. She made it as far as Port Verge before the money started to run out, and now she is ready to take just about anything that arises.
Appearance: Kira has the typical Halfling build, but with the thin limbs and soft hands of one who has never worked a day. She dresses nicely in clothes better suited to a cosmopolitan lady than those of a traveling mage. She keeps her hair carefully cut to shoulder length, and despises looking or feeling dirty.
About this character: A friendly and talkative young woman, Kira has never had trouble making friends, even amongst the big people. She has a knack for making people at ease. Kira is accustomed to a life of comfort, and is finding life outside the city and its safe, warm rooms to be a chore.
Age: 20
Height: 3’
Weight: 30
Hair: Black
Eyes: Brown
Sorcerer
3rd level
Experience: 3000
Alignment: Chaotic Good
Deity: The Sovereign Host, lip-service only
Feats:
Education (All knowledges are class skills, +1 on arcana and history)
Persuasive (+2 on Bluff and Intimidate checks)
Scribe Scroll
Spellcasting
Spells known: 5 zero level, 3 first level (Read Magic, Detect Magic, Message, Light, and Prestidigitation at 0 level, and Charm Person, Silent Image, and Sleep at first)
Spells per day: 7 zero level, 6 first level
Racial Features:
Small (+1 AC, +1 to hit, +4 Hide checks, ¾ carry limits)
+1 racial bonus to all saving throws
+2 racial bonus to Climb, Jump, Listen, and Move Silently checks
+2 morale bonus to saves vs fear
+1 racial bonus on attack rolls with slings and thrown weapons
Languages: Common, Halfling, Draconian, Elven
Equipment:
Equipment:
Masterwork dagger (302 gp)
Scrolls with 3 castings of Shield, 3 castings of Mage Armor, 2 castings of Comprehend Languages, 1 casting of Tenser’s Floating Disc, 1 casting of Enlarge Person, 2 castings of Jump, 1 casting of True Strike, 1 casting of Expeditious Retreat, 1 casting of Endure Elements, and 1 casting of Feather Fall, all at 1st level (400 gp)
Scrolls with 3 castings of Charm Person, 2 castings of Detect Magic, 2 castings of Prestidigitation, and 3 castings of Sleep, all at first level (100 gp)
Scroll case (1 gp)
6 throwing knives (12 gp)
4 Sunrods (8 gp)
Small steel mirror (10 gp)
Soap and washing cloths (5 sp)
Waterskin (1 gp)
Inkpen, Ink, and 5 sheet of paper (9 gp)
Fine clothing, 2 changes
Assorted jewelry worth 50 gp