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  1. #1
    Guide (Lvl 11)

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    THE CHAOS EFFECT PCs, NPCs and Critters

    This will be the established location for characters found in the Eberron PbP THE CHAOS EFFECT. Also to be posted will be NPCs and Critters used.

  2. #2

    Kerrick, Ninja of the Spire

    Name: Kerrick
    Gender: Male
    Race: Human
    Class: Ninja 5
    Alignment: Lawful Neutral
    Deity: Dol Dorn
    Str: 14 +2 (6p.)      Level: 5        XP: 10,000/15,000
    Dex: 16 +3 (10p.)     BAB: +3         HP: 24 (6+4d6)
    Con: 10 +0 (2p.)      Grapple: +5     AC: 19 (10 +3 Dex, +3 Wis, +1 Ninja, +1 Armour, +1 Natural)
    Int: 10 +0 (2p.)      Speed: 30'      Touch AC: 18
    Wis: 16 +3 (8p.)(+1)  Init: +7        Flatfooted AC: 16
    Cha: 12 +1 (4p.)      ACP: -0         AP: 7
    Saves   Base  Mod  Other  Total 
    Fort:     1   +1           +2 
    Ref:      4   +3           +7 
    Will:     1   +3    +2     +6 
    Weapons          Attack  Damage   Critical  Range  DamageTp  Special/Note
    Dagger (CI or AS)  +5    1d4+2    19-20/x2  10ft    P or S  ColdIron/Silver
    Kama               +5    1d6+2       x2       -       S      Trip attacks
    Kama/Nunchaku    +3/+3  1d6+2/1d6+2  x2       -      S/B     Trip/Disarm
    Nunchaku           +5    1d6+2       x2       -       B      +2 on Disarm
    Sai                +5    1d4+2       x2     10ft      B      +4 on Disarm
    Sai/Sai          +3/+3  1d4+2/1d4+2  x2     10ft     B/B       Disarm
    Shortbow           +6     1d6        x3     60ft      P           -
    Shuriken(3)        +6     3d2        x2     10ft      P           -
    Unarmed Attack     +5    1d3+2       x2       -       B      Subdual Dmg.
    Protective Items         ACBonus  MaxDex  ACP 
    Bracers of Armour (+1)     +1       -     -0
    Amulet of Nat. Arm. (+1)   +1       -     -0
    Languages: Common 
    AC Bonus (Ex)
    Ki Power (Su) (5 Uses)
    Sudden Strike (Ex) (+3d6)
    Trapfinding (Ex) (As rouge's ability)
    Ghost Step (Su) (Invisible)
    Poison Use (Ex)
    Great Leap (Su)
    Proficencies: Simple Weapons, Hand Crossbow, Kama, Kukri, Nunchaku, Sai,
    Shortbow, Shortsword, Shuriken, Siangham. Not proficent with any armour or shields.
    Feats: Dodge, Two-Weapon Fighting, Imp. Init.
    Skill Points: 56      Max Ranks: 8/4 
    Skills                Ranks  Modifer Other Total
    Balance                 5      +3     +2     +10
    Climb                   5      +2     +2     +9  (+2 with ropes)
    Disable Device          5      +0     +2     +7
    Escape Artist           0      +3     +0     +3  (+2 with ropes)
    Hide                    7      +3     +6     +16
    Jump                    6      +2     +6     +14
    Move Silently           7      +3     +0     +10
    Open Lock               4      +3     +2     +9
    Search                  2      +3     +0     +5
    Spot                    4      +3     +0     +7
    Tumble                  6      +3     +2     +11
    Use Rope                5      +3     +2     +10
    Equipment               Cost   Weight
    Ammy of Nat. Arm.(+1) 2000gp     -
    Arrows(20)               1gp    3lb
    Bracers of Armour(+1) 1000gp     -
    Cloak of Elvenkind    2500gp    1lb
    Dagger, Cold Iron        4gp    1lb
    Dagger, Alchem. Silver  22gp    1lb
    Feather Fall Talisman   50gp     -
    Handy Haversack       2000gp    5lb
    -Bedroll                 1sp     -
    -Caltrops                1gp     -
    -Climber's Kit          80gp     - (+2 on Climb)
    -Disguise kit           50gp     - (+2 on Disguise) (10/10)
    -Flint&Steel             1gp     -
    -Identification Paper(3)30gp     -
    --Kerrick Ryst (Real identity)
    --Melan Tor (Backup identity)
    --Ferar Q'elta (Backup, backup identity)
    -Rations(10)             5gp     -
    -Everburning Torch     110gp     -
    -Waterskin               1gp     -
    -Whetstone               2cp     -
    Kama                     2gp    2lb
    Nunchaku                 2gp    2lb
    Pouch, belt              1gp    0.5lb
    -Coins             2gp7sp8cp     -
    -Onyx                   20gp     -
    Potion holder           50gp    0.5lb
    -Alchemist's Fire       20gp    1.5lb
    -Antitoxin              50gp     -
    -Drow Poison            75gp     - (DC 13, Unconciousess)
    -Cure light wounds(3)  150gp     -
    -Holy water             25gp    1lb
    Rope, Silk(50ft)        10gp    5lb (+2 to Use Rope)
    -Grappeling Hook         1gp    4lb
    Sai(2)                   2gp    2lb
    Shiftweave Clothing    500gp     -
    -Cold Weather Outfit     8gp     -
    -Explorer's Outfit      10gp     -
    -Darkweave Outfit      110gp     - (+1 to Hide)
    -Peasant’s Outfit        1sp     -
    -Traveler’s Outfit       1gp     -
    Shuriken(15)             3gp    1.5lb
    Thieves’ tools, MASTER 100gp    2lb (+2 on Disable/OpenLock)
    Total Weight:                   33.5lb
                               Lgt  Med   Hvy   Lift  Drag
    Max Weight:                58   116   175   350   875
    Age: 17
    Height: 5'10"
    Weight: 180lb
    Eyes: Blue
    Hair: Brown
    Skin: Pale white
    Region: Breland
    City: Sharn
    Kerrick stands 5’10” tall and seems to around average weight. His ice blue eyes stare at yours, evaluating you while you evaluate him. He smiles and runs a hand through his short cut brown hair as he turns to walk away. Kerrick is wearing a neutral grey cloak (clasped at the base of his neck with a golden brooch), which hides most of his body. What you can see from the front is his loose fitting white shirt and brown pants. He has a silver chain around his neck, but his shirt hides whatever is on the end. He also has dull grey bracers on as well. The only weapon you can see is the ornate dagger sheathed at his belt, it has an abnormally long hilt. Other than the lack of weaponry he seems prepared, he has a small backpack that looks full and the ever important grappling hook and attached rope hangs from the side of the pack.

    Kerrick is a ninja from the Temple of the Spire, a group of monks living and training in Sharn. The temple is dedicated to stamping out crime and operates much like any church. This is all a façade. The temple’s true goal in Sharn is to recover artefacts (that rightfully belong to them) from Xen’drik. They usually have initiates travel to the lost continent to recover something before are accepted as a full member of the order. The artefacts are taken to Morgrave University for analysis before being ‘stolen’ back.

    Temple initiates are chosen for their potential and young age. Not everyone has the ability to master the ancient martial arts. Most are trained from birth to harness their abilities and focus their ki. They spend their early years in training, supplemented by menial labour and complex ritualized duel intended to increase overall lethality and grace.

    Kerrick was born to two dockside labourers, at an age of two months he was taken by the Temple’s “collectors”. Kerrick became a junior apprentice (a Ryst) at age six. As a Ryst he did many meditations to focus his ki, as well as training to overcome basic phobias that would hinder his ability to perform his duties. Ryst training is like tempering steel. Preparing the initiate for the greater trials ahead.

    At the Kir stage (a senior apprentice) Kerrick was as skilled as the average soldier. As a Kir he learnt the weapons and tactics of the ancient warrior monks, how they manipulated their ki to hide themselves in plain sight, how to tune the body to the mind and make great jumps. At the age of eleven Kerrick killed his first target. An old barkeep in the Cogs who had a small slave trade on the side. The Temple of Spire would point him in a direction and he would return with the head of some criminal no one else would bring to justice.

    Even as a young child Kerrick displayed an amazing amount of control and maturity. Kerrick understands that life is precious so he only kills the guilty. After all, killing everyone in your way is not only hard to cover up, it’s unprofessional.

    Kerrick never really knew his parents, the Temple is his home. Its masters are his parents and the apprentices are his older siblings. Kerrick takes the ninja path to heart and tries to stay emotionally distant from everyone, but has developed a special bond with his master, Tertas Ra’na. He sees Tertas as a father figure and has great faith in his abilities and teachings.

    Kerrick has accumulated much resentment among his peers because in only seventeen years he has become an elder apprentice (an Estas), while others who are in their twenties are still senior or junior apprentices (Kir and Ryst, respectively).

    To become a fill member of the Temple of the Spire, Kerrick must find an artefact in Xen’drik and return it Morgrave University. As such his masters have ‘enlisted’ him as a first year student in archaeology (Under the assumed name Kerrick Estas, using his rank as his last name) and made sure that he would be taken on the voyage to the continent for the ring artefact.

    Temple of the Spire:
    Temple of the Spire
    Holy Order (N)
    Medium Organization
    194 Members
    50,000 GP Limit

    Class Demographics
    50% Monks (97)
    25% Ninjas (48)
    15% Shujenga (29)
    10% Other (20)

    Racial Demographics:
    70% Human (135)
    15% Elven/Half-Elven (29)
    10% Halfing (19)
    5% Other (11)

    Rank Breakdown:
    Grand Master - El (1)
    Counciler - Kor (10)
    Full Member - Ra'na (94)
    Elder Appr. - Estas (20)
    Senior Appr. - Kir (29)
    Junior Appr. - Ryst (40)

    Figured out class/race and read the Eberron campaign setting book.
    Added character sheet.
    Updated sheet, nearing completion.
    Added History and Description.
    Corrected weight.
    Rewrote History.
    Added stats for the Temple of the Spire.
    Added Cloak of Elvenkind's Bonus to Hide.
    Last edited by lonesoldier; Tuesday, 17th May, 2005 at 05:10 AM.

  3. #3
    The man with the probe
    Acolyte (Lvl 2)

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    Naperville, IL
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    Vander d'Deneith

    Name: Vander d'Deneith
    Class: Aristocrat (4) Dragonmark Heir (1)
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: LG
    Deity: Dol Arrah
    Str: 16 +3 (8p.)     Level: 5        XP: 11125/150000
    Dex: 13 +1 (5p.)     BAB: +3         HP: 36 (5D8+5)
    Con: 13 +1 (5p.)     Grapple: +6     Dmg Red: XX/XXXX
    Int: 14 +2 (6p.)     Speed: 20'      Spell Res: XX
    Wis: 10 +0 (2p.)     Init: +5        Spell Save: +X
    Cha: 14 +2 (6p.)     ACP: -5/4       Spell Fail: XX%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor: Plate        10    +8    +2    +1    +0    +0    +0    21
    Armor: Chain        10    +4    +2    +1    +0    +0    +0    17
    Touch: 11              Flatfooted: 18/14
    -+1 Dodge bonus vs 1 opponent
                             Base   Mod  Misc  Total
    Fort:                      3    +1    +1    +5
    Ref:                       3    +1    +1    +5
    Will:                      6    +0    +1    +7
    Weapon                  Attack   Damage     Critical
    Warhammer +1              +7      1d8+4      20 x3
    Longsword (MW)            +7      1d8+3     19-20x2
    Dagger (10')              +7(6)   1d4+3     19-20x2
    Comp Longbow(110')        +7      1d8+3      20 X3
    Languages: Common, Elven, Gnome
    Human Racial Abilities (Bonus Feat, bonus skill points)
    House Status (Adds DMH level to all CHR related skills when dealing with house)
    -Dragonmark: Mark of Sentinal
    --+2 to Sense Motive
    --Shield of Faith (2nd Level Caster 2/day (+2 Deflection Bonus to AC, 2 Minutes, Touch)
    --Protection From Energy (7th Level Caster) 1/Day (Absorbs 84 points of Elemental Damage, 70 Minutes, Touch)
    1st Race: Least DragonMark (Mark of Sentinal)
    1st: Favored in House
    1st A: Combat Expertese
    2st A: Improved Initiative
    3rd: Quickdraw
    4st A: Dodge
    4th Atb: STR
    5th DMH: Lesser Dragonmark
    Skill Points: 56       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Diplomacy (Chr)            7    +2   +4     +13*
    Sense Motive (Wis)         7    +0   +2     +9
    Ride (Dex)                 5    +1   +2     +8
    Bluff (Chr)                5    +2          +7*
    Intimidate(Chr)            5    +2   +2     +9*
    Handle Animal (Chr)        5    +2          +7
    Gather Information (Chr)   5    +2          +7*
    Kn: Nobility (Int)         3    +2          +3
    Kn: Arcane (Int)           1    +2          +3
    Kn: History (Int)          5    +2          +7
    Spot                       4    +0          +4
    Listen                     4    +0          +4
    * - House Status Bonus possable
    Equipment:               Cost  Weight
    Heavy Steel Shield	 20	15
    Mithril Full Plate Mail	  *	25
    War hammer (+1)	         2312	6
    Longsword (MW)	         315	5
    Dagger	                 2	1
    Comp Longbow +3 STR (MW) 700	2
    Arrows (40) (MW)	 242	6
    Cloak of Resistance +1	 1000	
    Flint/Steel		 1      -
    Arcane Signet Ring	 150	-
    10 Chalk	         0.1	-
    Bedroll	                 5	5
    Identification Papers /w Port  5
    Handy Haversack	         2000	5 (H denotes in sack)
    -Cure Light Potion (2)	 100	H
    -Chain Shirt	         100	H 25
    -Crowbar	                 2	H 5
    -10 Pitons         1	H 5
    -100 ft Silk Rope	 20	H 10
    -5 Sun Rods	         10	H 5
    -10 Days Trail Rations	 5	H 10
    -3 Water Skins	         3	H 12
    -3 Oil Flasks	         3	H 3
    -Whetstone	         0.02	H 1
    Heavy War Horse	         400	Lots
    -Leather Barding	         40	Horse
    -Military Saddle	         20	Horse
    Total Weight:70lb      Money: 538gp 7sp 8cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                76   153   230   230   920
    Age: 22
    Height: 6'01"
    Weight: 187lb
    Eyes: Brown
    Hair: Brown
    Skin: Tan
    Appearance: Vander is a fairly handsome man, with a carved physique, and noble stature. His dark brown hair is short and curly, with a finely trimmed beard covering his face. His eyes are captivating and always alert, though there is a bit of sadness behind them if you look deep enough. His armor is well crafted, and does not hinder him like one might expect a suit of Full Plate to. However, there is a noble air to him that escapes definition. Armed and ready, his is an imposing figure for an opponent to find in his path.

    Background: Vander d‘Deneith was a Deneith house favorite long before his dragonmark surfaced. Being the 7th son of the wealthy and influential Baron Corin d’Deneith, Vander was often left to the care of others, and rarely spent time with his father. Perhaps Corin blamed Vander for his wife’s death, as she died during Vander’s birth. Vander’s older brothers reveled in the power and influence that their status and wealth gave them, and they played up their status as much as possible. They would often put servants in awkward positions, or make them do ridiculous things. Others in the House saw this lack of discipline and grew to generally dislike the elder sons.

    Vander, however, spent a lot of time with the servants, and saw the humiliation and strain that was thrust upon them. He refused to play upon his power, and as a result was often viewed with favor among the servants and respect among the House. The elder sons saw this and would often do what they could to keep Vander from view. Eventually, many in the house knew of Vander, but few had ever met him.

    Vander spent a lot of time working on his skills, often due to “Bogus” training exercises concocted by his older brothers to keep him out of sight. He trained with his father’s steward, Sir Garret Bender, in the ways of war, diplomacy and the ways of the court, and many of the servants in the ways of the outside of court. As he and his brothers grew older, Corin began to rely on the elder sons more, and relegated Garret to a more custodial role with his estate. Garret continued to spend time with Vander, and Vander regarded Garret as much as a father as a guide.

    On his 16th birthday, Vander’s dragonmark manifested. This brought him some attention that none of his brothers had gotten, and Corin took a more personal interest in the doings of his youngest son. He saw his son blossoming into a truly noble character, and continued to let Garret and the estate servants take an active role in Vander’s upbringing. However, he made sure to bring Vander to several social functions despite the brother’s best attempts to keep him out. Vander made quite the impression in the House, and quickly became the favored son as far as many of the other nobles of the House were concerned.

    Things changed drastically on his 18th Birthday. Just prior to the celebration, a changeling assassin killed Corin. The assassin was quickly dispatched, but there was no clue as to who had hired it nor why. When going to see Garret, he overhead his eldest brother Sorin speaking to him. Garret was informing Sorin that Corin had willed the estate to Vander. Enraged by this, Sorin killed Garret, made it look like the assassin had done it earlier, and then destroyed the will. Vander, fearing he was next, quickly used a house connection to flee the estate.

    Since that day, Vander has worked for the Houses Defender’s guild, keeping a fairly low profile. He has been able to use his connections to keep his activities in the guild fairly quiet, but he has an exemplary record of performance, and is well known for his nobility in word and deed. He has spent much of his days looking over his shoulder in fear of an unknown assassin, and he continues to look to find out why his father was killed when he was. It has been four years since Vander left his home, and nearly as long since the war ended.

    (Que GM )

    Action Points: 6/7
    Advancement Math
    Skill Math
    Aristocrat (7*7=49)
    Diplomacy (Chr): 7
    Sense Motive (Wis): 7
    Ride (Dex): 3
    Bluff (Chr): 5
    Intimidate(Chr): 3
    Handle Animal (Chr): 5
    Kn: Nobility (Int): 3
    Kn: History (Int): 5
    Gather Information (Chr): 3
    Spot (Wis): 4
    Listen (wis): 4

    Dragonmark Heir (7*1)
    Kn: Arcane: +1
    Ride: +2
    Gather Information: +2
    Intimidate: +2

    HD Rolls: 8,8,5,4,6 (in order of level gained)

    Added Mithril Plate per favor aquisition and paid for information. 5/14
    Added a much forgotten set of identification papers.
    Last edited by Bront; Thursday, 25th August, 2005 at 03:42 PM.

  4. #4
    Defender (Lvl 8)

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    I Defended The Walls!WotBSWotBS

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    Tamin "The Whirling Blades" Saphonbend, Halfling Fighter 5

    Name: Tamin "The Whirling Blades" Saphonbend
    Class: Fighter 5
    Race: Halfling
    Size: Small
    Gender: Male
    Alignment: Chaotic Good
    Region: Talenta Plains (Gatherhold)
    Deity: Dol Dorn
    Str: 14 +2 (06p.)     Level: 5        XP: 11 125
    Dex: 17 +3 (10p.)     BAB: +5         HP: 42 (5d10+10)
    Con: 14 +2 (06p.)     Grapple: +3     Dmg Red: -/-
    Int: 14 +2 (06p.)     Speed: 15'      Spell Res: -
    Wis: 12 +2 (04p.)     Init: +3        Spell Save: -
    Cha:  8 -1 (00p.)     ACP: -3         Spell Fail: --%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6    +2    +3    +1    +0    +0    22
    Touch: 15              Flatfooted: 18
                             Base   Mod  Misc  Total
    Fort:                      4    +2    +2    +8
    Ref:                       1    +3    +2    +6
    Will:                      1    +1    +2    +4
    Weapon                  Attack   Damage     Critical
    +1 Valenar Double-Scimitar+10    1d4+6      18-20/x2
    +1/+1 VDS, TWF            +8/+8  d4+5/d4+4  18-20/x2
    Sling             50'     +10    1d3+2            x2
    Talenta Boomerang 30'     +10    1d3+2            x2
    XXXX                      +X     XdXX+X     XX-XXxX
    Languages: Common, Halfling, Elven, Dwarven
    Abilities: Halfing Racial Abilities
    C1: Exotic Weapon Proficiency (Valenar Double-Scimitar)
    F1: Two-Weapon Fighting
    F2: Weapon Focus (Valenar Double-Scimitar)
    C3: Improved Buckler Defense
    F4: Weapon Specialization (Valenar Double-Scimitar)
    Skill Points: 32       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Craft (Weaponsmithing)     8    +2          +10
    Listen (cc)                4    +1    +2    +7
    Tumble (cc)                4    +3    -3    +4
    Intimidate                 8    -1          +7
    Equipment:               Cost  Weight
    +1/+1 Valenar DblScmtr 4725gp  7.5lb
    Darkwood Talenta Bmrng   25gp   .5lb
    Cloak of Resistance +1 1000gp   .5lb
    +1 Darkwood Buckler    1190gp 1.25lb
    +1 Breastplate         1350gp   15lb
    Identification Papers    xxgp   xxlb
    Total Weight:18.75lb   Money: 720gp 0sp 0cp
                               Lgt   Med   Hvy   Lift    Push
    Max Weight:              43.5    87  131.25  131.25  656.25
    Age: 34
    Height: 3'2"
    Weight: 36lb
    Eyes: Green
    Hair: Black
    Skin: Light tan
    Appearance: When one visits Tamin, he's sitting in his shop, working on some blades. Maybe this is why he is good with blades? He sits there, his hands dirty with whatever he's doing. He looks up at you through his goggles... is he looking at you? One eye is definitely fixed on you, the other... is looking past you? Such green eyes are odd, they have the look that something behind them is broken. His hair is pulled back so as to not get in the way of his work and he stands up, expectantly. He shifts to his right leg and wipes his hands on his work pants. Too tough for light travel, his clothing is held somewhat close to his body. It's not form-fitting, but it is obvious he does not want his clothes to get in his way. A nice-looking boomerang is slung around his waist, and... now that you mention it, his shop is filled with a bit of nice equipment.

    Background: Tamin was born and raised in the Talenta Plains, but not as a nomad like most Halflings. His parents worked for one of the Houses, but that was a long time ago and they are no longer with us. Tamin lost his family at an early age to the War -- his house was raided, his family was slaughtered, but Tamin fell before anyone else did to a sharp blow to the head. That is what he was told, anyway. It was the medics of House Jorasco that was attacked, during the War.

    When Tamin woke up, he wanted to join the war to find the people who did this to his family. He was too young to join the army at the time, but he learned to use the Elves' weapons. We worked with what he could find, with one of the Houses helping him survive, but when Tamin was old enough, he enlisted and used his knowledge of Elven weaponry against them. He worked with House Deneith as guards to the medics of House Jorasco.

    After the Last War, Tamin could not stand being confined to the Talenta Plains. He loved the country, but now that he had seen war he could not just stay at his home. He had no family and no purpose in Talenta. In this broken state, he decided staying with House Deneith would at least give him something to do. Packing his things, he said good-bye to the land he loved in order to be a Defender. The timing was convenient because he had received a request to give a demonstration of the uses of Elven weapons in Sharn. In Sharn he kept to himself mostly, as he made weapons for the Defenders and others, but conversed with some of the people who came to his forge. In this manner, he met a few minor nobles but he avoided politics. His friends were few, but a kind noble or two respected him and kept him compnay.

    Today, he works quietly as a smith, one of the few halflings that have settled down. His friends know him as Tam, but those are few. Most know him as "Blades," but he does not go into detail as to why. "I am good with blades." "What do you mean? Making them? Using them?" "... I am good with blades."

    Action Points:7
    1: Fighter 1, Exotic Weapon Proficiency (Valenar Double-Scimitar), Two-Weapon Fighting
    2: Fighter 2, Weapon Focus (Valenar Double-Scimitar)
    3: Fighter 3, Improved Buckler Defense
    4: Fighter 4, Weapon Specialization (Valenar Double-Scimitar), +1 Dexterity
    5: Fighter 5
    6: Fighter 6
    7: Exotic Weapon Master
    8: Exotic Weapon Master
    9: Exotic Weapon Master
    10: Fighter 7
    11: Fighter 8
    12: Heir of Siberys
    13: Heir of Siberys
    14: Heir of Siberys
    15: Fighter 9
    16: Fighter 10
    17: Fighter 11
    18: Fighter 12
    Last edited by Jdvn1; Thursday, 25th August, 2005 at 03:25 PM.

  5. #5
    Novice (Lvl 1)

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    Clang - Psion (Kineticist) 5
    Lawful Neutral
    Medium Construct (Living)
    Hit Dice: 5d4+10 (20 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (+8 armor, +1 deflection), touch 11, flat-footed 19
    Base Attack/Grapple: +2/+1
    Attack: Quarterstaff +1 melee (1d6-1) or MW Heavy Crossbow +3 ranged (1d10)
    Full Attack: Quarterstaff +1 melee (1d6-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Psionics
    Special Qualities: DR 3/adamantine, Warforged Traits
    Saves: Fort +3, Ref +1, Will +6.
    Abilities: Str 8, Dex 10, Con 14, Int 19 (21), Wis 14, Cha 6.
    Skills: Autohypnosis +10, Craft (armorsmithing) 15, Concentration +13, Knowledge (psionics) +13, Psicraft +13.
    Feats: Adamantine Body, Enlarge Power (B), Improved Damage Reduction, Psionic Meditation (B)
    Languages: Common
    Action Points: 7.
    Power Points: 32

    Equipment: Everburning Torch, Headband of Intellect +2, Heward's Handy Haversack, Identification papers with portrait, MW Heavy Crossbow (20 bolts), Quarterstaff, Ring of Protection +1, Traveling papers, Warforged Repair Kit, 482.8 gp.
    Encumbrance: 21 lb./26 lb. (light load)
    Personal Information: None
    Patron Deity: None
    Age 10
    Height 6'
    Weight 276 lb.
    Hair None
    Eyes Green
    Skin Black

    XP: 10,000/15,000.

    Powers Known: Catfall, Detect Psionics, Know Direction and Location, Mind Thrust, My Light, Body Equilibrium, Concealing Amphora, Energy Missile, Identify, Darkvision, Energy Cone

    Background Story
    Clang came out of the forges of House Cannith ten years ago, created as an experiment. Like other warforged, he was built to kill. But unlike them, he was built to kill with his mind and replace the flagging ranks of combat-capable spellcasters in the army of Karrnath. Fearing neither death nor snipers thanks to his adamantine plating, he was considered the ideal replacement. He fought in campaigns against Cyre and Thrane, serving with distinction that went largely unrecognized by his superiors.

    When the war ended, like other warforged, Clang had no idea what to do with himself. He was not as strong as other warforged and felt alone and confused without orders and a clear chain of command. His purpose was to kill, and he wished only to continue. He served out several short contracts as a bodyguard and caravan guard, which left him in Breland at the end of his last term. Living in Sharn for a month, he quickly began to yearn for the regimentation of Karrnath but knew there would be nothing for him on his return but more of the same pathless wandering, and he'd become troubled by the lack of recognition for himself and other warforged who served as they were built to.

    It wasn't for glory or honor that Clang wanted recognition. He didn't feel entitled to it. Rather, he felt that its lack bred distinctions between warforged and others. It created morale problems and broke the unity that was the foundation of any good military. He wanted to subsume his identity in the greater whole, and that was denied.

    Despite his killing of hundreds of Cyran soldiers during the war, he took a job venturing into the Mournland with some to recover lost artifacts. There, he found his service rewarded with a share of the treasures. But the Cyrans were wild and unorganized. They claimed to be soldiers from the war, but if they were it only explained Cyre's fate. After two years, his contract with them expired. Not knowing what to do, yet again, Clang found himself in Sharn. A scholar at Morgrave University took an interest in his unique attributes and he consented to being studied, again feeling lost without a war to fight. When the term of his agreement with the scholar expired, he chose to return to adventuring.

  6. #6
    Name: Rashleigh d'Orloff
    Class: Cleric of the Sovereign Host 5th Level
    Race: Human
    Size: M
    Gender: Male
    Alignment: N
    Deity: Sovereign Host (Kol Korran)
    Str:   12 +1 (4 p.)     Level: 5        XP: 10,525/15,000
    Dex:   12 +1 (4 p.)     BAB: +3         HP: 29 
    Con:   12 +1 (4 p.)     Grapple: +4     Dmg Red: 0/0
    Int:   15 +2 (8 p.)     Speed: 30'      Spell Res: N/A
    Wis:   17 +3 (10 p.)    Init: +1        Spell Save: +0
    Cha:   10 +0 (2 p.)     ACP: -0         Spell Fail: 0%
    [4th level Stat increase spent on Wisdom]
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:Mithral Shirt 10    +4    +0     +1   +0    +0   +0     15 
    Touch: 11              Flatfooted: 14
                          Base   Mod  Misc  Total
    Fort:                 4     +1          +5
    Ref:                  1     +1          +2
    Will:                 4     +3          +7
    Weapon               Attack   Damage     Critical
    Light Mace +1         +5      1d6+2         x2  
    Languages: Common, Celestial, Abyssal 
    Spontaneous Casting (Cure), Rebuke Undead
    Charm - +4 Cha once per day.  Free Action. Lasts 1 minute
    Travel - Freedom of movement 5 Rounds/day
    Typical Spells: (In City)
    0   - 5
    1st - 4+1 Charm Person*, Prot. from Evil, Comprehend Languages, Sanctuary, Command
    2nd - 3+1 Locate Object*, Augury, Zone of Truth, Summon Monster II 
    3rd - 2+1 Suggestion*, Dispel Magic, Bestow Curse
    Feats: Spell Focus: Conjuration, Augment Summoning, Scribe Scroll
    Skill Points: 40       Max Ranks: 8/4
    Skills                   Ranks  Mod  Misc  Total
    Concentration (con)        8    +1          9
    Diplomacy (Cha)            8    +0           8
    Kn. Arcana (int)           8    +2           10
    Kn History (int)           2    +2           4
    Kn. Religion               6    +2           8
    Kn. The Planes             8    +2           10
    Prof (wis)                     
    Spellcraft (int)
    Survival (wis)
    Craft (Int) 
    Heal (Wis)
    Equipment:                  Cost  Weight
    Holy symbol -Silver         25 gp   1 lb
    Signet Brooch               75 gp   -
    Identification Papers w/ pic 5 gp   -
    Light Mace +1            2,305 gp    4 lb
    Cleric's Vestments           5 gp    6 lb  [not generally carried]
    Scholar's Outfit             5 gp   [6 lb] worn, not counted
    Mithral Shirt            1,100 gp  10 lb
    Wand: Cure
         Moderate            4,500 gp   -
    Traveling Papers             2 sp   -
    Parchment (for scrolls) x10  2gp   -
    Vial of Ink                  1gp   1/10th lb
    Scroll Case                  1gp   1/2 lb
    Backpack                     2gp    2 lb
    Bedroll                      1sp    5 lb
    Lantern, Hooded              7gp    2 lb
    Oil, 1 pint                  1sp    1 lb
    Flint and Steel              1gp    -
    Tent                         10gp  20lb  
    Waterskin                     1gp   4lb
    Horse, Light (Magebred)     150gp 
    Bit and Bridle                2gp
    Saddle                        10gp
    Saddlebags                    4gp
    Feed (5 days)                25cp  50 lb
    Total Weight:15 lb      Money: 1 pp 787 gp 3 sp 5 cp
                                (21 lb with both sets of clothing)
                               Lgt     Med     Hvy    Lift     Push
    Max Weight:                 43    44-86   87-130   260     1300
    Age: 28
    Height: 5'9"
    Weight: 180 lb
    Eyes: Brown
    Hair: Black
    Skin: Pale
    Appearance: Sketchy beginning - Thick eyebrows, dark circles under his eyes, pale skin that rarely sees natural light, thick body type without being that muscular, a bit of a paunch, penetrating eyes, has a habit a staring a bit longer than people are comfortable with, a frequent smile that doesn't seem to be sincere...
    Cleric's Vestments are cream colored robes with red and gold trim/detailing


    Rashleigh d'Orloff was born to a branch of House Orien specializing in the highly
    profitable and less than ethical side of transportation: a lesser noble house of
    smugglers. Oh of course the family has legitimate business concerns, but family status
    and indiviudal wealth seems to focus more on the underbelly of its business than on the
    front it presents. Unfortunately for Rashleigh, he was born as a delayed 5th child, too
    late to take control of one of the family's business projects. With little chance to
    advance as far as he saw fit within the family, Rashleigh joined the clergy of the
    Sovereign Host by attending a religious studies program through Morgrave University. The
    idea was that he would act as a priest to the family- bestowing Kol Korran's blessings on
    their every endeavor. In his final year at the University, he is undertaking a field
    internship as his final project before graduation. The goal, his advising professor has
    just informed him, will be the recovery of a legendary ring from the continent of
    Xen'drik. Given his family connections though and the unusual destination, it is nearly
    certain that he will be asked to discretely transport something either to or from one of
    the camps.
    Last edited by sleepystyle; Thursday, 21st July, 2005 at 04:35 PM.

  7. #7
    Spike - Marshal 5
    Lawful Neutral
    Medium Construct (Living Construct)
    Hit Dice: 5d8+10 (42 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 21 (+1 Dex, +10 armor), touch 11, flat-footed 20
    Base Attack/Grapple: +3/+5
    Attack: +1 greatsword +6 melee (2d6+4)
    Full Attack: +1 greatsword +6 melee (2d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: None.
    Special Qualities: Damage reduction 2/adamantine, grant move action 1/day, major aura +1 (2), minor aura +1 (3), warforged traits.
    Saves: Fort +7, Ref +3, Will +6.
    Abilities: Str 14, Dex 12, Con 14, Int 14, Wis 12, Cha 13.
    Skills: Bluff +9, Diplomacy +16, Intimidate +11, Listen +9, Sense Motive +9, Spot +9.
    Feats: Adamantine Body, Combat Expertise, Skill Focus (Diplomacy) [bonus feat].
    Languages: Common, Dwarven, Elven.
    Action Points: 7.

    Equipment: +1 greatsword, +2 adamantine plating, cloak of resistance +1, 2 flasks of repair moderate damage, 1050 gp.
    Encumbrance: 9 lb./58 lb. (light load)
    Personal Information:
    Patron Deity Dol Dorn
    Age 6
    Height 6'5"
    Weight 298 lb.
    Hair None
    Eyes Green
    Skin Grey

    XP: 11,125/15,000.

    Background Story
    Spike is a special type of warforged. When his comrades were taught about sword-play he was taught in the ways of diplomatic negotiations. He was taught to lead others into battle instead of following orders. He was given command of a squad of 10 warforged in The Last War and soon became an accomplished commander. He learned to develop tactics of engaging the enemy without suffering losses.

    Spike fought for Aundair and was engaged in at least a dozen battles during the war. When the Treaty of Thronehold was signed, he suddenly stood without any squad to lead and felt an emptiness inside that he had never felt before. He was puzzled by this longing to belong to a unit and soon took up an adventuring career, because that was the closest thing he could come to lead a unit again.

    Description: Spike is a tall and sturdily built warforged with symbols carved into his right chest plate signifying his former rank as commander. His skin has a dull gray look to it (due to the adamantine being used in his construction). Even though his face is completely without expression there's an unmistakable aura of authority about him. His plating has a few dents and marks from cuts that he hasn't taken care of, so he looks pretty battle-hardened and experienced. His green eyes shine and seem to register every bit of movement around him and all this information is quickly analyzed to draw suitable conclusions. He seems a lot less "cold" and emotionless than your average warforged.

    Grant Move Action (Ex): Once per day as a standard action, Spike can grant any or all allies within 30 ft. a move action that must be taken immediately. This extra action does not affect the ally's initiative count; the round continues normally after Spike's turn is over.

    Major Auras (Ex): Hardy Soldiers (damage reduction 1/-), Motivate Ardor (+1 bonus on damage rolls).

    Minor Auras (Ex): Accurate Strike (+1 bonus on attack rolls to confirm critical hits), Art of War (+1 bonus on bull rush, disarm, sunder and trip attempts), Force of Will (+1 bonus on Will saves).

    The auras in general are projected as a swift action and affect all allies (including himself) within 60 ft. who can hear Spike. He can maintain one major aura and one minor aura at a time. His auras are dismissed if he is dazed, unconscious, stunned, paralyzed or otherwise unable to speak. All bonuses granted are circumstance bonuses that do not stack with each other.
    Last edited by MadMaxim; Friday, 26th August, 2005 at 01:22 AM.

  8. #8
    Randrak Huk'ar
    Human Barbarian1/Battle sorcerer (UA)4
    Chaotic Good
    Str 16
    Int 8
    Wis 12
    Dex 14
    Con 14
    Cha 15 (+1 at 4th lvl)
    age 20

    HP 40 (12+4+5+4+5+2x5)
    BAB +4
    Fort +6(2Barb+1Sor+2Con+1cloack)
    Reflex +4(0Barb+1Sor+2Dex+1cloack)
    Will +6(0Barb+4Sor+1Wis+1cloack)

    AC18 Mithril Chain Shirt+1 5, Dex 2, ring 1

    (MW Greatsword) +8 2d6+4 19-20,x2
    dagger +7 1d4+3 19-20x2
    MW Composite longbow (str+3) +7 1d8+3 20 arrow+quiver
    Ability fast movement, illiteracy, rage 1/day, spell, ability to cast arcane magic in light armor

    Intimidate +10(8r+2)
    Climb +6(3r+3)
    swim +4(1r+3)
    jump +11(4r+3+4speed)
    Listen +5/+7 familiar (4r+1)
    Concentration +6(4r+2)
    spot +1/+3/+6 (normal/with familiar/in broad day light)

    feats Power attack, cleave, Powerfull charge

    spell per day, 5/6/3
    spell known 5/2/1
    0th level Presditigitation, Mage hand, Message, detect magic, Detect Poison
    1st level Ray of Enfeeblement, Expeditious Retreat (swift)CAdv
    2nd level WraithStrike(swift)Cadv

    wand of Magic Weapon (50charges)
    wand of Enlarge Person (50 charge)
    ring of Protection +1
    cloack of resistance +1
    2 potion of Bull strength
    1 potion CMW
    3 potion CLW
    Lantern Hooded
    4 Oil flask
    Rope Hemp
    4 rations
    2 sunrod
    climber's kit
    spell component pouch
    winter blanket
    Grapplin hook
    flint and steel

    92gp 6sp


    Nor Var
    Tiny Animal
    Hit Dice: 5 (20 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 19 (+2 size, +3 Dex, +2 natural+2familiar), touch 15, flat-footed 16
    Base Attack/Grapple: +4/–6
    Attack: Talons +9 melee (1d4–2)
    Full Attack: Talons +9 melee (1d4–2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: Low-light vision,Alertness, improved evasion, share spells, empathic link, Deliver touch spells
    Saves: Fort +3, Ref +5, Will +6
    Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
    Skills: Listen +2, Spot +14
    Intimidate +6(8r-2)
    Climb +1(3r-2)
    swim -1(1r-2)
    jump -10(4r-2-12speed)
    Concentration +4(4r)

    Feats: Weapon Finesse
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 1/3
    Advancement: —
    Level Adjustment: —
    These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
    Hawks combine both talons into a single attack.
    Skills: Hawks have a +8 racial bonus on Spot checks.

    Randrak was born in a small barbarian tribes living nearby the demon waste. Life in that part of the world was difficult but Randrak exceptional physical ability allowed him to survive the first 15 years of his life. Rendrak childhood was fairly typical for a child in the tribe. Of the 12 kids her mother had only 4 survived, him and 3 of his sisters.

    At 13 years old in order to become a men he was sent in the wood with a bow and a greatsword for a year to survive on his own the perils of the region.

    During that year, he fought the elements and various critters. The difficulty of the environement putted his physical limit to the test. Forcing him to go get everything he had inside to survive. The harshness finally unlocked his ability to channel magical energy from inside.

    He first realised that he was gifted when he studied suspect wild berries, something inside told him they were poisonous, so He didn't touch them. He also discovered he was able to lit fire at night by simply pointing it.

    He finally returned to his village, greeted by all (Rendrak was always appreciated by all). But the shaman quickly realised that he was able to control magic. Scared that the young new commer would take his place he quickly convinced the rest of the village that Rendrak had made some pacts with some demon he encountered in the waste in exchange for his power. Not very intelligent and trained with words he had no choice but to exile himself. That's how his adventuring life started.

    He left the waste for civilisation. The shock was enormous. Rendrak wasn't prepare for it. There he met a group of adventurer of questionable morality. For a few years he travel and fought with them.

    But last night things turned ugly and his five compagnion were killed when they attacked a dragon heads on. He survived only because he fell in a trap near the entrance. By the time he got out his friend were all in the belly of the beast, He run away. He is now sitting in a tavern alone, completly lost without his friend, drinking a beer. He doesn't know what life will bring him
    Attached Files Attached Files  

  9. #9


    Male-personality Warforged Rogue 3/Artificer 2
    Alignment: Neutral


    Height: 5’6"
    Weight: 250
    Skin: Silver with Black Striations
    Eyes: Silver
    Hair: None
    Age: 6

    Str: 10 (+0) [10]
    Dex: 16 (+3) [16]
    Con: 18 (+4) [16, +2 race]
    Int: 17 (+3) [16, +1 level]
    Wis: 6 (-2) [8, -2 race]
    Cha: 6 (-2) [8, -2 race]

    Warforged - Living Construct
    immunities: poison, sleep, paralysis, disease, fatigue, nausea, exhaustion, sickening and energy drain; no natural healing of lethal damage, half magical healing; no eat, sleep or breathe; +2 Con, -2 Wis, -2 Cha; comp plating: +2 armor, light fortification (25%); slam: 1d4+Str

    Class Abilities:
    sneak +2d6
    evasion, uncanny dodge
    trapfinding, trap sense
    artificer knowledge +5
    artisan bonus
    disable trap
    item creation
    Scribe Scroll
    Brew Potion

    Craft Reserve = 0

    Hit Dice: 5d6 + 25
    HP: 45
    AC: 19 (+3 Dex, +6 Armor)
    Armor Check Penalty: -2
    Init: +3
    Speed: 30ft

    Fortitude: +6 [+1 base, +5 Con]
    Reflex: +6 [+3 base, +3 Dex]
    Will: +2 [+4 base, -2 Wis]

    BAB: +3
    MAB: +7 (1d8/19-20, mw Light Crossbow) or +4 (1d6/19-20, mw Short Sword) or +4 (1d4+1/20, +1 fists)

    Infusions/Day: 4
    1: Armor Enhance, Lesser, Energy Alteration, Enhancement Alteration, Identify, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement (+3), Spell Storing Item, Weapon Aug, Personal.

    Appraise: +10 [5 ranks, +3 Int, +2 synergy (Craft - trapmaking)]
    Concentration: +10 [5 ranks, +5 Con]
    Craft (trapmaking): +11 [8 ranks, +3 Int]
    Craft (weapon smithing): +7 [4 ranks, +3 Int]
    Disable Device: +13 [8 ranks, +3 Int, +2 mw tools]
    Hide: +12 [8 ranks, +3 Dex, +1 darkweave clothes]
    Move Silently: +9 [8 ranks, +3 Dex, -2 armor]
    Open Lock: +13 [8 ranks, +3 Dex, +2 mw tools]
    Search: +13 [8 ranks, +3 Int, +2 synergy (know-arch&engineering)]
    Spellcraft: +12 [5 ranks, +3 Int, +4 synergy (UMD and know-arcana)]
    Use Magic Device: +10 [8 ranks, -2 Cha, +2 (scrolls - artificer ability), +2 synergy (know-arcana)]
    Know (Arcana): +8 [5 ranks, +3 Int]
    Know (Arch&Eng): +11 [8 ranks, +3 Int]

    Mithril Body
    Construct Lock (DC 17)

    Languages: Common, Dwarven, Elven, Draconic

    amulet of health +2
    mw thieve's tools
    warforged repair kit
    id papers
    darkweave explorer's outfit

    mw light crossbow
    mw short sword

    fists enchanted with +1 enhancement bonus
    armor plating enchanted with +1 enhancement bonus

    Acid Flask x5

    Following items created using Craft Reserve:
    Detect Secret Doors x5
    Detect Snares/Pits x5
    Repair Light Damage x10

    Repair Light Damage x5
    Shield of Faith (+2) x5
    Total Cost (8,957gp)

    Appearance: Ghost is a silver-white warforged, with streaks of black obsidian layered in various lines through his mitral plates. He has silvery eyes, and wears a loose-fitting explorer's outfit made of darkweave.

    Personality: Ghost is a bit naive and easy to manipulate. He greatly trusts other people, often even in the face of obvious treachery. He is content to follow orders so long as he is able to hone his skills. Nevertheless, he is very intelligent, although he typically assigns his intelligence towards solving mechanical puzzles. He enjoys working with complex devices of all kinds, and loves to disassemble them to see how they work. His skills also allow him to re-assemble devices, and he's become rather good at repairing traps, weapons and warforged.

    Background: Ghost was created by House Cannith and designed to be a sapper and infiltrator during the War. He was sold to the Kingdom of Breland, and was used for missions of infiltration and subterfuge. He dug under castles and disabled their gates. He sneaked into fortresses and removed their traps so a strike force could go in. He was sent on rescue operations to liberate allies held as prisoner in various dungeons. He became an expert at breaking into secure locations, and a master of locks and traps of all varieties.

    After the war, he was liberated from Breland's service, and found himself without purpose among the towers of Sharn. He was quickly scooped up by a criminal guild that manipulated him into serving their ends. He was productively engaged in liberating money and valuables from "evil doers" among the wealthy in Sharn. Eventually, he ran afoul of the law, and faced an extensive sentence, but his punishment was commuted if he would consent to serving the Brelish government once again.

    He went to work for the King's Lanterns, and was trained in certain magical skills to further increase his ability to defeat magical traps and locks. He served several missions successfully, and was for the most part, content to have a purpose in his existence.

    Ghost still serves the Brelish Crown, and has little ambition other than to make himself useful by perfecting his abilities.
    Last edited by Ozmar; Thursday, 15th September, 2005 at 04:09 PM. Reason: updated equipment

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