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Wednesday, 1st June, 2005, 05:19 AM #1
Acolyte (Lvl 2)
[Eberron] Age of Worms Adventure Path Rogues Gallery
Here's the thread where you can post all of your completed characters. Please include silly things like how much your equipment weighs and your load, and your initial spell selection. I look forward to getting started!
Last edited by Branding Opportunity; Saturday, 30th July, 2005 at 07:07 PM.
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Wednesday, 1st June, 2005, 05:47 AM #2
Guide (Lvl 11)
Code:Name: Rial Class: Warlock Race: Human Size: Medium Gender: Male Alignment: Chaotic Neutral Deity: Doesn´t really care. Str: 10 +0 ( 2p.) Level: 1 XP: 644 Dex: 14 +2 ( 6p.) BAB: +0 HP: 8 (6+2Con) Con: 14 +2 ( 6p.) Grapple: +0 Dmg Red: -/- Int: 14 +2 ( 6p.) Speed: 30' Spell Res: - Wis: 10 +0 ( 2p.) Init: +2 Spell Save: - Cha: 16 +3 (10p.) ACP: +0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +0 +2 0 +0 +0 14 Touch: 12 Flatfooted: 12 Base Mod Misc Total Fort: 0 +2 0 +2 Ref: 0 +2 0 +2 Will: 2 +0 0 +2 Weapon Attack Damage Critical Range Dagger +0 1d4 19-20x2 Thrown Dagger +2 1d4 19-20x2 10 ft Eldritch Blast +2 1d6 20/x2 60 ft (+1 to hit and damage if shooting at 30 feet of less; ignores penalties for shooting into melee) Languages: Common, Undercommon, Abyssal. Abilities: -Extra feat at level 1 -Extra skill points -Favored class: Any. Invocatins known: Least: Spiderwalk Feats: Point Blank Shot, Precise Shot. Skill Points: (2 warlock +2 Int +1 Human)x4=20 Max Ranks: 4/2 Skills Ranks Mod Misc Total Bluff 4 +3 +7 Concentration 4 +2 +6 Intimidate 4 +3 +7 Use magic device 4 +3 +7 Knowledge: local 2 +2 +4 Equipment: Cost Weight Dagger 2gp 1 lb Leather armor 10gp 15 lb Explorer's outfit 0gp - lb Backpack 2gp 2 lb --Torches (2) 0.02gp 2 lb --Flint and Steel 1gp - lb --Rations (1 day) 0,5gp 1 lb --Waterskin 1gp 4 lb --2 Potions of CLW 100gp -- lb Total Weight: 25 lb Money: 3 gp 5 sp cp Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: 17 Height: 5´8" Weight: 160 lb Eyes: Brown Hair: Black Skin: TanSpoiler:
Last edited by Someone; Saturday, 1st October, 2005 at 10:08 PM. Reason: Added recent XP reward.
Wednesday, 1st June, 2005, 06:32 AM #3
Acolyte (Lvl 2)
Zan, Changling Wizard
Appearance:Code:Name: Zan Class: Wizard Race: Changling Size: Medium Gender: Male? Alignment: NG Deity: Action Points: 5 Str: 8 -1 (0p.) Level: 1 XP: 472/1000 Dex: 14 +2 (6p.) BAB: +0 HP: 9 (1d4+2+3) Con: 14 +2 (6p.) Grapple: -1 Int: 18 +4 (16p.) Speed: 30' Wis: 8 -1 (0p.) Init: +2 Cha: 12 +1 (4p.) ACP: -0 Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +2 +0 +0 +0 12 Touch: 12 Flatfooted: 10 Base Mod Misc Total Fort: 0 +2 +2 Ref: 0 +2 +2 Will: 2 -1 +1 Weapon Attack Damage Critical Light Crossbow ('80) +2 1d8 19-20x2 Quarterstaff -1 1d6-1 20x2 Dagger(10') -1(+2) 1d4-1 19-20x2 Languages: Common, Dwarven, Elven, Gnome, Halfling Abilities: Changeling Racial Abilities - +2 save vs Sleep and charm - +2 Bluff, Intimidate, Sense Motive - Natural Linguist: Speak Language class skill - Minor Shape Change: Dual Specialization: Illusion & Transmutation FOrbidden Schools: Abjuration, Enchantment, Necromancy Familiar: Toad (+3 HP) Feats: Extend Spell, Scribe Scroll Skill Points: 24 Max Ranks: X/X Skills Ranks Mod Misc Total Decipher Script 4 +4 +8 KN: Arcane 4 +4 +8 KN: History 4 +4 +8 KN: The Planes 4 +4 +8 KN: Local 1 +4 +5 Spellcraft 4 +4 +8 Use Magic Divice 3 +1 +4 Bluff 0 +1 +2 +3 Disguise 0 +1 +10 +11 Intimidate 0 +1 +2 +3 Sense Motive 0 +1 +2 +3 Equipment: Cost Weight Light Crossbow 35 4 20 Bolts 2 2 Quarterstaff 4 Dagger 2 1 Spell Component Pouch 5 2 Spellbook 15 3 Backpack 2 2 Bedroll 0.1 5 5 Candles 0.05 5 Pieces of Chalk 0.05 Ink Pen 0.4 Ink 8 Scroll Case 1 0.5 5 sheets of paper 2 Familiar Summoning 100 Total Weight:23.5lb Money: 27gp 4sp 0cp Lgt Med Hvy Lift Push Max Weight: 26 53 80 80 400 Age: 21 Height: 5'4" Weight: 121lb Eyes: White Hair: White Skin: Grey
Zan is small and fairly frail looking. His grey skin and white eyes and hair are unusual for a changeling only in that he chooses to not hide his true nature. He wears fairly loose fitting traveling clothes, with a long black cloak that flows around him.
Zan has always been proud of his changeling heritage, and usually openly walks around in his natural form. He feels that his changeling heritage shows that limits are what you perceive, and must be tested in every way. Growing up in Diamond Lake, close to Sharn, gave him many opportunities to test his limits.
Zan has naturally been attracted to magic, and found many interesting new limits to test with it. He spent time watching the local magewright work. He toyed with magic and spent time studying it and its strange effects. Later, when the magewright took an apprentice warforged, he studied the warforged, often talking or spending time with him. He learned quickly that Fixit, as he was called, was more than a simple magical construct, and they developed a deep friendship. He would often stay up late, talking to Fixit about magic and theories, forgetting his friend didn’t sleep.
Zan was always close to his brother Pak. Together, they enjoyed many adventures in town. Pak was always more into fooling around with his changeling abilities than Zan was though, and as a result, Pak tended to get into more trouble. Zan tried to look out for his little brother, but figured he’d learn better if he faced his own consequences. Zan didn’t approve of Meldain, one of Pak’s closes friends, but mostly because the two of them got into more trouble together than either would alone. Meldain was a nice kid, but enjoyed the occasional prank way too much.
Zan always enjoyed the company of Mulch. Mulch had a different take on magic that Zan found curious, and they would debate endlessly. Mulch enjoyed forays into odd topics and enjoyed exploring knowledge as much as Zan did. However, Zan was one of the few people Mulch was ever serious with, and while Mulch could make him laugh, there were times when the dwarf wore himself thin with the others.
Rial was always getting into trouble, but more trouble on his own than trouble with the adults. Zan had spent many a time talking to him about magical theory, but Rial always seemed a bit more focus on the results than how to get there. Zan never knew what to make of Rial, as he always made Zan feel a bit uneasy, but Rial was always fascinated by what Zan could do with his tidbits of magic, and he enjoyed showing off and experimenting in front of him.
Kerwin was always a bit shy and insecure. Zan knew why and had always felt sorry for Kerwin, knowing the situation in his family. He was glad Kerwin had managed to enlist and get out of the house.
Kellion, or Kell as he liked to be called, was the odd ball who never seemed to realize it. He liked to hang around Zan and Pak, but never quite seemed to fit into the conversation. He tried of course, but he just wasn’t quite as bright as Zan or Pak. However, he was a valued companion, and he brought some much needed muscle when Zan or Pak needed him. Zan always valued Kell’s unquestioning loyalty, and tried to help him fit in even when he couldn’t follow the conversation.
Zan had apprenticed himself to Allustan after several detailed discussions about magic. Allustan knew quite a bit, and encouraged Zan's analysis on the theories of magic. His magic grew in power under Allustan's tutelage, but Zan wanted more. About the time the war ended, he went off to study at Morgrave University at Allustan's recommendation. He learned diversity in specializing, and enjoyed testing his magical limits. He worked with stretching his magic, and using it ways well beyond those thought conventional. He brought his changeling approach to magic, and was rewarded with a unique perspective on magic and its workings.
Zan had a tight group of friends in Diamond Lake, and before he left, he promised that he would return when he was done studying, and perhaps they could go out and explore the world together. Leaving his friends was hard, especially his brother.
On his occasional visits back from the university, he saw Kerwin again, and met his friend Sniffer. Kerwin had changed, and grown more confident. With his family gone, he had been working with Sniffer on some of the farms. Unfortunately, it looked like Kerwin had been changed enough by the war where he didn’t fit in, and Zan would hear stories of problems from his family through letters they sent.
However, studying has its limits, so Zan sought to move beyond those, and get out into the field. He sought to go on expeditions for the University, and examine several of the stranger places on Khorvaire. But, he was still a young student, and was never allowed to join in any of the expeditions. Tired and feeling limited by the University’s rules, Zan journeyed back to Diamond Lake, to meet back up with his friends.
Lesser Orb of Acid
Summon Monster 1
L0: 3 DC 14
Summon Monster 1
Advancement and goals
Last edited by Bront; Monday, 5th September, 2005 at 07:40 PM.
PbP Mod. PM or E-mail if you have questions or issues.
Wednesday, 1st June, 2005, 08:31 PM #4
Acolyte (Lvl 2)
Meldain, Chaotic Neutral Human
Medium Humanoid (Human), Rogue 1
Age: 17 years
Weight: 152 lb
Speed: 35 ft.
HD: 1d6+1 (Rogue)
HP: 7 hp
Str: 11 (+0)
Dex: 17  (+3)
Con: 12 (+1)
Int: 15 (+2)
Wis: 8  (-1)
Cha: 12 (+1)
Base Attack: +0 (+0 Rogue)
Grapple: +0 (+0 BAB, +0 Str)
AC: 14/15 (+3 Dex, +1 armor/+1 dodge)
Initiative: +3 (+3 Dex)
Fort +1 [+0 Rogue, +1 Con]
Ref +5 [+2 Rogue, +3 Dex]
Will -1 [+0 Rogue, -1 Wis]
Action Points: 5
Patron Deity: Would be Olladra, if he cared enough to learn more about the gods.
Club +0 melee; 1d6 bludgeoning; x2
Club +3 ranged; 1d6 bludgeoning; x2
Dagger +0 melee; 1d4 piercing or slashing; 19-20/x2; Range Increment 10 ft.
Dagger +3 ranged; 1d4 piercing or slashing; 19-20/x2; Range Increment 10 ft.
Skills: 44 [Rogue]
Balance +5 [2 Rogue, +3 Dex]
Bluff +5 [4 Rogue, +1 Cha]
Climb +4 [4 Rogue, +0 Str]
Disguise +2 [1 Rogue, +1 Cha]
Escape Artist +4 [1 Rogue, +3 Dex]
Gather Information +2 [1 Rogue, +1 Cha]
Hide +7 [4 Rogue, +3 Dex]
Jump +4 [4 Rogue, +0 Str]
Knowledge (local) +4 [2 Rogue, +2 Int]
Listen +1 [2 Rogue, -1 Wis]
Move Silently +7 [4 Rogue, +3 Dex]
Open Lock +5 [2 Rogue, +3 Dex]
Search +6 [4 Rogue, +2 Int]
Sense Motive +1 [2 Rogue, -1 Wis]
Sleight of Hand +5 [2 Rogue, +3 Dex]
Spot +1 [2 Rogue, -1 Wis]
Swim +1 [1 Rogue, +0 Str]
Tumble +5 [1 Rogue, +3 Dex]
Use Rope +5 [1 Rogue, +3 Dex]
Feats: Dash, Dodge
Special Abilities: Sneak Attack +1d6, Trapfinding
Equipment: Backpack (2 gp, 2 lb), bedroll (1 sp, 5 lb), 6 daggers (12 gp, 6 lb.), club (0 gp, 3 lb), padded armor (5 gp, 10 lb.), peasant's outfit (-, -), waterskin (1 gp, 4 lb), trail rations x1 (.5 gp, 1 lb), common lamp (1 sp, 1 lb), 1 pint of oil (1 sp, 1 lb), thieves' tools (30 gp, 1 lb), ink [1 oz] (8 gp, -), inkpen (1 sp, -), signal whistle (8 sp, -), 5 sheets of paper (2 gp, -)
- Eaten a trail ration
Load: 34.5 lb.
Carrying Capacity: 38/76/115 lb.
137 gp 9 sp in coins.
Languages known: Common, Dwarven, Elven
Description: A tall and thin young man, Meldain, has long black hair and blue eyes. While he usually wears the common local clothing, he also obtained a padded armor he sometimes wears when he anticipates more trouble than usual. His eyes twinkle with hunger for action.
Background: Meldain has a reputation as a local troublemaker – a reputation that is well deserved. He is overconfident, and likes to play tricks on people, sometimes showing up where he shouldn't. As a result, Meldain has learned to rely on his speed and swiftness when he is being chased once again.
He considers himself a charming guy, and believes he could win anyone over after playing a trick on them. He is also quite certain the girls in town love him, despite plenty of evidence against it.
Meldain, being the only child in his family, and losing his father to the Last War at a young age, formed closer bonds to his friends than to his mother, especially to the changeling Pak and the dwarf Mulch.
As his thrillseeking has sometimes led him outside of Diamond Lake, Meldain has learned the value of being armed, but he sees no value in getting any of the more martial weapons, such as crossbows, and keeps to daggers and a club.
Last edited by Knight Otu; Monday, 1st August, 2005 at 10:56 PM. Reason: Eaten a trail ration
Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).
Semabin ai Harudan, currently hunting goblins.
Ashnar, currently searching the Peregrine Shard.
Sedar Spirewalker, Halfling Investigative in Living Eberron.
Castle Otu *Updated 17/06/07 - Semi-Random Crunch - The Greenjacket*
Wednesday, 1st June, 2005, 09:22 PM #5
Novice (Lvl 1)
SNIFFER was created to assist in the finding of stragglers. He was considered to be the one who has outstanding tracking skills and can thereby ensure that after a battle, all enemies are rounded up and captured. If the battle went against them, he might be able to find the stragglers and rescue them before further ill came to them..
He has been conditioned in his training to become an archer.
CON 12 (+2 race)
WIS 14 (-2 race)
CHA 6 (-2 race)
AC 17 (base 10, Mithral composite 5, dex 2,)
Skills – rank mod total
Climb 4 2 6
Ride 4 2 6
Hide 4 2 6
Knowledge (geography) 2 2 4
Search 4 2 6
Spot 4 3 7
Survival 4 3 7
Swim 2 2 4
Use Rope 4 2 6
1st favored enemy, Humanoid (human)
Track, mithral body (lvl 1)
+3 ranged, Longbow (1d8 x3)
+3 melee longsword (1d8+2 19/20 x2)
Posessions: Knapsack, 3 days of rations.
Last edited by Ranger Rick; Tuesday, 6th September, 2005 at 05:29 PM.
Thursday, 2nd June, 2005, 12:40 AM #6
Appearance:Code:Name: Pak Class: Rogue Race: Changling Size: Medium Gender: Male? Alignment: Chaotic Neutral Deity: XXXX Str: 8 -1 (0p.) Level: 1 XP: 0/1000 Dex: 14 +2 (6p.) BAB: +0 HP: 6 (1d6) Con: 12 +0 (4p.) Grapple: -1 Dmg Red: XX/XXXX Int: 18 +4 (16p.) Speed: 30' Spell Res: XX Wis: 8 -1 (0p.) Init: +2 Spell Save: +X Cha: 14 +2 (6p.) ACP: -0 Spell Fail: XX% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +0 +2 +0 +0 +0 14 Touch: 12 Flatfooted: 10 Base Mod Misc Total Fort: 0 +0 +0 Ref: 2 +2 +4 Will: 0 -1 -1 Weapon Attack Damage Critical Shortbow ('60) +2 1d6-1 X3 Shortsword -1 1d6 19-20/x2 Languages: Common, Dwarven, Elven, Gnome, Halfling Abilities: Changeling Racial Abilities - +2 save vs Sleep and charm - +2 Bluff, Intimidate, Sense Motive - Natural Linguist: Speak Language class skill - Minor Shape Change: Standard Action to use. - Sneak Attack +1d6 - Trapfinding Feats: Able Learner Skill Points: 48 Max Ranks: 4/2 Skills Ranks Mod Misc Total Use Magic Divice 1 +2 +3 Bluff 4 +2 +2 +8 Diplomacy 2 +2 +4 Disguise 4 +2 +10 +16 Disable Device 4 +4 +8 Forgery 1 +4 +5 Intimidate 4 +2 +2 +8 Sense Motive 4 -1 +2 +5 Gather Information 4 +2 +6 Hide 4 +2 +6 Move Silently 4 +2 +6 Open Lock 4 +2 +6 Search 2 +4 +6 Sleight of Hand 4 +2 +6 Knowledge:Local(Breland) 1 +4 +5 Equipment: Cost Weight Leather 10 15 Shortbow 30 2 20 arrows 1 1 Shortsword 10 2 Thieves tools 30 1 Spellbook 15 3 -used as a journal Backpack 2 2 Ink Pen 1sp 0.4 Ink 8 Total Weight:24.4lb Money: 93gp 9sp 0cp Lgt Med Hvy Lift Push Max Weight: 26 53 80 80 400 Age: 17 Height: 5'3" Weight: 121lb Eyes: White Hair: White Skin: Grey
Pak appears as a normal changeling, grey skin with white hair and eyes. However, he is usually found impersonating other races.
Pak, a sibling of Zan’s, is the typical “becomer” changeling. He constantly tries to test his limits (and others’ nerves). He is stubborn to a fault, firmly believing he can do what he sets out to do. He often grows bored when in one place for too long. He’s dying to get out of Diamond Lake with Zan and Fixit.
When he was young, he hated being different. He hated looking in mirrors and seeing himself. The family of Kalashtar in Diamond Lake were Psions. Pak had been interested in what people call psionics. He was attracted to the idea of things altering the body with thought. Though he did not have the money(but more precisely the courage) to delve into something so unknown to him. One day he realized how he could alter himself naturally. Why didn’t he think of this before? His brother Zan, and their parents were proud of their heritage, and walked about in natural form. He started out small. Though playing the I’m You Game with another changeling in his natural form did not yield much results. Time marched on, and Pak became quite good at this mimicry. Eventually he gained the ability to change faster.
He is proud of his brother, going to Morgrave University but at the same time he is jealous. He’s always felt like “Zan’s little brother” rather than Pak. Though he is as intelligent as Zan, he presents it in a more subtle way. Where Zan is rather straightforward, and inquisitive Pak is cunning and resourceful. They are not complete opposites, but are not far off. His favorite name for Zan in times of sarcastic wit(which is often) is “Professor” or “College Boy”. He can be quite hurtful and brash here and there.
Pak has a myriad of personalities he uses. A half-elf, a human, a dwarf, a half-orc, and a shifter. He’s been working on trying to mimic Fixit, but something just isn’t right about it. His skin can’t mimic the metal/ironwood that makes up Fixit’s body.
Don't you hate it when people....Don't you just hate people?
Thursday, 2nd June, 2005, 08:24 AM #7
Novice (Lvl 1)
Domain: Luck Strength
Brown Eyes, Black Hair
STR 15 +2
DEX 10 0
CON 16 +3
INT 10 0
WIS 16 +3
CHA 10 +0
AC 14 T 10 FF 14
Languages: Dwarf, Gnome, Common
Martial Weapon Proficiency (Greatsword)
Craft-Alchemy +2 (0/2/0)
Disable Device +1 (0/1/0)
Speak Language (gnome) +1 (0/1/0)
Use Magical Device +1 (0/1/0))
FORT +5 (+2/+3/0)
REF 0 (+0/0/0)
WILL +5 (+2/+3/0)
BASE ATTACK BONUS +0
Greatsword +2/ 2d6+3/ 19-20/x2
Dart(Thrown) +0/ 1d4+2/ 20/x2
Spell Component Pouch
Total Weight Carried: 78 lbs
Luck: You have good fortune, useable once per day. When you use this ability, you may reroll any one roll that you have just made. You must abide by the new roll.
Strength: You can perform a feat of strength once per day, adding +1 to your Strength score for one round as a free action.
Shield of Faith
Turns Attempts per day: 3
Originally from the Mror Holds, Mulch has been banished from his clan. Even at an early age, he could never conform to the strict laws of his brethren. His chaotic ways brought him into constant conflict with those around him. In such a harsh environment, the elders, especially his own parents, had no tolerance for his disruptive, rebellious behavior. If it had not been for a group of gnomes that helped smuggle him onto a caravan out of the Holds, he might not have lived to see his thirtieth year.
The caravan took him across Korvair, and did not stop for more than a day until it reached a small, non-descript, farming village known as Diamond Lake. His protectors had some friends there, and Mulch was left with the small group of gnome alchemists and artificers that made the village their home. There he was raised, adopted, given a new name, and taught the secrets of alchemy. He rarely talks about his past, and refuses to say a word about what clan he once belonged to, though he has on occasion let slip that he was born in Krona Peak.
Although a gentle soul, Mulch finds himself most suited to brute strength. He weilds his immense great sword with abandon, and has often aided the townfolks on expeditions to hunt a fleeing criminal or maurauding beast that has been terrifying the outlying farms. He has come to believe that goodness and mercy must always outweight any consideration for the law. He considers himself a champion of the weak and unfortunate, and is always ready to do battle for the less fortunate, especially his fellow villagers. He is especially sensitive to the plight of the poor villagers of the town, who are at the mercy of the mine managers and local officials. He dreams of one day helping to set things right, but for the time being tries his best to look the other way, because he does not want to bring trouble to his adopted family.
Even from a young age, Mulch felt that he was gifted with incredible luck. Many times he seemed destined for trouble, but managed to miraculously weasel his way out. It was this seemingly divine intervention that eventually led him to dedicate his life to helping others. He does not identify any specific deity as the recipient of his spiritual devotion. He has a more intuitive relationship with the divine, rather than something dogmatic.
Raised among the gnomes, he has adopted many gnome customs, learned their language, and become a part of their culture. Although among the gnomes he is known as Longbeard, his facial hair is actually quite thin for his race. People who meet him always comment that for a dwarf, he is really quite personable. Because he has been so warmly accepted, he feels a special affinity to any outsider, and goes out of his way to befriend them and make them feel welcome. But he has no toleration for someone who would willingly hurt others, especially those in a position of power, and he is quick to confront outsiders he suspects are up to no good.
Mulch is also known to be quite the joker, despite having reached young adulthood. Many people comment that he often is more of a gnome than most gnomes. He even shares their thirst for all things mechanical and chemical. In fact, the only thing that can keep his short attention span are mechanical gadgets and the like. Otherwise, he is always goofing off, playing practical jokes, drinking of course, and making fun with his friends. He is especially popular with the young people of Diamond Lake, as he's always setting off fireworks and willing to play games.
One of his more frequent companion's is Fixit. Mulch had never before seen one of the warforged up close, and he can spend hours trying to put together in his head how he is actually put together. But he is equally as curious about his friend's personality. There is perhaps no one in all of Diamond Lake outside his adopted family he enjoy's teasing as much as the Artificer. It's amazing the different reactions he's able to provoke. But at the same time, Mulch would risk everything to protect Fixit from any kind of danger.
And of course he is also friends with the two changeling brothers, Pak and Zan. He is particularly fond of Zan, who shares his love of learning and has a good heart. His is more cautious when dealing with Pak. He sees the young boy has many insecurities, and that these often lead him towards a wrong path. Mulch tries to be gentle with the boy, not wanting to offend him, but gently and subtly offers him guidance that he hopes will lead him on a brighter path.
Meldain is another young one from the village that Mulch is worried about. Although he has always liked the lad for his readiness to laugh and play games, he knows that the boy often takes his pranks too far. He seems to lack a sense of right and wrong, and the dwarf is concerned that someday the boy will do something he regrets and get himself, and perhaps his friends, into serious trouble.
As soon as Kerwin returned from the war, Mulch could see he had changed. He still seemed the same upright, loyal young man that had left, but at the same time he seemed hardened and less innocent. Mulch has wanted to talk to Kerwin, but the chance has not arisen. Mulch had been against Kerwin's leaving and said as much. Mulch had at one time considered joining himself, but he could never bring himself to pick a side in the conflict. It seemed that nothing good would come out of the war. But most importantly, he felt that his place was in Diamond Lake, to help protect the village should any trouble come. He had urged Kerwin to stay as well. Perhaps the human still harbored some resentment towards him for the last conversation they had before he left.
And Kerwin's new companion, Sniffer, fascintates Mulch, and he has spoken several times to the latest Warforged to arrive in Diamond Lake. He is most interested in the differences between the two, both in construction, and in personality. Despite seeming just as loyal and virtuous as Fixit, the newcomer is not exactly personable, and seems more focused on duty and action. Mulch means to take every opportunity he can to learn more about him.
Kellian is someone that Mulch has never had a lot of interaction with, as the shifters seem to keep mostly to themselves. The dwarf had heard of him through Pak and Zan, but they had not met until a year or so back, on an expedition to hunt down a fugitive who had robbed a local farmer and nearly murdered him. The young shifter seemed a good soul, but something of a loner. It was not long after that first meeting that Kellian and some of his family left town, and it's only been recently since he returned.
Rial is someone that Mulch keeps on his need to watch out for list. The mysterious figure sticks to the edges of Diamond Lake and the dwarf wonders what nefarious deeds he might be up to. He has tried several times to get to know the young man, but everytime was rebuffed.
With the war over, and a measure of peace and stability blanketing the region around Diamond Lake, Mulch has begun to think of leaving the village. His families business has become more prosperous, and they do not exactly need his help. He knows that there must be some greater purpose to his life, waiting for him, but still has no idea what that purpose might be or where it will lead him. At the same time, he fears that the situation in town might detoriate at any time, and feels a responsibility to stay and help should the need arise.
Last edited by lotuseater; Tuesday, 21st June, 2005 at 03:44 PM.
Thursday, 2nd June, 2005, 11:56 AM #8
Novice (Lvl 1)
FIXIT (Warforged Artificer 1)
Infusions Known: 2+1 Infusions Used: 0Code:Name: Fixit Class: Artificer Race: Warforged Size: Medium Gender: Male Alignment: Neutral Good Deity: Onatar Action Points: 5 EXP: 472 Str: 10 +0 (2p.) Level: 1 XP: 0 Dex: 12 +1 (4p.) BAB: +0 HP: 7 (1d6+1) Con: 12 +1 (2p.) +2 racial Grapple: +0 Dmg Red: 2/slashing Int: 14 +2 (6p.) Speed: 30' Spell Res: N/A Wis: 8 -1 (2p.) -2 racial Init: +1 Spell Save: N/A Cha: 16 +3 (16p.) -2 racial ACP: -0 Spell Fail: 0% Current Hit Points 7 Base Armor Shld Dex Size Nat Misc Total Armor: None 10 +3 +0 +1 +0 +0 +0 14 Touch: 11 Flatfooted: 13 Base Mod Misc Total Fort: 0 +1 0 +1 Ref: 0 +1 0 +1 Will: 2 -1 0 +1 Weapon Attack Damage Critical Hvy Mace +0 1d8 x2 Light x-bow +1 1d8 19-20/x2 80' Bolts Used: 2 Languages: Common, Draconic, Elven Abilities: Racial *Immunity to poison, sleep effects, paralysis,disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain *Only heal half damage from cure spells and fx *Vulnerable to spells and fx that affect metal and wood (as long as the effect is not restricted to objects) *No need to eat, sleep or breathe but can gain the benefits of consumable spells, fx and magit items *Composite Plating: +2 armour class (5% spell failure) *Light Fortification: 25% chance to avoid critical and sneak attack damage *Slam attack: 1d4 damage Class *Infusions: To access infusion level need an Int equal to 10 + the infusion level *Craft reserve: Use instead of xp to create magic items *Artificer knowledge: DC 15 check to determine if an item has a specific magical aura; bonus is level + Int mod *Artisan bonus: +2 Use Magic Device to activate an item that he has the prerequisite item creation feat *Disable trap: As rogue ability *Item creation: UMD check (DC20 + caster level) for each spell normally required to create the item; 1/day per spell; effective caster level +2 for meeting item pre-reqs; if it emulates a spell fx that fx is 2 levels lower; can also emulate non spell fx (alignment, race) *Scribe Scroll Craft Reserve: 20 Feats: Ironwood Body (+3 AC, DR 2/slashing) Skill Points: 24 Max Ranks: 4/2 Skills Ranks Mod Misc Total Appraise (Int) 2 +2 +4 Concentration (Con) 2 +1 +3 Craft (Int) 2 +2 +4 Disable Device (Int) 2 +2 +4 Know (Arcana)(Int) 2 +2 +4 Know (Arch & Eng) (Int) 1 +2 +4 Know (Local) (Int) .5 +2 +2.5 Know (The Planes) (Int) 2 +2 +4 Open Lock (Dex) 2 +1 +3 Profession (toy maker) (Wis) 2 -1 +1 Search (Int) 2 +2 +4 Spellcraft (Int) 2 +2 +4 Use Magic Device (Cha) 2 +3 +5* *Artisan Bonus +2 UMD Equipment: Cost Weight 5 candles 5cp - 5 pieces of chalk 5cp - 2 flasks 6cp 03lb Hammer 5sp 02lb Inkpen 1sp - Light Crossbow 35gp 04lb Heavy Mace 12gp 08lb 20 crossbow bolts 2gp 02lb Warforged Repair Kit 50gp 01lb ID Papers, with portrait 5gp - Satchel (Backpack equiv) 2gp 02lb Belt Pouch (large) 2gp 01lb Artisans Tools, m'work 55gp 05lb Sunrod x2 4gp 02lb Flint and Steel 1gp - Red Ink 8gp - Blue Ink 8gp - Mirror, sm steel 10gp .5lb 2 Scroll cases 2gp 01lb Sharn Inquisitive sub 10gp - Total Weight:31.5lb Money: 2gp 4sp 4cp Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: 6 Height: 6'7" Weight: 200lb Eyes: Blue Hair: N/A Skin: N/A
Appearance: Fixit is a hulking brute that has engraved himself with various formulas and recipes some of which he has shaded with different coloured inks and paints. He sports a heavy leather tool pouch on his front and carries a large mace.
Unusually for a Warforged he also wears big leather boots that are covered in small press studded pockets (He's hoping to make some Fixit's Handy Boots in the future). Most believe he sports the boots for extra storage but in reality he has a phobia about getting his feet wet. He thinks that being in constant contact with the moisture of the earth will make him rust from the ground up, the added storage is just a bonus. He also has problems with his eyes from doing a lot of small detail work and has crafted himself a set of goggles to make his life a little easier, these goggles are held in place with a small, tight leather belt (think aviation goggles). He wears a leather skullcap. Several childish charms, which have been given to him by children he has gifted with his creations, hang on leather throngs around his neck. Over his shoulder he wears a leather satchel with several compartments in it.
Background: Fixit is very imposing (although children never seem bothered by his appearance) but generally has the heart of puppy, especially where children are involved. He can get riled up though, and suffers serious embarrassment after he has calmed down. He loves mystery and reading and has a current subscription to the Sharn Inquisitive. He also loves creating toys to give to children. In fact, one of the pouches of his satchel is full of small toys and trinkets that he gives to children.
Fixit never made it to the war. In fact he never made it out of Sharn during the war. A minor Cannith noble, heavily in debt to The Boromar Clan, was forced to divert some of the Warforged being produced in the Cannith foundry to pay for his indiscretions. Fixit found himself being passed from owner to owner until he wound up in Diamond Lake working for Teren the Magewright.
Teren put Fixit to work as a labourer. Slowly, as he has interacted with the Warforged he grew impressed by his quiet determination and ceaseless striving to be the best at what he chooses to do. Teren began to reverse his opinion that Warforged were just items to be used, machines to make life easier. Fixit had shown some aptitude and a thirst for knowledge and Teren has slowly come to appreciate that he is a sentient being and does not deserve enslavement. It wasn't long before Teren couldn't teach Fixit anymore. Teren has sponsored Fixit as an apprentice Artificer.
Zan (Bront) first met Fixit when he was 'indentured' to Teren. Zan was an inquisitive young man and provided Fixit with a ready companion to discuss the theories behind magic. While Zan took an interest in magic in its purest form Fixit wanted to know more about the mechanics behind magic. Even though Zan probably doesn't realise it he was very helpful in influencing Fixit's career choice.
Zan's younger brother, Pak (Candide), has always amazed Fixit. He is continuously fascinated by his quick wit, rapier tongue and manipulation of language. While Fixit can easily grasp the most complex of magical formula he is much more rudimentary with regard life and Pak has sometimes taken advantage of this ignorance. It must be remembered, after all, that Fixit is only 6 years old and has spent most of that time being shunted from owner to owner and sequestered in dark rooms. Fixit treats Pak like a kid brother and often intercedes in arguments between the two real-life brothers.
Fixit doesn't have the same patience for Zan's 'partner in crime' Meldain (Knight Odu). The wiry human often partners Zan on his missions of daring-do. It might be because of his relationship with Zan that Fixit has more patience for Pak, but he finds the humour of Meldain caustic and his practical jokes mostly puerile. Saying that he doesn't hate the boy and still respects his place in the town.
Fixit has never really known how to take Kell (Captain Tagon). At times he seems such a gentle kid yet some times he can break into a ferocious rage which only goes to remind Fixit of the shame he feels when he himself gives in to anger. Kell has though, often stepped in to help the Changeling brothers and for that, if nothing else, Fixit respects the young wild man.
Mulch (lotuseater's PC) has always been an enigma to Fixit. When the dwarf is being serious (which is far to infrequently as far as Fixit is concerned) he and Fixit wax lyrical on all things alchemical, Fixit always being keen to learn something new. But, when the dwarf is playing at being the practical joker and, particularly when Fixit is the butt of his gags, the dwarf can tend to grate. They are close friends though and Fixit often colludes with Mulch when creating toys and fireworks.
Fixit is a little unsure of the latest settler to Crystal Lake, another Warforged that goes by the name of Sniffer (Ranger Rick). Fixit is a little jealous and at the same time uncertain. He is jealous because this new 'forged experienced war and uncertain because he doesn't know how the residents of Crystal Lake will feel about another 'forged in their midst. Will they now not want Fixit around?
The one thing that mitigates the unease the Fixit feels around Sniffer is the close bond the ‘forged has with Kerwin (Erekosc13). Fixit is inspired by Kerwin’s stories and finds his sharp mind an absolute pleasure to be around. Fixit is keen to learn more about the power of the mind and to see if he can’t somehow incorporate the science into his toys and gadgets. Sniffer can’t be all bad if Kerwin is friends with him. Can he?
Fixit is still very insecure after the events that unfolded before he was able to win his freedom. He needs security and hates loneliness. He is quick to make friends and a trustworthy, stalwart companion. He is keen to journey outside Crystal Lake and see some of the outside world. The stories that Sniffer and Kerwin tell of far away lands fill him with excitement and a longing to experience adventure.
Last edited by D20Dazza; Saturday, 3rd September, 2005 at 05:46 AM.
Thursday, 2nd June, 2005, 06:35 PM #9
human psychic warrior 1;
LG medium humaniod (human);
Init +2; Senses Listen +2, Spot +2;
Languages: Common, Gnome.
AC 16, touch 12, flat-footed 14;
HP 9 (1HD);
Fort +3, Ref +2, Will +2;
Melee: spiked chain +3 (2d4+4/x2) Reach 10';
Ranged: shortbow +2 (1d6/x3) Range 60';
Attack Options: Stand Still;
Base Atk +0, Grapple +3;
Combat Gear: chainshirt (-2ACP)
Action Points: 4
Spell-like Abilities: dimensional leap 1/day
1st - metaphysical weapon
Abilities: Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 10.
Feats: Stand Still, Exotic Proficiency (spiked chain), Least Dragonmark (Mark of Passage, dimensional leap 1/day).
Skills: Concentration +5 (4), Knowledge (psionics) +2 (1), Search +3 (2), Ride +3 (1), Climb +3 (2), Swim +1 (2), Jump +3 (2), Knowledge (local) +2 (1cc);
Possessions: Combat Gear, 20 arrows, backpack, map case, flint and steel, silk rope, 5 torches, waterskin, 5 rations, traveler's outfit, 2 belt pouches, 4gp, 4sp, 5cp.
Encumbrance: 61.5lbs; Load: Light (76lbs)
Description: Kerwin is tall and well built. He has short cropped brown hair and blue eyes. He bears his dragonmark tattoo in a very awkward location, on his inner thigh. He typically wears his chainshirt and brown trousers, looking much like a soldier or adventurer. He has a normal tattoo of a bear on his right forearm, stylized in a rough way making it obvious that it was not done by a very skilled artist. He is still quite young at only 18.
Personality: Kerwin's persona matches that of his tattoo that he bears on his forearm. He is gruff, and pushy, but can be quite calm when around those he knows and is familiar with. Being a Brelander from a small farming community he went to war often fighting with his unit in various locations, from Thrane to Cyre. Upon returning he found it difficult to return to farming life.
History: Kerwin was born to a farming family in Diamond Lake. He was born with a dragonmark birthmark on his inner thigh, hidden from the world. His parents knew that neither of them belonged to the dragonmark family and thus his mother's infidelity was revealed. His father did not take kindly to this development and was often very cruel to his wife and son. He made Kerwin hide the mark and made him feel ashamed of it.
To this day Kerwin does not know what it means, but knows it is special as it has saved his life on more than one occasion. He is frightened and ashamed of his mark, though if he ever found out what it really meant he would be very surprised. He is unaware of his destiny as a scion of the dragonmark house, a future of power and greatness.
As soon as he could he signed up for the war trying to get away from his father. During the war he went on a number of campaigns in Thrane, Cyre and other locales. He enjoyed working with the warforged in his unit and a strong bond grew between him and the forged Sniffer. When the Treaty of Thronehold was signed and 'forged declared people, not tools, Sniffer had little to do. Kerwin knowing only farming and war already knew he had to return to Diamond Lake and try to pick up where he left off.
He told Sniffer he was always welcome round his place as the unit disbanded. Returning home, Kerwin found that his father had also gone to war and never returned. His mother had left Diamond Lake, neighbours telling him that she thought all was lost. He wants to look for her, but his heart is not really in it. He worked for some of the other families as a hired hand, but had trouble fitting in again.
His childhood friends had returned too; Pak and Zan, the changeling brothers and Mulch and Meldain. When they all turned to adventuring Kerwin decided to follow suit and join them.
Last edited by Erekose13; Sunday, 16th October, 2005 at 01:16 AM.
Thursday, 2nd June, 2005, 08:33 PM #10
Novice (Lvl 1)
Description: Short and powerfully built Kellion has the look out of someone’s dreams. Or nightmares. While he is somewhat handsome, even by human standards, his bestial and fierce nature exudes enough that people tend to star clear. Unlike most Shifters however, Kellion does make some effort to keep himself clean and well groomed. He has flashing green eyes and deep reddish fur covering most of his body.Code:Kellian, Neutral Good Shifter Medium Humanoid (Shapechanger), Barbarian1 Age: 17 years Height: 5'9” Weight: 194lb Speed: 40ft. HD: 1d12+2 (Rogue) HP: 14 hp Str: 14  (+2) Dex: 16  (+3) Con: 14  (+2) Int: 12  (+1) Wis: 12  (+1) Cha: 10  (+0) Base Attack: +1 Grapple: +3 (+1 BAB, +2 Str) AC: 16 (+3 Dex, +3 armor –1 Armor Check Penalty) Initiative: +3 (+3 Dex) Fort +4 [+2 Barbarian, +2 Con] Ref +3 [+0 Barbarian, +3 Dex] Will +1 [+0 Barbarian, +1 Wis] Action Points: 5 Patron Deity: Sovereign Host (Balinor) Attacks Great Axe +3 1d12+3 x3 Slashing Warhammer +3 1d8+2 x3 Bludgeoning Shortbow +4 1d6 x3 60 ft range Skills: 20 [Barbarian] Balance +5 (+3 Dex +2 Racial Bonus) Climb +6 (2 Ranks +2 Str +2 Racial Bonus) Intimidate +4 (4 Ranks +0 Cha) Jump +6 (2 Ranks +2 Str +2 Racial Bonus) Knowledge (local) +2 (1 Rank that cost two points, +1 Int) Listen +3 (2 Ranks +1 Wis) Read/Write Languages (2 points to be literate) Survival +5 (4 Ranks +1 Wis) Swim +4 (2 Ranks +2 Str) Feats: Healing Factor, Simple and Martial Weapons Proficiency, Light and Medium Armor Proficiency, Shields Proficiency (except tower shields) Special Abilities: Shifting (Longtooth), Low-Light Vision, +2 to Balance, Climb, and Jump checks, Fast Movement, Rage 1/day Equipment: Greataxe (12 lb), Short Bow (2 lb), 20 Arrows (3 lb), Studded Leather Armor (20 lb), Backpack (2 lb) Bedroll (5 lb), Flint and Steel, 4 Day’s Rations (2 lb), 50 ft silk rope (5 lb), Waterskin (4 lb), Soap (2 lb) Load: 57 lb. (Bedroll, Flint and Steel, Rations, Rope, and Soap all in backpack for easy dropping) Carrying Capacity: 58/116/175 lb. 66gp 9 sp Languages known: Common, Sylvan (Spent two points to gain literacy)
Background: Kellion, Kell to friends, is the older child of one of the few Shifter families living in Diamond Lake. He was fairly close with the other members of his generation in the town especially Pak and Zan. Kellion was smart enough to at least somewhat follow the conversations the two and he had about magic even if his intelligence in no way matched his Changeling friends’. Still, Kellion was the one who was strong enough to stand up to anyone who felt like picking on the two siblings. When Zan went away Kellion was sad but instead focused on his combat skills, traveling around with his father and some family friends to do some hunting. They had a few brief run-ins with goblinoids but Kellion is still relatively inexperienced in combat. He returned to Diamond Lake shortly before his friend did. Back home for this short time Kell been seeking odd jobs, offering himself as a guide/bodyguard to anyone in the area that needs to travel.
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