[Eberron] The Secret Scion
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  1. #1

    [Eberron] The Secret Scion


    Please format characters as below, including bolding, italilcs, and underlining.

    Male Personality Warforged Fighter 3

    Medium Living Construct
    Alignment: Lawful Neutral
    Deity: Dol Dorn
    Region: Breland, Sharn
    Height: 6' 9''
    Weight: 314lbs
    Skin: Dark Gray
    Eyes: Red
    Age: 5

    Action Points: 6

    Str: 16 (+3) [10 points]
    Dex: 10 (+0) [2 points]
    Con: 18 (+4) [10 points, +2 racial]
    Int: 8 (-1) [0 points]
    Wis: 12 (+1) [6 points, -2 racial]
    Cha: 6 (-2) [0 points, -2 racial]

    Class and Racial Abilities: +2 Con, -2 Wis, -2 Cha, composite plating (AC +2), light fortification, living construct traits (has a Con score, no low-light or darkvision, not immune to mind-affecting effects, immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain, cannot heal damage naturally, subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects, can use the Run action, can be affected by spells that affect both living creatures and constructs, does not need to eat, sleep or breath, responds differently to going below 0 hit points, cannot be raised or resurrected. Bonus feats, proficient in all armor and shields, as well as simple and martial weapons.

    Hit Dice: 8d8+24
    HP: 33
    AC: 20 (+0 Dex, +8 composite plating, +2 shield) Touch – 10, Flat-footed – 18
    ACP: -5
    Init: +0 (+0 Dex)
    Speed: 20ft

    Fortitude +7 [3 base, +4 Con]
    Reflex +1 [+1 base, +0 Dex]
    Will +2 [+1 base, +1 Wis]

    BAB: +3
    Melee Atk: +7 (1d6+3/x4/P, MW heavy pick)
    Melee Atk: +6 (1d8+3/x3/B, warhammer)
    Ranged Atk: +3 (1d8+3/x3/110 ft./P, mighty composite longbow)

    Intimidate +4 [6 ranks, -2 Cha]

    Power Attack (fighter bonus 1st level)
    Adamantine Body (1st level)
    Improved Bull Rush (fighter bonus 2nd level)
    Improved Damage Reduction (3rd level)

    Languages: Common

    If you have spells, they go like this:

    Spells Prepared
    DC +4
    1st – acid splash x3

    1st – acid splash, ray of frost


    Wearing or carrying at hand
    MW heavy pick – 308gp (6 lbs)
    Mighty +3 composite longbow – 400gp (3 lbs)
    60 arrows – 3gp (9 lbs)
    Heavy steel shield – 20gp (15 lbs)
    Warhammer – 12gp (5 lbs)
    3 salves (potions) of repair light damage – 150gp
    Dagger – 2gp (1 lb)
    Belt pouch 1gp (1/2 lb)

    In or on containers
    Backpack - 2gp (2 lbs)
    ~50 ft. hemp rope 1gp (10 lbs)

    Mount and mount's gear (price of mount and gear)
    ~What's on the mount (price and weight as above)

    Total weight carried – 51.5 lbs, light load. (Load for mount give seperately)


    Nameless is obviously a front-line soldier, and it shows in his construction. His plating is thick and heavy, a dark, matte gray, bolted with heavy rivets. His face is set is a scowling expression, and his eyes are deep pits that flare with red fire. He carries with him a steel shield as blank and faceless as he once was. At his side he carries a heavy pick and a warhammer, with a large bow across his back, strapped to a slender backpack.

    Personality: Nameless is a warforged caught in a crux of its life. It is seeking other interests than war, and is sampling various other professions and types of employment. While he still feels bound to uphold the law, everything else in his life is in flux. He is willing to try many things, though he is often clumsy in asking how.

    Background: Nameless was forged to be a front-line fighter, a position he held until the end of the Last War. Though he was born in warfare, he has suddenly found himself in a land obstinately at peace. Confused about his lot in life, he has become a wanderer, selling his skills to those who have need of them. He has recently come to the conclusion that he needs a name, and is giving it very serious thought. He will not name himself until he has found a new purpose, which could come at any time.
    Last edited by Isida Kep'Tukari; Tuesday, 14th June, 2005 at 02:18 PM.

  2. #2
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    Araynia “Rayni”
    Aerenal Elf Warlock 3
    Medium Humanoid
    Alignment: Chaotic Good
    Deity: None. Araynia has a respect for the Undying Court, though the deathless elves are not really a deity.
    Region: Aerenal
    Height: 5'
    Weight: 94 lbs
    Skin: Pale

    Hair: Golden
    Eyes: Amethyst Violet
    Age: 114

    Action Points: 5

    Str: 6 (-2) [0 points, -2 racial]
    Dex: 16 (+3) [6 points, +2 racial]
    Con: 14 (+2) [10 points, -2 racial]
    Int: 16 (+3) [6 points, +2 racial]
    Wis: 8 (-1) [0 points]
    Cha: 16 (+3) [10 points]

    Class and Racial Abilities: Eldritch Blast 2d6, 2 Least Invocations, Detect Magic at Will, DR 1 / cold iron, +2 Dex, -2 Con +2 Int, -2 Str, Immune to Sleep, +2 vs Enchantment, Low-Light Vision, Weapon proficiencies, +2 Listen, Search, Spot.

    Hit Dice: 2d6+4
    HP: 14
    AC: 16 (+3 Dex, +3 composite plating) Touch – 13, Flat-footed – 13
    Damage Reduction: 1 / cold iron
    Init: +3 (+3 Dex)
    Speed: 30ft

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

    BAB: +2
    Melee Atk: +0 (1d8-2 19-20/x2 Longsword)
    Ranged Atk: +5 (1d6 20/x2 Eldritch Blast)

    Bluff +15 [6 ranks, +3 Cha, +6 Beguiling Influence]
    Concentration +6 [4 ranks, +2 Con]
    Diplomacy +19 [6 ranks, +3 Cha, +6 Beguiling Influence, +4 Synergy]
    Disguise +6 [1 rank, +3 Cha, +2 Synergy]
    Intimidate +11 [0 ranks, +3 Cha, +6 Beguiling Influence, +2 Synergy]
    Knowledge:Arcana +4 [1 rank, +3 Int]
    Knowledge:Religion +6 [1 rank, +3 Int, +2 Knows-Lots-About-Religion Bonus]
    Sense Motive +4 [5 ranks, -1 Wis]
    Use Magic Device +9 [6 ranks, +3 Cha]

    Aberrant Dragonmark (1st level)
    Point Blank Shot (3rd level)

    Languages: Common, Elven, Riedran, Quor, Draconic

    DC +3
    Least- Beguiling Influence, Eldritch Spear


    Wearing or carrying at hand
    Longsword – 15gp (4 lbs)
    Studded Leather Armour – 25gp (20 lbs)
    Waterskin – 1gp (4 lbs)
    Trail Rations (1 day) – 5 sp (1 lb)
    Flint and Steel – 1 gp (--)

    In or on containers
    Backpack - 2gp (2 lbs)

    Total weight carried – 29 lbs, medium load.

    56.5 gp + the bag of coins + payment for the lock

    Araynia is a beautiful but conflicted young elf of Aerenal, with long lovely golden hair, and friendly violet eyes. Her skin is perhaps a bit paler than it should be, but this serves to make her appear more delicate and beautiful, in tandem with her light hair—she almost appears to be a perfect porcelain doll. She has a quick and ready smile for her friends and new acquaintances, and some consider it to be supernaturally winning—even skilled diplomats have trouble saying no to Rayni when she flashes her smile and asks nicely.

    Personality: Araynia is friendly and kindhearted, but she is deeply conflicted by the darkness within her, of which she cannot find a source. She fears one day that it may overwhelm her, and the thought chills her to the bone. Nonetheless, she hides her fear behind a ready smile and a charming personality, making friends easily—always asking her new friend to call her 'Rayni' . However, there are few who reach beyond a superficial friendship with her, as she tries to hide her deepest thoughts from everyone—even herself.

    Background: Araynia always felt a little different, which was difficult for her on the tradition-steeped island of Aerenal. Nonetheless, she tried to work around the strangeness she felt in her heart through kindness and friendship. But one day, the welling darkness inside herself manifested itself in a destructive blast of violet energy, striking forth at her friend Vyrdian D'Jhaelian and causing him a serious injury. Unable to understand this new power of Rayni's in a way that fit with their notions of the arcane and unwilling to listen to Rayni's pleas that it had been an accident, the angered family of Vyrdian pressured Rayni's extended family to exile her from Aerenal, declaring her a waste of the precious space on the sacred land, citing her aberrant Dragonmark as proof that she had been warped by Khyber and should be cast aside like a worthless animal.

    However, when she reached Khorvaire, things only became worse for Rayni, as she began to be hunted by unknown assailants. Realising that she had little chance to escape her assailants in the open wilderness, she fled to Sharn, the fabled City of Towers. She knew almost nothing about the place, but if it was even half as big as she had heard, she figured that should be able to lose her pursuers in the countless masses—unless they have some magical means of tracking her!

    Ducking into a room, Rayni met a group of five unlikely comrades, her new friends Melphina and Bail, the mysterious Arimart, the creepy Hxaptos, and the coin-and-sword-loving Harolk. Together, they saved a Dragonmarked dwarven scion from some goblins and receivied the royal treatment in exchange. After being zapped by Bail's strange book, Rayni followed Mel in accepting a job from the saved dwarf's uncle which would send her to the dark ruins in search of a lock of all things.

    After being attacked by ravers, they found the lock, which was extricated by the unusual half-orc Tondrek, half child, half genius, half orc. While they looked for a place to stay for the evening, they encountered Sheynstari, a kalashtar. After receiving their payment for the lock, she went to room with Bail, Mel, and Sheny. Bail played at some sports game, Mel and Rayni did research, and Rayni isn't sure exactly what Sheny did. One night, when Bail brought all his shifter friends over--shifters are still a bit scary, no matter how much she tries to tell herself that they're nice--Sheny and Rayni experienced some unusual nightmarish sympathetic effect between their powers, causing them both to lose control. But by coming together and focusing on their united strength, they pushed it aside. After that, Rayni and Sheny became good friends too.
    Last edited by Rystil Arden; Thursday, 22nd June, 2006 at 02:35 PM.

  3. #3
    The man with the probe
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    Mel, Changeling Rogue

    Changling Rogue 3

    Medium Humanoid
    Alignment: Chaotic Good
    Region: Valenar
    Height: 5'5"
    Weight: 119
    Skin: Gray
    Eyes: White
    Age: 18
    Sex: Female?
    Experience: [spoiler]4600[/spoiler]/6000
    Action Points: 6

    Str: 10 (+0) [2 points]
    Dex: 14 (+2) [6 points]
    Con: 12 (+1) [4 points]
    Int: 16 (+3) [10 points]
    Wis: 12 (+1) [4 points]
    Cha: 14 (+2) [6 points]

    Class and Racial Abilities:
    Changeling Racial Abilities
    - +2 save vs Sleep and charm
    - +2 Bluff, Intimidate, Sense Motive
    - Natural Linguist: Speak Language class skill
    - Minor Shape Change:
    Social intuition:
    - Gather Info check takes (1d4+1)x10 minutes
    - Gut assessment of a social situation takes a full round action
    - May take a 10 on Bluff, Diplomacy, Gather Info, Intimidate, and Sense Motive.
    Minor Lore
    - +1 to all Knowledge Checks
    - If succesful in aiding another, bonus is added to aid bonus.
    Sneak Attack: +2d6
    Evasion: No damage instead of half on Ref saves.

    Hit Dice: 3d6+3
    HP: 19
    AC: 14 (+2 Dex, +2 Leather) Touch – 12, Flat-footed – 12
    ACP: 0
    Init: +2 (+2 Dex)
    Speed: 30ft

    Fortitude +2 [+1 base, +1 Con]
    Reflex +5 [+3 base, +2 Dex]
    Will +2 [+1 base, +1 Wis]

    BAB: +2
    Melee Atk: +2 (1d6/18-20x2/P, Rapier)
    Melee Atk: +2 (1d4/19-20x2/P, Dagger)
    Ranged Atk: +4 (1d4/19-20x2/10 ft./P, Dagger)
    Ranged Atk: +4 (1d6/x3/60 ft./ Shortbow)

    Bluff +10 [6 ranks, +2 Dex, +2 racial]
    Decipher Script +6 [3 ranks, +3 Int]
    Diplomacy +12 [4 ranks, +2 Chr, +6 Synergy]
    Disguise +20 [6 ranks, +2 Chr, +10 racial, +2 Synergy]
    Gather Information +9 [5 ranks, +2 Chr, +2 Synergy]
    Hide +7 [5 ranks, +2 Dex]
    Intimidate +8 [2 ranks, +2 Chr, +2 racial, +2 Synergy]
    KN: Arcana (cc) +6 [2 ranks, +3 Int, +1 Class]
    KN: Architecture (cc) +5 [1 rank, +3 Int, +1 Class]
    KN: History (cc) +6 [2 ranks, +3 Int, +1 Class]
    KN: Local +9 [5 ranks, +3 Int, +1 Class]
    KN: Nobility +9 [5 ranks, +3 Int, +1 Class]
    Listen +4 [3 ranks, +1 Wis]
    Move Silently +7 [5 ranks, +2 Dex]
    Open Lock +5 [3 ranks, +2 Dex]
    Per: Dance +3 [1 ranks, +2 Chr]
    Search +5 [2 ranks, +3 Int]
    Sense Motive +9 [6 ranks, +1 Wis, +2 racial]
    Slight of Hand +5 [1 ranks, +2 Dex, , +2 Synergy]
    Spellcraft (cc) +6 [2 ranks, +3 Int]
    Spot +4 [3 ranks, +1 Wis]
    Use Magic Device +4 [2 ranks, +2 Cha]

    Able Learner, Master Linguist

    Languages: Common, Elven, Draconic, Goblin, Gnome

    Leather - 10 gp (15 lbs)
    Rapier - 15 gp (2 lbs)
    Dagger - 2 gp (1 lbs)
    Short Bow - 30 gp (2 lbs)
    20 Arrows - 1 gp (3 lbs)
    Belt Pouch - 1gp (1/2 lbs)
    ~MW Thieves Tools - 100 gp (2 lbs)
    Belt Pouch - 1gp (1/2 lbs)
    ~Mother's "Luck" stone*
    Total weight carried – 26 lbs, light load.

    30 pp, 138gp, 10 cp

    L2: Rogue
    BAB +1, REF +1, HP: +6
    Skills: 1 pts
    -Goblin (1)
    -Bluff +1
    -Decipher Script +1
    -Disguise +1
    -KN: Architectrure(CC) +1
    -Kn: Local +1
    -KN: Nobility +1
    -Sense Motive +1
    -Slight of Hand +1
    -Use Magic Device +2
    Special Abilities:Evasion

    L3 -> Rogue (Changeling Racial Sub)
    HP +6
    SP +13, BAB +1, Fort +1, Will +1
    Feat - Master Linguist (RoE) - Learn Gnome
    -Bluff +1
    -Diplomacy +1
    -Disguise +1
    -Gather Information +1
    -Hide +1
    -KN: Local +2
    -KN: Nobility +1
    -Listen +1
    -Move Silently +1
    -Open Lock +1
    -Sense Motive +1
    -Spot +1
    Special Abilities: +1d6 Sneak attack, Minor Lore: +1 to all Knowledge Skills (The sub for Trap Sense)

    Melphina Delena is her usual personality. The blonde haired, blue eyed elven beauty is slight and lithe. She dresses in fashionable finery, and carries a rapier if she ever carries a weapon. Fairly young for an elf, she has an air of innocence about her. Melphina is a social butterfly, and can be found socializing with the help as much as the nobles. While a princess, she does not play up her name.

    Melanie Vega is another persona. This buxom redheaded half-elf has sparkling green eyes. Sometimes slightly disheveled, Melanie is no stranger to street life. While carrying a rapier on the street to protect herself, she is prefers to find other solutions to problems. Melanie is willing to do what she needs to do to get by, from the occasional pick-pocket, to providing other “services”. (While Mel has researched these things, this is a new persona for her, and she is still trying to understand it. Her true innocence sometimes shines through a bit, and she doesn’t quite understand what everything this persona is willing to do really means.)

    Melody Rhythm Rumba is another persona. This brown haired, brown eyed human is a traveling dancer. Comfortable dancing to a light jig or in a courtly setting, Melody enjoys the peace she finds while dancing, and is a sought after companion and dance partner. Melody makes no attempt to hide that her name is a stage name, but no one has yet to find her true name. Melody can be elusive, and often will disappear for a time at any event she might attend. (Melody was a persona Mel developed while in the court to try to blend in and test her changing powers. Mel will sometimes appear as Melody when she is in need of money and can find a tavern to perform, or to discretely find her way into a social event she was not invited to in another way.)

    Melvin Bogart is another persona. This black haired hunky elf is actually quite short. He is a swashbuckler to a tee, being both a braggart and competent in his abilities. Melvin is true of heart and is not afraid to struggle to right a wrong. (Mel developed Melvin from her fantasy of her ideal hero, as well as stories she heard when she was growing up. She lacks the skill at arms to pull him off perfectly, but she is working on that.)

    Mel is anything but your typical elven noble. She has always been taught she was special. At a young age, Melphina Delena learned that she had an amazing ability to change shape. Nothing drastic, but she could change her shape to emulate just about anyone. She was taught that this was a special gift few elves had, and she should hide it from the world as much as possible. Her mother, Yolanda, loved her deeply, and would always call Melphina her “special little girl”. Melphina never understood why her mom always seemed to have a smile and a tear in her eye when she looked at Melphina.

    Her father, Vielin Delena, had Melphina trained in the more subtle arts of the court. She was shown the social intrigue and backstabbing, both figurative and literally. Vielin had eyes on a seat of power, and saw Melphina as his opportunity. He spared no expense at Mel’s training and education, and Melphina took to everything eagerly.

    Melphina was generally kept away from all but Vielin’s closest advisors. As she grew, she wondered why it happened so fast. Her father said that it was just part of her being different, and that it meant that she got to be an adult sooner. When Melphina was 16, she was finally brought out into the public’s eye. She was to say that she had been studying in Sharn for several decades and had recently returned to Valenar. Melphina reveled in the exercise to put her deceptive skills to work, and managed to keep her origins a secret.

    Melphina, however, was too good of a student for her father’s good. She enjoyed sneaking around the castle, spying or impersonating staff. One day, she had actually snuck out of the keep, and she met a strange person whose race she couldn’t identify. So, after shadowing this person, she discovered it was a Changeling. She saw him change shape, much like she could, once or twice. She felt some sort of connection to this person, but she couldn’t place it.

    So, she began to research Changelings and experimenting with herself. She was sure now, that she was not a special Elf, but a Changeling. She decided to not let on, and find out why her parents deceived her. She worked her way through the keep almost daily, trying to pick up bits and pieces of what was really going on. To be true to her changeling nature, she began to ask to be called Mel, as a term of endearment of course.

    Soon, her “father” announced that she had been offered to a new Barron as a bride, and then all became clear. Vielin spoke to Mel, and mentioned that she should use the situation to gain power for her family. She could help this new Barron into an early grave, and take the Barony for herself and her family. She enjoyed the intrigue of the political world, but helping this “Family” she found revolting.

    One day, Mel came upon her mother crying while she was disguised as one of her mother’s personal servants. She asked what was wrong, and Yolanda spoke that she knew what Vielin had planned for her daughter, and she didn’t approve. Mel was moved by her mom, and dropped her disguise. Much to her surprise, she took the natural changeling form, and not her usual elven form. Yolanda recognized Mel immediately and broke down, telling her how Vielin had killed the original Melphina, and had tricked Yolanda into conceiving Mel. Yolanda swore to love her daughter, but was scared to go against her husband.

    Mel spoke with her mother about what Vielin had planned her to do. She spoke of how she had figured out that she was different and strove to learn about her true nature. Yolanda said to Mel “Don’t live your life with regrets. Run away now, you can find some place to go. You know who you really are, and you know how to disappear out there. I believe in you, and know that no matter what happens, your mother always loves you.”

    So, under cover of darkness, Mel set out, in search of a new life, feeling for once, truly at peace with who she is. She still uses her “Melphina” persona most often, but she knows to keep a low profile, and has tried to develop several new ones.
    When Melfina ran, her mother pressed on her a sealed box and told her it was "for luck." When she finally opened it, she found something that superficially resembled a dragonshard. However, instead of Syberis-gold, Eberron-red, or Kyber-black, this was an evershifting hue, washing over the shard like waves in the sea. When Mel concentrated on it, she found it showed an ever-changing series of images. When she was able to find one that she desired, the gem was able to grant it to her... in a fashion. This gem is apparently very chaotic, and though it may be able to grant one their desires, the way in which it happens is predictable. If one wished a change of clothes, their clothes might change by illusion, change in reality, or they might get mugged, stripped naked, and then manage to steal some clothes from a tailor a block away. If you desire knowledge, you may overhear it, uncover a thrown-out scroll, or get captured and told it while you're being sacrificed to a demon. It is a capricious gift. Also it seems that it gets more capricious if its abilities are called on often. If you call upon it once a day, it may try to grant one's desire in a relatively straightforward fashion. But the more demanding and insistant one is in asking things of the gem, the more random and bizarre its gifts become.

    Name: Melphina Delena
    Place of Birth: Valenar
    Family/Parents/Clan: The Delena family
    Place of Residence: None
    Profession/Place of Business: Student
    Appearance: Long Blonde hair, Blue eyes, Pale skin, Slight and Lithe, Elf.
    Unusual Characteristics: Perfect teeth.

    Name: Melanie Vega
    Place of Birth: Sharn
    Family/Parents/Clan: Unknown
    Place of Residence: Sharn
    Profession/Place of Business: Personal Atendant
    Appearance: Long Red hair, Green eyes, Light skin, Velupious, Half-Elf
    Unusual Characteristics: Lower Sharn (Southern) Accent

    Name: Melody Rhythm Rumba
    Place of Birth: Aundair
    Family/Parents/Clan: Unknown
    Place of Residence: None
    Profession/Place of Business: Entertainer
    Appearance: Long black hair, brown eyes, tanned skin, athletic, Human
    Unusual Characteristics: None

    Name: Melvin Bogart
    Place of Birth: Valenar
    Family/Parents/Clan: Deceased
    Place of Residence: Valenar
    Profession/Place of Business: Adventurer/Mercenary
    Appearance: Shoulder lenght black hair, Blue eyes, dark skin, short and athletic, Elf
    Unusual Characteristics: Deep and smooth voice, Scar on left pectoral

    Mel with the book
    As Mel concentrates on her strange stone, she sees a clear picture of the book. Following the image, she places her first two fingertips beneath the sliver of the dragonshard in the book, and follows a peculiar twist of her mind. The stone goes black for a moment, then Mel hears a voice in her head: This Wallbreaker, my report will be ready at the end of the week. Do you have need of additional information? In the stone shard in the book, Mel can see a faint image of a gruff-looking warforged.

    Mel quickly shifts into a goblin shaman and replies ins a gruff voice "Yes, I want an update of your status immediately. I need to be sure things are running smoothly."

    "Things continue on schedule. Terrik will take control of the fifth level by the end of next month, and his wealth and influence will increase as predicted. The only snag would be the expected attempts on his life by rivals. I have already killed two, so they are reluctant to try further," Wallbreaker reports, seeming to accept Mel as a goblin.

    Mel of Bail's Angels
    Mel spends a little bit of each night and morning schooling Rayni in the mannerisms of Khorvaire elves, suggesting alternate curses and oaths, behaviors to avoid, fashions to dress in, and other such things she’s picked up.

    As the buxom Melanie Vega, she moves easily amongst the middle and lower wards, hearing about the gossip and whatnot that rules those that live below the salt. Middle Menthis and neighboring Middle Tavick’s Landing are not Dura, but they also are not Central. That is to say, while they may be spared the worst of criminal manipulation, people here are not immune to it. More than one shopkeeper admits paying money to the Boromar clan for protection, assaults by thugs are not uncommon, and there are several people that it’s simple not healthy to inquire about. Most people know and understand that the Boromar clan runs certain gambling halls, and collects a great deal of money and goods that previously belonged to someone else (the Boromar clan is an extended halfling crime family).

    However, several attacks by large and powerful creatures, mostly ogres with at least one unverified troll sighting, have been happening on Boromar-owned properties. It’s known that a group of monsters calling themselves Daask are trying to move up from below to take over the enterprises previously owned by other criminal organizations. Needless to say, the Boromar clan takes a dim few of this, but since their organization is very large (no one denies this), it’s hard to protect everything. A discrete call has been put out to people in debt to the Boromar clan, a call to arms. The general feeling is that a very nasty street war may be breaking out in the lower wards within six moons or less.

    Aside from that rather disturbing information, Melanie Vega has become a bit of a fixture at the bi-weekly Hrazhak matches; the ones where a newcomer human named Bail is becoming a rapidly rising star. Filling in for an injured player on an all-shifter team, he’s aided them to several victories. Eager to praise the hero of the hour, Melanie Vega doesn’t hesitate to drape herself over him after his matches, planting a kiss on his cheek, and cheering for him during his game. He seems pleased, to be sure, but uncertain of how to act around her.

    Melody Rhythm Rumba manages to find several taverns and inns in Smoky Towers and Firelight that are happy to have an entertainer for a night or two. Many already have a musician, but having a trained dancer of any stripe is welcome for the sheer novelty of it. She can get her dinner without having to pay a copper, and oftentimes it’s fairly decent, sometimes even good! The local gossip around the taverns has many speculations about the attempted murder of Councilor Kilk, with wild rumors flying naming everyone from the Boromar clan, the assassins of House Tarkanan, and the mysterious shapechanging Tyrants, to a rogue wizard, an estranged wife, or a fallen angel! The talk from the less-inebriated quarter is murmuring about some angry member of the dragonmarked houses, but that is said very softly, while looking over their shoulders.

    Melvin Bogart does the two most obvious things in his search for Melphina Delena. The first is to look around and ask questions himself. The second is to hire an inquisitive to get into records he couldn’t simply because of time constraints. The first route uncovers vague recollections from some local elves, mostly recalling an aristocratic elf by that name that spent a lot of time in Upper Central, where the most powerful people of Sharn tend to gather. However, that was quite a while ago. The second route is done by hiring a middle-aged halfing inquisitive for the not unreasonable price of twelve silver pieces a day, to uncover all she can about Melphina in a week.

    At the end of that week, Leyna Thorngage hands you her report:

    Melphina Delena

    Eldest daughter of the Delena family, arrived from Valenar 52 years ago with the purpose of both learning the intricacies of the powerplay in Sharn, and to represent the interests of her father, Vielin Delena. Born 844 YK in Valenar, educated and raised in Delena family enclave, unknown until arrival in Sharn in 946 YK. Despite the complications of the Last War, Melphina was noted as being a guest at several social functions, including four invitation to the ir’Tain gala [Mel knows this as the social event of each month in Sharn], and repeated invitations to receptions at the embassies for Valenar, Cyre, and Aundair.

    Correspondence from Delena enclave in Valenar, now held in cousin Isar’even Delena’s residence in Shae Lias district, was unavailable to this inquisitive, but the following information was given by Isar’even Delena regarding the subject of Melphina Delena. Quoted verbatim:

    “She was sent here, a bare babe by our standards, to provide grace and ornamentation to various social functions in Sharn. Vielin was very determined to find a suitable husband for her, one that would allow him to expand his steelsilk trade into Sharn or further north. He hoped that Melphina, wearing his silks and showing her impeccable manners and elegance, would be able to find one to her liking at the various parties she was invited to. She was a very lovely child, well-schooled in every art of fine conversation, music, poetry, dancing… My mother considered it quite a pity that her brother felt the need to marry off his only child when she was not even a woman yet. She said once to me that Vielin had the patience of a human, not an elf.”

    Further information reveals that twenty years ago Melphina Delena’s name stopped appearing on guest lists. Additional quotes from Isar’even Delena:

    “Two decades ago she was suddenly recalled to Valenar. It was rather strange, seeing as she was being courted by a young scion of House Phiarlan, a one Layferi d’Phiarlan. He did not hold much power in his House, being so young, but I remember speaking to her briefly about him, and she seemed enamored. However, she was recalled, and returned obediently. I have not heard from her since that day, but her father always did keep her busy.”

    There are no records of passage on ship, airship, coach, or lightning rail for Melphina Delena from Sharn twenty years ago. There are also no records of a teleportation spell being purchased in her name or the name of her family during that time. No records exist for either of these items in the following years as well. At of 978 YK, all records of Melphina Delena cease. Further records may exist on Valenar in regards to Melphina Delena, but they are unavailable to this inquisitive at this time.

    This inquisitive would be willing to investigate further in Valenar for information on Melphina Delena, but this inquisitive would require the purchase of fare to Valenar, and an increase in fee to one gold piece per day, paid for two weeks in advance to compensate for difficulty and distances traveled.

    ~Leyna Thorngage, inquisitive of Tosscobble Uncovered Agency
    Melody will continue her irregular appearances, showing up just enough to keep her name out there, but irregular enough to be a mystery. Hopefully, she can earn a little bit of coin for such rare appearances, or perhaps even make her way into a high end social Gala and see what the upper crust is talking about.
    Unfortunately Melody is not quite good enough to get into the parties of the rich and famous. Mel hasn’t practiced enough yet to make Melody’s dancing something the rich and jaded would appreciate. She thinks she could, given enough practice, but for right now she’s stuck in the lower taverns, inns, and festhalls.

    Melvin will keep on the look out, and see if he can get any info on Layferi d’Phiarlan and Isar’even Delena, though he'll try to be discrete about those.
    Layferi Melvin can locate working at the Art Temple theater in Upper Menthis as a director’s assistant. It’s a very cutting-edge, avant-guard type of theater, and one where Melvin is clearly not the usual clientele. He’d have to switch guises to get in, so that’s what he does, after dropping by a used clothing shop for a better set of threads. A nicer suit of clothes later, he can wander in to get a glimpse of his quarry. Only a glimpse though, because he’s quickly shooed out by ushers (they’re rehearsing). Layferi is a slight elf with long golden hair dressed in a single braid. His profile is sculpted and his clothes are dark and closely tailored to a slender frame.

    For Isar’even, Melvin can see even less. He walks by her home in Shae Lias, but is unable to catch a glimpse of her, and can’t think of any reason off the top of his head as to how he can get himself admitted. Her home is grand, crafted from well-fitted stone and livewood, and has elegant gardens all around it.
    Last edited by Bront; Sunday, 11th June, 2006 at 12:32 PM. Reason: Updated to L3

  4. #4
    Guide (Lvl 11)

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    Harolk Karrnathen
    Male Human Fighter 3

    Medium Humanoid (human)
    Alignment: Chaotic Neutral
    Deity: Not devout of any deity.
    Region: Karrnath
    Height: 6'
    Weight: 170 lbs
    Skin: Tan
    Eyes: Brown
    Age: 20
    Experience points:[spoiler]4200[/spoiler]

    Action Points: 6

    Str: 16 (+3) [10 points]
    Dex: 16 (+3) [10 points]
    Con: 14 (+2) [6 points]
    Int: 10 (+0) [2 points]
    Wis: 8 (-1) [0 points]
    Cha: 12 (+1) [4 points]

    Class and Racial Abilities: bonus feat at 1st level, 4 bonus skill points at 1st level and 1 bonus skill point at 2nd and higher levels, favored class any, Bonus feats, proficient in all armor and shields, simple and martial weapons.

    Hit Dice: 3d10+6
    HP: 31
    AC: 17 (+3 Dex, +4 chain shirt) Touch 13, Flat-footed 14
    ACP: -2
    Init: +3 (+3 Dex)
    Speed: 30ft

    Fortitude +5 [+3 base, +2 Con]
    Reflex +4 [+1 base, +3 Dex]
    Will +0 [+1 base, -1 Wis]

    BAB: +3
    Melee Atk: +7+e (1d10+4+e/19-20 x2/S, bastard sword wielded two handed)
    Melee Atk: +5+e +5 (1d10+3+e and 1d10+1 /19-20 x2/S, dual wielding bastard swords)
    Melee and Ranged Atk: +5 (1d4+3/19-20 x2/10 ft./P, dagger)

    Note: +e means plus weapon enhancement, currently unknow.

    Intimidate +7 [6 ranks, +1 Cha]
    Ride +9 [6 ranks, +3 Dex]
    Perform (weapon drill)(c/c) +11 [3 ranks, +1 Cha, +2 Two weapon fighting, +2 Quick draw, +2 Weapon Focus +1 BAB bonus] (this skill appears in Complete Warrior)

    Two weapon fighting (1st level regular feat)
    Oversized two weapon fighting (bonus human feat)
    Exotic weapon proficiency [bastard sword] (1st level fighter bonus feat)
    Quick draw (2nd level fighter bonus feat)
    Weapon Focus: Bastard sword (3rd level regular feat)

    Languages: Common


    Wearing or carrying at hand
    Orange Crush, the slightly annoying sword 6 lbs
    Bastard sword – (6 lbs)
    Dagger – (1 lbs)
    Chain shirt – (25 lbs)
    Explorer´s outfit – (0 lbs)
    Belt pouch (1/2 lb)
    The lead ring (-- lb)

    In or on containers
    Backpack - 2gp (2 lbs)
    ~Extra clean clothes (8 lbs)
    ~flint and steel (0 lbs)
    ~small mirror, soap and razor (2 lbs)
    ~Goblin´s golden collar ?? gp (-- lb)

    Total weight carried – 50.5 lbs, light load.

    10 pp 53 gp 10 cp

    Harolk is tall and good-looking, with long flowing black hair and a permanent expression of confidence and valor in his face. Those with a better eye, though, would quickly judge that there´s no valor, but recklessness, and no confidence, but lack of wisdom. He´s rarely seen without his swords: one at the hip, and another over his shoulder.

    Harolk is firmly convinced that he´s cool. When entering a new place he won´t make any conscious effort to show up, but he won´t understand anyone that doesn´t think he´s totally sweet. Therefore he´ll go where there the fun is, without thinking too much if he fits or not.

    Normally this works, because he has a charming personality when he wants. Other times, he unconsciously resorts to bullying. Yes, he´s rather immature.

    Harolk has tasted the first fruits of his rash actions, but he still behaves in his typical irreflexive way. He´ll learn to change his behaviour, or he´ll die.

    The Karrathen had been in the military, at the service of the Karrnath kingdom almost since it was created, and five generations of them have fought in the war back when it started. Since he was a child Harolk had very clear that he was going to fight in it as well, and spent his childhood dreaming with thunderous charges and glorious fights, despite the growing number of broken families and armies of undead multipliying around him. When the war ended, it was a immense relief for his family, but not for him.

    Harolk trained in the use of weapons, and was certainly a talented child, but his father was tired of war -and the fear of ending his days serving as an undead monster- and Harolk didn´t exactly like the boring militar fighting style. His family left the child train alone: with the peace, what need could he have of an actually effective training? Left on his own, he developed a flashy, spectacular and impressive, but not too useful, style of fighting with two swords. Two BIG swords.

    Without needing to worry about money, Harolk had too much free time. In a tavern, he had a stupid discussion with a drunken young elf. Words became insults, and Harolk was itching for a fight. He challenged the elf for a duel, and, in a lonely grove of trees, he made two half-elves out of his drunken opponent. He returned home, very proud of himself, but seeig the blood in his clothes his father got the truth from him. "Idiot!" shouted. "A mosquito has more brains than you. Didn´t you know who that elf was?"

    It turned to be a dragonmarked member of house Thuranni. That made Harolk not only a murdered, but it was likely for him not to live enough to see the scaffold. There was only a solution: "You´ll flee to Sharn" said his father, "And hide with one of your cousing Silas. He´s older than you, and has some kind of trading business there. Get this money, AND LEAVE HERE THOSE STUPID SWORDS!"

    Of course, the first thing Harolk did was to buy a couple new and shiny weapons. Now he´s arrived at Sharn, and after looking his cousin, it seem that he´s gone like a puff of smoke. What´s he going to do now? Who cares? He still has a lot of money!
    Last edited by Someone; Thursday, 1st June, 2006 at 04:26 PM. Reason: Level up!

  5. #5
    Alternate, also on the run
    Khesh - Male Goblin Ranger 1

    Even Goblins have a pecking order. Kech Volaar (Lore Keepers) feel they are better than the shaarat'khesh (silent blades). The shaarat'khesh feel they are better than the taarka'khesh (silent wolves). The taarka'khesh feel they are better than "City Goblins".

    Those goblins who live in the lower city of Sharn, are considered to be unworthy of their Dhakaani ancestors. Yet even the City Goblins have someone to "look down" on, Droaam Goblins.

    When Khesh escaped from the slavery of Droaam, he went to Sharn. The overseers would often tell goblins how "lucky" they were to be in Droaam. That in Sharn goblins got no shelter, no food, and no one would give them work, even other goblins. Khesk decided that he would say he was from Darguun, but nothing else. He had learned early that the less one said the better (hence his name).

    When he arrived in Sharn, claiming to be from Darguun, acting secretive, named "Khesh", the other goblins assumed that he was on a secret mission for the shaarat'khesh. Khesh never said he was, but he never said he wasn't. He let people think what they wanted, having a reputation made life a little easier...

    until a real member of the shaarat'khesh found out.


    Khesh, Male Goblin Ranger 1
    Small Humanoid, goblinoid
    Alignment: Neutral
    Deity: None
    Region: Droaam
    Height: 3' 2''
    Weight: 40lbs
    Skin: Sienna
    Eyes: Brown
    Age: 15
    Action Points: 4

    Str: 10 (+0) [4 points, -2 racial]
    Dex: 16 (+3) [6 points, +2 racial]
    Con: 12 (+1) [4 points]
    Int: 14 (+2) [6 points]
    Wis: 14 (+2) [6 points,]
    Cha: 12 (+1) [6 points, -2 racial]

    Class and Racial Abilities: +2 Dex, -2 Str, -2 Cha; small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters; Base land speed is 30 feet; Darkvision out to 60 feet; +4 Racial bonus on Move Silently and Ride checks. Favored Enemy (Giants); Wild Empathy (+2); Bonus feats: Track, proficient in light armor and shields, as well as all simple and martial weapons.

    Hit Dice: 1d8+1
    HP: 9
    AC: 17 (+3 Dex, +1 size, +2 leather armor, +1 MW buckler) Touch – 14, Flat-footed – 14
    ACP: -0
    Init: +3 (+3 Dex)
    Speed: 30ft

    Fortitude +3 [+2 base, +1 Con]
    Reflex +5 [+2 base, +3 Dex]
    Will +2 [+0 base, +2 Wis]

    BAB: +1
    Melee Atk: +3 (1d3+1/19-20x2/PS, dagger)
    Ranged Atk: +5 (1d3+1/19-20x2/10 ft./PS, dagger)
    Ranged Atk: +5 (1d3+1/x2/50 ft./B, sling)
    Ranged Atk: +5 (1d4/x3/60 ft./P, shortbow)
    Ranged Atk: +6 (1d4/x3/60 ft./P, shortbow MW arrow)

    Bluff +1, +3* [0 ranks, +1 Cha, +2 Favored Enemy*]
    Escape Artist cc +4 [2 ranks, +3 Dex]
    Handle Animal +4 [3 ranks, +1 Cha]
    Heal +3 [1 rank, +2 Wis]
    Hide +8 [1 rank, +3 Dex, +4 Size]
    Knowledge-Nature +3 [1 rank, +2 Int]
    Listen +6, +8* [4 ranks, +2 Wis, +2 Favored Enemy*]
    Move Silently +11 [4 ranks, +3 Dex, +4 Race]
    Ride +9 [2 ranks, +3 Dex, +4 Race]
    Search +3 [1 rank, +2 Int]
    Sense Motive +2, +4* [0 ranks, +2 Wis, +2 Favored Enemy*]
    Spot +3, +5* [1 rank, +2 Wis, +2 Favored Enemy*]
    Survival +6, +8* [4 ranks, +2 Wis, +2 Favored Enemy*]

    Combat Expertise (1st level)
    Track (ranger bonus 1st level)

    Languages: Common, Giant, Gnoll, & Goblin.


    Wearing or carrying at hand
    2 Daggers – 4gp (1 lbs)
    shortbow – 30gp (1 lb)
    10 arrows – 5sp (.75 lbs)
    5 silver arrows – 5gp (.375 lbs)
    5 MW arrows – 30gp (.375 lbs)
    MW buckler – 165gp (2.5 lbs)

    Belt pouch – 1gp (2.5 lb)
    ~Sling – – (––)
    ~10 Bulletts – 1sp (2.5 lb)

    In or on containers
    Backpack - 2gp (1 lbs)
    ~Bedroll – 1sp (2.5 lbs)
    ~Sack – 1sp (.25 lbs)
    ~Trail Rations – 5sp (.5 lbs)
    ~Waterskin – 1gp (2 lbs)
    ~Whetstone – 2sp (.5 lbs)

    Total weight carried – 17.5 lbs, light load.


    4sp, 10cp

    Last edited by MavrickWeirdo; Tuesday, 14th June, 2005 at 07:38 PM.

  6. #6
    Hxaptös Halcyrunne
    Human Cleric (of the Cult of the Dragon Below) 3

    Medium humanoid (human)
    Alignment: Chaotic Neutral
    Deity: Cult of the Dragon Below
    Region: Breland, Sharn (Fallen)
    Height: 5' 6"
    Weight: 96lbs
    Skin: Fair
    Eyes: Black in Black
    Age: 17

    Action Points: 6

    Str: 12 (+1) [4 points]
    Dex: 14 (+2) [6 points]
    Con: 12 (+1) [4 points]
    Int: 14 (+2) [6 points]
    Wis: 15 (+2) [8 points]
    Cha: 12 (+1) [4 points]

    Class and Racial Abilities: extra feat, extra skill points, rebuke undead (4/day), spontaneous inflict, Domains: Dragon Below (Augment Summoning Feat), Madness (-1 will saves and wis skill checks, 1/day add 1/2 level to 1 will save or wis skill check)

    Hit Dice: 3d8+3
    HP: 23
    AC: 15 (+2 Dex, +2 armor, +1 shield) Touch – 12, Flat-footed – 13
    ACP: -1
    Init: +2 (+2 Dex)
    Speed: 30ft

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

    BAB: +2
    Melee Atk: +2 (1d6+1/x2/P, light mace)
    Ranged Atk: +4 (1d8/19-20x2/80 ft./P, light crossbow)

    Skills: (30sp, 6/3 max)
    Diplomacy +2 [1 ranks, +1 Cha]
    Knowledge (Religion) +8 [6 ranks, +2 Int]
    Knowledge (Magic) +8 [6 ranks, +2 Int]
    Knowledge (the Planes) +8 [6 ranks, +2 Int]
    Knowledge (Local) +3 [1cc rank, +2 Int]
    Concentration +2 [1 ranks, +1 Con]
    Hide +2 [2.5cc ranks, +2 Dex, -1 ACP]
    Move Silently +2 [2.5cc ranks, +2 Dex, -1 ACP]
    Sleight of Hand +2 [2cc ranks, +2 Dex, -1 ACP]

    Augment Summoning (1st, Domain)
    Abberant Dragonmark - cause fear(1st, human)
    Priest (1st)
    Iron Will (3rd)

    Languages: Common, undercommon, infernal

    Spells Prepared
    DC +2
    0th - detect magic, detect poison, light, cure minor wounds
    1st – bane, lesser confusion*, cure light wounds x2
    2nd - touch of madness*, summon monster 2, cure moderate wounds


    Wearing or carrying at hand
    light mace – 5gp (4 lbs)
    light crossbow – 35gp (4 lbs)
    20 bolts – 2gp (2 lbs)
    light wood shield – 10gp (15 lbs)
    leather armor - 3gp (5 lbs)
    belt pouch - 1gp (1/2 lb)

    In or on containers
    Backpack - 2gp (2 lbs)
    ~waterskin - 1gp (4 lbs)
    ~1 trail rations - .5gp (1 lbs)
    ~scrolls of - hide from undead, remove fear, and summon monster i - 75gp
    Belt Pouch
    ~ a small iron flask full of something thick, orange, opaque and it smells sweet and floral.

    Triangular Book
    When fleeing the Cult of the Dragon Below, you took one of the more ornate holy books with you. It is triangular-shaped, with green leather streched on a wooden frame. Inside it has parchment pages written in a myriad of ink colors and writing styles. On the cover it has an imprint remeniscent of a Khyber dragonshard in glossy black paint. It is only as big as a palm, but what knowledge inside! It speaks of the realms of Xoriat in maddening detail, and even includes strange pictures that seem to change every time you look at them. It also has some elegant philosophy of chaos, the destruction of all things and the madness that preceeds it. Game terms, the book provides the necessary information to eventually become an Alienist, in addition to the talking, spellcasting, parasitic lump on your arm.

    Parasitic Lump on the Arm
    However, the book also had a strange and peculiar "passenger." When you gathered it up, a lump of something warm dropped from the book and crawled onto your arm, where it remains attached to this day. It introduced itself mentally as a "Voice of Those From Beyond This World," and said it would serve as a "Companion, Guard, and Guide." It sees what you see, offers advice, and can even cast spells on your behalf.

    Total weight carried – 36.5 lbs, light load.

    10pp, 78gp, 7sp, 13cp

    History: Hxaptös Halcyrunne has had a rather confusing, convoluted, and mentally disabling past. He was born in Fallen, probably the worst place in Sharn to live. The residents there are either low-caste laborers or gang members warring for territory, all of whom are too poor to even contemplate moving. When his parents saw the birthmark on his left shoulder blade they knew that he would be trouble, more trouble than he was worth. After the scourges of the War of the Mark long ago, those born with marks other than the dragonmarks were hunted as abberations. Not wanting to bring down any more woe and eager to get rid of the unwanted mouth to feed, his parents sold him into slavery.

    Hxaptös was sold to a cult of the dragon below, where he served as peon for various factions within the cult for many long and grueling years. He quickly became used to skulking around the cultists to avoid being beaten, or worse subjected to their experiments. It was around this time that he started hearing whispers inside his head. Usually the whispers told him to steal things, but sometimes they would tell him other things, dark twisted things. Hxaptös didnt like to hear those things, but he couldnt make the voices stop.

    One of the faction leaders, a cruel half-orc named Thurrack, came to appreciate Hxaptös' wit, sneakiness, and most of all his magical abilities. Taking Hxaptös under his wing, Thurrack often brought him along on some of the cults more risky ventures. It wasnt long before Hxaptös was traveling with Thurrack deep into the Cogs and even into Khyber itself to meet their infernal contacts. From trafficing in drugs to the illegal sale of Khyber shards, Hxaptös got mixed up in it all. Including an addiction to firelilly for a season before he was caught stealing it and beaten until he recovered.

    It was because of the trust that Thurrack placed in Hxaptös that he got into the most trouble with the cult. One of their dragonshard buyers was the Boromar clan who would resell them to more important clients through their extensive contact network. On this occasion though, Hxaptös was approached by an elf secretly in a dark corner of the Cogs who offered to pay a lot more than the Boromars were for the dragonshards he was carrying. Thinking that the money would bring him more freedom, Hxaptös sold the shards and returned to the cult.

    Thurrack was furious with Hxaptös because he had just sold a shipment that the Boromars were depending on. Beat, whipped and tortured, Hxaptös' fragile mind was further subjected to the horrors of the cult. That night when he was left to recover on his own, the whispers in his head told him to get up and move. With strange new powers, he snuck into the Thurrack's chambers looking for something to steal and sell, urged to flee now. Grabbing a book that looked big and important, he rushed out before he could get caught.

    That night hunched over the strange book Hxaptös looked over the pages which were made of some kind of thin leather, skin perhaps. Hxaptös delved into secrets no sane person on Khorvaire should have ever read. Eldritch rituals, devilish depictions of Xoriat, the plane of Madness, even human souls bound to the pages of the book; madness captured in ink or blood spiraled through his mind. Secrets of the dolgrim, illithids, and stranger creatures unfolded themselves to his knowledge hungry mind. With everything his tormented mind had been through up to this point, the knowledge he gained fractured his mind into several pieces.

    At that moment a different personality came to the fore, taking control of the young man's body. Calling itself Jhom, this new fraction of his spirit ran, ran as he had never run before

    Personality: well actually personalities because he has 3 dominant personalities and a few other ones that rarely show up. Hxaptös is the most dominant personality and used to be the only one that was in control. After reading the book of madness two other personalities have shown up. When in control, Hxaptös often experiences voices and hallucinations. He is running not only because he knows Thurrack's vengeance is on his head, but also because there are strange (hallucinations) abberations lurking in every dark corner eager to claw out his eyes.

    Jhom, a got-it-together lurker, who runs and skulks from most things because he knows that staying alive is better when they can't find you. This personality takes precidence at odd times, never really consistent. Jhom knows the Hxaptös personality and a few of the others.

    The Fury is Hxaptös' most beastial personality that takes over when he feels threatened and cannot escape. Throughing caution to the wind, the Fury attacks whatever threatens it with anything at hand. Neither of the other two personalities remember anything when the Fury immerges.

    Appearance: Hxaptös is a short wiry human with wild long brown hair in a messy mop atop his head. His eyes are deep brown with a kind of wide eyed stare about them all the time. He wears and carries little, having fled the cult's hide out with what little he could carry, the Book of Madness, and a small bag of coin. The Book has been abandoned, his fevered brain envisioning fanged horrors emerging from its depths (not too far off really). His leather armor has a stylised representation of his dragonmark painted on his chest (the cultist's holy symbol) in deep reds. The flaring mark on his back looks vaguely like a learing skull, flaring dark crimson light when he uses its power. The flare casts an eerie shadow behind him, darkening his features.

    Direction: I would like to try and go for the Mage Priest prestige class from Diamond Throne. The only akward prereqs are the Know (ceremony) and the Priest feat. I could just take them, or if you would like something more core to replace them with let me know. Of course if we are not going to hit 6th level, its all for naught.

    Initial Attitude: Were Hxaptös to find himself in a bar or somewhere else social, he would be sitting in a dark corner muttering to himself, his wild eyes scanning some dark shadow or peering intently at those around him. His drink were he to remember to order one would probably be something simple like an ale.

    Combat: Hxaptös' combat actions are a little chaotic and random. It all depends on which personality is in control at the time. There is a 50% chance that it is the Fury, who will open with a chill touch and then move directly into combat. If it is Hxaptös himself, then he will cast spells on his foes to weaken or scare them. If it is Jhom then he will skulk away into the shadows casting cause fear preferrably. There are other personalities that might come to the fore during any situation, including combat, we shall just have to see how they will react.
    Last edited by Erekose13; Friday, 28th July, 2006 at 07:16 AM.

  7. #7
    Kazan Oleander
    Half Elf, Spellthief 2
    Medium Humanoid (Half Elf)
    Alignment: Neutral
    Deity: The Traveler
    Region: Regalport, The Principalities
    Height: 5' 2''
    Weight: 135 lbs
    Eyes: Green
    Age: 25

    Action Points: 6

    Str: 8 (-1) [0 points]
    Dex: 12 (+1) [4 points]
    Con: 10 (+0) [2 points]
    Int: 16 (+3) [10 points]
    Wis: : 14 (+2) [6 points]
    Cha: 16 (+3) [10 points]

    Class and Racial Abilities:
    Special Attacks: Sneak Attack (+1d6 dam);
    Steal Spell (0 or 1st level spells, up to one level total at any time);
    Detect Magic (3 times per day)
    Steal Spell Effect
    Spell Grace (+1 vs spells)
    Special Qualities: Low-light vision, Immune to Sleep, +2 vs Enchantments

    Hit Dice: 1d6
    HP: 10
    AC: 13 (+2 Leather, +1 dex) T: 11 FF: 12
    Init: +1 (+1 Dex)
    Speed: 20ft

    Fortitude +0 [0 base, +0 Con]
    Reflex +1 [+0 base, +1 Dex]
    Will +5 [+3 base, +2 Wis]

    BAB: +1
    Melee Atk: Sword, short -1 (1d6-1/19-20/x2)
    Dagger -1 (1d4-1/19-20/x2)
    Ranged Atk: Crossbow, light +1 (1d8/19-20/x2)
    Dagger +1 (1d4-1/19-20/x2)

    Skills (mod/ranks):
    Bluff +5/2, Concentration +2/2, Diplomacy +7/2, Disable Device +5/2, Disguise +4/1, Gather Information +7/2, Hide +3/2, Knowledge (arcana) +8/4, Knowledge (geography) +6/2, Knowledge (history) +5/2, Knowledge (local, The Principalities) +5/2, Knowledge (nobility) +5/2, Listen +5/2, Move Silently +3/2, Open Lock +3/2, Search +5/1, Sense Motive +4/3, Spellcraft +5/2, Use Magic Device +5/2

    Education (Arcana +1, Geography +1) (1st level)

    Languages: Common, Draconic, Dwarven, Elven, Gnome

    DC +3
    Least- Beguiling Influence


    Wearing or carrying at hand
    Leather Armor – 10 gp (15 lbs)
    Sickle – 6 gp (2 lbs)
    Light Crossbow – 35 gp (4 lbs)
    20 bolts – 2 gp (2 lbs)
    Daggers (2) – 4 gp (2 lbs)
    Pouches (3) – 3 gp (1.5 lbs)
    Backpack – 2 gp (2 lbs)
    Bloodsong Dagger +1 (2) – -- (1 lbs)

    In Pouches
    Thieves' Tools - 30 gp (1 lb)

    In Backpack
    Disguise Kit - 50 gp (8 lbs)
    Ink - 8 gp (--)
    Inkpen - 1 sp (--)
    Small Books - 5 gp (2 lbs)
    Paper and Parchments - 2 gp

    Total weight carried – 39.5 lbs, medium load.

    10 pp
    18 gp


    Kazan is a rather short, but quite handsome half-elf. He tries to dress fashionably, but lacks the funds to be too ornate. He tries to remain emotionless as much as possible, keeping both his thoughts and feelings to himself. Although he can be quite persuasive and is a smooth talker, he does not appear overly friendly most of the time, unless there is something he wants. Instead he tries to remain as forgettable as possible, and often hides his true appearance under all manner of disguises.

    Personality: Kazan is a half-elf spell thief well trained in arcane lore and other useful information. He looks at himself as a master detective and spy, a dashing diplomat, with a quick witted tongue. It might be better to say that all his life he's been a magnet for trouble and somehow just manages to keep himself alive. His number one concern is looking out for himself, but fame and fortune run a close second. He tries to avoid a fair fight whenever possible, but he makes a good companion with others who share his same goals. He will be looking to take levels in the master inquisitive prc.

    Background: Kazan went to the meeting expecting it to be an easy transfer. The hard part had been finished. Getting here alive. Once he made it into the city, he expected that it would take little effort to meet his employer and hand over the package. Unfortunately, he was wrong. It was an ambush, and he had been lucky to escape with his life.

    Now Kazan was in a strange city, with no where to turn, and no idea how he got into this situation.

    Looking back over the past couple months, he began to realize he had let himself get in over his head. When Zilas Storrunner, bearing the dragonmark of House Lyrander, approached him in Regalport about a job, he thought it was just the chance he was looking for. The job was to sail out to the outer edges of the Principalities, disguise himself as a dragonmark by the name of Parlay Fellsdor, pick up a package from some noblemen, and transport it to Sharn, where Zilas would be waiting to meet him. Kazan was looking for a way to make a name for himself and this seemed the perfect opportunity. Perhaps in hindsight he should have asked more questions about what he would be transporting and who he was working for. All Zilas had told him was the speed and secrecy were of the essence, and to expect trouble along the way.

    The fact that he escaped the ambush at all had been a combination of cautious preparation and luck. Wanting to keep a low profile, Kazan had disguised himself as a human, figuring that would make it easier to blend in with the surroundings. Not that it was difficult in the teaming metropolis. The exchange was to take place at the docks, a very unsavory and unsafe location, but a spot Kazan felt at home in. When he arrived, his employer was nowhere to be found, but a human sorceror along with two large enforcers was waiting for him and tried to lift his package off of him. Fortunately for the half-elf, the sorceror did not see through his disguise and tried to cast sleep on him. Kazan tried to hightail it out of there, but made a wrong turn, and almost got cornered in a dead end alley. But when his pursuers came chasing after him, he managed to hide himself just long enough to sneak up behind the sorceror, steal a sleep spell, and cast it on his two bodyguards. The sorceror was wounded but not killed, and Kazan decided not to wait around and find out what was going on.

    So his employer had been right. There had been plenty of trouble. And now he had to wonder whether Zilas had planned for this all along, or if something had happened to him. Either way, he had to assume that no help would be forthcoming. As always, survival was up to him.

    Kazan always considers survival his number one priority, and he prides himself on never letting himself be caught off guard. His career path often brings him into trouble with both the authorities and the criminal element, and so he is always on the lookout. He acts cautiously, does not trust anyone but himself, and always keeps his crossbow or dagger close at hand in case of a fight. He also always keeps a pen on hand, along with several blank books, with which he keeps track of every trivial name, location, rumor and other tidbit of information in case it might come in handly later.

    He has spent most of his life learning as much as he can, fueled by his deep curiosity for all things arcane. He spent his youth traveling with his father, a well-known half-elf bard, who was killed mysteriously while Kazan was only 16 years old. He spent several of his adolescent years in Zilargo, studying among the gnomes, before returning to the principalities and putting his education to work while seeking out fame and money.
    Last edited by lotuseater; Friday, 1st July, 2005 at 12:53 PM.

  8. #8

    Rurik Loderr Dwarf Ranger 1


    Rurik Loderr
    Dwarf Ranger 1
    Medium Humanoid (Dwarf)
    Alignment: Lawful Neutral
    Deity: Dol Dorn
    Region: Mror Holds, Korunda’s Gate
    Height: 4' 2''
    Weight: 166 lbs
    Skin: Red
    Eyes: Green
    Age: 50

    Action Points: 5

    Str: 16 (+3) [10 points]
    Dex: 14 (+2) [6 points]
    Con: 14 (+2) [4 points, +2 racial]
    Int: 14 (+2) [6 points]
    Wis: 12 (+1) [4 points]
    Cha: 10 (+0) [2 points, -2 racial]

    Class and Racial Abilities:
    +2 Con, -2 Cha, Darkvision – 60’, Stonecutting, Stability, +2 vs. Poison, +2 vs. Spell/ Spell-Like, Racial Weapon – Waraxe/ Urgosh, +1 Attack vs. Orc/ Goblinoids, +4 Dodge vs. Giant Class, +2 Appraise vs. Stone/ Metal, +2 Craft vs. Stone/ Metal

    Hit Dice: 1d8 +2
    HP: 10
    AC: 18 (+2 Dex, +4 Chain Shirt, +2 shield) Touch – 12, Flat-footed – 18
    ACP: -4
    Init: +2 (+2 Dex)
    Speed: 20ft

    Fortitude +4 [+2 base, +2 Con]
    Reflex +2 [+0 base, +2 Dex]
    Will +1 [+0 base, +1 Wis]

    BAB: +1
    Melee Atk: +4 (1d8+3/x3/S, Dwarven Waraxe)
    Melee Atk: +4 (1d8+3/x3/B, Warhammer)
    Melee Atk: +4 (1d6+3/19-20 x2/P, Short Sword)
    Ranged Atk: +3 (1d4+3/19-20 x2/10 ft./P, Dagger)

    Climb* +7 [4 Ranks, +3 Str]
    Handle Animal* +4 [4 Ranks, +0 Cha]
    Heal +3 [2 Ranks, +1 Wis]
    Hide +4 [2 Ranks, +2 Dex]
    Jump* +7 [4 Ranks, +3 Str]
    Know (Dungeon) +3 [1 Rank, +2 Int]
    Know (Nature) +3 [1Rank, + 2 Int]
    Listen +5 [4 Ranks, +1 Wis]
    Move Silent +4 [2 Ranks, +2 Dex]
    Search +6 [4 Ranks, +2 Int]
    Spot +5 [4 Ranks, +1 Wis]
    Survival +5 [4 Ranks, +1 Wis]
    Swim* +4 [1 Ranks, +3 Str]

    Open Mind (1st Level) [Complete Adventurer]
    Track [Ranger Class Feat]
    Armor Proficiency (Light) [Ranger Class Feat]
    Shield Proficiency [Ranger Class Feat]
    Martial Weapons Proficiency (All) [Ranger Class Feat]
    Simple Weapons Proficiency (All) [Ranger Class Feat]
    Favored Enemy – Undead
    Wild Empathy [+1]


    Wearing or carrying at hand
    Black Explorer Outfit 0.0 0.00
    Chain Shirt 25.0 100.00
    Heavy Steel Shield 15.0 20.00
    Dwarven Waraxe 8.0 30.00
    Warhammer 5.0 12.00
    Shortsword 2.0 10.00
    Dagger [2] 2.0 4.00

    Money Pouch 0.5 1.00
    * Wealth [9 Gp/6 Sp/2 Cp] 1.0 9.62

    Bandolier [MW] - 12 1.5 5.00
    Flint/Steel 0.0 1.00
    Whetstone 1.0 .02
    Chalk [x10] 0.0 .10
    Candle [x6] 0.0 .06
    ID Paper [MW] 0.0 5.00
    Travel Papers 0.0 .20

    In or on containers
    Backpack 2.0 2.00
    Water Skin [x3] 12.0 3.00
    Trail Rations [x6] 6.0 3.00
    Gray Explorer Outfit 8.0 10.00
    Bedroll 5.0 0.10
    Silk Rope – 50’ 5.0 10.00
    Grappling Hook 4.0 1.00
    Sack [x3] 1.0 0.30
    Vial (Oil) [x4] 4.0 0.40
    Sun Rod [x6] 6.0 12.00
    Vial (Oil) [x2] 2.0 0.20
    Scroll Case 0.5 1.00

    Total weight carried – 61/116.5 lbs, Medium Load.

    9 gp, 6 sp, 2 cp

    Rurik is of average size for a dwarf of the Mror Holds. He stands approximately 4 foot 2 inches and weighs a respectable 164 lbs. His bright red hair and dark green eyes are both rare and proof he carries the blood of the southern clans. He wears his hair long, kept in a warrior’s braid, while keeping his beard relatively short. And though it is rumored that he smiles on occasion it has not been proven. He prefers to wear his chain shirt and if given the least opportunity he will do so. Most of the times he also prefers to make use of a Heavy Steel Shield, Dwarven Waraxe, and Warhammer. While seldom seen he prefers dark tones and a comfortable outfit like those worn by explorers.

    Personality: On the outside Rurik is the dour, taciturn visage most people who don’t know dwarves have come to expect. On the inside he is very different in many ways. His humor is dry and slightly offbeat (yes he does have a sense of humor). Not the most graced in social interaction, he is willing to try many things, though he is often clumsy in asking how.

    His parents met over sixty-three years ago, in the city of Korunda’s Gate, in the northern Mror Holds. Rurik’ fathers was Jhun Loderr, his mother’ Risa Kundarak, a distant and unmarked member of House Kundarak. They met at time when both were just beginning their apprenticeships, but they each recognized each other as soul mates. And shortly after their commitment was done they wed. They worked and raised a child, Rurik, within the familial embrace of House Kundarak until a raid by the Jhorash’tar orcs stole them from their child.

    Rurik having few other options took a position as an apprentice to Brodin Kladan, a Ranger and friend of his parents. And so he passed the next few decades learning about weapons and dungeoneering. But more importantly he learned to hone his senses, his first line of defense, against encroaching enemy. But with his skill he also drew jealousy, which would again end his comfortable existence. On a rare day of leisure he would find himself accosted by a group of drunks making fun of his habit of always wearing his armor. Never one to back down from a fight he faced the leader ready to teach him a lesson in civility. And it was from there that things went from bad to worse. He didn’t know why they had drawn a weapon but his instinct had saved him. Unfortunately it would leave two others dead.

    From there he raced home and packed his belongings and set out. Not knowing what to do he started traveling southwestward hoping to put as much distance between him and the Holds. And though it would take him many months and cause him to hire on to many caravans he would finally reach the steps of Sharn. So it is here that he had decided to begin his life anew.

    (Unbeknownst to him the fight had been viewed by another group a short distance away. So while the family still holds for vengeance, Rurik has been cleared of any wrongdoing. Unfortunately in his haste he outran the news.)

    (He becomes agitated and cross when around other dwarves.)
    Last edited by Prof Yeti; Tuesday, 14th June, 2005 at 09:30 PM. Reason: Cleaning

  9. #9

    Bail Human Male Barbarian 2

    Human Barbarian 2
    Medium Humanoid
    Alignment: Neutral Good
    Deity: Soveriegn Host
    Region: Darguun
    Sex: Male
    Height: 5’7”
    Weight: 145 lbs
    Skin: Dark, husky, spent as lot of time outside
    EXP:4,300 - need to raise him a level

    Hair: Black
    Eyes: Hazel
    Age: 14

    Action Points: 5

    Str: 16 (+3) [10 points]
    Dex: 16 (+3) [10 points]
    Con: 14 (+2) [6 points]
    Int: 12 (+1) [4 points]
    Wis: 8 (0) [0 points]
    Cha: 10 (0) [2 points]

    Class Abilities
    Fast Movement (+10' speed); Illiterate; Rage 3/day (+4 Str; +4 Con; +2 Will; -2 AC; 8 rounds plus newly improved con bonus); Uncanny Dodge (Retain Dex bonus of caught flat footed, or attacked by invisible foe)

    Hit Dice: 1d12
    HP: 25 (current hit points: 17)
    AC: 16 (+3 Dex, +3 Studded Leather ) Touch – 13, Flat-footed – 13
    ACP: -1
    Init: +3 (+3 Dex)
    Speed: 40ft

    Fortitude + 5 [3 base, +2 Con]
    Reflex + 3 [+0 base, +3 Dex]
    Will -1 [+0 base, -1 Wis]

    BAB/Grapple: +2/+5
    Melee Atk: +5 Great Axe (1d12+4;x3)
    Melee Atk: +5 Warhammer (1d8+3;x3)
    Melee Atk: +5 Spear (1d8+3;x3)
    Ranged Atk: +5 Spear (1d8+3 x3; 20')

    Class Skills:
    Climb 4 [2 ranks, +3 Str, -1 ACP]
    Craft 0 [+0 Int]
    Handle Animal 2 [2 ranks, +0 Chr]
    Intimidate 5 [5 ranks, +0 Chr]
    Jump 7 [5 ranks, +3 Str, -1 ACP]
    Listen 5 [5 rank, +0 Wis]
    Ride 3 [+3 Dex]
    Survival 4 [4 ranks, +0 Wis]
    Swim 3 [2 ranks, +3 Str, -2 ACP]
    Tumble 5 [0 ranks (cc), +3 Dex, +2 Synergy]

    Extend Rage (+5 rounds)
    Extra Rage (2 extra times a day)

    Languages: Common, Goblin


    Wearing or carrying at hand
    Great Axe – 20gp (12 lbs)
    Spear - 2gp (6lb)
    Warhammer - 12gp (5lb)
    Studded Leather Armour – 25gp (20 lbs)

    In or on containers
    Backpack - 2gp (2 lbs)
    Waterskin – 1gp (4 lbs)
    Flint and Steel – 1 gp (--)
    Whetstone - 2cp (1lb)
    5 Sunrods - 10gp (10lb)
    Bedroll - 1sp (5lb)

    Total weight carried – 65 lbs, light load.

    132 gp 9 sp 8 cp


    Appearance: Bail is tall and thin with wiry muscles and broad shoulders, he is only 14 and is still growing. His face is hairless except for the bushy eyebrows. His nose is crooked, lieing slightly to the left, a result of the many beatings that he endured while young. He wears his hair long and lank, often tieing it back in a pony tail.

    Personality:Bail has had a hard life and it shows, he is quiet and withdrawn and acts like a beaten puppy when in large crowds, shying away from people and sticking to the shadows, trying to be as unobtrusive as possible but when riled - Watch Out! He doesn't take well to being threatened or too bullies and is likely to take matters into his own hands.

    Background: Bail had never known his true parents. As he understood it now they had been in a caravan travelling between Cyre and Zilargo that had been forcibly delayed in Darguun. His father had been killed and his pregnant mother held and 'maintained' until she had given birth, upon which time her usefulness was at an end and she had been slaughtered like some useless herd animal.

    Bail was raised recruited by the Kech Shaarat to be a member of the Plain, a secret organisation of spies and agents who are all non-goblinoid and more easily able to infiltrate the societies of the fairer races. He did as he was told, was an attentive student and, by avoiding the steady blows that would rain down on he and the other recruits became quite quick on his feet. He began to develop an aptitude for stealth, his reflexes becoming finally honed, his balance and carriage marked him as a young man of speed.

    The Plain were kept in line not only by threats to their physical being but also threats to their families. At this time Bail wasn't aware of the fate that had ultimately befallen his parents as the Kech Shaarat's plan was nefarious in the extreme. The tribe employed several Changelings who would impersonate the parents of the children that were slowly swelling the ranks of the Plain. It was easy with those born after abduction for they would never have the opportunity to recall their parents, but not all children were born in Darguun and the tactic kept them all in line. There was fierce competition between the children, a ruthless competition for food and attention that was cultivated by their wicked maters.

    Bail was one of the few that learnt the goblin language; he was quick in mind as well as on his feet and would pick up snatches of the language as he grew. When he was 14 he overheard a conversation that finally helped put all the pieces of the puzzle that had been bugging him for years together. He swore then that he would escape and did so the very next night, using the skills that his maters had so diligently taught him over the last 14 years. They had made him the perfect weapon and he cut them deep that night.

    Bail is on the run for two reasons, the first is that the Kech Sharrat don't want word of their secret reaching the ears of the outside world, not even the ears of those in Darkuun, as the great Lhesh Haruuc is not aware of the network and would surely think ill of the Kech Sharrat for keeping the network secret. Secondly, Bail stole something very valuable to the tribe before he left. Something that they will pursue Bail to the very ends of Khorvaire, and even the depths of Khyber, to recover.

    Bail ended up grabbing a small book during his flight, one that he later found out seemed to be the reason he was being pursued. It didn't look like much, a dark brown leather journal with cheap paper pages. But once you opened it, you realized what it was. It was the detailed description of the upbringing and missions of three others in the Plain, ones like you that had been deceived and used. There was also a slim sliver of an Eberron dragonshard in the book, one you discovered allowed some limited communication from the reader to one of the three agents, once one was in range.

    One was Irian Lashay, a dancer and musician that worked in a House Phiarlan entertainment house in Sharn. She often did music for private gatherings, and gathered interesting bits of information from the nobles that she entertained. Another was Wes Garthaser, a skilled artificer that worked for House Orien on the lightning rails in Sharn. He supplied information on who and what was going where and why. The last was Wallbreaker, a male personalitied warforged purchased from House Cannith through a broker late in the Last War. He's twenty years old, and used as a bodyguard and strongarm for some unsavory types in Sharn. He's utterly neutral, but has no idea about the morality of his actions. He supplies information on crime barons and their activities.

    The book is very detailed in their deception, placement, and cultivation, and would be able to bring the organization down, or at least strike a major blow to the Plain's operations in Sharn.

    Bail's down-time
    Bail searches about the area for work as a bodyguard, but he quickly discovers that he’s not able to find a drop of work. All bodyguards he’s seen wear the yellow and green chimera badge of House Deneith, a badge those he asks for work demand he provide. They have a monopoly on that kind of work, and while the occasional band of adventurers don’t pose a threat (they cost too much for the average citizen to hire, nor are they always known to be reliable), a single person performing their chosen duties will bring the substantial weight of the House to bear upon them. No normal citizen would hire a non-Deneith bodyguard openly, as they would find the ranks of the House closed against them should they try to hire a Deneith bodyguard later. And those seeking to hire a non-Deneith bodyguard are shady at best, and hazardous to work for at worst. Most of this Bail learns from the third fellow he attempted to be hired by, an elderly gentleman willing to take time to explain the complicated political situation Bail had inadvertently stumbled upon.

    Frustrated but not disheartened, Bail sought other avenues of employment, such as peacekeeping at taverns. He could only find sporadic work at that, mostly for those who had sick peacekeepers. But while inquiring at a bar called the Tooth and Nail in the neighboring Middle Tavick’s Landing, he found a different but entirely suitable job of sorts. The proprietor, a shifter called Boz, was a fanatic about the rough-and-tumble game called Hrazhak. While it was primarily a shifter game, the occasional human with good reflexes, endurance, and strength could make a good showing. Boz suggested that the young strapping human man might find both good competition and cash in some of the local betting hrazhak games. A good judge of strength, in a burst of slightly drunken goodwill, Boz sponsored Bail in his first Hrazhak match.

    Hrazhak is played on two teams of seven each, each team having an idol. Points are scored by taking the other idol from the opposing team and putting both idols in your home goal. The field is covered with downed trees, broken masonry, small ponds or streams, and anything else that comes to hand. The idols can be thrown or carried, but there is no limit on contact. Nothing but natural weaponry is allowed, and no magic or psionics are permitted to be used. A druid or adapt often stands by to heal wounded participants, but those that are healed are out of the rest of the game, so few would leave unless they’re direly injured. Needless to say, it’s a bloody, violent, and endlessly exciting sport.

    Despite not having the innate powers that allow the shifters to dominate at Hrazhak, Bail had strength, courage, endurance, rage, and over a decade of abuse at the hands of sadistic goblins. While he was clearly not an expert, Bail managed to keep his team very close in his first game, and scored the last point by the skin of his teeth. Much backslapping and ale-drinking ensued, and Bail had the rather curious experience of being part of a cooperative team for the first time in his young life. Trev and Malik were the team’s runners, brothers only a few years apart, and just about Bail’s age. Both had a kind of innocence that Bail had whipped out of him at an early age, though both clearly had several lifetimes’ more experience in wenching than Bail did. Kevik was the team’s climber, and mate to Sharis, the team’s swiftwing. Both were mature beyond their years, and clearly felt a bit paternal towards the others. Zahn was one of the team’s razorclaws, and was great friends with the tiny but powerful Isha, a gorebrute with a disposition as sweet as cider (until someone set off her short temper). Lorn, the other razorclaw, was currently laid up with a broken leg, which is why the team was more than happy to let Bail give it a go.

    The next several weeks had games nearly every third day or so, and Bail found himself a fairly good player. Also he found he attracted attention from one of the many on-lookers, a red-haired buxom half-elf with sparkling green eyes who called herself Melanie Vega. She made a point of draping herself upon him whenever his team won a game, and even planting a kiss on his blushing, sweaty cheek. Trev and Malik always elbowed him and made jokes about him getting “another goal,” whenever they saw her. What that meant exactly, Bail wasn’t sure of…

    After nearly a month at Hrazhak, Bail found himself nearly forty-three gold richer than he was before!
    Last edited by D20Dazza; Thursday, 1st June, 2006 at 10:33 AM. Reason: Adjusted HPs, fixed axe damage (2 handed 1.5 str)

  10. #10
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    Tondrek, Hunted by Two Houses

    Male Half-Orc Artificer 2

    XP: [spoiler]2,700[/spoiler]
    Medium Humanoid (orc)
    Alignment: Neutral
    Deity: None (He doesn't understand the concept)
    Region: Breland, Sharn
    Height: 5' 11''
    Weight: 190 lbs
    Hair: Tussled Black
    Skin: Molted Green
    Eyes: Watery Brown
    Age: 17

    Action Points: 6

    Str: 10 (+0) [0 points, +2 racial]
    Dex: 12 (+1) [4 points]
    Con: 10 (+0) [2 points]
    Int: 16 (+3) [16 points, -2 racial]
    Wis: 8 (-1) [0 points]
    Cha: 14 (+2) [10 points, -2 racial]

    Class and Racial Abilities: +2 Str, -2 Int, -2 Cha, darkvision 60', orc blood. Bonus feats, proficient in light and medium armor and shields (except tower) as well as simple weapons, infusions, artificer knowledge, craft reserve 40, disable traps, item creation, artisan bonus.

    Hit Dice: 2d6
    HP: 12
    AC: 16 (+1 Dex, +4 chain shirt, +1 shield) Touch – 11, Flat-footed – 15
    ACP: -3
    Init: +1 (+1 Dex)
    Speed: 20ft (30ft base)

    Fortitude +0 [+0 base, +0 Con]
    Reflex +1 [+0 base, +1 Dex]
    Will +2 [+3 base, -1 Wis]

    BAB: +1
    Melee Atk: +2 (1d8/B+P, MW morningstar)
    Melee Atk: +1 (1d4/19-20/P or S, dagger)
    Ranged Atk: +2 (1d8/19-20/80 ft./P, light crossbow)

    Craft: alchemy +6 [3 ranks, +3 Int]
    Craft: blacksmithing/metalworking +8 [5 ranks, +3 Int]
    Disable Device +10 [5 ranks, +3 Int, +2 MW thieves' tools]
    Knowledge: arcana +6 [3 ranks, +3 Int]
    Knowledge: architecture and engineering +8 [5 ranks, +3 Int]
    Listen: +0 [0 ranks, -2 Wis, +2 Sparky]
    Open Lock +8 [5 ranks, +1 Dex, +2 MW thieves' tools]
    Search +6/+8 to find secret doors/compartments [3 ranks, +3 Int]
    Spellcraft +6 [3 ranks, +3 Int]
    Spot: +0 [0 ranks, -2 Wis, +2 Sparky]
    Use Magic Device +7 [5 ranks, +2 Cha]

    Aberrant Dragonmark: detect secret doors (1st level)
    Alertness (when Sparky is near)
    Scribe Scroll (1st level artificer bonus feat)
    Brew Potion (2nd level artificer bonus feat)

    Languages: Common, Draconic, Giant, Goblin, Orc

    1st – 4/day

    Spell-Like Abilities
    1/day – detect secret doors (CL 1)


    Wearing or carrying at hand
    MW morningstar – 308gp (6 lbs)
    dagger – 2gp (1 lb)
    light crossbow – 35gp (4 lbs)
    20 bolts – 2gp (6 lbs)
    chain shirt - 100 gp (25 lbs)
    light wooden shield – 5gp (5 lbs)
    spell component pouch - 4gp
    3 Belt pouches - 3gp (3.5 lb)
    potion bracer - 100gp (1.5 lb)
    scrollcase - 1 gp (1/2 lb)
    commoner's clothes

    In belt pouches
    ~2 noxious smokesticks (DC 15 fort save or nauseated 1 round) - 160 gp (1 lb)
    ~2 vails of acidic fire (1d4/1d4 fire/acid, then 1d4 fire) - 90 gp (3 lbs)
    ~vail of antitoxin - 50 gp (* lbs)
    ~2 thunderstones - 60 gp (5 lbs)
    ~MW thieves' tools - 100 gp (2 lbs)
    ~Identification Papers - (* lb)
    Name: Tondrek

    Place of Birth: Unknown (War Orphan)

    Family/Parents/Clan: Unknown (War Orphan)

    Place of Residence: None

    Profession/Place of Business: Tinkerer/Freelance

    Appearance: Black hair, green eyes, medium half-orc height

    Unusual Characteristics: Obvious mental deficiency
    In potion bracer

    Familiars, Homunculi, or Constructs
    ~Sparky, Mechanical Rat

    Stored Elsewhere
    ~Pile of junk, Fallen [Spoiler]Mostly completed bits of a junk golem[/spoiler]

    Total weight carried – 63.5 lbs, medium load.

    5gp, 20sp

    Sparky, Mechanical Rat
    Scrap, Salvage Rat friend, companion, and familiar
    Salavage Rat (Dragon #341)
    Tiny Construct
    Alignment: Neutral

    Str: 6 (-2)
    Dex: 15 (+2)
    Con: --
    Int: 6 (-2)
    Wis: 12 (+1)
    Cha: 2 (-6)

    Class and Racial Abilities: Construct traits (low-light vision; darkvision out to 60 feet; immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects; immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot heal damage on their own,; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; immediately destroyed when reduced to 0 hit points or less; since it was never alive, a construct cannot be raised or resurrected; bonus hit points; proficient with its natural weapons only; proficient with no armor; constructs do not eat, sleep, or breathe), familiar traits (improved intelligence, Alertness to master, improved evasion, share spells/infusions, bonus intelligence, bonus natural armor), rust (reduce armor bonus by -1 per hit until destroyed; DC10 reflex save for magic armor to avoid), +4 bonus on Hide and Move Silently, +8 bonus on Balance and Climb, can always chose to take 10 on Climb, uses Dex instead of Str for climb.

    Hit Dice: 1d10
    HP: 5
    AC: 18 (+2 Dex, +4 natural, +2 size) Touch – 14, Flat-footed – 16
    ACP: 0
    Init: +2 (+2 Dex)
    Speed: 15ft, burrow 5ft (metal only), climb 15ft

    Fortitude +0 [+0 base, +0 Con]
    Reflex +2 [+0 base, +2 Dex]
    Will +4 [+3 base, +1 Wis]

    BAB: +1
    Melee Atk: +5 (1d4-2/P + rust, bite)

    Balance +10
    Climb +10
    Hide +8
    Move Silently +8

    Weapon Finesse

    Languages: Common


    Wearing or carrying at hand
    ~ Rat tail amulet

    Background: Scrap was made by Tondrek during his repeated foreys into the Depths of Sharn while on the run. Though Scrap couldn't talk or move, Tondrek still got some comfort out of tweaking his construction and simply talking out loud to him. Then one day, Scrap vanished. A small token of iron stamped with a rat's tail was left behind in his place. For a week, Scrap remained stubbornly gone (though what one would do with a statue of a rat, Tondrek wasn't quite sure). One morning, Tondrek awoke with a heavy weight on his chest, only to find Scrap crouched there, waiting for him to wake. "Will you sleep all day?" he asked impatiently. Through some strange events, Scrap had become both mobile and intelligent. He kept the token of the rat's tail hung around his neck and steadfastly refused to elaborate on his week of absence. However, he showed remarkable loyalty to his master, and has awoken or alerted him several times in order to avoid agents of House Tharashk and House Cannith


    Tondrek appears hunched and unkempt---his black hair is greasy and unruly, and he does not look like he takes care of himself. His gear, however, is well taken care of--there is no damage or smudges anywhere. Over his armor, he wears some commoner's clothing that he's obviously slept in.

    Personality: Tondrek constantly mutters to himself, hunching back and forth, and can be found playing with some odd mechanical bit of something in his hands. If talked to directly, he will not look directly at the talker, but answer indirectly. Of most subjects, he is not too very helpful. But when it is something he knows about (buildings, magic, etc.), we will drone on without stop. He is generally oblivious to the outside world when not talked to directly, unless something catches his fancy. Obviously magical, mechanical, or alchemical things always catch his fancy.

    Background: Tondrek does not comprehend his background. He does not fully understand that his mother Hordreth d'Tharask, a House Tharashk heir, somehow conceived him by a willful and brash House Cannith heir named Tannith Vown d'Cannith. All he knows is that the humans named Canith and the orcs named Tharashk are after him, and will probably hurt him.

    Longer, Secret Background
    Tondrek grew up in the slums of High Walls in an orphanage for refugees from the Last War. He did not fit there, however. First, he wasn't human, he was half-orc. Second, he was obviously "damaged"---he muttered to himself and had a severe time interacting with others. He did have a natural knack for mechanisms; he broke into the headmaster's office several time in his youth, and could be found rocking on the master's desk, muttering to himself.

    One day, when Tondrek was in his teens, he was given to a stranger, a Marsher half-orc. The Marsher did not talk to Tondrek, not that Tondrek tried; he only interacted with him once---he searched for and found the strange, sickly green-blue mark that twisted beneath Tondrek's skin. Tondrek knew that he could do things with that mark; but not why.

    For some time, Tondrek lived with the Marsher. The Marsher never spoke to him, though he had several arguments with visitors he never showed Tondrek. One regualr visitor, a greybeard human named Maraan, did spend time with Tondrek. He seemed to see the knack the half-orc possesed, and while the Marsher spent months searching for something in the upper reaches of Sharn, the greybeard taught Tondrek the basics of artificing. Tondrek loved the lessons, especially the times he was able to play with the greybeard's homunculus.

    Then, only a few weeks ago, the Marsher took Tondrek on a journey to the highest towers of Sharn. He did not say why; all he did was dress the boy well. He was lead to some gathering---fancy dressed folks flittered about the warforged gaurded palace. It was a party for a returned Cannith heir, long gone on an exploration of Xen'drik. It was supposed to be a celebration, until the Marsher thrust Tondrek at the man and accosted him.

    "Tannith Vown d'Cannith! Here is the mistake you tried to forget! Here is what your wrought when you thought none would know! My sister Hordreth d'Tharashk died from your seed, and now all shall know your shame!" With that, the Marsher ripped off Tondrek's fancy shirt, exposing the aberrant dragonmark for all to see!

    Needless to say, things went chaotic after that. Tondrek does not fully understand, but he knows that the humans with the name Cannith and the half-orcs with the name Tharashk now chase him. He has fallen in with low-life after low-life who has used his skills and then run when Cannith or Tharask agents show up; but so far he has eluded the seekers.

    Current Names for the Party (so stonegod doesn't forget)
    Ryani: Strange Eyes Elf
    Mel: Playful Elf
    Shenystari: Silent "Elf"
    Harolk: Big Long Sword Man
    Hxaptös: Silent Lumpy Man
    Bail: Less Sour But More Confused Man
    Arimat: Missing Throat Man
    Last edited by stonegod; Saturday, 5th August, 2006 at 04:29 PM. Reason: used a flask

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