Lobo's Eberron Game Character Thread

Lobo Lurker

First Post
Please post approved character sheets & backgrounds in this thread. Be sure to update your character entry with any new loot/gear/experience/damage/healing you aquire.
 
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Xael

First Post
Code:
[/b][b]Name:[/b] Xarut[b]
Class:[/b] Wizard
[b]Race:[/b] Elf
[b]Size:[/b] Medium
[b]Gender:[/b] Male
[b]Alignment:[/b] Lawful Neutral
[b]Deity:[/b] The Undying Court

[b]Str:[/b] 10 - (2pt.)	[b]Level:[/b] 2 	[b]XP:[/b] 1000 / 3000
[b]Dex:[/b] 16 +3 (6pt.)	[b]BAB:[/b] +1         [b]HP:[/b] 10 (2d4+2)
[b]Con:[/b] 12 +1 (6pt.)	[b]Grapple:[/b] +1     [b]Dmg Red:[/b] 0 / Nothing
[b]Int:[/b] 16 +3 (10pt.)	[b]Speed:[/b] 30'	[b]Spell Res:[/b] 0
[b]Wis:[/b] 12 +1 (4pt.)	[b]Init:[/b] +3        [b]Spell Save:[/b] +3
[b]Cha:[/b] 12 +1 (4pt.)	[b]ACP:[/b] 0		[b]Spell Fail:[/b] 0%

[b]Action Points:[/b] 6

. . . . [b]Base . Armor . Shld . Dex . Size . Nat . Misc . Total[/b]
[b]Armor:[/b] . 10 . .. - . . . - . . +3 .. - . .. - . . - . .. 10
[b]Touch:[/b] 13 . . . [b]Flatfooted:[/b] 10

. . .[b] . Base . Mod . Misc . Total[/b]
[b]Fort:[/b] . . 0 .. +1 . . - . .. +1
[b]Ref:[/b] . .. 0 .. +3 . . - . .. +3
[b]Will:[/b] . . 3 .. +1 . . - . .. +4 (+2 vs Enchantment spells and effects)

[b]Weapon . . . . . . . . . . . . . . Attack . Damage . Critical[/b]
Masterwork Longsword . . . . . . . . +2 . . . 1d8 .. 19-20/x2
Darkwood Composite Longbow . . . . . +5 . . . 1d8 . . . x3
Melee Touch . . . . . . . . . . . .. +1
Ranged Touch . . . . . . . . . . . . +4

[b]Languages:[/b] Celestial, Common, Draconic, Dwarven, Elven.

[b]Abilities:[/b] 
-Immunity to magic sleep spells and effects.
-Low-Light Vision.
-Detect Secret Doors withing 5ft with a search check.
-Summon Familiar.

[b]Feats:[/b] Eschew Materials (1st), Right of Counsel (1st), 
Scribe Scroll (Wizard 1st Bonus).

[b]Skill Points:[/b] 32+4 . [b]Max Ranks:[/b] 5/2.5
[b]Skills . . . . . . . Ranks . Mod . Misc . Total[/b]
Balance . . . . . . .. 0 . . +3 . . - . .. [b]+3[/b]
Bluff . . . . . . . .. 0 . . +1 . . - . .. [b]+1[/b]
Climb . . . . . . . .. 0 . . - . .. - . .. [b]+0[/b]
Concentration . . . .. 5 . . +1 . . - . .. [b]+6[/b]
Craft, Woodcarving . . 4 . . +3 . . - . .. [b]+7[/b]
Decipher Script . . .. 5 . . +3 . . - . .. [b]+8 [/b](+4 in Xen'Drik)
Diplomacy . . . . . .. 0 . . +1 . . - . .. [b]+1[/b]
Disguise . . . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Heal . . . . . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Hide . . . . . . . . . 0 . . +3 . . - . .. [b]+3[/b]
Intimidate . . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Jump . . . . . . . . . 0 . . - . .. - . .. [b]+0[/b]
Knowledge, Arcana . .. 5 . . +3 . . - . .. [b]+8[/b]
Knowledge, Religion .. 5 . . +3 . . - . .. [b]+8[/b]
Listen . . . . . . . . 0 . . +1 . . +2 . . [b]+3[/b] (+5 when Familiar within 5 ft)
Move Silently . . . .. 0 . . +3 . . - . .. [b]+3[/b]
Search . . . . . . . . 0 . . +3 . . +2 . . [b]+5[/b]
Sense Motive . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Spellcraft . . . . . . 5 . . +3 . . +2 . . [b]+10[/b]
Spot . . . . . . . . . 0 . . +1 . . +2 . . [b]+3[/b] (+5 when Familiar within 5 ft)
Swim . . . . . . . . . 0 . . - . .. - . .. [b]+0[/b]

[b]Equipment . . . . . . . . . . . . . . . Cost . . Weight[/b]
Masterwork Longsword . . . . . . . . . 315gp . .. 4lb
Darkwood Composite Longbow . . . . . . 430gp . .. 1.5lb
Arrows x 19 . . . . . . . . . . . . . . 1gp . . . 3lb
Dagger . . . . . . . . . . . . . . . .. 2gp . . . 1lb
Backpack . . . . . . . . . . . . . . .. 2gp . . . 2lb
- Bedroll . . . . . . . . . . . . . . . 1sp . . . 5lb
- Trail Rations x6 . . . . . . . . . .. 3gp . . . 6lb
- Waterskin . . . . . . . . . . . . . . 1gp . . . 4lb
- Glyphbook . . . . . . . . . . . . . . 20gp . .. 2lb
- Sack . . . . . . . . . . . . . . . .. 1sp . . . 0.5lb
- Candle x10 . . . . . . . . . . . . .. 1sp . . .. -
- Tinderwig x5 . . . . . . . . . . . .. 5gp . . .. -
- Ink Vial . . . . . . . . . . . . . .. 8gp . . .. -
- Inkpen x5 . . . . . . . . . . . . . . 5sp . . .. -
- Chalk x5 . . . . . . . . . . . . . .. 5cp . . .. -
- Scroll Case x2 . . . . . . . . . . .. 2gp . . . 1lb
- - Paper Sheet x10 . . . . . . . . . . 4gp . . .. -
- - Parchment Sheet x10 . . . . . . . . 2gp . . .. -
- Flint & Steel . . . . . . . . . . . . 1gp . . .. -

[b]Total Wealth:[/b] 900 gp.

[b]Total Weight:[/b] 30lb . . . . . . [b]Money:[/b] 3gp 1sp 5cp

. . . . . . . . . [b]Lgt[/b] . . [b]Med[/b] . . [b]Hvy[/b] . . [b]Lift[/b] . . [b]Push[/b]
[b]Max Weight:[/b] . . . 33 . .. 66 . .. 100 . . 200 . .. 500

[b]Age:[/b] 143[b]
Height:[/b] 5'2''
[b]Weight:[/b] 95lb
[b]Eyes:[/b] Green
[b]Hair:[/b] Black and longish in ponytail
[b]Skin:[/b] Pale

Wizard Spells known:
0th: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Daze, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1st: Color Spray, Endure Elements, Enlarge Person, Identify, Mage Armor, Magic Missile, Magic Weapon, Shield.

Wizard spells prepared (4/3, DC 13 + Spell level):
0th: Detect Magic x2, Dancing Lights, Light.
1st: Color Spray, Enlarge Person, Magic Missile.

Appearance & Personality: Xarut is clothed in plain, black and dark gray clothing. He wears thin black gloves and a black travel cloak. He has a worn, gray backpack usually strapped across his back, with scroll cases sticking out of it. And while he can't call himself a swordsman, he still carries an old family sword with him. He usually trusts his elf-inherited skills with his bow when he's out of spells.

Xarut is usually pretty quiet, but can be talkative if he becomes interested in something. He has been living with just elves for almost his whole life, so he's interested in seeing the other races capabilities and skills. He tries to learn from his experiences in any way he can, in order to better understand the world around him and himself.

Background: [Sblock]Xarut was born in Aerenal, growing up with the other Elves and learning to respect his ancestors and the Undying Court. His father is a priest of the Undying Court, so he received quite an amount of informal instruction, though Xarut was never really interested in religion. He spend his early childhood practicing woodcarwing, partially because his father thought that it would teach him patience, and partially because it actually interested him.

At some point Xarut actually began to think about his future. His father naturally wanted him to continue in his footsteps as a priest of the Undying Court, but Xarut wanted to ponder his options, since he wasn't particulary interested in the boring (from his point of view) life of a priest. Xarut wanted to do something more exiting, and he admired the powerful elven wizards, who had the power to shape the world. His father understood him, even though he still wanted him to enter service as a priest, but respected his son's wishes.

Xarut then started to study wizardy under a certain relative of his father. His father hoped that perhaps Xarut would develop an interest towards the divine magic of the Undying Court through arcane studies. He was partially right and quite pleased when Xarut, after having completed his apprenticeship, announced that he would now want to enter the service of the Undying Court as a priest. Xarut's plans were interrupted, when he was told that his heart wasn't pure and his mind clear enough for him to enter the service of Undying Court. Xarut was horrified at first, but then tried desperately to redeem himself somehow by doing good things and generally helping around. After a while he understood that he wouldn't achieve anything, since he was doing good for selfish reasons.

Xarut understood that he wasn't going to have a chance of heart anytime soon. He was too cynical and his view of life was too bland. He decided that in order to chance, he would have to undergo something larger than was to be found in Aerenal, and decided that he would leave his home in search of an adventure and "the truth". His father, somewhat disappointed but understanding, accepted his journey and bid him good luck and farewell.

Xarut arriwed in Sharn, and having really never seen nonelves, grew quite interested in the world outside Aerenal. He found that the shorter-lived races had (sometimes) a much less cynical view of life and could enjoy it even while it might not seem very interesting. Xarut decided that he would learn of them what he could, and maybe some day he would have caught a piece of that positive attitude. Becoming a priest of the Undying Court started to loose it's attractiveness as his magical skills began to increase, but he decided to see what life had to offer to him. He later summoned a Raven Familiar named Veran for company, and started his life as a full adventurer. He soon found out that venturing anywhere alone was not very safe, and found some company who - if not like-minded - still shared his interest towards adventures.

Xarut's father still has a position in the service of the Undying Court, and can probably get an audience for Xarut, should he need it badly. Xarut's mother and two older sisters are alive too, and are residing in Aerenal.[/Sblock]
Raven Familiar Veran: 5 HP, Saves: Fort +2, Ref +4, Will +5. Intelligence 6. +1 Natural Armor. Speaks Common. Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells.
 
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Code:
[B]Name:[/B] Rik
[B]Class:[/B] Rogue/Sorcerer
[B]Race:[/B] Changeling
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Deity:[/B] None
[B]Region:[/B] Breland

[B]Str:[/B]  8 -1 ( 0p.)     [B]Level:[/B] 2/1      [B]XP:[/B] 3,000
[B]Dex:[/B] 14 +2 ( 5p.)     [B]BAB:[/B] +1         [B]HP:[/B] 15 (2d6+1d4)
[B]Con:[/B] 10 +0 ( 2p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] --
[B]Int:[/B] 10 +0 ( 2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 11 +0 ( 3p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +3
[B]Cha:[/B] 17 +3 (13p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       3    +2          +5
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
MW Rapier                 +3     1d6-1      18-20/x2
Shortbow                  +3     1d6              x3

[B]Languages:[/B] Common

[B]Abilities:[/B] Natural Linguist, Minor Change Shape, +2 Racial bonus on Bluff, 
Intimidate, and Sense Motive check, Sneak Attack +1d6, Trapfinding, Evasion, 
Summon Familiar

[B]Feats:[/B] Recognize Imposter, Silent Spell, Urban Tracking, Weapon Finesse

[B]Action Points:[/B] 6

[B]Skill Points:[/B] 46       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      5    +3   +2     +10
Decipher Script            5    +0          +5
Diplomacy                  5    +3          +8
Disguise                   5    +3          +8(+18 in other shape)
Gather Information         5    +3          +8
Hide                       5    +2          +7
Knowledge(arcana)          1    +0          +1
Knowledge(Sharn local)     4    +0          +4
Sense Motive               5    +3   +2     +10(+14 vs. Bluff)
Spellcraft                 1    +0          +1
Spot                       5    +0          +5(+9 vs. Disguise)

[B]Equipment:               Cost  Weight[/B]
MW Rapier               330gp    2 lbs
Shortbow                 30gp    2 lbs
20 Arrows                 1gp    3 lbs
Mithril Shirt         1,100gp   10 lbs
Travelers's Outfit        1gp    5 lbs
Spell Component Pouch     5gp    2 lbs
Letter of Marque        500gp     -
Traveling Papers          2sp     -

[B]Total Weight:[/B] 24 lbs      [B]Money:[/B] 743gp 8sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               26    56    80   160   400

[B]Sorcerer Spells Per Day:[/B] 5/4
[B]Sorcerer Spells Known:[/B]
[i]0-level(DC 13):[/i] Detect Magic, Detect Poison, Open/Close, Prestidigitation
[i]1-level(DC 14):[/i] Magic Missile, Obscuring Mist

[B]Age:[/B] 17
[B]Height:[/B] 5'7"
[B]Weight:[/B] 152 lbs
[B]Eyes:[/B] Black white
[B]Hair:[/B] Silver
[B]Skin:[/B] Dull grey

Appearance: Rik looks like most changelings, dull grey skin and blurry looking black-white eyes, and very subtle facial features. His short, silvery hair is also fairly normal,and at average height he could easily be forgotten amongst other male changelings. He wears simple, flat clothes that are very similar in colour to his skin. A soft grey cloak covers his chain shirt and a rapier at his belt, which can shine in even a soft light. Thankfully, the bow slung across his back and the small quiver do not have this trouble that metal can provide.

Of course, this is only his natural form. Anything else he appears as usually depends on his
job at the time...

Background: Born to a pair of merchants in the gigantic city of Sharn, Rik was expected to follow in both of his parent's footsteps. At a young age, however, he found that standing there attempting to sell things was far too boring, and Sharn had so many places to explore! Behind his parent's back, he explored when he probably should have been watching the shop. He learned the lay of the mid sections of the city, and quickly discovered that there were many more interesting ways of making money than standing around trying to sell goods.

So he began to sell information to whoever would buy it. It was amazing the pointless things that some people wanted to know! This was made even easier by his natural ability to change his appearance, keeping his real identity secret to both employer and 'target'. Even as he grew older, he avoided killing. It seemed that many people wanted others dead for various reasons, but Rik didn't completely understand it. Sure, sometimes it required a bit of intimidation and harm...but killing? Some species simply confused him.

As he grew older and more skilled, he began to find more interesting and dangerous jobs. From major Houses to simple street-side merchants(even Rik's parents once, though they never found out it was him) he recieved jobs all over the city...top to bottom. Of course, it did get at least four of his alias' on a few people's "Kill on sight" list, but that wasn't too hard to avoid and it did make things more exciting. There had been at least one crime leader who knew he was Changeling and had a good idea of where Rik lived, but thankfully that hadn't ever developed any farther. Rik did make sure to avoid any run ins or jobs involving the crime leader and his men just to be on the safe side, though. He'd even worked in the City Watch for a week, though hopefully they didn't figure out that the young cadet was the one who took those records...and since they'd never come anywhere near Rik since then, he wasn't worried too much about it.

In more recent months, Rik has added a bit of magical talent to his list of tools. Its saved his backside more than a few times and has him wondering why he didn't look into developing those skills earlier. Of course, he'd never really known they were there until that one time in a tavern...but the barmaid had forgiven him for that little incident. He hadn't meant for that to happen, anyway...it just kind of did. Though only simple tricks compared to the magic of others, Rik's spells compliment his information gathering very well and have gotten him more jobs in recent days. Nothing he'd ever complain about, of course.
 
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Erekose13

Explorer
Code:
[B]Name:[/B][COLOR=Pink]Groswen Anamne[/COLOR]
[B]Class:[/B] Akashic
[B]Race:[/B] Gnome
[B]Size:[/B] Small
[B]Gender:[/B] female
[B]Alignment:[/B] LN
[B]Deity:[/B] Sovereign Host

[B]Str:[/B] 8 -1 (2p.)     [B]Level:[/B] 3        [B]XP:[/B] 3,301
[B]Dex:[/B] 11 +0 (3p.)    [B]BAB:[/B] +2         [B]HP:[/B] 28 (3d6+6)
[B]Con:[/B] 14 +2 (4p.)    [B]Grapple:[/B] -3     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 16 +3 (8p.+1)  [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p.)    [B]Init:[/B] +1        [B]Spell Save:[/B] +2 vs. Illusion
[B]Cha:[/B] 14 +2 (6p.)    [B]ACP:[/B] -2         [B]Spell Fail:[/B] -%
[b]Action Points:[/b] 6

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +0    +1    +0    +0    14
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +2          +3
[B]Ref:[/B]                       1    +0          +1
[B]Will:[/B]                      3    +0          +3

[B]Weapon                  Attack   Damage     Critical[/B]
Shortsword(S)              +1     1d4-1     19-20x2
Light Crossbow(S) - 80ft.  +2     1d6     19-20x2


[B]Languages:[/B] Common, Gnome, Goblin, Elf.

[B]Abilities:[/B] low-light vision, weapon familiarity (gnome hooked-hammers),
+2 save vs. Illusions, +1 DC for Illusions cast, +1 attack vs Goblinoids and 
Kobolds, +4 AC vs. Giants, +2 Listen, Craft(Alchemy), Spell-like abilities - 
1/day - [i]dancing lights, ghost sound, prestidigitation, speak with animals[/i]; 
skill memory (+2), perfect recall, delve into collective memory. 

[B]Feats:[/B] Investigator, Research, Favored in House (Sivis).

[B]Skill Points:[/B] 70       [B]Max Ranks:[/B] 6 (all skills are class skills)
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Knowledge (arcana)         1    +6          +7
Knowledge (architecture)   5    +6          +11
Knowledge (geography)      5    +6          +11
Knowledge (history)        5    +6          +11
Knowledge (nature)         5    +6   +2     +11
Knowledge (nobility)       5    +6          +11
Knowledge (dungeoneering)  5    +6          +11
Knowledge (planes)         1    +6          +7
Knowledge (religion)       1    +6          +7
Search                     6    +3   +2     +11
Spot                       1    +0          +1
Listen                     6    +0   +2     +8
Survival                   6    +0          +6
Diplomacy                  5    +2   +2     +9
Gather Information         6    +2   +2     +10
Craft (alchemy)            1    +3   +2     +6
Sense Motive               6    +0          +6
*+2 Survival made underground, aboveground in natural environments, and to 
      avoid natural hazards or to keep from getting lost
*+2 Search for secret or hidden doors



[B]Equipment:               Cost  Weight[/B]
Shortsword(S)            10gp   1lb
Light Crossbow(S)        35gp   2lb
10 Bolts                  1gp   0.5lb
Studded Leather(S)       25gp   10lb
Journal#                 15gp   3lb
Notepad#                 15gp   3lb
Lots of Pens#             1gp   -lb
Ink#                      8gp   -lb
Belt Pouch#               1gp   1/8lb
50ft Silk Rope#          10gp   5lb
5 Pitons#                 5sp   2.5lb
Bedroll#                  1sp   2lb
10 Candles#               1sp   -lb
2 Map Cases#              2gp   1lb
Fishing Net#              4gp   5lb
3 Flasks#                 9cp   4.5lb
Flint and Steel#          1gp   -lb
Grappling Hook#           1gp   4lb
Hammer#                   5sp   2lb
Small Mirror#            10gp   1/2lb
20 days rations#         10gp   5lb
2 waterskins#             2gp   2lb
Sealing Wax#              1gp   1lb
Tent#                    10gp   5lb
Soap#                     5sp   1lb
Whetstone#                2cp   1lb
Acid#                    10gp   1lb
Alchemist's Fire#        20gp   1lb
Everburning Torch#      110gp   1lb
2 Antitoxins#           100gp   -lb
Explorer's Outfits#      10gp   2lb
Scholar's Outfit          5gp   1.5lb
Traveler's Outfit#        1gp   1lb
Handy Haversack        2000gp   5lb
[B]Total Weight:[/B]18.5lb (55.75lb in Haversack#)      [B]Money:[/B] 6gp 5sp 9cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               19.5   39.75   60   120   300

[B]Age:[/B] 48
[B]Height:[/B] 3'2"
[B]Weight:[/B] 39lb
[B]Eyes:[/B] Blue-green
[B]Hair:[/B] Red
[B]Skin:[/B] Fair
Appearance: Groswen is a short fiery gnome with hair to match. She typically wears her long deep purple coat with patches of padded bright orange fabric along the shoulders, arms and sides. Underneath she has a set of studded leather that she keeps in good repair at the local tailor. With her latest assignment she has been given a Handy Haversack from the Chronicle which has everything an adventuring soul would need, not that she knows how to use any of it. Groswen is very opinionated, but also very good at providing an unbiased account of events, for which her readers and editors both appreciate. She maintains the typical listener attitude that most gnome share, but when given the opportunity she will also let those around her know exactly what she thinks.

Background: Having studied at an Akashic Academy in the University of Korranberg, she became an avid reader and occasionally writer for the Korranberg Chronicle. When she graduated, she was hired by the Chronicle as a correspondent in Sharn. Travelling to the city of Towers, she began writing a regular column about the events around Morgrave University. Her penchant for academia and knowledge served her well as she brought stories of Sharn to the Five Kingdoms.

Her appointment to Sharn was no coincidence, while at university she had come across several pieces of information regarding illegal bribery being used in the merchant’s ward of the city. Her Akashic talents granted her access to information that few had ever come across. Careful not to let on what she knew to her collegues, she contacted a member of the Trust. The Trust was immediately interested in her story and was very grateful for her having kept the scandal to herself and not publishing it. In return for the information that she gave them the Triumvirate granted her a high level position in the Chronicle. When the Trust clamped down on the bribery ring, Groswen was very glad to take an appointment out of Zilargo.

Currently she has been given an assignment to do an expose on the trafficking of Xendrix artifacts in and around Morgrave University. To the University of Korranberg, such tomb raiding is a sacrilege, yet it is such an open market within Sharn. To that end she has joined an expedition heading to the fabled dark continent to see what wonders can be brought back for herself. She has already done quite a thorough study of the shops in Upper Menthis.
 
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tyrlaan

Explorer
Code:
[B]Name:[/B] Initiate Takis
[B]Class:[/B] Druid
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Region:[/B] Eldeen Reaches
[B]Alignment:[/B] Neutral
[B]Deity:[/B] XXXX

[B]Str:[/B] 10 +0 ( 2p.)     [B]Level:[/B] 2        [B]XP:[/B] 1,000
[B]Dex:[/B] 13 +1 ( 5p.)     [B]BAB:[/B] +1         [B]HP:[/B] 16 (2d8+0)
[B]Con:[/B] 10 +0 ( 2p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] n/a
[B]Int:[/B] 14 +2 ( 6p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] n/a
[B]Wis:[/B] 17 +3 (13p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] n/a
[B]Cha:[/B] 12 +1 ( 4p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] n/a

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +2    +1    +0    +0    +0    18
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 17

                      [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                 3     +0    +0      +3
[B]Ref:[/B]                  0     +1    +0      +1
[B]Will:[/B]                 3     +3    +0      +6

[B]Weapon                  Attack   Damage     Critical    Range Increment[/B]
Unarmed                      +1     1d3+0      x2
Scimitar                     +1     1d6+0      18-20/x2
Dagger                       +1     1d4+0      19-20/x2     10 ft.
Sling                        +2     1d4+0      x2           50 ft.   

[B]Languages:[/B] Common, Druidic, Slyvan

[B]Abilities:[/B] Animal Companion, Nature Sense, Wild Empathy +5, Woodland Stride

[B]Feats:[/B] Gatekeeper Initiate, Track, Endurance

[b]Action Points:[/b] 6

[B]Skill Points:[/B] 39       [B]Max Ranks:[/B] 5/2
[B]Skills                      Ranks  Mod  Misc  Total[/B]
Concentration                 2    +0    +0      +2
Craft (Woodworking)           2    +2    +0      +4
Handle Animal                 5    +1    +0      +6
Knowledge (Geography)         1    +2    +0      +3
Knowledge (History)           1    +2    +0      +3
Knowledge (Nature)            5    +2    +4      +11
Knowledge (Religion)          1    +2    +0      +3
Knowledge (The Planes)        4    +2    +0      +6
Listen                        5    +3    +0      +8
Spellcraft                    2    +2    +0      +4
Spot                          5    +3    +0      +8
Survival                      5    +3    +2      +10

[B]Equipment:                          Cost  Weight[/B]
Dragonhide Breastplate              500gp   30lb
Heavy wooden shield                   7gp   10lb
Sling (50 bullets)                    1sp    5lb
Scimitar                             15gp    4lb
Dagger                                2gp    1lb
Traveler's outfit                     1gp    5lb
Belt pouch x2                         2gp    1lb
Flint and steel                       1gp      -
Potion of Cure light wounds x2      100gp      -
Potion of Comprehend Languages x2   100gp      -
Potion of Protection from Evil x2   100gp      -

[B]Total Weight:[/B] 56lb      [B]Money:[/B] 71gp 9sp 0cp

                           [B]Lgt   Med   Hvy    Lift   Push[/B]
[B]Max Weight:[/B]               33lb  66lb  100lb  200lb  500lb

[B]Age:[/B] 27
[B]Height:[/B] 5'11"
[B]Weight:[/B] 185lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Reddish brown
[B]Skin:[/B] Deep tan

Animal Companion:
Faulk:
Male hawk; CR 1/3; Tiny animal; HD 1d8; hp 4; Init +3; Spd 10 ft., fly 60 ft. (average); AC 17 (touch 15, flat-footed 14); Atk +5 melee (1d4-2, talons); Space/Reach 2.5 ft./0 ft.; SA -; SQ Low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.
Skills and Feats: Listen +2, Spot +14; Weapon Finesse.

Spells (4/3, DC 13 + spell level)
Prepared when in town/city:
0th: Create Water, Light, Mending, Cure Minor Wounds
1st: Speak with Animals, Calm Animals, Goodberry

Prepared when 'adventuring':
0th: Purify Food and Drink, Detect Magic, Flare, Cure Minor Wounds
1st: Entangle, Speak with Animals, Cure Light Wounds

Appearance: If Takis were to travel in clothing more typical of the average traveller, he could easily blend into the crowd. He is taller than others, but not much so, and his features are relatively nondescript. Hwoever, Takis always wears a large dark green cloak that covers most of his body, especially with the hood pulled over his head, marking him distinctly as the druid he is. For those who get a glimpse beneath the cloak, they can notice the hide of some green beast that has been worked into armor. Takis tends to walk slowly and with purpose, but his head movements are at somewhat unsettling odds with this; quick head turns and tilts, much like those of a bird, seem to be commonplace.
Takis is an intense man. Much like his walk, his manner of speaking is often slow and deliberate. More socially observant folks might feel as if he is being very careful with his words. Also, when speaking with someone, he fixes his gaze upon them, locking his eyes upon theirs, a habit that many find unsettling. Takis openly admits he is a druid, in fact he practically advertises it. To any he considers "worthy" he discusses his greater goals and concerns - he is always in search of others who do or could share his need for action.

Background: “You know what they are going to say, son. You saw their steadfastness the last time you spoke to them,” said Fathin.
Takis looked up, desperation and despair in his eyes. “I know father, but I need to make them understand. I need to make them see. Don’t you see the dangers we allow to encroach upon this world by just following the old ways?”
“Of…of course I do, son, but…but they need time to understand. They cannot handle change this quickly. Our ways have barely changed over a thousand years. You must respect that,” responded Fathin.
Takis’ expression quickly exploded with near rage. “Then we are doomed because of tradition!! I cannot stand for that!”
At this outburst, Fathin’s face turned dour as well. “Be careful with your words, Takis. You take things too far.”
“Do I father? Do you even believe me?” Takis shot up from sitting and stormed away.

One year later…
“I have come to a decision. I have tried again and again to understood, to be recognized, but always I find the barrier of the past and the stubbornness of the old to prevent my words from reaching the ears of those who so desperately need to hear them. I cannot live with this frustration, paralyzed by the intangible. I will be leaving the Reaches in the morning.”
Fathin took a moment to examine his son. To his dismay, it was obvious that Takis had made up his mind and there would be no convincing him otherwise. But still, he had to try. "Son…I – “
Takis interrupted, “No, father. I must do this. I am sorry. If I do not try I will be unable to live with myself. And if I must look outside these woods, then so be it.”
Saitya addressed her son, “Where...where will you go?” Tears already began to run down her cheeks.
“Where the world takes me, mother. I will seek out others who feel the same burning inside of them, who feel the same need for action. And when we are ready, we will take our swords and our spells to the enemy.”
“Do not forget Faulk,” said Fathin, “his eyes will aid you.”
“I know father, I would never leave him behind.” Takis let out a high pitched screeching sound and stretched out his arm. Faulk swooped in from the endless canopy of trees, a perfect specimen of a red-tailed hawk.
“Be well Takis,” cried Saitya.
“I will mother. And maybe my path will lead me back here one day.”

The next morning Takis left the Eldeen Reaches. “Now, where do I begin this mad quest?” he thought.

“Well, I have heard word of this great den of people called Sharn. From the rumors that have reached me, I can find all manner of folk there. Seems like as good a place as any…”

In Sharn, Takis prefers to stay outdoors rather than spend nights at any inn. Of course, this is easier said than done, but he has learned to find less traveled, and less dangerous, nooks in which he can afford to catch some rest. Takis sees Sharn as a huge hive of filth, but takes great pains to keep this to himself, realizing that there are plenty individuals in the city that do not invite the insult or the comparison.
When Takis catches word of the hiring of an adventuring troupe to venture into Xen'Drik, he leaps at the opportunity. With the limited knowledge he has of the ill-fated continent, Takis fully expects to be able to meet face-to-face with the enemy.
 
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Scotley

Hero
Mortachi Vedymark Human Cleric of the Keeper

Code:
[B]Name:[/B] Mortachi Vedymark
[B]Class:[/B] Cleric
[B]Race:[/B] Human-Karrnath
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] The Keeper

[B]Str:[/B] 14 +2 (6p.)     [B]Level:[/B] 2        [B]XP:[/B] 1001
[B]Dex:[/B] 15 +2 (8p.)     [B]BAB:[/B] +1         [B]HP:[/B] 16 (2d8+0)
[B]Con:[/B] 10 +0 (2p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 15 +2 (8p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +2
[B]Cha:[/B] 14 +2 (4p.)     [B]ACP:[/B] -3         [B]Spell Fail:[/B] 25%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +2    +0    +0    +0    17
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +0          +3
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      3    +2          +5

[B]Weapon                  Attack   Damage     Critical[/B]
MW Scythe                    +4(+2) 2d4+3      20-X4	S	(Used Two Weapon)
Armor Spikes		     +3(+1) 1d6+2(+1)  20-X2    P	(Used Two Weapon)
Morning Star                 +3(+1) 1d8+2      20-X3	B & P	(Used Two Weapon)
Dagger                       +3(+3) 1d4+2      19-20-x2 P or S	(Used Two Weapon)  10'
Heavy Crossbow               +3     1d10+0     19-20-x2 P             		  120'

[B]Languages:[/B] Common, Dwarven

[B]Abilities:[/B] Divine Spells, Touch of Decay (1x/day 1d4 Con. to living or 2d6+2 hp to non-living & 

objects), Rebuke Undead (5x/day 1d20+4), Death Touch (1x/day slays creature with leveld6 hp or less no save)

[B]Feats:[/B]Undead Empathy, Two Weapon Fighting, Martial Weapon--Scythe

[B]Skill Points:[/B] 15       [B]Max Ranks:[/B] 5/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              1    +0          +1
Craft                      X    +1          +X
Diplomacy                  1    +2          +3 (+4 vs. Int. Undead)
Heal                       4    +2          +6
Knowledge Arcana           1    +1          +2
Knowledge History          1    +1          +2
Knowledge Religion         5    +1          +6
Profession Stone Mason     4    +2          +6
Spellcraft                 2    +1          +3

Bluff                      0    +2          +2
Gather Information         0    +2          +2
Listen			   0	+2	    +2
Ride			   0	+2	    +2
Search			   0	+1	    +1
Spot			   0	+2	    +2
Survival		   0	+2	    +2
Use Rope		   0	+2	    +2

[B]Equipment:               Cost  Weight[/B]
MW Scythe               318gp   10lb
Morning Star              8gp    6lb
Crossbow, Heavy          50gp    8lb
10 bolts		  1gp	 1lb
Daggers (2)               2gp    1lb
MW Breastplate spikesd  400gp	40lb
Potion Cure Light W.	 50gp	 1lb
Backpack		  2gp	 2lb
Belt pouches (3)	  1gp	.5lb
Healer's Kit		 50gp	 1lb
Trail Rations (6)	  5sp	 1lb
Waterskin		  1gp	 4lb
Flint and Steel		  1gp	 -lb


[B]Total Weight:[/B]XXlb      [B]Money:[/B] 3gp 9sp 10cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   875

[B]Age:[/B] 26
[B]Height:[/B] 6'3"
[B]Weight:[/B] 145lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Black, cut very short
[B]Skin:[/B] Fair, smooth except for a few battle scars on the chest and left arm.

[B]Spells:[/B]

[B]0 Level:[/B] 4/day [B]DC:[/B] 12 
[B]Typically Memorized:[/B]
-Cure Minor Wounds: Cures 1 point of damage
-Detect Magic: Detects spells and magic items within 60'
-Light: Object shines like a torch
-Guidance: +1 on one attack roll, saving throw, or skill check

[B]1st Level:[/B] 3+1/day [B]DC:[/B] 13 [B]Typically Memorized:[/B]
-Doom: One subject takes -2 on attack, damage, saves and checks
-Cure Light Wounds: Heals 1d8+level damage (+5max.) 
-Cure Light Wounds
-Shield of Faith: Aura grants +2 or higher deflection bonus

Appearance: Mortachi is a tall almost gaunt young man with dark eyes and hair and fair almost pale skin. He sometimes wonders if he were selected for his unit of Keeper priest for his appearance as much as his ability or fate. His gear mostly left over from his military days and is dark in color. His armor is painted black with polished spikes and Keeper symbols. It includes a death's head mask and cowl. He often tries to cover the fearsome appearance of his armor with a leather cloak. He doesn't normally wear the cowl and death's head mask. He carries an array of weapons including a rather menacing scythe with an ebony handle and brightly polished blade etched with Keeper symbols. He wears sturdy boots and snug black breaches. A broad belt is festooned with pouches and weapons. His personality is at odds with his grim appearance. He is friendly and outgoing with a love of learning new things. He likes to travel and try local food and loves herbal teas. Despite a prodigious appetite his seems to stay very thin. He rarely takes a stand on issues feeling that no
one really cares about his opinions. This is partially a result of his experiences after the war in Karrnath and partly his own Neutral nature. He is circumspect in observing the tenants of his religion, but he Keeper is not an evangelical god and he does not seek to convert others. He is unhappy with the church Hierarchy and feel they are in part responsible for what happened to his unit during the war, so he does not seek advancement in the church so much as personal growth.

Background: Mortachi Vedymark was born a younger son of a stone mason in Korth the capital of Karrnath. He spent his early years in the family business of building monuments, obelisks and tombs. His family had quietly worshipped the Keeper for many years. He joined the army for mandatory service during the war. He was not a particularly good soldier and did not care for army life. He was bright and just good enough at everything that he considered most of the duties a waste of time. When a request went out for follower of the Keeper to join a special unit he eagerly signed up in hopes of getting away from the drudgery of his current duty. He was trained as a Cleric of the Keeper and given special equipment. He and his fellow Keeper priests became a special shock troop. Their armor and weapons were designed to frighten the enemy and spies were sent out to spread rumors of these fearsome troops before battle. They used their inflict spells, death and decay touch and command of undead to bring horror to the battlefield. The enemy was led to believe that this unit's purpose was only to sacrifice as many souls as possible to the Keeper. They would take no prisoners and not rest until every enemy on the battlefield was slain. This tactic was somewhat successful and often poorly trained troops bolted at the mere sight of their standards. Mortachi fought well. He felt a part of a team because of the shared faith and adversity. He was happy during this time despite the war. However, despite
their initial success they were doomed by the politics of Karrnath. The Blood Vol saw these Clerics of the Keeper as rivals. Members of the Blood Vol used their influence to ensure that the Keeper troop always faced the toughest enemies. They suffered in battle after battle without relief. Ironically, Mortachi survived the war because he was nearly killed. An errant patrol fell upon Mortachi as he was returning from delivering messages. He was nearly slain and was recuperating at the healer's tent when the rest of his unit was killed in a particularly bloody battle near the end of the war. Mortachi ended the war a bitter man. He felt betrayed by his country and did not like the way his faith had been used. He saw his calling to the Keeper as something more than a tool to be used in battle. When he returned to Korth he found that his negative attitude to the government was not shared by all. The people of Karrnath were proud and took their military service seriously. He felt out of place and could not seem to adjust to life as a stone mason again. His family pushed him to marry and start a family, but he was restless and felt there had to be more to life. He had some money from his share of spoils from the war, so he decided to travel. He wandered among the Elves and Halflings, but never really felt welcome even though he was fascinated by the Undying Court. He soon discovered that he preferred the city to the open plain and has tended to focus his travels on the great cities of Khorvaire. He enjoys traveling by lightning rail rather than on a horse or afoot, but now that his money is running low he realizes he will either have to set out on foot or find a source of income. He is currently living in Sharn a
a rather disreputable inn. He has been slowly moving down market as his funds have been exhausted. He is putting off the decision about where to go next or what to do about money, but he knows something will have to be done soon or he will be living on the street.
 
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Elocin

Lurker (sort of)
Hobbes Shifter Barbarian 2

Code:
[B]Name:[/B] Hobbes
[B]Class:[/B] Barbarian
[B]Race:[/B] Shifter
[B]Size:[/B] M
[B]Gender:[/B] Male
[B]Alignment:[/B] CN
[B]Deity:[/B] Working on it

[B]Str:[/B] 16 +3 (16p.)     (Rage: 20)
[B]Dex:[/B] 14 +2 (14p.)     
[B]Con:[/B] 16 +3 (16p.)    (Rage: 20, Shifted: 18, Rage/Shifted: 22) 
[B]Int:[/B] 12 +1 (12p.)     
[B]Wis:[/B]  8 -1 ( 8p.)     
[B]Cha:[/B]  8 -1 ( 8p.)    

[B]Level:[/B] 2        [B]XP:[/B] 1000
[B]BAB:[/B] +2         [B]HP:[/B] 30 (2d12+6)  (Rage: 34, Shifted 32, Rage/Shifted: 36)
[B]Grapple:[/B] +5     [B]Dmg Red:[/B] -
[B]Speed:[/B] 40'      [B]Spell Res:[/B] -
[B]Init:[/B] +4        [B]Spell Save:[/B] -
[B]ACP:[/B] -2         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14
[B]Rage/Shifted:[/B] 16       [B]Rage:[/B] 14       [B]Shifted:[/B] 18 

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +3          +6
       (Rage: +8, Shifted: +7, Rage/Shifted: +9)
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      0    -1          -1 (Rage: 1)

[B]Weapon                  Attack   Damage     Critical[/B]
Mw Talenta Sharrash       +6(+8)    1d10+4(+7)  19-20/x4 (reach weapon)
MW Composite Longbow          +5    1d8         20-x3
Dagger                    +5(+7)    1d4+3(+5)   19-20x2

[B]Languages:[/B] Common, Goblin

[B]Abilities:[/B]
Fast Movment +10'
Illteracy
Rage - +4 Str, +4 Con, +2 Will -2 AC
Uncanny dodge
Beasthide - when shifting +2 con, +2 to AC
Shifting 1/day (Duration 3+con modifer)
Low-Light Vision
+2 bonus on Balance, CLimb and Jump

[B]Feats:[/B]
Shifter Instincts (+1 Listen, Sense Motive, Spot - +2 Init)
Exotic Weapon Profieciency: Talenta Sharrash

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 5/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise  INT              0     1     0     1  
Balance  DEX               0     2     0     2  
Bluff  CHA                 0    -1     0    -1  
Climb  STR                 5     3     0     8  
Concentration  CON         0     3     0     3  
Diplomacy CHA              0    -1     0    -1  
Disguise  CHA              0    -1     0    -1  
Escape Artist  DEX         0     2    -2     0
Forgery INT                0     1     0     1
Gather Information  CHA    0    -1     0    -1  
Heal  WIS                  0    -1     0    -1  
Hide  DEX                  0     2    -2     0  
Intimidate  CHA            5    -1     4     8  
Jump  STR                  5     3     4    12
Knowledge (nature) INT     1     1     2     4  
Listen  WIS                5    -1     1     5  
Move Silently  DEX         0     2    -2     0
Ride  DEX                  0     2     0     2  
Search  INT                0     1     0     1  
Sense Motive  WIS          0    -1     1     0  
Spot  WIS                  0    -1     0    -1  
Swim  STR                  0     3    -4    -1  
Survival Wis               5    -1     4     4
Use Rope  DEX              0     2     0     2 

[B]Equipment:               Cost  Weight[/B]
Traveler's Outfit         1gp     5 lb
Belt Pouches x5           1gp    .5 lb
Backpack                  2gp     2 lb
- Bedroll                 1sp     5 lb
- Flask                   3cp   1.5 lb 
- Flint and Steel         1gp     - 
- Trail Rations x5        5sp     1 lb
- Rope, silk 50'         10gp     5 lb
- Waterskin x3            1gp     4 lb
- Fishhook                1sp     - lb
- Iron Pot                5sp    10 lb
- Sewing Needle x2        5sp     - lb
- Whetstone x2            2cp     1 lb
MW Talenta Sharrash     318gp    15 lb 
MW Composite Longbow    400gp     3 lb
40 Arrows                 2gp     6 lb
Dagger                    2gp     1 lb
Chainshirt              100gp    25 lb

[B]Total Weight:[/B]88lb      [B]Money:[/B] 54gp  11sp  13cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460   1150
             (In combat would drop backpack so weight would be - 57.5 lbs)

[B]Age:[/B] 18
[B]Height:[/B] 6'3"
[B]Weight:[/B] 240lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Dark Tanned

Appearance
Tall, lithe man in his late teens that has somewhat of a dark look to him. His face is especially in the evening light looks similiar to a hunting cat. His ears are a little more pronouced at the top similiar to an elves. His eyes look like a seem to glow in the evening light. While not overly large you can see the strength within him. Very gruff in his mannerism towards others, especially those of authority.

Background
Go here.
 

Tor L'Tha

First Post
X

Code:
[B]Name:[/B] X
[B]quote: [COLOR=DarkRed]redy, set, GO! [/COLOR] [/B]
[B]Class:[/B] Barbarian
[B]Race:[/B] Warforge
[B]Size:[/B] Medium
[B]Gender:[/B] Have not
[B]Alignment:[/B] chaotic/neutral
[B]Deity:[/B] (working on it)
[B]Action Points:[/B] 6

[B]Str:[/B] 16 +3 (10p.) [COLOR=Red](+4 rage)[/COLOR]     [B]Level:[/B] 2         [B]XP:[/B] 1,000
[B]Dex: [/B]14 +2 (06p.)      [B]BAB:[/B] +2          [B]HP:[/B] 30 (2d12+6)
[B]Con: [/B]16 +3 (06p.;+2) [COLOR=Red](+4 rage)[/COLOR]   [B]Grapple:[/B] +5      [B]Dmg Red:[/B] 2/adamantine
[B]Int: [/B]10 +0 (04p.)      [B]Speed:[/B] 20'       [B]Spell Res:[/B] n/a
[B]Wis: [/B]10 +0 (04p.;-2)   [B]Init:[/B] +2         [B]Spell Save:[/B] n/a
[B]Cha: [/B]10 +0 (02p.;-2)   [B]ACP:[/B] -2          [B]Spell Fail:[/B] 35%

                [B]Base  	Armor 	Shld   	Dex  Size   Nat  	Misc  	Total[/B]
[B]Armor:[/B]	10 		+5   	+2    	+2    +0     +0   	 19


[B]Touch:[/B] 11              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:3[/B]               3      +3    +0          +6 (+8 when raging)
[B]Ref:0[/B]                0      +2    +0          +2
[B]Will:0[/B]               0      +0    +0          +0 (+2 when raging)

[B]Weapon                  Attack   	Damage     Critical[/B]
Natural Weapon (slam)	  +1		1d4+4
Longsword MW 		  +1 		1d8+3 (M)      19–20/x2

Shield, heavy steel 20 gp +2 amrmor bonus –2 armor check penalty 15% arcane failure 15 lb.


[B]Languages:[/B] 
common
goblin (region of origin) -1 skill point for bying this language

[B]Abilities:[/B] 
[B]Rage (Ex):[/B] In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

[B]Fast Movement (Ex):[/B] A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

[B]Illiteracy:[/B] Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.A barbarian who gains a level in any other class automatically 
gains literacy. Any other character who gains a barbarian level does not lose the literacy he 
or she already had.

[B]Uncanny Dodge (Ex):[/B] At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge 

[B]Light fortification (Ex):[/B] sneak attack -%25 chance to criticals.

[B]Action Points[/B] 6

[B]Feats:[/B]
lvl 1 : Mithril Body Armor Bonus +5 
lvl 1 :[GM bonus] Regional feat Darguun: Extend Rage: +5 rounds of rage

[B]Skill Points:[/B] 23  (-1 for goblin language)      [B]Max 

Ranks:[/B] 3+lvl
[B]Skills                	Ranks  Mod  Misc  Total[/B]
CLimb                  	        2    +3          =5
Craft[construct]             0    +1          =1
Handle Animal                 3    +0          =3
Intimidate                      3    +0          =3
Jump                       	 2    +3          =5
Listen                     	  0    +0          =0
Ride                       	  3    +2          =5
Survival                   	 1    +0          =1
Swim                       	 2    +3          =5
--- [B]extra skills [/B] ---
ESCAPE ARTIST DEX               1   +2          =3 
TUMBLE DEX                 	1   +2          =3
SPOT WIS                   	2   +0          =2
USE MAGIC DEVICE CHA            3   +0          =3


[B]Equipment:               Cost  Weight[/B]


Longsword MW		 315gp    4 lb.
shield, heavy steel  	   020gp   15lb
Backpack                    002gp   2lb
Warforged Repair Kit      050gp    1lb
Traveler's Outfit           001gp    5 lb
Bedroll                        001sp    5 lb
Belt Pouches x5           001gp    .5 lb
Flint and Steel             001gp    - 
Trail Rations x5            005sp    1 lb
Rope, silk 50'               010gp    5 lb
Waterskin x3               001gp    4 lb
-*-
scrolls:
ghost sound 		    12gp 5sp x2 =25gp 
ray of frost 		      12gp 5sp x2 =25gp
comprehend languages   25gp x2 = 50gp
detect secret doors 	  25gp x2 = 50gp
ray of enfeeblement 	  25gp x2 = 50gp
true strike 		      25gp x2 = 50gp
Oil of repair		      50gp x4 = 200gp


[B]Total Weight:[/B]73,5lb      [B]Money:[/B] 33gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             76   153   230  460   1150

[B]Age:[/B] 70
[B]Height:[/B] 2 mt
[B]Weight:[/B] 210kg
[B]Eyes:[/B] brown
[B]Hair:[/B] none
[B]plate:[/B] dark brown

Appearance:

X is of darkbrown color whit dark greens, like the woods color, if he stands still in a woods, the untrained eye wouldn't see him. He do not have any spesial inscription or visible mark.

Background:

At the start was it just light, the others said "there is a new amongst us" Nobody was specially interested in him. he abandoned the place just 10 years
of life. The humans somehow agreed, "let him go! he sure is coming back!" "he needs us" He didn't.
Darguun a odd place that he walked away from almost 65 years ago. Making his living by escorting people, not much money and not much oil. It was in Trolandport he got his first mission escorting more than little girls and boxes with forbidden substances.
-*-
He had walked for many blocks trying not to step on the dead ones. He still didn't know what had happened. "Big blast" "big light" he said to himself. He felt his right leg not moving correctly "oil, i need some oil" he erratically lifted bodies, boxes, beds and whatever that he thought could have some healing oils.
COLOR=DarkRed]"The whole town must have been destroyed, no survivors... nothing"[/COLOR] In desperation he yelled at the sky that brought the light... the death. "HEEEEEEEELP!!!"
It was this day he started to believe. From a corner a girl showed herself, she couldn't have been more than 12 years old and she had been crying... he could tell. “Are you alone?” “can I help you?” after some minutes the girl still hadn't answered his questions “can you help me” he finally made to say... COLOR=DarkRed]“oil have you seen oils? The one that heals my kind?”[/COLOR] The girl just saw right trough the metal and wood he was made of. once he had a job, escorting a child to and from school, the only person that was allowed to talk with the girl, was her best
friend, Anya. Talking about Anya always made the otherwise lonely girl happy. “do you go to school little girl?” “Are your best friend hiding somewhere?” from her eyes tears began to fall making white stripes in the dirty face. The memory of her best friend awakened her from her apathy. The girl lifted her arm pointing at the rest of a brick house. “basement” she said.
he used the rest of the day lifting materials looking for the entrance to the basement. The girl did not talk more that day, or the day after, or the one after that again. Once he found it he lifted the heavy double door entering the basement. He found quickly what he needed. Oils and a lot of them all in a wooden box. The inscription on the box was carves in the wood by skilled hands 'Liam Xandiz proud son of Cyre' he looked at the wall seeing a wooden plate carved with names... 'genealogy' that is indeed one of the most beautiful things humans have. He took the plate down from the wall hiding wrapping it in 3 winter blanket, he took water, food and some human stuff. One's outside with the girl, he looked at her trying to make eye contact “leave this place with me” “I will take care of you” “can you tell me you name?” “Thaanas” she told him. “Thaanas Xandiz”... “my dad made that” she said indicating the wooden plate “he is a great artificer” “he was teaching me the art”.The years went on making the girl woman and making the warforge her family. With the work the warforge made she could pay
her education. At one of the many battles he was shoot in the head and he lost conscience. X was unconscious long time, even so long that he was thrown away. X was meant to be chopped up and re-sold as parts to others warforges.In a touch of destiny X (party member) stands upon his head while seeing what part he could use (maybe a artificer?), X awakens,
with his last memory. The one of trying to use his boomerang, realizing that he isn't on the battlefield he causes just moderate damage on the facilities and stops before really harming somebody. “Where I am” “Where Thaanas be?”

The barbarian where some usual, he know his roots, but is isolation at early age had made him with his mind of his one. He still could get terribly upset by thing wanting to just crush the places to the ground. But also had known the beauty of Khorvaire, the freshness of water even he never was thirsty, the taste of food even he never was hungry. He sometimes out of friendship and when others needed to sleep, he went over to Plate to watch the stars and talk about their existance. X wondered if Plate was a believer as himself. Where do your fait stand? Is it not incredible that the other races miss the beauty of the night and the stars? He often commented, being like a mantra for all the things he did not understand. That
where a lot. A day at the in, the day all changed he was like usually thinking on Thaanas, trying to remember the last week he saw her. He knew that she had saying something about a mayor trip, but he couldn't remember where... As a flash it strike him “Over the water, beyhond the teeth” He says loudly making
everyones head spin looking at him with big eyes. The bartender a halfling whit big think hands approaches “Hey! You warforge” “don't you get upset” “you scare my customers making them believe that you will crush this place” “you should get some new colors” “you look like a Barbarian ready to rage on my finest wines
and friends”
he goes away to attend a customer.Always in trouble...
At the arrival of Plate he tels her what he remembered and asked her if she would join a little search in Xen’Drik's nearest shore. We may even go to the harbor and see if theres more people wanting to make a bigger group. Like always they where the ones to take care of trouble.
 
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DEFCON 1

Legend
Supporter
Code:
[B]Name: [COLOR=SeaGreen]REZZIN KA'ZARI[/COLOR][/B]
[B]Class:[/B] Swashbuckler
[B]Race:[/B] Khoravar (Half-Elf)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] Kol Korran

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 3        [B]XP:[/B] 3000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +3         [B]HP:[/B] 29 (3d10+3)
[B]Con:[/B] 12 +1 (03p.)     [B]Grapple:[/B] +3     [B]Disarm:[/B] +5
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      
[B]Wis:[/B] 08 -1 (00p.)     [B]Init:[/B] +3        
[B]Cha:[/B] 12 +1 (04p.)     [B]ACP:[/B] -2        

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +1    +3    +0    +0    +0    17
[B]Touch:[/B] 13
[B]Flat:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +0          +3
[B]Ref:[/B]                       1    +3   +1     +5
[B]Will:[/B]                      1    -1          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Spiked Chain              +6     2d4+2         20x2
Rapier                    +6     1d6+2      18-20x2
Dart                      +6     1d4+2         20x2

[B]Languages:[/B] Common, Elf, Aquan, Orc

[B]Abilities:[/B]
Immunity to Sleep
+2 save versus enchantments
Low-light vision
+1 bonus to Listen, Search and Spot
+2 bonus to Diplomacy and Gather Information

Weapon Finesse (bonus feat)
Grace +1 (+1 competance bonus to reflex saves)
Insightful Strike (add INT to damage along with STR)

[B]Feats:[/B]
Weapon Finesse (bonus)
Combat Expertise (1st)
Least Dragonmark of Storm (1st) - Fog Cloud 1/day
Exotic Prof. - Spiked Chain (3rd)

[B]Skill Points:[/B] 40       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    6    +3     +2   +11
Bluff                      2    +1          +3
Climb                      6    +0          +6
Diplomacy                  6    +1     +2   +11
Gather Info                0    +1     +2   +3
Jump                       6    +0     +2   +8
Profession (Sailor)        2    +2          +4
Sense Motive               2    +1          +3
Swim                       2    +0          +2
Tumble                     6    +3     +2   +11
Use Rope                   2    +3          +5

[B]Equipment:             Cost  Weight[/B]
Studded Leather (MW)  160gp    15lb
Buckler (MW)          165gp     5lb
Spiked Chain           25gp    10lb
Rapier                 20gp     2lb
Dart x10                5gp     5lb
Backpack                2gp     2lb
Bedroll                 1sp     5lb
Trail Rations x6        3gp     6lb
Waterskin               1gp     4lb
Pouch x2                2gp     1lb
Sack                    1sp   0.5lb
Torch x10               1sp    10lb
Tindertwig x5           5gp     -
Scroll Case x2          2gp     1lb
Flint & Steel           1gp     -
Fishing Net             4gp     5lb
Explorer's Outfit      10gp     8lb
[B]Total Weight:[/B]79.5lb
[B]Money:[/B] XXgp XXsp XXcp

                          [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 28
[B]Height:[/B] 5'7"
[B]Weight:[/B] 147lb
[B]Eyes:[/B] Green
[B]Hair:[/B] White
[B]Skin:[/B] Tan
Appearance:

Rezzin is a very lithe and tanned half-elf of somewhat good looks. His green eyes are off-set by his shock of white hair that he keeps long and windblown, usually standing straight up. He has a look os mischief about him, and when he is found without his shirt you can see his small blue dragonmark across his chest. He usually wears well-worn leather armor, flowing white shirts, brown pantaloons, and wide red sashes and headbands that he lets flow in the wind. Overall it is a look of a man of carefree attitude.

Background:

'Yes Miss? This item here? Um... this is... uh... this is a... PLATE! Yes! It's a plate! You eat off of it. We have a bunch of these on the Mandrake! Indeed! What? No, no, no... this isn't from Xendrik... far from it! It's from... from... one of the... SHOPS in the lower levels here in Sharn! Which one? Um... it's... uh... excuse me, but why are you writing this all down? You know, I know you gnomes are nosey, but it's really none of your business! The Mandrake sets sail again in a few days, and the last thing we need is some story about how we're supposedly bringing Xendrik artifacts and selling them in Sharn!'

It has not been an easy couple of years for Rezzin Ka'Zari. If he knew then what he knows now... perhaps he never would have abandoned the position in House Lyrander that his family had set aside for him. But he wanted adventure! He wanted to sail the high seas! He wanted to explore Xendrik, find all kinds of ruins and artifacts and then stea-- uh... plunde-- uh... borro-- uh... PRESENT them to all manner of folks in the grand city of Sharn where he grew up! But who knew that when he signed on as a hand on the Mandrake that it would just lead to more headaches than oftentimes they are worth? Every time he and the crew return from an expedition... there's the Dark Lanterns harrassing them... there's that gnome reporter Groswen questioning them on what they've found... there's House Lyrander making their lives miserable because Rezzin uses his dragonmark for personal gain rather than helping the House. What's a khoravar to do?

Rezzin had always been interested in the sea, especially with both his parents working out of Sharn for House Lyrander. He spent many years on cargo ships, accompanying his family as the House would deliver items back and forth across the sout coast of Khorvaire. However, the one place where they never went which he always wanted to go was Xendrik. Time and time again whenever Lyrander would make excusions to the southern continent, his parents would always bow out of those jobs. Or if one of them HAD to go... they never allowed Rezzin to go along with. This always bothered the young half-elf, and as time went on, his curiousity got greater and greater. Until finally when Rezzin reached his majority and was about to be presented a place within the House proper and the beginnings of his work with Lyrander... he decided to up and quit altgoether and join up as a cabin boy on a privateer's vessel. THEY would go to Xendrik all the time... and Rezzin's curiousity would be sated. And indeed they did, and indeed it was... and over the past few years Rezzin has enjoyed the fruits of his labors on the various pirate and smuggler ships that have travelled to and fro from Sharn to the dark continent. However now that the Last War has ended, and the people in charge no longer have more important things to worry about... the crackdown on artifact smuggling has become greater, and Rezzin is starting to feel the squeeze. He is hoping that this is just a temporary setback, and that he'll be able to start moving freely back and forth once again.
 
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G

Guest 11456

Guest
Code:
[B]Name:[/B] Plate
[B]Class:[/B] Fighter
[B]Race:[/B] Warforged
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] None

[B]Str:[/B] 18 +4 (13p.,+1)  [B]Level:[/B] 3        [B]XP:[/B] 3000
[B]Dex:[/B] 10 +0 ( 2p.)     [B]BAB:[/B] +3         [B]HP:[/B]  38 (3d10+12)
[B]Con:[/B] 18 +4 (10p.)     [B]Grapple:[/B] +7     [B]Dmg Red:[/B] 03/adamantine
[B]Int:[/B]  8 -1 ( 0p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B]  0
[B]Wis:[/B]  6 -2 ( 0p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] +0
[B]Cha:[/B]  6 -2 ( 0p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] 35%

[B]Action Points:[/B] 6

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +0    +0    +0    +0    +0    18
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +4          +7
[B]Ref:[/B]                       1    +0          +1
[B]Will:[/B]                      1    -2          -1

[B]Weapon                  Attack   Damage     Critical[/B]
Greatsword +1             +9     2d6+7      19-20/x2

[B]Languages:[/B] Common

[B]Abilities:[/B] Living Construct Subtype (Ex), Composite Plating, Light Fortification (Ex), Natural Weapon, Weapon Focus: Greatsword, Battle-Hardened, Heavy Armor Proficiency

[B]Feats:[/B] Adamantine Body, Improved Damage Reduction, Power Attack

[B]Skill Points:[/B] 10       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      6    +4   -5     +5
Craft: Armorsmithing       4    -1          +3

[B]Equipment:               Cost  Weight[/B]
Greatsword +1          2350gp    8lb
Backpack                  2gp    2lb
Warforged Repair Kit     50gp    1lb

[B]Total Weight:[/B]10lb      [B]Money:[/B] 298gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460  1150

[B]Age:[/B]  2
[B]Height:[/B] 6'10"
[B]Weight:[/B] 314lb
[B]Eyes:[/B] Adamantine
[B]Hair:[/B] None
[B]Skin:[/B] Adamantine
Appearance: Plate appears like many warforged except for the greatsword scabbard built into her back

Background: Plate was completed just as the war ended and so she never saw any action. Although she doesn’t actually have a gender she prefers to be thought of as female. She was to be the first of a new line of warforged better built for war. But she is unique in that she was the only one of her type actually constructed.
 
Last edited by a moderator:

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