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eabha

First Post
Aalin Ranohrel
Human Female Artificer 1
Alignment: NG
Religion: The Sovereign Host (Onatar, NG God of Artifice and the Forge)
Age: 17
Size: Medium; 5’3”, 115lb.
Languages: Common, Goblinoid, Dwarven, Giant

Traits: Plucky, Quick
Flaws: Vulnerable
Sanity: 50/50

Abilities:
Str 12 (+1)
Dex 14 (+2)
Con 12 (+1)
Int 16 (+3)
Wis 10 (+0)
Cha 14 (+2)

Hit Points: 6 (1d6+1-1 Quick Trait)
Initiative: +2 (Dex)
Speed: 40 ft. (30 + 10 for Quick Trait)
Armour Class: 15 = 10 + 2 (Dex) + 4 (class defense bonus) -1 (Vulnerable Flaw)
Saves: Fort +0 (base +0 / Con +1 / -1 Plucky Trait); Ref +2 (base +0 / Dex +2); Will +3 (base +2 / Wis +0 / +1 Plucky Trait)
Action Points: 5

Class Features: Artificer Knowledge; Artisan Bonus; Disable Trap; Item Creation.
Infusions: 3 per day = 2 + 1 bonus for high Int score.
Craft Reserve: 15 (used 5 to make scrolls...see below)

Feats: Magical Aptitude / Skill Focus - Use Magic Device / Artificer bonus feat - Scribe Scroll / Education

Skills:
Appraise: +7 (ranks +4 / Int +3)
Concentration: +5 (ranks +4 / Con +1)
Craft (blacksmithing): +7 (ranks +4 / Int +3)
Disable Device: +7 (ranks +4 / Int +3)
Knowledge (arcana): +6 (ranks +3 / Int +3)
Knowledge (architecture and engineering): +6 (ranks +3 / Int +3)
Knowledge (history): +5 (ranks +1 / Int +3 / Education +1)
Knowledge (religion): +5 (ranks +1 / Int +3 / Education +1)
Search: +7 (ranks +4 / Int +3)
Spellcraft: +9 (ranks +4 / Int +3 / Magical Aptitude +2)
Use Magic Device: +11 (ranks +4 / Cha +2 / Magical Aptitude +2 / Skill Focus +3)*

*UMD check is +13 to activate scrolls (Artisan Bonus)

BAB: +0
Melee: +1 (+0 BAB, +1 Str)
Ranged: +2 (+0 BAB, +2 Dex)
Attacks:
light crossbow +2;1d8 piercing, 19-20/x2
dagger +1; 1d4+1 slashing/piercing, 19-20/x2
light mace +1; 1d6+1 bludgeoning, x2

Gear (total value: 114gp / total weight carried: 19.5lb.):
Travelling clothes (1gp, 5lb.)
Light crossbow (35gp, 4lb.)
20 crossbow bolts in cases (2gp, 2lb.)
Dagger (2gp, 2lb.)
Light mace (5gp, 4lb.)
Backpack (2gp, 2lb.)
Waterskin (1gp, 5lb.)
Scroll Case (1gp, 0.5lb.)
Scrolls* (3 x cure light wounds 1d8+1 / 1 x comprehend languages)

*scrolls cost 65gp to scribe (including one at which Aalin failed)

Background: Aalin is a farm girl with a dream, and it isn’t to be a blacksmith. But then, apprenticing with the local smith, Maril, was just a cover. In fact, Maril wasn’t exactly what he appeared to be, either.

Aalin met Maril at age 11 when she accompanied her father to the workshop with a plough blade that needed to be repaired. The older man and the child struck up a friendship which lead to an apprenticeship in more than just blacksmithing.

In Maril, Aalin felt she had found an intellectual equal (such was her ego, even at that age) and he knew things...he knew about faraway places and strange creatures.

And magic.

Maril was not just a blacksmith. He was an Artificer, long since retired from a life of adventuring across Khorvaire and beyond, and now settled just outside the village of Bluevine in Aundair to live the quiet life of a smith.

He recognized the girl’s talent for magic almost immediately and realized that he might now have the chance to pass down some of his knowledge to someone else. He could also see that Aalin was not like other girls her age. She was pretty, charming and well-liked, but not well-understood. Maril knew Aalin would not be able to find a place for herself in the small community. It would have been different had her parents the resources to send her to school. But this was not to be.

Thus, she spent the next six years working in Maril’s workshop. There, she learned blacksmithing. She also listened raptly to his stories about exotic locations - the Pond of Shadows, Taer Sadaen, Dreadhold - and studied the languages of distant peoples and creatures.

And she learned about magic and began to dream of an adventurer’s life. The farm would no longer do. When she wasn’t at Maril’s, she was in her own workshop, in the hayloft of the family barn, where she practiced and worked on her own magical creations. Her parents despaired and the townspeople continued to talk.

Though he was clearly advancing in age, Maril had always seemed healthy and strong. So it was a shock to Aalin when, after a minor accident in the shop, her master fell ill. Local healing and Maril’s own skill with magic were not enough to overcome the infection, which continued to spread. Maril eventually died.

***

I imagine that after her master's death, Aalin left town and headed for Sharn, looking for adventure. I haven't yet got her to the 'Morgrave Gambit' part, but that's coming.

She's young, and for all her feelings of superiority, she's got little experience of the real world; she's just heard stories and read books. She might even be a bit of a liability to any party taking her on...but she's also pretty keen to dive right in and see what happens.

To be completed very soon...
 
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Still need to finalize equipment, but I'll get to that soon.

Ebeneezer "'eezer" Goode
Male Shifter Ranger 1
Alignment: Neutral
Religion: Agnostic (believes in the gods, but has no faith in the churchs)
Size: M, 6'03" 235 lbs.
Age: 25
Speed: 30 ft.

Abilities:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 8 (-1)

Armor Class: 18 = 10 + 1 (dex) + 4 (chain shirt) + 3 (Class Defense Bonus)
Hit Points: 11
Initiative: +7 = +3 (dex) + 4 (Improved Initiative)
Action Points: ? How many do we start with?
Sanity: 70

Saves:
Fortitude: +5 = +3 (con) +2 base
Reflex: +3 = +1 (dex) +2 base
Will: +2 = +2 (wis) +0 base

Base Attack Bonus: +1
Attack - Greatsword +4, 2d6+3 damage
Attack - Longbow +2, 1d8 damage
Attack - Greatsword (when shifted) +5, 2d6+4 damage

Skills (only ranked ones noted):
Climb: +8 = 3 ranks +3 (str) + 2 racial bonus
Hide: +5 = 4 ranks +1 (dex)
Listen: +6 = 4 ranks +2 (wis)
Move Silently: +5 = 4 ranks +1 (dex)
Spot: +7 = 4 ranks +2 (wis) +1 (farsighted trait)
Survival: +6 = 4 ranks +2 (wis)

Languages: Common, goblinoid (bought with extra skillpoint)

Racial Traits:
Shifting (longtooth) 1/day for 6 rounds
Lowlight Vision

Class features:
Wild empathy
Favored enemy (goblinoids)
Track

Feats:
Improved Initiative

Traits (from Unearthed Arcana:
Farsighted
Stout

'eezer Goode served for a short while with the Breland military in the Scout Corps in the last days of the war. His feral nature and unfriendly demeanor served him fine in the war, but after it ended, he was quick to find himself booted out with little more than a "thank you for your service."

Not knowing what else to do with his life, he wandered to Sharn (or wherever we're starting) and ended up falling in with a somewhat rough crowd of disaffected young former soldiers, where he sampled a fair amount of dreamlily and other questionable substances. As the financial state of his current habits started hitting home to him, he was able to drag himself out to look for whatever work he could find, which usually (given his personality and skills) ended up being security, tracking, and other more "adventurous" tasks. Seeing that he could keep relatively steady work of this kind going, he settled into a slightly more responsible routine. Which means, of course, that he works hung-over instead of drunk or high.

'eezer is a large and embittered shifter; bulky and hairy. Imagine Sabertooth from the first X-men movie (or better yet, some of the drawings of the guy from the Uncanny X-Men -- I've got one attached), but not so pale-skinned or blond; 'eezer is darkly tanned and has fairly dark brown hair, with yellow wolf-like eyes. Naturally, he doesn't wear cheesy yellow spandex; 'eezer wears thick dark brown wool trousers -- very baggy but gathered and tied in puttees that cover his lower legs. Soft yet tough buckskin boots cover his feet, and his chain shirt covers a buckskin shirt as well. Over all, he has a dark green cloak; an inheritance from the Brelish Scout Corps, and it has a thin white embroidered strip along the edge noting his old company and troop.

I don't have any specific plans for character development; certainly there aren't any prestige classes I have in mind. I'll probably go with ranger and barbarian levels alternating for the foreseeable future.
 

Old Fezziwig

What this book presupposes is -- maybe he didn't?
Calach Adran
Male Human Monk 1 (Dol Arrah); Size M; HD 1d8+1; hp 9; Spd. 30 ft.; Init +1 (+1 Dex); AC 15 (+1 Dex, +2 Wis, +2 Defense); BAB +0; Atk +2 melee (unarmed 1d6+2), +4 melee (longsword 1d10+2/19-20/x2), +1 ranged; Full Atk +0/+0 (flurry of blows, unarmed 1d6+2/1d6+2), +2/+2 (flurry of blows, longsword 1d10+2/1d10+2); SA flurry of blows; SQ Major celestial bloodline; AL LG; Action Points 5; Max Sanity 70; Current Sanity 65; SV Fort +0 (+1 Con, -3 Flaw), Ref +3 (+1 Dex), Will +4 (+2 Wis); Str 14, Dex 12, Con 12, Int 10, Wis 14, Cha 14.

Flaws
Inattentive (-4 Listen, -4 Spot): Calach is so wrapped up in his spiritual pursuits that he often fails to take notice of his surroundings (Bonus Feat: Weapon Focus); Meager Fortitude (-3 Fort Saves): A childhood bout with consumption has left its mark on Calach, leaving him susceptible to poisons and diseases (Bonus Feat: Whirling Steel Strike).

Skills, Feats, Languages
Balance +5 (4 ranks, +1 Dex), Jump +6 (4 ranks, +2 Str), Knowledge/Religion +4 (4 ranks, +0 Int), Move Silently +5 (4 ranks, +1 Dex), Sense Motive +8 (4 ranks, +2 Wis, +2 Bloodline), Tumble +5 (4 ranks, +1 Dex); Knight Training, Stunning Fist, Weapon Focus (Longsword), Martial Weapon Proficiency (Longsword), Whirling Steel Strike; Common.

Human Abilities
Medium size, base speed 30 ft, bonus feat @ 1st level, +4 skill points @ 1st level, +1 skill point/level after 1st.

Bloodline Abilities
+2 Sense Motive checks.

Monk Abilities
AC bonus (+2 Wis), bonus feat (Stunning Fist), flurry of blows (-2/-2), unarmed strike (1d6 damage).

Equipment
MW longsword (Avellon), silver holy symbol (Dol Arrah), monk's outfit, backpack (bedroll, winter blanket, 4 days trail rations).

Money
5 gold, 9 silver.

Appearance and Personality
Height 6 ft. 2 in., Weight 210 lbs., Blonde hair, Blue eyes, 21 years old. Imposing because of his size and preternaturally handsome in a strangely non-sexual way (likely attributable to his celestial blood), Calach could, if he wished, become a great leader of men. This doesn't, however, interest him. Instead, Calach's main goal in life is to achieve perfection through his own faith and purity. He has a hard time focusing on events in the real world, often to his own detriment (he bears many scars on his arms and chest from ambushes suffered during his journey to Sharn from his monastery on the outskirts of New Cyre). People that meet him quickly become frustrated at his aloof manners.

Background
The sickly child of a pair of farmers on the outskirts of Breland (somewhere between Xandrar and the Blackcaps), Calach had little opportunity for formal education or an apprenticeship in his youth. Convinced that the mountain air would do him good, his parents sent him to a small monastery of Dol Arrah in the Graywall Mountains. There, after the monks nursed him back to health — although by this time, the consumption had done a number on his immune system, and Calach was forever catching various illnesses that went through the monastery — the boy was taught about the different faiths in the Sovereign Host and received a fairly standard education. He spent his spare time honing his physical skills through a series of meditative exercises taught by an ancient leader of the monastery.

At the age of 20, the boy met a wandering knight, Gwalchmei ir'Orchnen, who, having stopped at the monastery with grievous wounds, ended up spending the better part of a year there. During this time, Gwalchmei trained the boy in the use of a longsword and was amused to find that Calach could naturally connect the teachings of a knight with the exercises of the monks. In respect of his talents, the older knight gave the young monk one of his old swords, an ornate longsword with the word "Avellon" inscribed along the blade. The two continued to train for months, until the younger man was nearly the older's equal as far as formal swordplay was concerned. One morning, the older knight explained to the younger man that he received his wounds in the course of hunting for a relic sacred to Aureon (and, likely, the rest of the Host), something which would aid in his order's combat against the evils of Khorvaire.

Tired of life in the monastery and dangerously curious about the relic, Calach begged to join Gwalchmei on his quest. The knight refused, saying that, if they were meant to meet again, they would, but that he could have no followers or assistants on his quest. That night, as Gwalchmei left the monastery, Calach had a vision of a remote jungle castle, a radiant cup, and broken crown. In the morning, the boy felt a strong pull towards the South. Without telling anyone, he strapped his sword across his back, gathered a few belongings in his pack and headed south, eventually ending up in the City of Towers, Sharn.

While there, the first thing he found was the advertisement for the Morgrave Gambit (almost by accident, as he found the ripped flyer being used to wrap the salted meat he bought just inside the city). The young man, feeling this was a sign, headed off towards Morgrave University, hoping that this might, somehow, bring him closer to the object of his quest.
 
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johnsemlak

First Post
Note: I need to add some info to the character still; this is a working document :)


Ilya Muromets

Human Paladin
Level: 1

Height: 6'
Weight: 170
Hair: Black
Eyes: Grey
Deity:
Region:

Str: 16
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 12

AL: LG
HP: 8
Initiative: +1
Action Points:
Sanity:

BAB: +1
Longsword: +5; dmg d8+3
Composite Shortbow (+1 Str bonus): +3; dmg d6 +1

AC: 25 (Touch: 18; Flat-footed: 23)
Class Defence Bonus: +6
Chainmail: +5
Shield: Heavy Wooden: +2

Saves:
Fort. Save: +4
Reflex Save: +2
Will Save: +1

Skills:
Knowledge (Religion): 4 Ranks (+4)
Profession (Farmer): 1 (+2)
Survival: 1 (+2)
Ride: 4 (+6)
Handle Animal: 2 (+2)

Feats:
Weapon Focus: Longsword
Power Attack

Class Abilities:
Aura of Good
Detect Evil
Smite Evil 1/day

Equipment:
peasant's outfit
wineskin
wooden holy symbol

Background:

Ilya appears as a shaggy, unshaven warrior. His hair is black, long, and unkept. His beard likewise is long and he hasn't cut it for ages.

Ilya was born is a small peasant village to two simple and poor farmers. He was born crippled and paralyzed; he could barely walk for all his youth until he was about 30. He and his family prayed daily for divine aid. Finaly, one day, while the family was out working in the fields, three men came to the house of Ilya. They appearently wielded extraordinary powers of healing, and they miraculously restored Ilya to full health, and commanded him to go out into the world and serve all that is good.

Ilya is a deeply religious man, loyal to his deity. He is also intensely loyal to his ruler, who he views as a servant of his deity. He fears no enemy.

Ilya's peasant background are still very much part of his character. He drinks excessively at times, preferring strong spirits like Meduvukha or Mead. He loves to gather mushrooms and berries in the forest.
 

Andrew D. Gable

First Post
Caide Fletcher
Male Human Cleric 1
Alignment: Neutral good
Religion: Church of the Silver Flame
Size: 5'7", 160 lbs.
Age: 26
Speed: 20 ft.
Carrying Capacity: 100 lbs., currently 56 lbs. (medium)

Abilities:
Strength: 10
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 13 (+1)

Armor Class: 17 = 10 + 1 (Dex) + 6 (Class Defense Bonus)
Hit Points: 10
Initiative: +5 = +1 (Dex) + 4 (Improved Initiative)
Action Points: 5
Sanity: 80

Saves:
Fortitude: +4 = +2 (Con) +2 base
Reflex: +1 = +1 (Dex) +0 base
Will: +5 = +3 (Wis) +2 base

Base Attack Bonus: +0
Attack - Heavy mace +0, 1d8/x2 damage
Attack - Dagger (thrown) +1, 1d4/19-20 x2 damage

Skills (only ranked ones noted):
Concentration: +5 = 3 ranks +2 (Con)
Diplomacy: +2 = 1 rank +1 (Cha)
Heal: +2 = 1 rank +1 (Wis)
Knowledge (arcana): +5 = 4 ranks +1 (Int)
Knowledge (religion): +5 = 4 ranks +1 (Int)
Spellcraft: +4 = 3 ranks +1 (Int)

Languages: Common, daelkyr

Class features:
Turn undead 8/day
Domains - exorcism, protection

Feats:
Extra Turning, Improved Initiative

Equipment:
Backpack
Daggers (6)
Healer's kit
Heavy mace
Holy symbol, silver
Holy water vials (3)
Identification papers
Pieces of chalk (3)
Studded leather
Sunrods (3)
Tindertwigs (6)
Traveling papers

Clothing:
Cleric's vestments
Traveler's outfit
Traveler's outfit, darkweave

Wealth:
7 gp, 97 cp

Caide was born in a tiny village in Thrane to the Fletcher family. His father was fighting in the war, leaving Caide and his mother at home. When he was 7, his mother was slain by a daelkyr-spawned horror that had emerged from Xoriat. Caide was sent to live with relatives in Aruldusk, and soon became a true orphan when it was learned that his father had fallen in battle in the Mournlands.

The young boy soon came to hate the daelkyr and undead, things which had taken from him the people he most loved. When he came to be 15, he decided to enter the priesthood of the Silver Flame. Using these gifts, he would carry on his fight against the daelkyr and the undead. He supplemented his early income by working with the city guard of Aruldusk.

Caide carried on many missions hunting down and destroying minions of evil for his church. He is newly-ordained, and was engaged in tracking down a ghoul that had killed a merchant. He tracked it to Breland, but lost track of it around the city of Vathirond.
 
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nonamazing

Explorer
Velious ir'Mendyrian

Velious ir'Mendyrian
Male Elven Favored Soul 1
Alignment: Chaotic Good
Religion: The Undying Court
Size: Medium, 5'5", 115 lb.
Age: 122
Speed: 30 ft.

Abilities:
Strength: 12 (+1)
Dexterity: 14 (+2)
Constitution: 10 (0)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Armor Class: 18 = 10 + 2 (dex) + 4 (defense bonus) +2 (heavy livewood shield)
Hit Points: 8
Spell Points: 4
Initiative: +2 (dex)
Speed: 30
Action Points: 5
Sanity: 57/60 [penalties from knowledge (forbidden lore) and knowledge (arcana)]

Saves:
Fortitude: +3 = +0 (con) +2 (base) +1 misc (Passionate trait)
Reflex: +4 = +2 (dex) +2 (base)
Will: +2 = +1 (wis) +2 (base) -1 misc (Passionate trait)

Base Attack Bonus: +0
Attack: Scimitar +1, 1d6+1 slashing damage, 18-20/x2
Attack: Livewood Cudgel +1, 1d6+1 bludgeoning damage
Attack: Livewood Longbow +2, 1d8 piercing damage

Skills: (check penalty = -2)
Concentration +4 (4 ranks, +0 Con)
Craft (woodworking) +5 (3 ranks, +2 Int)
Diplomacy +4 (2 ranks, +3 Cha, -1 magic)
Intimidate +6 (2 ranks, +3 Cha, +1 magic) - cross class
Knowledge (forbidden lore) +3 (1 rank, +2 Int)
Knowledge (arcana) +4 (2 ranks, +2 Int)
Listen +3 (+1 Wis, +2 racial)
Search +4 (+2 Int, +2 racial)
Spot +3 (+1 Wis, +2 racial)

Languages: Elven (Aerenal dialect), Common, Halfling

Racial Traits:
Immune to magical sleep effects
+2 racial saving throw bonus against enchantment spells and effects
Low-light vision
Elven weapon proficiencies
+2 racial bonus on Listen, Search, and Spot checks (noted above)

Feats:
Right of Counsel

Gear: (total value = 350 gp / total weight = 43 lb. [light load])
minor mask of Mendyrian (grants +1 bonus to Intimidate checks but -1 penalty to Diplomacy checks; cost 100 gp / weight: 1 lb. / worn)
black leather explorer's outfit (includes leather gloves and boots; cost: 10 gp [x2] / weight: 8 lb. / worn [extra change of clothes in backpack])
ancestral blackened scimitar "Retribution" (cost: 15 gp / weight: 4 lb. / belt, right side)
livewood cudgel "Mercy" (cost 18 gp / weight: 3 lb. / belt, left side)
livewood longbow "Farreach" (cost: 120 gp / weight: 3 lb. / strapped across back)
20 livewood arrows (cost: 3 gp / weight: 3 lb. / quiver)
heavy livewood shield "Security" (cost: 12 gp / weight 10 lb. / carried)
long black hooded cloak (cost: 4 gp / weight: 3 lb. / worn)
black leather belt w/h several pouches (cost: 3 gp / weight: 2 lb. / worn)
slim black leather backpack w/h attached quiver (cost: 3 gp / weight: 3 lb. / worn)

3 Aerenal minted platinum coins
13 Brelish gold pieces
60 Brelish silver pieces

Spells Known:
0th level (6/day) - detect magic, guidance, living light*, purify food and drink
1st level - divine favor, cure light wounds, shield of faith

*as light, but works only on living objects

Traits (from Unearthed Arcana):
Relentless
Passionate

Background:
All living things suffer. No one knows this better than the elves, whose civilization is among the oldest on Khorvaire. The ancient elves of Aerenal know that only in the embrace of Death can freedom from suffering be obtained. The Undying Council, the mysterious power to whom the elves pay homage, stands apart from the world, understanding Death and eschewing suffering. They believe that few are worthy to join their ranks, so they carefully guard their secrets.

Although the members of the Undying Council, exisiting in a state of near-perfection, are free from the suffering caused by life, they recognize what their people must live through, and apply their wisdom and power to ease strife and conflict. Once in a generation, the Council chooses and empowers a Shepherd of the Living to protect and to punish, to strike at the darkness from its very heart, to deal harshly with those who would add to the suffering of others.

The most recently chosen Shepherd is Velious, youngest member of the royal Mendyrian house. He grew up stifled under the strict rule of the Council and his family. He remained quiet and docile, until the time that the adventurous Artificer Maril came to visit his family. Maril and Velious' mother had adventurered together briefly at some point in the recent past--Maril came to pay his respects and ask for her assistance with a new mission he was about to undertake. Velious was stunned by Meril's strikingly blunt ways, his uncanny ability to get directly to the truth of any situation.

Although Meril eventually had to leave the island, his influence on the young Velious did not fade. Velious became much more outspoken, was frequently rebellious in a variety of ways, and as he grew older, often spoke out against the growing corruption among the Aerenal nobles and the static rigidity of the Council. But Velious sank into a deep depression after his mother was murdered by a House Thuranni assassin. He felt powerless and alone. Shortly thereafter, to everyone's surprise (none more so than Velious himself), he was chosen by the Undying Council to become the next Shepherd of the Living.

Velious has since embraced the Council's power with righteous fervor. He is a dark Shepherd, using fear and intimidation to cower the wicked, his blade and fury to punish the evil, and his holy power to protect the suffering. He wears a frightful dark mask, stained red near one eye in a teardrop shape, a parting gift from his mother (and originally a gift to her from Maril). A hooded cloak and black uniform complete his unnerving look. He bears two weapons: an ancestral scimitar with which to punish the unredeemable, and a living club with which to subue those gone astray.

Velious is a grim man, obsessed with his vengeful quest and blinded by the Council's opressive worldview. He will go to great lengths to punish those he sees as criminals and protect those he sees as weak. But although his obsession is his driving motivation, he still has a spark of goodness and hope in his heart. He is willing to work with good aligned groups, but cares little for overly organized and rigid types (read: lawful characters). Velious understands the value of teamwork and cooperation, and is respectful to those in whom he recognizes strengths he does not possess. He is very distrustful of the Dragonmarked Houses, particularly of House Thuranni.

The Shepherd of the Living must adhere to several holy vows in order to maintain the respect and empowerment of the Council. At the moment, Velious has taken the following oaths: to never wear or carry worked metal (druid weapon and armor restrictions); to harness and respect the sacred livewood (considers livewood items to be sacred and treats them accordingly); to cause suffering only to those who have caused suffering (will not attack nonagressive beings who are not guilty of any obvious crime); to respect the wishes of the Council (follows all orders from the Council without question); and to never allow an evil to escape his sight (will use all possible means to follow and punish evil foes). As the Shepherd grows in strength and skill, the Council will recognize his strength and reward him with an increasing portion of their power. But as they do so, they demand that he renew his devotion to them with new vows (character must take a new oath/restriction at each level).

Veilous came to Sharn after the end of the Last War to aid the elven community of Shae Lias. So far, his work in the realitively peaceful elven neighborhood has been quiet and fairly uninteresting (except for a dangerous case involving a rogue imp), until now. A few days ago, Velious tracked down the hideout an elven rogue who appeared to be a House Thuranni spy. The rogue managed to escape, but among the spy's possessions, Velious found what may be a clue: a ripped flyer mentioning something called the Morgrave Gambit...
 

GentleGiant

Explorer
Okay, finished up most of the loose ends and put in some kind of background.
Some rearranging and straightening out might, still, occur.

Vecis Cain
aka Count Graff il'Vereen, aka Damien Voul, the Silver Merchant, aka...
Male Human Rogue 1
Alignment: Neutral Good
Religion: The Sovereign Host (Olladra)
Size: Medium, 5'11", 115 lb.
Age: 21
Speed: 30 ft.

Abilities:
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 16 (+3)

Armor Class: 15 = 10 + 2 (dex) + 3 (defense bonus)
Hit Points: 7
Initiative: +6 = +2 (dex) +4 (improved initiative)
Speed: 30
Action Points: 5
Sanity: 60

Saves:
Fortitude: +1 = +1 (con) +0 (base)
Reflex: +4 = +2 (dex) +2 (base)
Will: +2 = +1 (wis) +0 (base)

Base Attack Bonus: +0
Attack: Rapier, 1d6/18-20/x2
Attack: Dart (thrown) +1, 1d4/x2 damage

Skills: (only ranked ones noted)
Appraise +5
Balance +6
Bluff +9
Diplomacy +9
Disable Device +6
Escape Artist +3
Forgery +4
Gather Information +7
Hide +6
Intimidate +7
Listen +5
Move Silently +6
Sleight of Hand +5
Search +5
Sense Motive +5
Spot +5
Tumble +6

Languages: Common, ???

Feats:
Armor Proficiency: light (from class)
Improved Initiative
Persuasive (+2 bonus on all Bluff checks and Intimidate checks)
Negotiator (+2 bonus on all Diplomacy checks and Sense Motive checks.)
Open Minded (5 extra skill points)

Flaws
Big City, Bright Lights:
Having lived your whole life in the big city, with all its comforts and conveniences, the wonders of nature are like another plane of existance to you.
Effect: You take a -4 penalty on all Swim and Survival checks.
Iffy:
You're particularly bothered by anything unnatural, otherworldly or gruesome, like grisly murder scenes and strange creatures, which shakes you to the core each time you witness them.
Effect: Every encounter with that which damages your Sanity counts as a 'critical hit'. Roll twice the normal dice for the effect, and then suffer the highest amount rolled. Furthermore each rank you gain in Knowledge (Forbidden Lore) counts twice as much towards lowering your max Sanity.

Gear: (total value = ??? gp / total weight = 29.5 lb. [light load])
Weapons: Cane Sword (Rapier) (20 gp); 4 Darts (20 sp).
Clothing: Noble's outfit (75 gp); Hat, broad-brimmed (8 gp); Explorer's outfit (10 gp); Bandoleer (5 sp); Pouch, belt (1 gp);
Goods: Bedroll (1 sp); Backpack (2 gp); Case, map or scroll (1 gp); Case, map or scroll (1 gp); Flint and steel (1 gp); Ink (vial) (8 gp); Inkpen (1 sp); Parchment (5 sheets) (5 gp); Mirror, silver (20 gp); Sack (1 sp); Soap (per lb.) (5 sp); Twine, Roll (1 sp); Whetstone (2 cp).
Tools: Thieves' tools, Masterwork (100 gp); Chalk, 1 piece (1 cp); Chalk, 1 piece (1 cp); Glass Cutter (2 gp); Grappling Hook, Collapsible (3 gp);
Jewelry: Silver Jewelry (30 gp worth); Signet ring, gold (25 gp);
Other: Identification Papers (with portrait) - Vecis Cain (5 gp); Identification Papers (with portrait) - Count Graff il'Vereen (5 gp); Identification Papers (with portrait) - Damien Voul, the Silver Merchant (5 gp)

17 Brelish gold pieces
6 Brelish silver pieces
6 Brelish copper pieces


Background: (to be expanded upon)
A well kept sharp sword in his posh cane, and an even sharper wit, combined with dashing good looks; this is how Vecis has survived through life. Having so far concentrated on merchants and minor nobles, Vecis has his mind set on loftier goals and upping the anties of his thrysts.
Born (at least to his knowledge) to an apparent poor seamstress and her no-spine husband, Vecis was blessed with remarkable good looks and an ego to match his appearance. But even these humble beginnings didn't hold him back from exploiting his natural charm. As he grew older, he quicly realized what kind of impact his good looks had on the female population and he was soon engaged in several affairs with different merchants' wifes and daughters.
Life was good for Vecis... too good apparently. The problem with being so good at what you do is that you eventually become careless, which is exactly what happened to our intrepid charmeur extraordinaire.
A series of meetings with a certain Comtesse de'Vrein, a voluptous woman in her middle years, whose outward demeanor and appearance didn't give any hints as to her preference for young supple men, came to a sudden halt when her cuckold husband returned from a hunting trip a day earlier than expected. Not that the spineless husband did anything to interfere, but the steward of the house took it upon himself to protect the reputation of the house, and the security of his job if said reputation was upheld. Barely in his breeches and with his shirt flying behind him, Vecis had to make a run for it with half a watch of house guardsmen on his heels. To complicate matters even more, this was the very same evening that a certain necklace and broche had gone missing from the Comtesse's jewelry collection, so even if she was the one who had instigated the whole affair, the Comtesse promptly put a price on her now ex-lover's head. A bad, bad evening for Vecis Cain... or rather a bad evening for Damien Voul, the Silver Merchant, whom the Comtesse believed was the culprit.
So, in an effort to lay low for a while, our dear Vecis Cain decided that a slight change of scenery would be the most prudent path to pursue, seeing that the house de'Vrein had a good reputation in the city of Sharn and very, very deep coffers.
Thus, with a ticket gained from the sale of a certain necklace and broche, Vecis Cain stepped off the lightning rail ramp and onto the platform at a place called Vathirond.
"Not quite what the ticket office promised me, but I guess it'll do for a month or two..." Vecis mused to himself...
 
Last edited:

Ferrix

Explorer
Moranu the Dead Walker

Code:
[B]Name:[/B] Moranu the Dead Walker
 [B]Class:[/B] Necromancer
 [B]Race:[/B] Human
 [B]Size:[/B] Medium
 [B]Gender:[/B] Male
 [B]Alignment:[/B] Lawful Evil
 [B]Deity:[/B] 
 
 [B]Str:[/B]  8 -1 (0p.)	 [B]Level:[/B] 1		[B]XP:[/B] 0
 [B]Dex:[/B] 12 +1 (4p.)	 [B]BAB:[/B] +0		 [B]HP:[/B] 5 (1d4+1)
 [B]Con:[/B] 12 +1 (4p.)	 [B]Grapple:[/B] -1	 [B]Dmg Red:[/B] --/--
 [B]Int:[/B] 18 +4 (16p.)	[B]Speed:[/B] 30'	  [B]Spell Res:[/B] --
 [B]Wis:[/B] 14 +2 (6p.)	 [B]Init:[/B] +1		[B]Spell Save:[/B] --
 [B]Cha:[/B] 10 +0 (2p.)	 [B]ACP:[/B] -X		 [B]Spell Fail:[/B] 0%
 
 				   [B]Base  Class Shld   Dex  Size   Nat  Misc  Total[/B]
 [B]Armor:[/B]			  10	+2	+0    +1	+0	+0    -1	12
 [B]Touch:[/B] 12			  [B]Flatfooted:[/B] 11
 
 						 [B]Base   Mod  Misc  Total[/B]
 [B]Fort:[/B]					  0    +1		  +1
 [B]Ref:[/B]					   0    +1		  +1
 [B]Will:[/B]					  2    +2		  +4
 
 [B]Weapon				  Attack   Damage	 Critical[/B]
 Scalpel				   -1	 1d4-1	  19-20x2
 Staff					 -1	 1d6-1		 20x2
 
 [B]Languages:[/B] Common, Daelkyr, Mabran, Draconic, Infernal
 
 [B]Abilities:[/B] Bonus feats, Bonus skill points, Skeletal Minion, Scribe Scroll
 
 [B]Feats:[/B] Corpsecrafter, Deadly Chill, Nimble Bones, Life Leech, Scribe Scroll
 
 [B]Flaws & Traits:[/B] Feeble, Vulnerable, Slippery, Absent Minded
 
 [B]Skill Points:[/B] 32	   [B]Max Ranks:[/B] 4/2
 [B]Skills				   Ranks  Mod  Misc  Total[/B]
 Heal					   2    +2		  +4
 Concentration			  4    +1		  +5
 Spellcraft				 4    +4		  +8
 Craft: Alchemy			 4	+4	+2	+10
 Knowledge: Arcana		  4	+4	+1	+9
 Knowledge: Religion		4	+4	+1	+9
 Knowledge: The Planes	  4	+4	+1	+9
 Knowledge: Local		   4	+4	+1	+9
 
 [B]Worn Equipment:		 Cost  Weight[/B]
 Scalpel				   2gp	1lb
 Staff					 0gp	4lb
 Cold Weather Outfit	   -gp	-lb
 Winter Blanket			5sp	3lb
 Scroll Case			   1gp   .5lb
 Spell Component Pouch	 5gp	2lb
 Spellbook				15gp	3lb
 Magic Missile Wand 10chg 75gp	0lb
 
 [B]Stored Equipment:	   Cost  Weight[/b] Often Carried By Trundle
 Backpack				  2gp	2lb
 Journal				  15gp	3lb
 MW Alchemists’ Tools	 55gp	5lb
 Sealing Wax			   1gp	1lb
 Unholy Water (2)		 50gp	2lb
 Hooded Lantern			7gp	2lb
 Flasks of Oil (10)		1gp   10lb
 Waterskins (2)			2gp	8lb
 Rations-10 days		   5gp   10lb
 
 [B]Total Weight:[/B]XXlb  [B]Worn Weight:[/B]13.5lb
 
 [B]Money:[/B] 45gp 5sp 0cp
 
 						   [B]Lgt   Med   Hvy  Lift  Push[/B]
 [B]Max Weight:[/B]			    26	53	80   160   400
 
 [B]Spell Points:[/B] 3 (1)
 [B]0th Level Spells/Day:[/B] 5/day
 
 [B]Spellbook:[/B] 
 [B]0th Level:[/B] All except enchantment and illusion
 [B]1st Level:[/B] Summon Undead I, Seething Eyebane, Ray of Enfeeblement, Grease, Cause Fear, Obscuring Mist
 
 [B]Age:[/B] 23
 [B]Height:[/B] 6’3"
 [B]Weight:[/B] 115lb
 [B]Eyes:[/B] White, often bloodshot
 [B]Hair:[/B] Lustrous Black
 [B]Skin:[/B] Pallid

Prepared Spells
0th Level: Touch of Fatigue, Prestidigitation, Detect Magic, open slot
1st Level: Ray of Enfeeblement, Grease, open slot

Appearance: Moranu’s tall frame is gaunt, constantly wrapped in winter clothes and a heavy winter blanket to ward off even the slightest chill. His hair is a lustrous black, which falls straight to his shoulders. His eyes set deep in the sockets, the bloodshot eyes are pupil-less white staring back at the world. Long skeletal fingers clutch a curmudgeonly dark staff of warped wood.

Background: coming

Trundle, human skeleton warrior 1; medium undead; HD 1d12+2 (8hp); Init +9; Speed 30 feet; AC 19 (+1 Dex, +2 Natural, +2 Shield, +4 Armor), flatfooted 18, touch 11; Bab +0, Grapple +3; Atk +3 melee (1d4+3+1d6, critical 20/x2, claw), Atk +3 melee (2d4+4, critical 20/x4, scythe); Full Atk: +3/+3 melee (1d4+3+1d6, critical 20/x2, claw); SA: deadly chill; SQ: DR 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; SV Fort +0, Refl +1, Will +2; Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1. Improved Initiative. Possessions: Scale Mail (50gp, 30lb), Scythe (18gp, 10lb).
 

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