Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Herein is a cache of my active, retired, and looking-for-a-game characters. Active characters are linked to their respective games; others are stored here.
Have a look; and if you like one of my "yearning for home characters" and think they'll fit in your game, let me know.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Vardin takes the concept "fight evil with evil" very literally. He was betrayed or harmed by fiends in the past, and now is harnessing their power to get back at them. This causes a conflict, of course, since the power he gains tempts him to use it for evil uses.
Vardrin would be adventuring to search for more ways to punish his tormentors or to protect those who are suffering from similar woes. He would fill an arcane role.
Versions
There are three versions of Vardrin: A warlock, bard/acolyte of the skin, and an evoker/acolyte of the skin. They all fill the concept, but have different flavors---the former has his taint inborn while the latter two has picked it up recently. The backgrounds are all currently from the Forgotten Realms, but that is not necessary to the character.
Abilities Str 10, Dex 18, Con 14, Int 18, Wis 8, Cha 12 Special Qualities energy affinity (cold), wear fiend Feats Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse Skills Concentration +11, Decipher Script +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13 Possessions combat possessions and +1 rapier, headband of intellect +2, ring of protection +1, cloak of resistance +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with explosive runes), spell component pouch, traveler's outfit, waterskin, 1957.5 gp. Wizard Spells Known: 0-all; 1st-burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike; 2nd-blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb; 3rd-dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall
Energy Affinity: cold (Ex): Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher. Wear Fiend (Su): The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision.
Concept
Vardrin uses evil to fight evil; in this case, the power of the Uttercold fiends to fight other scourges of evil. This of course comes at a price, and he must fight his urges in order to make a positive mark in the world.
Background
Vardrin Theese was once a young up-and-comer in the Cormyr War Wizards. Born in Arabel, he felt a sense of duty to his kingdom after all the previous troubles that Cormyr had weathered. In his training, he was among an elite cadre of specially trained evokers; these special wizards were trained in the expert manipulation of energy. Vardrin's arcane thesis and focus was on the use of cold energies, a sometimes under-appreciated element among his peers.
After graduating from his training, Vardrin requested to be stationed in Arabel, close to home. There we worked for several years, furthering his extra-planar and energy-based studies and protection Cormyr's citizens. That was all to change in 1371 DR, and the invasion lead by the "Devil Dragon."
Vardrin Theese stayed for the defense of the city, letting others escape via magic to Suzail. He was to retreat later, but he was captured by orcs that he swore bore the mark of fiends. They tortured him---destroyed his hands, cut out his tongue, did worse things---for days. It was only through the efforts of a rearguard force of Purple Knights that he was eventually rescued. But, by then, Vardrin had changed. His physical wounds could be healed, but not his mental ones.
Vardrin swore revenge, and joined Myrmeen Lhal's quest for vengeance to reclaim Arabel. He sought more power, the arcane power to defeat the fiendish orcs. He withrew into himself, began exploring dark lore normally forbidden to the War Wizards. This is when he discovered the Lords of the Uttercold, and saw a way to power.
Vardrin's arcane might grew; his arcane cold could not be stopped. He was present when Arabel was reclaimed, but it was soon after that his superiors found his taboo studies and expelled him from the War Wizards. Disgraced, and still not satisfied with his revenge (many orcs, probably the fiendish-allied ones that tortured him, escaped), Vardrin began wandering, seeking dark places, gaining more power, but at the cost of his goodness.
Vardrin does not recall exactly when he found and committed to the Ritual of Bonding. He believed the ritual would grant him even more control over the uttercold, allowing him more assured victory over his enemies. He was more than convinced that the ends justified the means, and thought he would firmly be in control.
He was wrong.
Vardrin lost himself for a while. When he controlled himself once more, he recalled only partly the things he had done. He was sickened, ashamed, lost. But it was too late---the ritual was complete, and it was permanent.
Vardrin has spent the time since regaining himself wandering Cormyr, trying to fight off evil, right wrongs, and make up for his past. Revenge still smolders---revenge against the ones who tortured him, revenge against the ones that fooled him with the ritual---but he keeps it low, knowing that it can consume him. He seeks redemption for himself, but only he will know when he has reached it.
Personality
Vardrin is outgoing, and prefers the company of others. He was trained to work in groups, and feels at home there. However, ever since the Fall of Arabel, there has been a more secretive and angry side as well. He occasionally has dark mood swings, and can be very aggressive in doing "what needs to be done" when fighting evil. He talks little about his past, however, preferring to focus on the future.
Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.
Appearance
Vardrin is a man approaching middle age (30) and there are marks of a hard life in his green eyes and the white interlacing his red hair and goatee. His hands are calloused and appear to have been severely broken at some time. Though dressed as a common traveller, he carries a weapon by his side and appears to have some familiarity with it. At first glance, nothing about Vardrin speaks to his arcane power or former membership in the War Wizards, but on closer look, there is this otherness---his very pale skin, a coldness to the eye---that sets him apart.
Vardrin Theese, CG Human Warlock 6
Vardrin Theese
Male Human Warlock 6th lvl
Chaotic Good Str 11 +0 (3 pts) Dex 16 +3 (10 pts) Con 10 +0 (2 pts) Int 16 +3 (10 pts) Wis 8 -1 (0 pts) Cha19 +4 (10 pts, +1 at 4th, +2 from cloak of charisma +2)
Hit Points 21; DR 1/cold iron AC 19, Touch 13, Flat 16 Init +3 BAB +4, Grap +3 Speed 30 (base 30, load 20/38, light armor); climb 20*; spider walk* (*: From spiderwalk invocation) Fort +2, Ref +5, Will +4
Attacks
No carried weapons eldritch blast +8 ranged touch, 3d6 magic damage, 60' range, CL 6 helrime blast +8 ranged touch, 3d6 cold damage, 60' range, DC 18 Fort save or -4 Dex for 10 min., CL 6
Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, white eyes*, pale skin
* effect of the see the unseen invocation; green normally
Skills +13 Bluff (3 + 6 from beguiling influence invocation)
+9 Concentration (9) +11 Diplomacy (1.5 cc + 6 from beguiling influence invocation) +13 Intimidate (3 + 6 from beguiling influence invocation)
+12 Knowledge: arcana (9)
+12 Knowledge: the planes (9)
+12 Spellcraft (9)
+13 Use Magic Device (9)
-1 Listen (0)
-1 Spot (0)
Feats
-Extra Invocation: least
-Point-Blank Shot (+1 to ranged attacks within 30')
-Precise Shot (Ignore -4 penalty when ranged target is in melee)
-Weapon Focus: ray (+1 to hit with ray attacks)
Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any
Warlock Abilities
-Eldritch Blast (Sp): 3d6 damage, 60' range
-Invocations (Sp): Vardrin possesses a range of spell-like abilities. They may be cast as a standard action that provokes an attack of opportunity; they can be cast without penalty in light or no armor. They typically last 24 hours and may be used at will.
-Detect magic at will
-DR 1/cold iron
-Deceive Item (Ex): Can take 10 on Use Magic Device checks in stressful situations
-See Invisible: From see the unseen invocation
-Darkvision: From see the unseen invocation
-Spider Climb: From spiderwalk invocation
-Immune to webbing: From spiderwalk invocation
-+6 to Bluff/Diplomacy/Intimidate: From beguiling influence invocation
Invocations Known
Least- baleful utterance (as shatter, DC 16 Fort or creature dazed for 1 round, deafened for 1 min), beguiling influence, eldritch blast, see the unseen, spiderwalk
Lesser- hellrime blast (3d6 edritch blast cold damage, Fortitude DC 18 or -4 Dex for 10 min.)
Background
The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.
The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.
Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.
After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied their ways, and bound lesser creatures in order to created the pact which awoke his otherness. Some say the otherness was always there, dormant from the time of the benefactors. Regardless of the source, Vardrin has been wandering Faerun trying to avenge is family's faults and seeking the weakness of their mysterious benefactors.
Personality
Vardrin has a very intense personality---it is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind.
Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.
Appearance
At first glance, Vardirn appears to be an unarmed, common traveler with a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange whiteness of his eyes, and the intensity of his gaze. It is when he speaks that the otherness about him is most clear: it is a clear timbre that somehow resonates in your mind.
Equipment Glamered mithral breastplate +1 (worn, 15 lbs), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)
Beltpouch (equipped, belt right, 0.5 lb)
-inkpen
-vails of ink (2, 0.2 lbs)
Scroll case (equipped, belt left, 1 lb)
-scroll of invisibility
-Parchment (4 sheets) Wand of cure light wounds (50 charges, wand sheathe in left-sleeve)
Cloak of charisma +2 (worn)
Waterskin- water (left rear belt, 4 lbs)
Coins- 179 gp, 1 sp (pouch)
Vardrin Theese, CN Human Bard 5/Acolyte of Skin 1
Vardrin Theese
Male Human Bard/Acolyte of Skin 5th/1st lvl
Chaotic Good Str 11 +0 (3 pts) Dex 18 +3 (10 pts, +2 from Acolyte of the Skin) Con 10 +0 (2 pts) Int 16 +3 (10 pts) Wis 8 -1 (0 pts) Cha 17 +3 (10 pts, +1 at 4th)
Hit Points 24 AC 20, Touch 14, Flat 16 Init +4 BAB +3, Grap +3 Speed 30 (base 30, load 20/38, light armor) Fort +2, Ref +8, Will +7
Attacks
+8 Melee, cold iron rapier +1, 1d6, 18-20/x2
+7 Ranged Touch, wand of melf's acid arrow, 2d4 acid for 2 rounds, CL 3
Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, green eyes, pale skin
Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any
Bard Abilities
-Bardic Music, 5/day
-Inspire Courage: +1 morale bonus to saves vs. charm/fear, +1 attack/damage
-Fascinate: Fascinate up to 2 people in 90', Will save, fascinated for up to 5 rounds
-Countersong: 10 rounds, perform check replaces DC on sonic/language-dependent effects, 30'
-Inspire Competence: One ally, 30', +2 competence bonus to skill, up to 2 min.
-Bardic Knowledge: +8
Acolyte of the Skin Abilities
-Poison: 1/day, as the spell, DC 17 Fort, +7 ranged touch
-+2 Dex
-+1 natural armor
-dDarkvision
Spells Per Day 4/4/1, CL 5
0th- daze (DC 15), detect magic, flare (DC 13), message, message, read magic, resistance
1st- cause fear (DC 14), comprehend languages, hypnotism (DC 16), Tasha's Hideous Laughter (DC 16)
2nd- shatter (DC 15), summon monster II, tongues
Background
The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.
The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.
Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.
After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied the ways of fiends, excavating obscure lore in eclectic places. He came to know of their tales of evil, and used them to find out everything he could about them. The tales could fascinate or harrow, but they lead him on the path towards his fateful decision.
After discovering some lost reference to the Ritual of Bonding through his summoning of fiends and his research---all aided by a secret patron in Twilight Hollow---he came to a decision he would later regret: He would fight evil with evil. He would turn the power of the fiends against them by binding them to his flesh and soul.
The painful ritual awoke in him some otherness. The otherness gave him insight into the fiends and access to power he had not imaged. But it was corrupting; the taint of it was strong and threatened to swallow him. This price was not made clear to him until after the ritual was done and it was too late. After a dark time, he came to control himself again, and a new goal was added: He now seeks to punished his family's tormentors in addition to his false "patron."
Personality
Vardrin has a very intense personality---he is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind. This vast knowledge can be used to grant strength to his allies or to enrapt crowds at the lonely dinner table.
Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. His decision to use these tools comes at a cost, and his is occasionally tempted by the same power he fight. He is a stalwart friend and implacable foe.
Appearance
At first glance, Vardirn appears to be an common traveler armed with a rapier and dressed in a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange intensity of his gaze. In addition, his rapier is not of normal metal, but of a darker iron that draws the eye.
Equipment Glamered chain shrit +1 (worn, 25 lbs, 3700 gp), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)
Medium cold iron rapier +1 (belt front left, 2 lbs, 4040 gp)
Beltpouch (equipped, belt front right, 0.5 lb) Wand of Melf's acid arrows (50 charges, wand sheathe in left-sleeve) Wand of cure light wounds (50 charges, wand sheathe in right-sleeve)
Bedroll (equipped, belt rear, 5 lbs)
Scrollcase (equipped, belt rear left, 0.5 lbs)
Waterskin- water (equipped, belt rear right, 4 lbs)
Coins- 6 gp (pouch)
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Looking: Weapon and Forged, the Construct Conundrums
Concept
These two warforged are a matched set (though they do not have to play together); their backgrounds are designed to play in a world that does not normally have warforged. Weapon allows me to play the conept of the "perfect killing machine" while Forge explores the more magical side of their creation.
These versions were designed for a SCAP game; the background could be adjusted. In an Eberron game, their background would have to be significantly changed.
Weapon, Warforged Fighter 1
Weapon CR 1 (0 xp)
Male-personality warforged fighter 1
LN Medium living construct Init +1; Senses Listen -2, Spot -2 Languages Common
AC 19, touch 11, flat-footed 18; light fortification hp 13 (1 HD); DR 2/adamantine Immune poison, sleep effects, paralysis, nausea, fatigue, exhaustion, sickness effects, energy drain Fort +5, Ref +1, Will -2
Spd 20 ft. Melee cold iron heavy flail +5 (1d10+7/19-20) Melee alchemical silver bastard sword +5 (1d10+6/19-20) Melee slam +5 (1d4+6) Base Atk +1; Grp +5 Attack Options Power Attack Combat Gearoil of repair light damage
Abilities Str 18, Dex 13, Con 16, Int 13, Wis 6, Cha 6 Feats Adamantine Body, Power Attack SQ Warforged traits Skills Climb +5, Craft: Armorsmithing +5, Jump +5
Possessions combat gear plus cold-iron heavy flail, alchemical silver bastard sword, scroll of repair light damage, backpack, artisan tools (armorsmithing), 5 torches
Forge, Warforged Artificer 1
Forge CR 1 (0 xp)
Male-personality warforged artificer 1
N Medium living construct Init +3; Senses Listen -2, Spot -2 Languages Common
AC 19, touch 11, flat-footed 18; light fortification hp 6 (1 HD); DR 2/adamantine Immune poison, sleep effects, paralysis, nausea, fatigue, exhaustion, sickness effects, energy drain Fort +0 Ref +3, Will -+0
Spd 20 ft. Melee longspear +0 (1d8/x3) Melee morningstar +0 (1d8) Melee slam +0 (1d4) Base Atk +0; Grp +0 Combat Gearoil of repair light damage, scroll of repair light damage
Abilities Str 10, Dex 16, Con 10, Int 16, Wis 6, Cha 14 Feats Adamantine Body, Scribe Scroll SQ artificer knowledge, artisan bonus, craft 20 xp, disable trap, infusions, infuse self, item creation, warforged traits Skills Appraise +7, Concentration +4, Craft: Armorsmithing +7, Craft: Weaponsmithing +7, Knowledge: Arcana +7, Spellcraft +7, Use Magic Device +6
Possessions combat gear plus longspear, morningstar, dagger, backpack, artisan tools (armorsmithing), 3 sunrods, 37 gp
Weapon/Forge Background
Two years ago, quite a stir was created in Cauldron when a group of explorers, supposedly "reclaiming" artifacts from a supposed ruin tied to the famous Surabar Spellmason, master crafter and archmage, discovered two massive adamantine boxes. Both were ornately carved, one with a stylized solider, the other with a stylized smith. The boxes, found in some sort of laboratory, could not be opened, so the explorers hefted them back to Cauldron, hoping to gain fame and glory from their unveiling.
Through the efforts of the group's bard, a large crowd gathered at the Cusp of Sunrise. Anyone who was anyone was their; the common rabble were not to be present at such an important event as the unmasking of the founder's great works. The party's mage had finally determined how to open the contraptions, and on that day, Cauldron would be surprised. Tension built, a big show was made, and finally, the boxes were opened!
Each swung open ponderously, the grating of metal on metal filling the room. Stale air from days past temporarily choked up the front row, but then the light finally illuminated what was inside. And what was inside? Two humanoid looking constructs, crafted from metal, wood and other materials. One was larger than the other, more "muscular" if such a thing could be said, both they seemed otherwise the same. The crowd clapped and cheered at such a site. Then, the unthinkable happened.
They talked. "Weapon Unit #3F ready." "Forging Unit #3E ready."
Such a thing was unheard of! Talking constructs! And indeed, after the initial shock wore off, the men and woman of high society discovered that these creations were sentient---they had memories (though very limited, impressions only of their creation), could feel emapthy, and even pain (though the longsword used to harm the one was quite damaged as well).
The Construct Conundrums (as they were called) were the talk of high-society for the next few months. It was discovered that they could be healed and thus were partially living, though reconstruction spells worked better. One, "Weapon", was much more adept at the military arts, while the other, "Forge", was a master crafter, able to infuse magic for a limited time into its creations. The adventuring party which discovered them became quite rich through arranging of shows, demonstrations, and the like.
Things would not remain that way. High society can only caught by one diversion for so long. In addition, the local churches, realizing that these "creatures" seemed to be feeling and perhaps possessing a soul, petitioned for their release from their effective captivity. Through a series of events, this was eventually granted. The adventuring group left town, high society stopped caring, and Weapon and Forge were left on their own.
This was a difficult transition period for the two contructs, but eventually they found employment elsewhere---Weapon as guard and Forge as a crafter, both for Penryn's Creations. Their presence helped business, of course, but both had a deep down feeling that they were not fulfilling their greater purpose, whatever that was. They would often wonder about who created them, how, and why, and where they others like them elsewhere?
Weapon/Forge Appearance and Personality
The two Construct Conundrums are easy to tell apart. Weapon, the martial one, is easily taller and bulkier than Forge, the crafting one. Weapon holds "himself" more stiffly, and can easily lift very heavy loads and perform repetive tasks for long periods of time. Forge has a more relaxed stance, and can often be found fidgeting. There is another distinction between the two---Weapon has a very obvious scar in his adamantine plating where his "handlers" first demonstrated that he could feel pain.
Weapon and Forge are both new to the world. They have few experiences in it, and thus come off a bit naive (thus, their low Wisdom). Of the two, Forge has the stronger personality---"he" is curious and openly questions others about life and philosophy. Weapon is significantly more introverted, and rarely starts a conversation by his own. However, both have a keen intelligence, though Forge is by far the more eurdite.
Though new to the world, both have appearantly created memories pertinent to their design---Weapon has a keen grasp of tactics and weaponplay, and Forge intuitively understand the creation of things. They have a deep seated need to display these skills, and enjoy their usage.
Weapon is a dedicated protector, and will not stop performing his tasks or duties one started until completed. He does not know how to lie, and this can cause some problems. Forge is more creative, and more easily distracted by his "art"; this creative spark also gives him creative license in some of his "truths." Forge is by no means flighty, however.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
My first gestalt concept, the idea was to explore the true holy warrior---a cleric/paladin combination. I focused on feats/abilities/spells that enhance his undead destruction and melee capabilities---thus the large amount of divine feats. He would fill secondary melee/primary healing roles.
Tobias Terranhart CR 6
Male human cleric (Heironeous) 6//paladin 6
LG Medium humanoid (human) Aura strong good, courage 10' Init +0; Senses Listen +2, Spot +2 Languages Common
AC 23, touch 11, flat-footed 23 hp 46 (6 HD) Immune disease, fear Fort +12, Ref +7, Will +13
Spd 20 ft. Melee+1 cold iron longsword +11/+6 (1d8+3/11-20) or Melee mwk alchemical silver morningstar +10/+5 (1d8+3) Base Atk +6; Grp +9 Attack Options smite evil 2/day (+4 to hit, +6 damage) Special Abilities Disciple of the Sun, Divine Shield (+4 AC, 3/min), Divine Vigor (Spd 30', +12 hp, 4/min), lay on hands (24 hp), spontaneous casting (heal spells), turn undead 11/day (+8, 3d6+10, 6th) Combat Gear holy water (4), scroll of sanctuary (4), silversheen (4), wand of cure light wounds (50) Cleric Spells Prepared (CL 6th, +9 melee touch, +6 ranged touch):
~~3rd: flame of faith, magic circle against evil, searing light (D)
~~2nd: aid, bull's strength (3), spiritual weapon (D)
~~1st: bless, distrupt undead (D), divine favor (3)
~~0: guidance (5)
(D): Domain Spell. Domains: Glory, War Paladin Spells Prepared (CL 3rd, +9 melee touch, +6 ranged touch):
~~1st: bless weapon (2) Spell-like Abilities:
~~At Will: detect evil
~~1/week: remove disease
Abilities Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 18 SQ aura of courage, divine grace, divine health, lay on hands, special mount, strong aura of good Feats Disciple of the Sun, Divine Shield, Divine Vigor, Extra Turning, Weapon Focus: longsword (B) Skills Diplomacy +15, Knowledge: religion +5, Ride +4, Sense Motive +11 Possessions combat possessions plus +1 cold iron longsword, mwk alchemical silver morningstar; +1 full plate, +1 everburning heavy steel shield; ring of protection +1, cloak of charisma +2, vest of resistance +1; backpack, bedroll, scrollcase, silver holy symbol, spell component pouch, waterskin; noble outfit, signet ring, court jewelry; 146.9 gp
Tobias' Mount
Heironeous' Lightning
Male heavy warhorse
N Large magical beast Init +1; Senses low-light vision, scent; Listen +6, Spot +5
AC 23, touch 10, flat-footed 22 hp 45 (6 HD) Fort +8, Ref +6, Will +6; improved evasion
Spd 40 ft. Melee hoof +7 (1d8+4) or Melee 2 hooves +7 (1d8+4) and bite +2 (1d4+2) Base Atk +4; Grp +12
Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 SQ empathic link, improved evasion, share spells, share saving throws Feats Endurance, Improved Natural Attack, Run Skills Listen +6, Spot +5 Possessions bit and bridle, mwk chainmail barding, military saddle
Appearance and Personality
Tobias feels that he is an emissary for glorious Heironius, and thus everything about him is resplendant: his gleaming full plate armor, the clean light eminating from this well polished steel shield, the well maintained arms, and the spotless barding of his holy mount. Out of his armor (which is rarely; he even attends state functions in it), Tobias is a broad shouldered young man with close-cut brown hair and brown eyes. He has a perpectual curl of a smile to his face with strong dimples that make him seem younger than he thirty years.
Rough Background
Tobias is a holy warrior of the Valorous One, and was taught to be an personification of his faith. As such, he was trained in rigorous team tactics and in courtly manners. His parents offered him to the Church at a young age when a paladin saved their village; thus, he feels it is his duty to walk the world, bringing the light of Heironeous to the world. He does this not through preaching but through example.
Tobias has been travelling with is other boon companions for several years. He sees their "adventures" as a way of living Heironeous' teachings. While there have been a few conflicts in the past (a minor disagreement over a course of action, a dispute over which "jobs" to take), he has not let his faith play an "iron hand" in his relationship with his collegues.
Role
Since Tobias believes he is a personal embodiement of his god, he is comfortable in the front lines of combat and in the palace throneroom. In combat, he wades in, using his clerical spells and divine feats to bolster himself and his allys. He also a fierce foe of undead and a decent healer (has both sponteneous cures and lay on hands). In social situations, his winning ways complement that of a bard, and his priestly connections provide some legitimacy that less noble compainions lack.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Tondrek is a character I have been toying with since Arcanum: an idiot savant who literally creates his own friends. In the Eberron setting, his backstory is more interesting as I have cast him as the damaged and discarded offspring of two of the important Dragonmarked houses---Cannith (Makers) and Tharashk (Finders). He plans on creating an army of automaton companions.
Class and Racial Abilities: +2 Str, -2 Int, -2 Cha, darkvision 60', orc blood. Bonus feats, proficient in light and medium armor and shields (except tower) as well as simple weapons, infusions, artificer knowledge, craft reserve 40, disable traps, item creation, artisan bonus.
In belt pouches
~2 noxious smokesticks (DC 15 fort save or nauseated 1 round) - 160 gp (1 lb)
~2 vails of acidic fire (1d4/1d4 fire/acid, then 1d4 fire) - 90 gp (3 lbs)
~vail of antitoxin - 50 gp (* lbs)
~2 thunderstones - 60 gp (5 lbs)
~MW thieves' tools - 100 gp (2 lbs)
~Identification Papers - (* lb)
Quote:
Name: Tondrek
Place of Birth: Unknown (War Orphan)
Family/Parents/Clan: Unknown (War Orphan)
Place of Residence: None
Profession/Place of Business: Tinkerer/Freelance
Appearance: Black hair, green eyes, medium half-orc height
Class and Racial Abilities: Construct traits (low-light vision; darkvision out to 60 feet; immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects; immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot heal damage on their own,; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; immediately destroyed when reduced to 0 hit points or less; since it was never alive, a construct cannot be raised or resurrected; bonus hit points; proficient with its natural weapons only; proficient with no armor; constructs do not eat, sleep, or breathe), familiar traits (improved intelligence, Alertness to master, improved evasion, share spells/infusions, bonus intelligence, bonus natural armor), rust (reduce armor bonus by -1 per hit until destroyed; DC10 reflex save for magic armor to avoid), +4 bonus on Hide and Move Silently, +8 bonus on Balance and Climb, can always chose to take 10 on Climb, uses Dex instead of Str for climb.
Background: Scrap was made by Tondrek during his repeated foreys into the Depths of Sharn while on the run. Though Scrap couldn't talk or move, Tondrek still got some comfort out of tweaking his construction and simply talking out loud to him. Then one day, Scrap vanished. A small token of iron stamped with a rat's tail was left behind in his place. For a week, Scrap remained stubbornly gone (though what one would do with a statue of a rat, Tondrek wasn't quite sure). One morning, Tondrek awoke with a heavy weight on his chest, only to find Scrap crouched there, waiting for him to wake. "Will you sleep all day?" he asked impatiently. Through some strange events, Scrap had become both mobile and intelligent. He kept the token of the rat's tail hung around his neck and steadfastly refused to elaborate on his week of absence. However, he showed remarkable loyalty to his master, and has awoken or alerted him several times in order to avoid agents of House Tharashk and House Cannith
~~~~~
Appearance:
Tondrek appears hunched and unkempt---his black hair is greasy and unruly, 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. 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.
Current Names for the Party (so stonegod doesn't forget)
Ryani: Strange Eyes Elf
Mel: Playful Elf
Shenystari: Silent "Elf"
Harolk: Big Long Sword Man
Hxaptös: Silent Lumpy Man
Bail: Less Sour But More Confused Man
Arimat: Missing Throat Man
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Ari is loosely based upon Andzrey Sopkowski'shexer characters: Supernatural monster hunters. Ari is a mercenary hexblade out to purge the world of monsters---for a price, of course.
Retired: Saalin Cornelius, Arcane Defender of the Faith
Concept
Saalin is an arcane/divine combination build, specifically tailored for Eberron. He was an ex-Aundarian Arcane Knight, but left after the abandonment of Thailost. He now worships the Flame and tries to do good for the people left behind during the War.
(D): Domain Spell. Domains: Good, Protection
__ Abilities Str 8, Dex 14, Con 10, Int 18, Wis 16, Cha 12 SQ faint aura of good, familiar (raven), elf abilities Feats Craft Wand, Martial Weapon Proficiency: Longsword, Martial Weapon Proficiency: Rapier, Martial Weapon Proficiency: Longbow, Martial Weapon Proficiency: Shortbow, Scribe Scroll, Spell Focus (Evocation), Spontaneous Casting, Weapon Finesse Skills Concentration +10, Heal +8, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +7, Ride +5, Search +6, Spot +7, Spellcraft +16 Possessionsamulet of health +2, belt pouches, chalk (10 pcs.), eternal lantern, +1 flametouched iron rapier, flametouched iron holy symbol, identity papers with portrait, masterwork cold-iron dagger, masterwork shortbow, 10 arrows, quiver, scroll of phantom steed, scroll of dispel magic, scroll of fly, scroll of protection from arrows, scrollcase, scholar's outfit, spell components, spellshards (3, 53/60 pages used), wand of cure light wounds (50), wand of scorching ray (CL 3, DC 17), waterskin, whetstone, 489 gp Wizard Spells Known 0-all; 1st-arcane mark, bless weapon, burning hands (CL 7, DC 16), color spray, flamebound weapon, identify, mage armor, magic weapon, orb of fire (CL 7), protection from evil, shield, true strike; 2nd-blur, false life, force hammer (DC 17), fireburst (CL 7, DC 17), protection from arrows, scorching ray (CL 7, DC 17); 3rd-blessing of Bahamut, daylight, dispel magic, fireball (CL 7, DC 18), flame arrow (CL 7), fly, magic circle against evil, phantom steed
__ Purge Undead (Su) 30-ft radius, 7d6, Will DC 14 half.
Showing my Work
Attributes
Saalin is a middle-aged elf. His initial stats were Str 9 (1 pt), Dex 15 (5 pt, +2 for elf), Con 9 (3 pts, -2 for elf), Int 17 (13 pts), Wis 15 (8 pts), Chr 10 (2 pts). At fourth level he increased his Charisma. When he turned middle-aged (between 5th and 6th level), he lost 1 in each physical stat while gaining 1 in each metal. He wears an amulet of health +2 to bring is Constitution up.
Classes
Saalin took his classes in the order listed: Wizard 5, Cleric 1, Silver Pyromancer 1 (FN). From his class levels and original Con, Saalin has 18 hp. His amulet of health +2 brings his hp to 25.
Skills
As an arcane knight for Aundair, Saalin initially took ranks in Ride (levels 1-3) in addition to Concentration, Knowledge (arcane and religion), and Spellcraft. When he stayed behind in Thaloist, he started learning Heal to tend to those remaining (level 4 onwards). Note, since he gained an Int at level 6, he had one extra skill-point per level for levels 6 and 7.
Breakdown:
Concentration: 10 = 10 ranks
Heal: 8 = 1 rank from Wiz 4--5, 2 ranks from Clr 1, 2 ranks from SilPyr 1, +3 Wis
Knowledge (arcana/religion): 14 = 10 ranks, +4 Int mod.
Ride: 5 = 3 ranks from Wiz 1--3, +2 from Dex mod.
Spot/Listen: 7 = 0 ranks, +3 Wis mod., +2 elf bonus, +2 Alertness (familiar)
Search: 6 = 0 ranks, +4 Int mod., +2 elf bonus
Spellcraft: 16 = 10 ranks, +4 Int mod., +2 synergy (arcana)[/indent] Feats
Wand of [i]cure light[i]: 375 gp and 30 xp
Wand of scorching ray: 2250 gp and 180 xp
1 2nd level arcane scroll: 124 gp and 10 xp
3 3rd level arcane scrolls: 187 * 3 (561) gp and 15 * 3 (45) xp
Flame-touched holy symbol (ECS): 750 gp
3 spellshards (ECS): 9 gp
Id w/ portrait (ECS): 5 gp
+1 flame-touched rapier: 3315 gp (+1000 for flame-touched (ECS), 2000 for +1, 315 for mwk rapier)
mwk cold-iron dagger: 304 gp (300 for mwk, 2*2 gp for cold-iron dagger) everbright lantern (ECS): 212 gp amulet of health +2: 4000 gp
Misc. other equipment: 6gp
Copying fees for 4 first level spells, 2 2nd level spells, and 6 3rd level spells (50 gp/level/spell): 1300 gp
Scribing fees for 5 0th, 12 1st, 6 2nd, and 8 3rd level spells (100 gp/level/spell): 5300 gp
Total equipment cost: 18511 gp and 265 xp
Spells
Non-core spells used are: flamebound weapon (Pal 1, FN), orb of fire (Wiz 1, CompArc), force hammer (Wiz 2, Sharn), Blessing of Bahamut (Pal 3, CompDiv). Recall that Silver Pyromancers add Paladin spells to their spell known list.
Saalin Corleis is an Khorvaire Elf Wizard 5/Cleric 1/Silver Pyromancer 1. Originally from Aundair (when Thaliost was part of that Nation), he feels no ties to it since it abandoned Thaliost. He has found faith in the teachings of the Flame, and is a devoted arcanist in its name.
Description
A middle-aged, simply dressed elf that carries his well-crafted, flametouched iron rapier like he has used it once before. A holy symbol on his robes shines brightly, identifying him as part of the Church, tough not apparently a knight or cleric. There is a knowledgable air about him, like he has seen most of this before somewhere. He is fairly tall for an elf (5' 5"), though on the frail side (109 lbs.). His eyes are a serene blue with a steely fire behind them; his blonde hair gathered tightly at his nape.
Background
Saalin Corleis was once a loyal son of Aundair. Raised in Thaliost, an accomplished student at Arcanix, he joined the ranks of the Knights Arcane in defense of his beloved city. But all that changed in 926 YK, the year Thrane seized beloved Thaliost.
Saalin loved Thaliost. He loved the people, the city. When Thrane initially seized control, they were not cruel. Yes, there was conflict, but it was war. Saalin, separated from his unit during the fighting, was drawn more to helping the remaining Thaliosts, not to fighting the war for Aundair. It was during this time he realized that he did not feel himself to be Aundarian; he was just a citizen of Thaliost.
It was during this time that Saalin first met the cleric of the Silver Flame, Lycia Neskdros. Attached to the Thrane military detachment, she found Saalin tending to the wounded as best as his he could. She saw this care as a sign from the Silver Flame as to Saalin's devotion. She took the fledgling mage under her wing and brought him into the fold. Aundair has abandoned him and Thaliost; the Flame gave him and the city what it needed. That was enough for Saalin.
Of course, things were not so simple in Thaliost during the rest of the war. There was significant unrest, atrocities committed by both sides. But Saalin came to view this as a weakness of sentient spirit, and tended to the Thaliost as best as he could. Some of his former neighbors called him traitor; they spit on him for abandoning the country that had abandoned them. But Saalin accepted them all, confident in his newfound faith.
For most 50 years, Thaliost worked with Lycia. While not nominally part of the Church hierarchy, he tended to the faithful and protected them from threats both Aundarian and Thranish. Eventually Lycia passed, but he maintained contact with the Church through her associates, such as Reverend ir'Indari. But Thaliost was turning ugly. The appointment of Solgar Dariznu as Archbishop and the continued unrest soured Saalin to the ongoing war. He started wondering if he was best serving his faith in this land separated from the heart of the Church. When the Treaty of Thronehold was signed, Saalin felt that it was a sign for him---a sign to move on a truly begin to serve the Flame.
Before passing, Lycia shared with him the knowledge of a group of fervent Flame followers who were also arcanists---Silver Pyromancers. Though not large, they were an elite group attached to the Order of the Pure. Saalin had seen corruption from all angles in Thaliost. He felt a calling to the Order to stop such defilement, and he followed.
Saalin moved quickly through the ranks of the Order, his knightly training serving him well. He is now an Adept in the Fourth Circle. Though he sees the zealotry that burns within many of his fellows, he sees the good they do as well. He is most comfortable defending the faith afield with those in need, and the Reverend ir'Indari has used his services several times in the past. Now it seems he is needed again.
Tactics
Generally, Saalin will keep to his wand of scorching ray or using his shortbow for initial confrontation, bringing the big guns of fireball and his CR 7 scorching ray to bear only with large numbers. If numbers seem to press, he tries to get so that he can utilize cover and the more combative of his peers; he'll switch to using shield with false life and divine favor---a flameburst is ideal for this situation if no allies are adjacent. For all the aforementioned spells, he will cast on the defensive if needed. In serious melee situations, he'll use blessing of Bahmut, flamebound weapon, and other protective spells if available (such as blur or protection from arrows); however, though he is trained in combat, he will normally stay behind. That is where he can focus using his ray spells and wands. He may have been an arcane knight, but he knows he is still an elf wizard and thus fragile. In addition, if he stays out of the immediate fray, he can utilize his wand of cure light wounds to assist the party.
Saalin's familiar tends to stay with Saalin, using him as cover when needed (using Saalin's Ride skill). Since the familiar is close, it benefits from Saalin's mage armor (usually pre-cast) and other protections such as shield.
Saalin would tend to use action points if he absolutely needs a spell that he knows but is not prepared (using his Spontaneous Casting feat) or to penetrate the SR of a very tough BBEG (though not every round). He would not tend to use them in melee unless he is dire straights (such as to confirm a critical when surrounded and out of spells).
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
An ex-priest who discovers he can hear voices. Seeking out answers, is discovered by the Elan. They offer to train him, but to do so, he must give up his old life and become one of them. He does so and doesn't look back.
Jon Telnbalm, CR 2 (XP 1475)
Male elan psion [telepath] 2
N medium aberration (psionic) Init -1; Senses Listen +0, Spot +0 Languages Celestial, Common, Draconic, Elven, Infernal
--------------------------------------------------------------------------------------- AC 13*, touch 9, flat-footed 14*; *includes inertial armor hp 10 (2 HD) Fort +0, Ref -1, Will +4; resistance, touched in the head
--------------------------------------------------------------------------------------- Speed 30 ft. Ranged light crossbow +0 (1d8/19-20) or Melee club +0 (1d6-1) or Melee dagger +0 (1d4-1/19-20) Base Atk +1; Grp +0 Special Actions resilience, resistance Combat Gear thunderstone Psion Powers Known (ML 2th, 12pp):
1st—attractionA (DC 15), energy rayA (+0 ranged touch), inertial armorA, mind thrustA (DC 15), mindlinkA
--------------------------------------------------------------------------------------- Abilities Str 8, Dex 8, Con 10, Int 18, Wis 12, Cha 14 SQ naturally psionic, repletion Feats Focused Skill user (Bluff, Diplomacy, Sense Motive), Psionic Body Skills Bluff +6 (+8 while psionically focused), Concentration +5, Diplomacy +6 (+8 while psionically focused), Knowledge: psionics +9, Knowledge: religion +6, Knowledge: the planes +5, Psicraft +9, Sense motive +4 (+6 when psionically focused) Possessions club, dagger, light crossbow with 20 bolts, 2 belt pouches, courtier's outfit with jewelry, 10 pcs. chalk, flint and steel, ink, inkpen, 10 sheets parchment, scroll case, 3 torches, 16 gp, 13 sp, 17 cp; 14.5 lbs
--------------------------------------------------------------------------------------- Resilience (Su): When Jon takes damage, he can, as an immediate action, reduce the damage he is about to take by 2 hit points for every 1 power point he spends (4 hp/2pp maximum). Naturally Psionic (Ex): Jon, as an elan, gains +2pp Resistance (Su): Jon, as an immediate action, can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next action. Repletion (Su): If Jon spends 1 power point, he does not need to eat or drink for 24 hours. Touched in the Head (Ex): Jon gains a +1 bonus on all saving throws against mind-affecting effects, save for those that cause confusion or insanity. Due to his inability to concentrate for long periods, he suffers a -1 penalty to all Wisdom based skill checks.
Showing My Work
Init: -1 Dex
AC: +4 from inertial armor, -1 Dex
HP: 4+2 from class + 4 from Psionic Body (2 psionic feats)
Fort: 0 base + 0 Con, Ref: 0 base - 1 Dex, Will: 3 base + 1 Wis
PP: 6 from class + 4 from race + 2 from Int
Abilities: Str 8 (0pts), Dex 8 (0pts), Con 10 (2pts), Int 18 (16 pts), Wis 12 (2 pts), Chr 16 (10 pts) -2 race
Feats: Psionic Body (1st: Gives +2 hp/psionic feat), Focused Skill User (Psion 1 bonus:+2 to 3 skills when psi focused)
Skills: Bluff: 4 ranks + 2 Chr, Concentration: 5 ranks + 0 Con, Diplomacy: 4 ranks + 2 chr, Knowledge: Psionics 5 ranks + 4 Int, Knowledge: Religion 2 ranks + 4 Int, Knowledge: The Planes 1 rank + 4 Int, Psicraft: 5 ranks + 4 Int, Sense Motive: 4 ranks + 1 Wis - 1 Touched in the Head
Development
Jon is interested in exploring the full potential of his powers; since he wants to master the voices, he'll probably go for the Thrallheard PrC.
Concept
A priest who is suddenly touched in head---can hear voices. Eventually learns of his psionic power, and travels to understand it more. Is chosen to become an Elan, and returns home many years after leaving. Still trying to understand and master his power.
Background
Jon was born and raised in Cauldron. His family was not wealthy, but not poor either. From birth, something marked Jon as different. He could sense things about people. This oddness eventually forced his parents to send him to the Temple of Wee Jas, who assumed he was touched by magic.
Jon was well on becoming a priest. No one knew (or told him) why he had strange gifts, and he adjusted to his priestly life well. But, as he grew older, the voices in his head became stronger and stronger until he could hardly hear anything else. He spent more and more of his time delving into the Church's secret lore, trying to find out what had happened to him. He found it in books forbidden---we was touched by psionic power.
Jon left the order, trying to find others like him who could train him to control the voices. He find them---a secretive group of immortal psions, elans. They agreed to teach him, but he would have to become like them to do so. Jon never looked back.
That was 25 years ago. Jon has finally brought the voices mostly under control, and now returns to the place of his birth to began life were he started off. Much has changed, not only himself. Since he has not apparantly aged since leaving, he doubts his former "collegues" at the Temple of Wee Jas or his family would recognize him, but he is taken no chances. He poses as a itinerant tutor and companion to the wealthy, using their wealth and resources to delve more into his abilities.
Personality and Appearance
Jon looks like he did 25 years ago---he appears to be a young, red-headed man in his mid-twenties with sharp green eyes. He has a warm and trusting face that makes you want to trust him. He always seems just a bit distracted, as if noticing something at a distance. He speaks in a soft, but entracing voice.
Jon tends to dress well, and carries a well made walking stick that doubles as a club when needed. He also has a small crossbow which he carries for his protection or to amuse his "friends" during archery competitions (he tends to lose badly). Nothing marks him out as an adventurer or something other than a common courtier.
Tactics
Jon is catious by nature, and stays in the back away from conflict. If he cannot talk it down, he will make sure his is protected first (inertial armor), then either snipe with a crossbow at a distance, assualt his aggressor's mind directly (e.g., mind thrust), or try to distract them (e.g., attraction).
Immediate Actions: Jon will use his elan abilities if he feels he is utterly threatened---he identifies a spell/effect that he needs to save against or be greviously injured (< 25% hp), or if he is damaged by a similar attack.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Vin is a psionically trained commando---he moves in quietly, does the job, and then gets out. He appears unarmored and unarmed, and thus is great for infliltration.
Versions
This version was designed for lonesoldier's Keeping the Blade.
Vin, Fighter 4/Soulknife 8
Vin CR 12 (68,000 xp)
Male human (Tansar) fighter 4/soulknife 8
LN Medium humanoid Init +9; Senses darkvision 60 ft.; Listen +15, Spot +15 Languages Common, Krysor Silent Code
AC 23, touch 16, flat-footed 18; Dodge, Mobility hp 100 (12 HD) Fort +8, Ref +13, Will +7
Spd 40 ft.; Up the Walls Melee +2 psychokinetic mind blade (bastard sword) two-handed +18/+13 (1d10+11/17-20+1d4) or Melee +2 psychokinetic mind blade (short sword) +18/+13 (1d6+9/17-20+1d4) or Melee +1 mind blades (dual short swords) +13/+9/+8 (1d6+8/17-20) or Ranged +2 psychokinetic mind blade +4 (1d10+9/17-20+1d4) Base Atk +10; Grp +15 Attack Options free draw, psychic strike +2d8, Spring Attack Special Actions shape mind blade, throw mind blade Combat Possessions 3 potions of cure moderate wounds
Abilities Str 20, Dex 22, Con 16, Int 12, Wis 10, Cha 10 SQ +2 mind blade, mind blade enhancement +1 Feats Dodge (B), Guerilla Scout, Guerilla Warrior (B), Improved Critical (Mind Blade), Improved Initiative, Mobility (B), Speed of Thought (B), Spring Attack, Up the Walls, Weapon Focus (Mind Blade) (B), Weapon Specialization (Mind Blade) (B), Wild Talent (B) Skills Autohypnosis +11, Hide +31, Listen +15, Move Silently +31, Spot +15, Tumble +17 Possessions combat possessions plus +2 glamered silent moves shadow mithral breastplate; belt of giant strength +4, circle of sound (linked with team), gloves of dexterity +4, googles of night, ring of protection +1, sack, 50 gp
Free Draw (Su): Vin can manifest his mind blade as a free action, but still can only manifest it once per round.
Mind Blade (Su): As a free action, Vin can create a semi-solid blade of psychic energy. The blade can be broken (hardness 10, 10 hp), but can be recreated using a free action. If Vin relinquishes the blade (other than to throw it), it dissipates. It has a +2 enhancement bonus. Vin can attempt a DC 20 Will save to maintain it or manifest it in an area where psionic effects do not normally function.
Mind Blade Enhancement (Su): Vin can enhance his mind blade with one of the following effects as long as it is a single blade: defending, keen, luck, mighty cleaving, psychokinetic, sundering, or vicious. It retains this enhancement even if dissipated. He can choose a different enhancement after 8 hours of meditation. His blade is current psychokinetic.
Psychic Strike (Su): As a move action, Vin can charge his mind blade with destructive psychic energy. This energy does 2d8 damage to the next living, non-mindless creature Vin hits; creatures immune to mind-affecting effects are immune to this damage. This charge remains even if the mind blade is dissipated.
Shape Mind Blade (Su): Vin can change the shape of his mind blade. It can do damage as a +2 bastard sword, +2 longsword, or a +2 short sword. He may also form it into two identical +1 short swords to wield two handed.
Throw Mind Blade (Su): Vin can throw his mind blade as a ranged weapon with an increment of 30 ft.; if it misses, it dissipates. He can enhance the thrown blade with a psychic strike.
Possessions: belt of giant strength +4 (16000), gloves of dexterity +4 (16000), circle of sound (2000), ring of protection +1 (2000), googles of night (12000), +2 glamered silent moves shadow mithral breastplate (40700), 3 potions cure moderate wounds (900), 50 gp
Background
Vin's family was never very respected; Tansarian expats living near the Tansar/Kysor border were never treated well. But Vin's father hated what was becoming of his country, and his wife's family was Kysorian. Being once a member of the Tansarian militia, Vin's father was able to give his new homeland some useful information---until the day he was killed in an "accident" with his mount.
Vin grew to dispise his former kinsmen, assuming they were responsible for his father's death. He was trained in the secret operation force for the country, the ones that would take him deep into Tansar and strike at them the hardest. And when the Palace job came, he was more than prepared...
Personality and Appearance
Vin is a gruff, corse solider. He follows orders and gets the job done. He has an almost unreasonable hatred of the Tansarians, and relishes missions against them (though he will not endager them due to his personal vendetta).
Vin looks to be in his early thirties with salt-and-pepper hair and piercing blue eyes. As a veteran, there are scars on his hands and face that he wears with pride. At first glance, he does not appear threatening (no armor, no weapon), but looks are greatly decieving.
Role
Vin is a special ops front line fighter. He quickly and silenty moves in and the kills anything between him and his target. A common tactic is to begin from a hiding position, move in, attack, and keep on moving. He can also perform deep inflitration as he does not appear armed or armored.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Continuing my quest to play a warlock, I wanted to take a spin on the Dragon-flavor of kobolds in Eberron. This one was touched by both the Dragon Between and the Dragon Below. Thus, his powers have persuasive elements, but elements of madness as well.
Name: Vhir Class: Warlock 4 Race: Kobold Hit Dice: 4d6+4, 21/22 HP Initiative: +3 Speed: 30 ft Armor Class: 21 (10 +5 armor +3 dex +1 natural +1 size +1 deflection), 15 touch, 18 flat-footed Base Attack Bonus: +3 Grapple: -4 Attacks: Ranged Touch +7, mwk club -1 (1d4-3) Full Attack: Ranged Touch +7, mwk club -1 (1d4-3) Face/Reach: 5x5/5ft Special Qualities: DR 1/byeshk*, darkvision 60 ft., deceive item, detect magic at will, flaw (noncombantant), kobold traits Special Attacks: eldritch blast 2d6 Saves: Fort +2, Ref +4, Will +8 Abilities: Strength 4, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 18 Skills: Bluff +17, Concentration +7, Diplomacy +12 (+13 in glammerweave), Intimidate +19 (+15 vs. Medium size), Hide +7, Knowledge (arcana) +3, Knowledge (the planes) +3, Search +4, Spellcraft +3 (+5 for scrolls), Sense Motive +6, Use Magic Device +10 Feats: Ability Focus (voice of madness) [Flaw bonus], Force of Personality [1st], Sudden Still [3rd] Action Points: 7 Languages: Draconic, Common, Undercommon Alignment: Neutral Evil (Eberron-style) Deity: None (respects the Progenitor Dragons) Gender: Male Height: 2 ft. Weight: 35 lbs
Lesser Invocations Known:beguiling influence, summon swarm, voice of madness* (DC 18, 3 rounds)
* Vhir currently uses the Khyber-tained warlock modifications from Dragon 332; it changes the DR from cold iron to byeshk and introduces the voice of maddness invocation. Voice of madness replicates lesser confusion, but with a duration of 1 round + 1 round/2 levels.
Inventory:
mwk darkwood club/walking-stick w/ small Eberron-shard (300 gp, 0.75 lbs) +1 mithral shirt (2250 gp, 6 lbs) ring of protection +1 (2000 gp)
shaders (1 sp)
4 potions of cure light wounds (200 gp)
2 oils of shillelagh (100 gp)
identification papers (portrait, 25 gp)
glammerweave courtier's outfit (135 gp)
belt pouch (1 gp, 0.126 lbs)
traveler's outfit (1.25 lbs)
letter of credit for 364 gp
Copy of several Korrenberg Chronicles and Sharn Inquisitives
25 gp (0.5 lbs)
9.4 lbs, light load (9.75 lbs medium, 19.5 lbs heavy, 30 lbs max)
Ability Justification
Vhir has a unusually compelling presence, which is indicated by his high Charisma and beguiling voice invocations. He is very weak, though a bit hardy (low Strength and a bit above average Constitutation), and does not fight particularly well (Non-Combative flaw). However, he learned to defend himself using his mind, particularly using his natural charisma. He favors lying and coersion, but can be nice as appropriate (full ranks in Bluff and Intimidate, none in Diplomacy---though naturally, he has quite a talent for it). Vhir is sharp, however, and knows how to judge when others try to deceive him (good Intelligence and Sense Motive).
Being touched by Khyber has given Vhir unusual talents, the foremost the ability to cause madness is others (voice of madness invocation); this talent is particularly strong in him (Ablity Focus feat). From his time in Darguun, he learned to use words as weapons (see above) and to value his freedom (thus high Concentration and Sudden Still feat for when grappled and such). His strong personality and belief in himself makes it hard for others to sway him (Force of Personality feat).
Vhir's tribal past only reflects itself in his rudimentary training in the arcane arts retained from his failed tutelage as a blood seer (1 rank in Knowledge (arcana) and (the planes) and Spellcraft). What he doesn't formally know, he can inherently fake (high Use Magic Device).
Yes. I know what you expect. Should I sssslur my essess for you? No. Not I. I am not some tribal newcomer filled with naivety, forced to lisp and whine at your feet. My kind are the blood of the Dragon's, and I have been touched by two of them. Can you say as much?
My barbaric kin and their "ancient" ways are a trap, a trap of complacency. Not even the irvhir truly seek to free themselves, to truly seek what they want. I have seen the marks of the Dragon's in the earth, and I have walked the slave markets of Darguun. The towers of Sharn are well known to me, and the madness in the depths of Khyber whisper around me. If you have business for me, let us begin. Otherwise, my time will not be wasted.
Background
Vhir was always an odd one in his kobold tribe. For one thing, there was the coloring---a dusky, midnight blue the color of Khyber. Secondly, there was always an odd smell around him. To kobolds, the smell of home was that of comfort, of tribe, of stability. But Vhir smelled... wrong. It was not quite the stench of the irvhir, the hated kobold-kin that claimed descent from the Dragon Below, but an aroma that was... unsettling. It was this scent that earned him the name Vhir---he smelled like "One Below".
The blood seers were unquiet around Vhir, but, since he was so obviously marked by The One Between, the seers had little choice but to raise them as one of their own. But it was poor going---though Vhir's mind was sharp, he could not master the sorcerous ways of his kin. Occasionally, however, strange things would happen---rocks would shatter, smaller kobolds would occasionally go mad, that sort of thing---when Vhir was around. Over time, the blood seers became convinced that Vhir was not touched by The One Between, but The One Below---Khyber.
Thus, Vhir found himself exiled, left abandoned in the mountains of Zilargo. Unluckily for him, these were the Seawell mountains---and he chose the Darguun side to descend. Needless to say, when the bugbear slavers tried to take him, it was not pleasant. He managed to slay two of them with his gifts of Khyber, but there were too many. He became a slave.
A year passed. Vhir was passed from master to master. Transitions happened so often since odd things kept occurring when Vhir was around---madness, swarms of bugs, that sort of thing. None could point at the kobold directly, but they knew he was responsible somehow. Others tried to kill him several times, but, by this time, Vhir had learned to ingratiate himself, and always had someone bigger and meaner looking out for him. Eventually, when his last master died---it was never quite discovered how---Vhir was "free." As free as a frail looking kobold could be in a nation of strength and barbarism.
Vhir had learned much in his time. He learned the power of the cold voice, the intimidating look, how the refined seem to draw power. He learned how to make people do things, and how to find out what he needed to know. He learned the lessons of power, and strength, and the weakening tribalism that gripped his clan. Most of all, he learned enough to know that Darguun was not the place to be. From traveling merchants, he knew about a place he could get lost, and never worry about such brutality again. Sharn. And thus, he hid himself in the first transport to the City of Towers. There, he could find misfits like himself and patrons who could benefit from his... abilities.
Appearance and Personality
The kobold known as Vhir has a reputation of being a competent negotiator. He has a civilized voice with an odd timbre that makes people uneasy and willing to help him all at once; the rumors of madness and other oddities that follow him also lend his presence some weight. His impeccable manners and well dressed appearance (nice clothes, fine Eberron-shard tipped darkwood walking stick) distinguish him from others of his kind. Shady, and some not-so shady characters, seek Vhir out when they need deals brokered in a discrete manner. Sometimes Vhir sent to bring a message; sometimes he sent is to scare. Vhir does not care about the details. As he learned in Darguun, the only thing that matters is comfort and survival.
Vhir works remarkably well with others. He is a fine judge of talent, an ability that he developed when playing the strong against each other in Darguun. He appreciates the skills that others bring. However, he doesn't care for any who hold him to kobold stereotypes or try to weaken his position, comfort, or freedom.
Vhir is very short for kobold, barely standing 2 feet tall. His skin, which his fine glammerweave clothes accent, is a dusky purple; his eyes glow a deep red when his shaders are not worn. He speaks with a deep voice for a kobold, in a very refined and assured manner. His actions and motions are very measured.
Tactics
Vhir prefers others fight for him, as he knows his physical frailities would fail in him in melee. If confronted by one bully alone, he will drive them mad with his voice of madness; if confronted by several, he tries to flee or talk them out of it (via a quick Intimidate or Diplomacy check as appropriate).
When fighting with a group, Vhir stays way to the back. He prefers to drive the strong or spellcasters insane with his voice, or, if the enemy is in a bunch, summons a swarm to harry them. Eldritch blasts are used as appropriate.
Jhen is a light-hearted, boisterious concept---a rough and tumble kid who got lucky and now fights for glory and adventure. The problem is, the more he fights, the more he alienates himself from his cherised "poor brethren." An interesting spin on a non-tragic history.
Versions
Jhen, Rogue 1/Swashbuckler 3
Name: Jhen
Class: Rogue (changeling substitution) 1/Swashbuckler 3
Race: Changeling
Hit Dice: 1d6+3d10+4, 31 HP
Initiative: +3
Speed: 30 ft
Armor Class: 18 (10 +5 armor +3 dex)
Base Attack Bonus: +3
Grapple: +4
Attacks: +1 rapier +7 (1d6+1/18-20)
Full Attack: +1 rapier +7 (1d6+1/18-20)
Face/Reach: 5x5/5ft
Special Qualities: changeling traits, grace +1, minor shape change, social intuition
Special Attacks: insightful strike +3, sneak attack 1d6
Saves: Fort +4, Ref +7, Will +0
Abilities: Strength 12, Dexterity 16, Constitution 12, Intelligence 16, Wisdom 8, Charisma 14
Skills: Balance +12, Bluff +11, Escape Artist +10, Intimidate +8, Jump +10, Listen +3, Sense Motive +3, Spot +3, Tumble +12
Feats: Disturbing Visage, Quick Change, Weapon Finesse (B)
Action Points: 7
Languages: Common, Dwarven, Elven, Gnome
Alignment: Chaotic Neutral
Deity: The Traveller
Gender: Male
Age: 22
Height: 5' 5" ft.
Weight: 125 lbs
Jhen fundamentally is a guttersnipe who accidently hit it big, but thinks he is still "one of the guys." Growing up among the mean towers of Lower Sharn, Jhen had to quick, had to be smart, and had to know how to talk his way out of situations (thus the good Dexterity, Intelligence, and Charisma). He was nothing more than a common changeling criminal before he discovered the arena, thus his one level in Rouge. This payed off, however, because his "fight effectively" strategy (i.e., sneak attacks) melds nicely with his swashbuckling style (lots of Balance, Jump, Tumble, etc.).
Though a changeling, Jhen never played any of the common changeling games---he is not interested in pretending to be someone else when he thinks himself is just fine. However, fitting his "fight effectively" style, he learned that changing at the right time could be a tactical advantage in his duels (Disturbing Visage tactical feat). He is not above using this change shape when needed, and his fine tooled skills at deception can assist there (good Bluff).
Reading tales of adventure growing up, Jhen has a strong desire to show off like they did in stories. He hopes it will earn him the admiration of his peers. However, he is a bit too sure of himself and not all that great at understanding others (low Sense Motive, Diplomacy, and Wisdom). Thus, his natural charisma can often backfire, especially with "his boys" that do not consider him one of them anymore (too famous to slum around, they think). This just makes him try harder, which just backfires more.
Flavor Quote
Quote:
Me and me mates, we aren't treated well 'ere in Sharn. When it rains trouble and tha guard are looking for someone ta blame, 'ey blame us. The changelin's. Not tha's always wrong, ya see. I've seen ma share of tha rough an' tumble. Caused it too. But changelin's are pe'ple too.
Yeah, ya've seen ma before: The Tumbler of Hareth's Folly, The Shocker of the Cornerstone Games. I'm the one bouncing off the walls, look'n weak one moment, then with tha face o' horrors tha next. Ya see, sum' of ma kin hide their chang'n, others are always som'th'n else. Me, I know what I am---I'm a changelin', and I'll use everathin' I know to beat ya and humiliate ya. Nothin' personal, its just the sport.
Role
Primary: Skillful melee Secondary: Changeling Imposter
Background
Background
Jhen grew up on the mean streets of Sharn. Quite the rogue, he spent his days living hard and fast. He had a quick wit and a quick tongue, but he also had the smarts to stay out real trouble. He avoided the gangs, and only nicked for fun and amusement. Mostly, he'd play daring-do re-enactments of the stories he read in the Korrenberg Chronicles: tales of the Salty Queen or Lanshar, the One Eyed Mercenary. He dreamed of being as dashing and exiting as them, and when he had the chance, starting fighting.
Dueling was sanctioned in some parts of Sharn, but it was the unsanctioned games that Jhen started in. He learned to fight dirty, and learned to fight smart. He daring-do dreams inspired a whole range of tactics, and he discovered his changeling abilities could help in the fight as well. Never one for playing "Be Mrs. Crumble", Jhen discovered he could use his changeling talents to distract or disrupt his opponents. Some say he dueled dirty, Jhen says they're sore losers.
With is wit and tricks, Jhen found his star rising in the local dueling scene. Savvy enough not to win too often, or against the gang's favorites (unless they wanted him too), the changeling's reputation grew fast across the City of Towers. Enough that he would occasionally be offered odd jobs, jobs that entailed adventure! It was the life Jhen always wanted.
Though Jhen plays up his connection to the "lower class" of Sharn, they have become a bit disaffected with him due to his status of darling among the elite. This makes Jhen try harder, which makes him more visible in the eyes of the rich, and thus more disliked in the eyes of the poor. This frustrates the changeling, though he hardly admits it. This further drives his desire to adventure---he hopes that the publicity of doing famous deeds will endear him to his former comrades. Worse comes to worse, he can through the money that he has earned at them. This will likely backfire immensely, but Jhen is not reflective enough to realize this.
Personality and Appearance
Personality and Appearance
Jhen is a bit cocky, and enjoys being noticed. He's a quick one with a quip, and will merrily get in a brawl when one breaks out. But he is a cunning one, and knows when some fights are worth it and others are not. He is a solid friend, and will not abandon is comrades for anything.
Jhen, unlike many changelings, revels in his "natural" form, using quick changes from it to discomfort his foes. He does not buy into the "Reality Seeker" philosophy, or any of that philosophy bunk, mainly because he lacks the introspection to do so. He dresses flamboyantly in very polished armor and bright colors; the better to distract a mark with.
Occupation - Law Enforcement (Intimidate, Knowledge (streetwise), Personal Firearms Proficiency)
Home World - Higgin's Moon (Driving, Suvival, Brawl)
Allegiance Himself
Reputation +4
Action Points 9
Description
Ghost is very tall, standing almost 7 feet, with very obvious scarred features, a disturbin' mixture of pale and dark. Could'a been a fire, could 'a been self a'flicted, main thing is that he's this side of a corpse---or a Reaver. He is impossible to miss in a crowd, and a strong aura of menance surrounds him. His age is indeterminant, but most agree he is somewhere between 25 and 35.
History
There are many whispered stories about the one called Ghost. They all begin the same: He once was a simple guard at the mudworks in Canton. He wasn't Ghost then, though the stories disagree on his name. Most claim he was normal lookin' folk then, not the disfigured monster he is today. He lived this "idyllic life" until the War. Though the War didn't come to Higgin's Moon directly, it did come to Canton in the form of two groups of purchasers---one for the Alliance, the other for the Independants.
Here, the story is different, usually depending on which side you favored durin' the War. In one, the Alliance negotiators, enranged at the toleration of the Browncoats, slaughtered Ghost's family. In other, it was the Browncoats that killed them, and framed the Alliance. Regardless, the man who would be known as Ghost went on a rampage, killin' and maimin', mostly Alliance but really anyone who got in his way. The battle turned bloody once it began to rage across the camp, everyone pretty much fightin' everyone else.
Then some idiot hit the chemical tanks.
That's what made him Ghost, they say, his skin peeling right off. Others claim it what he did that turned him inside out, the madness in him doin' it. Regardless, many died that day, and a man now named Ghost was left a fugitive wanderer.
What Ghost did during the War and afterwards is open to much debate. Most agree he worked for whoever would pay, not really carin' about cause or reason. No one ever asks Ghost though, that's for sure.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
The Kid is a twitchy rogues type based upon the mastery of daggers: thrown and otherwise. He is young and naive, but also has an edge from his street urchin days.
Alin Shipsgood CR 2 (1300 xp)
Male human gold dragon shaman 2
NG Medium humanoid (human) Init +3; Senses Listen -1, Spot -1 Aura draconic aura (30 ft.) Languages Common, Draconic
----------------------------------------------------------------- AC 17, touch 12, flat-footed 15 hp 19 (2 HD), fast healing 1 (with vigor aura); DR 1/magic (with toughness aura default aura) Fort +5, Ref +2, Will +2
----------------------------------------------------------------- Spd 20 ft. Melee mwk longspear +5 (1d8+4/x3) or Melee mwk longspear +5 (1d8+5/x3); draconic aura (power) or Melee dagger +4 (1d4+3/19-20) or Ranged 3 daggers +4 (1d4+3/19-20) Base Atk +1; Grp +4 Attack Options draconic aura +1 (power), Power Attack Special Attacks Combat Reflexes Combat Possessions 2 potions of cure light wounds, oil of magic weapon, 2 alchemical fires, 2 antitoxins
----------------------------------------------------------------- Abilities Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12 SQ draconic aura +1 (power, toughness, vigor), totem dragon Feats Combat Reflexes, Power Attack, Skill Focus (Swim) [b] Skills Climb +8 (+5 in armor), Craft (woodworking) +3, Speak Language (Draconic), Swim +11 (+5 in armor) Possessions combat possessions plus mwk longspear, 3 daggers, mwk breastplate, backpack, belt pouch, bedroll, everburning torch, flint and steel, hempen rope (50ft), hempen rope with grapple (50ft), 6 torches with tindertwigs, trail rations (10 days), waterskin, 68 gp.
----------------------------------------------------------------- Draconic Aura +1 (Su) As a swift action, Alin can project a draconic aura that affects all allies within 30 ft. He may choose one of the following three auras to be in effect:
- Power: +1 to melee damage roles
- Toughness: DR 1/magic
- Vigor: Fast healing 1 for characters below one-half their hit points.
Alin's default aura is toughness. Totem Dragon (Ex) Alin's totem dragon are gold dragons. Thus, he gains Disguise, Heal, and Swim as class skills.
Advancement
L1->Dragon Shaman 1 HP: 12 (1d10+2) SP: +12 (2x4+1x4)
Climb +4, Craft (woodworking) +2, Speak Language (Draconic) 2cc, Swim +4
Abilities: Str 16 (10pts), Dex 14 (6pts), Con 14 (6pts), Int 10 (2pts), Wis 8 (0pts), Cha 12 (4pts)
Feats: Combat Reflexes, Power Attack (human bonus)
Other: draconic aura +1 (power, toughness, vigor), totem dragon (gold)
Alin is a tallish but rail thin very tan young man who has the sense of the sea about him. Remarkably, he has fair hair and eyes in contrast to his complection.
Alin is an affable sort and has a strong desire to be near the sea. He is in awe of anything related to the sea and his patron dragons.
Background
The Shipsgood family have been woodworkers in Sasserine since time began, most folk say. They have a decent reputation and, while not rich, do well enough for themselves. The family does jobs for the town and for the ships which visit.
The Shipsgood's family secret is their worship of dragon. The family has a small shrine to Bahamut, and occasionally one of their own is touched by this relationship. Alin is one of those: An unremarkable carpenter, Alin had a natural love of the sea and gift of might from their patron. Unsatisfied with doing simple bodyguard work for his family or local shipping interests, Alin is seeking adventure that will satisfy his wanderlust.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
What happens to a mind that hunts for knowledge that others know is taboo? Insanity? Depravity? This is the question behind the concept for "Mad" Col---a former sailor driven mad by something he experienced out there; he now seeks answers for what really happened. How much of himself can he maintain?
When I thought Jon's game died, I wanted to try a psion uncarnate role but with different flavor---a wilder. This is that concept.
Versions
Liam was long-term pending for Ferrix's Ethend Game: Hunt for Cantus until that game was cancelled. Now he is just looking for a home. Unlikely, considering the unique characteristics of that game, but there we are.
Liam Dannal, Wilder Freedom Fighter
Liam Dannal Human Wilder 6/Psion Uncarnate 1
Age: 23 Gender: Male Height: 6' 2" Weight: 200 Eyes: Green Hair: Red Skin: Sunburnt
FORT: +2 (2.33 Base + 0 Con) REFL: +4 (2.33 Base + 2 Dex) WILL: +11 (7.5 Base + 4 Cha [Force of Personality])
Abilities:
- Elude Touch: Add Cha bonus to touch armor class
- Incorporeal Touch 1d6: Usable 3/day when corporeal, at will when incorporeal. Incorporeal melee touch attack.
- Human Traits: +2 social skills to non-Mythar, Craft (woodworking) class skill
- Psychic Enervation: 5%/ML chance after wild surge to lose 3pp and be dazed 1 round
- Surging Euphoria +1: +1 morale bonus on attack, damage, and saves for 1 round/ML boosted
- Uncarnate Armor: Armor bonus still apply when incorporeal.
- Volatile Mind: Use of telepathy powers on Liam cost 1pp extra, may disrupt power
- Wild Surge +2: Increase manifester level by 2, augment 2pp free
Feats:
1st Level
- Psionic Body
1st Level (Human Bonus)
- Force of Personality
3rd Level
- Enervation Endurance
6th Level
- Expanded Knowledge: concussion blast
Description
Liam is a tall man in the flush of his youth. He has a mane of red hair with a well-defined chinstrap beard; it is accented by his piercing green eyes. Liam's skin has obviously spent too long in the sun, with a tan yet leathery appearance. This however does not make him look old so much as athletic. The man's clothing looks slept in, and he caries a clutch of spears slung along his back. And odd oiled bandolier is nestled at his side.
Personality
Liam is playful, daring, and bold while at the same time aggressive, impulsive, and a liar. He has mood swings from the hyperactive to cheerful, and his furor is legendary; all of these vary depending upon the amount of drink he has had. His generally friendly personality is a screen over his deep and abiding hatred of the Mythar and what they have done to his beloved Cihairdun, and anyone who supports them or demonstrates telepathy or clairsentience powers (which he associates with the Mythar) tends to earn his sudden and cold ire.
Anyone who spends time with Liam will discover he has a deep faith in the old spirit ways of Cihairdun. He has somehow reconciled this with his inborn psychic talents and speaks of "becoming one with the spirits" through them.
Background
Laim grew up as a typical Cihairdun youth under the yolk of the Mythar. He was always sullen and rebellious around the Mythar masters, and admired more the Cihairdun rebels than those that toed the line. From the legends of given to him from his father Ballard, he saw these rebels as incarnations of the spirits that mankind once knew.
As a teenager, Liam was taught a craft. In his case, it was woodworking, the traditional craft of this mother Sarah's family. However, even in this he felt uneasy, and would often skip training to hear the latest story of the ever-dwindling resistance or to participate in one of the few and far between protests. He detested those that would not fight back, and hated himself for not being able to.
It was six years ago that his normal life came to an end. Mythar and their agents were infrequent in his village, but not unusual. It was during one of these visits that he got the first taste of their powers. Hidden amongst a crowd of people, he threw a rock at one of those Mythar bastards. While it only bruised it, they turned their mental powers on the crowd, trying to find the perpetrator to make an example of. Liam felt something he never had---their oily presence trying to feel into his mind. It sickened him. It angered him. And more importantly, it made him do something. It made him scream.
"GET OUT OF MY MIND!"
That anger, that raw emotion triggered abilities he did not know he had. Immediately, the presence was gone, and the Mythar staggered, as if stung. Elated and frightened all at once, Liam fled, knowing that there could be reprisals. Spurred by his anger at the Mythar, his fear of them possibly trying to do something to him, and his desire to fight back, Liam became a rebel.
Liam has fought with the Cihairdun resistance for six years. In that time, he has harnessed the powers of his anger, first turning them to defense then offense. He is a voracious study of Mythar and psionic lore, trying to fully understand what is happening to him and trying to reconcile it with this beliefs. He currently feels that he is on a new path of the spirits, one that will allow him to become "one with the spirits" and then truly defeat the Mythar.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Anders is another one of my psychic creations, this one a little darker. He is the spawn of a dark daelkyr legacy, and is trying to walk the fine line between madness and power.
Anders Talbor, Inhuman Investigator
Male daelkyr half-blood seer 3
N medium aberration (psionic) Init +0; Senses darkvision 60 ft.; Notice +5 Languages Common, Daelkyr
--------------------------------------------------------------------------------------- AC 16, touch 10, flat-footed 16; +5 inertial armor, +1 natural hp 25 (3 HD) Fort +2, Ref +1, Will +5; +1 vs spell/psi, unbalanced mind
--------------------------------------------------------------------------------------- Speed 30 ft. Melee mwk longspear +2 (1d8/x3) or Melee dagger +1 (1d4/19-20) Base Atk +1; Grp -1 Weapon Groups basic weapons, spears Combat Geardojre of energy ray (50), 2 psionic tattoos of detect psionics Psion Powers Known (ML 3th, 17pp):
--------------------------------------------------------------------------------------- Abilities Str 10, Dex 10, Con 10, Int 18, Wis 8 Cha 14 SQfeeble, personal symbiont, symbiont dependency, unbalanced mind Feats Force of Personality, Illithid Heritage, Illithid Legacy, Illithid Skin, Psionic BodyB Skills Bluff +2, Concentration +4, Diplomacy +2, Gather Information +6, Intimidate +8, Knowledge (arcana) +6, Knowledge (psionics) +10, Knowledge (the planes) +6, Notice +5, Psicraft +12, Stealth -2 Possessions mwk longspear, dagger, 2 belt pouches, 10 pcs. chalk, identification papers, ink, inkpen, 10 pcs. of parchment, scholar's outfit, scrollcase, 177 gp, 79 sp; 14.5 lbs
--------------------------------------------------------------------------------------- Feeble (Ex): Anders has a -2 to physical ability checks and skill checks. Force of Personality: Anders uses his Charisma instead of Wisdom for Will saves. Illithid Heritage: Anders treats Intimidate as a class skill. In addition, he gains a +1 save vs. spells, powers, spell-like and psi-like abilities. Illithid Legacy: Anders has tapped into his Illithid legacy to gain psionic charm and read thoughts as known powers. Illithid Skin: Anders has a +1 bonus to natural armor. Personal Symbiont (Ex): Anders has a personal symbiont (a breed leech). If lost, Anders can regrow it in 2d4 days. The abilities of the symbiont are as follows:
LE Tiny aberration (symbiont) Init +2; Senses blindsight 60 ft., darkvision 60 ft.; Listen -1, Spot -1 Languages None; telepathy AC 15, touch 14, flat-footed 13; +2 size, +2 Dex, +1 natural hp 4 (1 HD) Fort +0, Ref +4, Will +1 Speed 20 ft. Melee bite +4 (1d3-2) Base Atk +0; Grp -10 Space/Reach 2-1/2 ft./5 ft. Abilities Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 10 SQ bolder body, Ego 2, symbiont traits, telepathy Feats Lighting Reflexes, Weapon FinesseB Bolster Body When attached to Anders, the breed leech grants Anders gain 5 temporary hit points and a +1 to Fortitude saves from his symbiont Symbiont Traits When attached to Anders, the breed leech always acts on Ander's initiative. It is not flat-footed unless Anders is and is aware of any danger Ander's is aware of. If the breed leech is revealed under Ander's clothing, it can be attacked like an object. The breed leech never takes damage from damage inflicted on Anders, including spell effects unless Anders rolls a 1 on his saving throw. The breed leech uses Anders saving throws if they are better than its own. Telepathy The breed leech can communicate telepathically with Anders.
Symbiont Mastery: Anders has a +4 bonus on Will saves vs. Ego checks for any symbiont he possesses. In addition, he gains 2 bonus hit points per symbiont. Symbiont Dependency (Ex): Without daily contact from a symbiont, Anders begins to die. He takes 1 point of Constitution damage per day without a symbiont, and this damage cannot be healed until he regains a symbiont. Unbalanced Mind (Ex): Anyone who tries to read Anders' thoughts or otherwise study his mind must make a Will save (DC 13) or be dazed for 1 round.
History
Most scholars who are knowledgeable would tell you that the power of the mind are associated with Dal Quor, the Realm of Dreams. Its denizens fuel the psionic matrix of most psi-active creatures on Eberron. Pressed even further, you might learn of the eternal war between the Inspired and the Kalashtar. But, they will all agree. All psionics come from Dal Quor.
They are wrong.
Dreams are only part of the mind and spirit; Madness is just as large a part. And the mind-bending powers of the mind flayers, generals of the Xiorat daelkyr, are testament to this darker source of the mental arts. These lords of malfeasance are known for their experiments on the other races of Eberron, and some of these abominations walk the earth, easy to recognize and quick to be put down.
And then there are the half-breeds.
Anders Talbor has put much of this lore together from his secret studies and from the whispers in his head--the whispers from the lumpy mass of flesh which marks his true heritage. How it happened, Anders is unsure. His mother scraped by in the bowels of Sharn for much of his existence, and was barely sane during that time. If it was not for the guidance of the whispers and his innate talent for *knowing* things, Anders' life would have been short. But Anders was touched---gifted or cursed---by his heritage, and using it, he survived the trails of his youth.
When his mother finally died, and Anders made his way into the world, his strange talents served him well. The City of Towers is a city of secrets, and the clarity of madness gave Anders ocular powers that could pierce these obfuscations. Now, Anders lends his abilities to whoever can pay, allowing him more funds for his research into his true roots.
Appearance
Anders appears disturbingly human---he has a handsome, youthful face with clear blue eyes and dark hair without a beard. He is well dressed, and keeps up appearances. But, there is something---off---about the way he moves, and the mass of flesh that it this symbiote would immediately mark him as *wrong* if he ever showed it.
Personality
Anders is an affable fellow, and hides the touch of madness in him as best as possible. He speaks in a soft whisper, supposed due to a throat injury, but it also forces others to pay attention to him.
Role
Anders fits the role of "department psychic," assisting in investigation and finding of clues with his psionics. Mechanically, Anders is a daelkyr half-breed seer focused on Clairsentience and Telepathy powers. Thus, Anders is the go-to guy to know things that are not easily knowable. He will also be a bit of a Controller role with charm-like powers from his Ithillid Heritage (Complete Psionics).
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Thral'k is planned as a fusion of warlock and scout. Skirmish + eldritch blast have some interesting possibilities. If they are approved, I may explore his fiendish heritage through appropriate heritage feats.
Coldan Ciandra (CR 1) (0 XP)
Male human knight 1
LG Medium humanoid Init +0; Senses Listen +0, Spot +0 Languages Common
----------------------------------------------------------------- AC 18, touch 10, flat-footed 18; +5 armor, +3 shield; Shield Specialization hp 14 (1 HD) Fort +2, Ref +0, Will +2
----------------------------------------------------------------- Spd 20 ft. (30 ft. base) Melee longsword +4 (1d8+3/19-20) or Melee morningstar +4 (1d8+3) or Melee dagger +4 (1d4+3/19-20) or Ranged shortbow +1 (1d6/x3) Base Atk +1; Grp +4 Special Actions knight's challenge 3/d (fighting challenge +1), leadership performance 2/d (courage +1)
----------------------------------------------------------------- Abilities Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16 SQ knight's code Feats Leadership Performance, Shield Specialization (heavy), Bearer of the Coal TongueB Skills Diplomacy +4, Knowledge (nobility & royalty) +2, Perform (oratory) +7, Ride +4 Possessions longsword, morningstar, dagger, shortbow with 20 arrows; chainmail, heavy steel shield; backpack, bedroll, rope, waterskin, whetstone; 9 gp, 8 sp, 8 cp; 93 lbs (medium load) Affiliations Gate Pass Military (Former Ragasian Military)
----------------------------------------------------------------- Knight's Challenge Coldan uses the force of his fighting spirit to manipulate foes. Even if Coldan lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coldan can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coldan's level, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coldan to 0 or fewer hit points, Coldan losses 2 uses of his knight's challenge. If the duration expires, Coldan can choose another target only if the first is inactive. Leadership Performance Coldan can inspire others to greatness.
- Courage +1 (Ex): By giving a rousing minute-long speech before combat, if combat begins within the next hour, all allies gain a +1 morale bonus on saving throws vs. charm and fear effects, and a +1 morale bonus on attack and damage rolls. This ability lasts for 5 rounds once combat is engaged. Shield Specialization (heavy) +1 AC with heavy shields. Bearer of the Coal Tongue Perform is a class skill. +1 leadership performance per day.
Advancement
L1->Knight 1 HP 14 (1d12+2) SP: 12 (2x4+1x4)
Skills: Diplomacy +2cc, Knowledge (nobility & royalty) +2, Perform (oratory) +4, Ride +4
Abilities: Str 16 (10 pts), Dex 10 (2 pts), Con 14 (6 pts), Int 10 (2 pts), Wis 10 (2 pts), Cha 16 (10 pts)
Feats: Shield Specialization (heavy), Leadership Performance [human bonus], Bearer of the Coal Tongue [affiliation bonus]
Other:
Tracking
Start:
XP
None
Gold
9 gp, 8 sp, 8 cp: Start
Possessions
Staring Possessions: longsword, morningstar, dagger, shortbow with 20 arrows; chainmail, heavy steel shield; backpack, bedroll, rope, waterskin, whetstone;
Background
Morrus used to be a shining beacon of light and justice in the world. Or, that is what the people of Morrus would tell you. Her neighbors---they may have had a different story. But the story now is that of the Empire, and how they crushed her mighty armies with cunning and magic, destroying the Morrusian legacy and leaving it in shambles.
Though he conquered Morrus utterly, Emperor Coaltongue was no fool, and allowed the Morrus military to remain---if in a more controlled form. Thus, they knightly orders remained, if now headed by Ragasian loyalists. Thus, Coldan Ciandra was raised into this new Morrusian order, a proud but now tarnished position of Knight of Morrus.
Coldan was very loyal to the cause of Morrus, but more so to the ideal of knighthood. He was valiant on the battlefield, though inexperienced, and received training that may have one day lead him to command forces of Knights. He campaigned in many skirmishes for the Empire, earning a reputation as a strong-up and comer by the Empire's neighbors. A name to be wary of, for it might have been destined for greatness.
But, then there was the betrayal.
It is unclear exactly what happened. Some say there was a group of resistance fighters that forced Coldan into a compromising position, forcing him to betray his cause. Some say his Ragasian commanders gave him orders that he could not fulfill. Some say that he was a drunkard even then, and performed some action that couldn't be taken back. All that is known is that he betrayed and was betrayed by his former allies and rulers, was stripped of his honor and position, and forced into exile.
Unwanted by Ragasia, tainted by that association to its neighbors, stripped of purpose, a broken Coldan found himself in Gate Pass. Known to take up drink in his sullen moods, he wallowed in town for most of year, scraping by on what money he had hidden away during his years in Morrus. A few months ago, at the bottom of the bottle, he looked at himself in the mirror and was disgusted by what he saw. He vowed then and there to find a new purpose in his life, to find *something* to fill the void in his life.
Coldan now finds himself a member of the Gate Pass militia. Some of his natural talent still remains, and he still follows the Code, even if the Code will not have him. But do his superiors really trust him, or are they use using him for his Ragasian knowledge? Does he even care if he is being used since he is using them for his own sense of worth? These are the questions that plague him in the dark times at night when the call to drink is hardest. But somehow, he preservers.
Appearance and Personality
Coldan is a hale bulwark of a man, built like a brick-house oven. He has a haunted appearance about him, with bags under his eyes and constantly unattended hair and stubble. But those blue-grey eyes have a fierceness of purpose about them, and when he talks, his voice is strong and tends to bring the most out of people.
Coldan is a mess of contradictions. He is a man of honor and principles have have seen those principles betrayed and honor violated. He seeks the betterment of his fellows, but has had that trust betrayed many times. His recovering additions also plague him. He is a man that when he acts, he is decisive and bold, but getting him to act requires getting past the scabs of his defensiveness.
Thoughts on the other PCs
TBD
Role
Coldan is a melee role, aggro specifically. He's LG, but a sour form of it, and unhappy with his life. He'd take any chance to take a cause that feels right to him, just to fill that void in him. Right now, I see his as staying knight, but who knows?
Tactics
Get into the front of the fight and protect the weaker party members.
Coldan Ciandra, Knight 1 (Non-WotBS)
Coldan Ciandra (CR 1) (0 XP)
Male human knight 1
LG Medium humanoid Init +0; Senses Listen -1, Spot -1 Languages Common
----------------------------------------------------------------- AC 17, touch 13, flat-footed 17; +4 armor, +3 shield; Shield Specialization, Shield Ward hp 14 (1 HD) Fort +2, Ref +0, Will +1
----------------------------------------------------------------- Spd 20 ft. (30 ft. base) Melee longsword +3 (1d8+2/19-20) or Melee morningstar +3 (1d8+2) or Melee spiked heavy steel shield +3 (1d6+2) or Melee 2 spiked gauntlets +3 (1d4+2) or Melee dagger +4 (1d4+2/19-20) or Ranged 5 javelins +1 (1d6+2/x3) Base Atk +1; Grp +3 Special Actions knight's challenge 3/d (fighting challenge +1)
----------------------------------------------------------------- Abilities Str 15, Dex 10, Con 14, Int 10, Wis 8, Cha 16 SQ knight's code Feats Shield Specialization (heavy), Shield Ward, [undecided] Skills Diplomacy +4, Knowledge (nobility & royalty) +4, Perform (oratory) +7, Ride +2 Possessions longsword, morningstar, dagger, 5 javelins, and 2 spiked gauntlets; scale mail and spiked heavy steel shield; backpack, bedroll, 2 belt pouches, 100 ft. hempen rope, 2 sunrods, waterskin, whetstone; 18gp, 8sp, 9cp; 101lbs (medium load)
----------------------------------------------------------------- Knight's Challenge Coldan uses the force of his fighting spirit to manipulate foes. Even if Coldan lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coldan can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coldan's level, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coldan to 0 or fewer hit points, Coldan losses 2 uses of his knight's challenge. If the duration expires, Coldan can choose another target only if the first is inactive. Shield Specialization (heavy) +1 AC with heavy shields. Shield Ward Adds shield bonus to touch AC and bull rush defenses.
Possessions longsword, morningstar, dagger, 5 javelins, and 2 spiked gauntlets; scale mail and spiked heavy steel shield; backpack, bedroll, 2 belt pouches, 100 ft. hempen rope, 2 sunrods, waterskin, whetstone; 18gp, 8sp, 9cp; 101lbs (medium load)
Staring Possessions:
Background
Cheliax used to be a shining beacon of light and justice in the world. Or, that is what the people of Magnimar would tell you. Those from Korvosa, however, rapidly went with the new diabolical way of their homeland, adopting an honor of a different sort. But inspired by the lower planes or not, Korvosa had its own legions of honorable troops, the Hellknights, bent on enforcing Chelaxian interests. That these interests usually followed those of King and Queen was no matter. It was this new order of knights in which Coldan Ciandra was raised.
Coldan was very loyal to the cause of the Hellknights, but more so to the ideal of knighthood. He was valiant on the battlefield, though inexperienced, and received training that may have one day lead him to command forces of Knights. He campaigned in many skirmishes for Korvosa, earning a reputation as a strong-up and comer in the courts of that decadent city. A name to be wary of, for it might have been destined for greatness.
But, then there was the betrayal.
It is unclear exactly what happened. Some say there was a group of Chelexian traditionalists that forced Coldan into a compromising position, forcing him to betray his cause. Some say his Hellknight commanders gave him orders that he could not fulfill. Some say that he was a drunkard even then, and performed some action that couldn't be taken back. All that is known is that he betrayed and was betrayed by his former order, was stripped of his honor and position, and forced out in disgrace.
Unwanted by the Knights, tainted by that association to others, stripped of purpose, a broken Coldan found himself wandering Korvosa desolate. Known to take up drink in his sullen moods, he wallowed in city for most of year, scraping by on what money he had hidden away during his years. A few months ago, at the bottom of the bottle, he looked at himself in the mirror and was disgusted by what he saw. He vowed then and there to find a new purpose in his life, to find *something* to fill the void in his life.
And then the King died...
Appearance and Personality
Coldan is a hale bulwark of a man in his late twenties, built like a brick-house oven. He has a haunted appearance about him, with bags under his eyes and constantly unattended hair and stubble. He bears a nasty scar from previous engagements that he refuses to talk about. But those blue-grey eyes have a fierceness of purpose about them, and when he talks, his voice is strong and tends to bring the most out of people.
Coldan is a mess of contradictions. He is a man of honor and principles have have seen those principles betrayed and honor violated. He seeks the betterment of his fellows, but has had that trust betrayed many times. His recovering additions also plague him. He is a man that when he acts, he is decisive and bold, but getting him to act requires getting past the scabs of his defensiveness.
Thoughts on the other PCs
TBD
Role
Coldan is a melee role, defender/aggro specifically. He's LG, but a sour form of it, and unhappy with his life. He'd take any chance to take a cause that feels right to him, just to fill that void in him. Right now, I see his as staying knight, but who knows? He has face skills as well.
Tactics
Get into the front of the fight and protect the weaker party members.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)