Characters - drothgery's Victorian Eberron game

drothgery

First Post
Characters and character creation rules will go here.

Characters will be 4th level, 28 point buy, NPC wealth level for 4th level characters, races other than human and half-elf require special approval, hit points are 3/4 max (rounded down) after 1st level.

There are a lot of house rules in this game, they follow.

Please note any non-PHB skills, feats, and/or equipment in your character sheet, and list the source. PHB2, the Complete books (excepting Psionic), Heroes of Horror, and the Eberron books are valid sources for this game, as are certain firearms feats from d20 Modern.

OOC Thread
Setting Thread
Game Thread
 
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drothgery

First Post
Classes

The available classes in this game are archivist, dread necromancer, fighter, healer, hexblade, marshal, paladin, rogue, scout, and swashbuckler.

archivist
The archivist is modified from its presentation in Heroes of Horror

- Archivists can learn any spell on the cleric, druid, dread necromancer, healer, or sorcerer/wizard list. They cannot learn spells which only appear on other lists, including domain lists.
- All spells the archivist casts are considered divine, no matter where they came from
- Archivists only learn one new spell per level automatically, which must be from the cleric list
- If a spell appears on the cleric list, its level for archivists is its level on the cleric list; if it appears on more than one other list that the archivist has access to (but not on the cleric list), its level for archivists is the highest level that it appears at
- archivist's prayerbooks do no require extraordinary paper or ink
- scribing a spell from a scroll consumes the scroll
- archivists can copy spells from prayerbooks or spellbooks
- archivists gain 6 skill points/level, not 4

dread necromancer
- dread necromancers get d8 HD, not d6
- dread necromancers do not gain the lich body ability
- dread necromancers do not gain fortification
- dread necromancers do not automatically become a lich at 20th level
- dread necromancers gain 4 skill points/level, not 2

fighter
- the alternate class features from PHB2 are available
- fighers gain 4 skill points/level, not 2
- add knowledge (history) and knowledge (Architecture and engineering) to the fighter's list of class skills

healer
- this game will be using the modified healer described here: http://www.enworld.org/showpost.php?p=3490703&postcount=79 ; basically, healers gain the ability to turn undead, become warmage-style casters, lose the unicorn, and gain a lot of bonus feats because their old class abilities don't make sense for a warmage-style caster.

Note: Healers in the Orthodox Church of the Silver Flame (the majority) will not cast Raise Dead, Resurrection, or True Resurrection in most cases. Some other Flamic sects also refuse to the raise the dead.

hexblade
- The Dark Companion alternate class feature is available
- hexblades gain 4 skill points/level, not 2
- knowledge (religion) is a class skill for hexblades

marhsal

- marshals can use the alternate class feature in PHB2
- at third level, the marshal gains the inspiration ability, which can be used once per day per 3 marshal levels. This is identical to the bard's Bardic Music ability, except that the relevant skill is Diplomacy, the Marshal only learns the Inspire Courage, Inspire Competence, Inspire Greatness, and Inspire Heroics abilities, and these abilities are (Ex), not (Su).

paladin
- The paladin of freedom is available
- Instead of gaining a special mount at level 5, paladins automatically gain the Leadership feat.
- paladins gain 4 skill points/level, not 2

rogue
- the alternate class feature from the PHB2 is available
- at 6th, 12th, and 18th level Rogues gain a free Skill Focus feat; I'm giving almost everyone else extra skill points, and rogues should stay the top skill guys

scout
- scouts gain the Track feat at first level
- manyshot, improved manyshot, and certain other feats may be used in conjunction with the skirmish ability

swashbuckler
The Living Eberron version of the swashbuckler at http://www.enworld.org/showpost.php?p=2964384&postcount=3 will be used
 
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drothgery

First Post
Skills and Feats

Feats

- certain firearms feats from d20 Modern and d20 Modern supplements are available, including Double Tap, Dead Aim, and Skip Shot. Ask about others.
- feats available in all of the Complete books, Eberron books, Hereoes of Horror, Mini's Handbook, and PHB2 are generally available

Skills
- move silently and hide have been combined into sneak; anything that grants a bonus to either skill grants a bonus to sneak instead
- spot and listen have been combined into notice; anything that grants a bonus to either skill grants a bonus to notice instead
- spellcasting ability is not required for use of the craft (alchemy) skill, though crafting alchemical items is a trained only skill
- crafting alchemical weapons and ammo takes a DC 25 craft (alchemy) check, and requires materials that cost 3/4 list price
- synergy bonuses do not stack
- all characters gain one extra class skill of the player's choice at 1st level
 
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drothgery

First Post
Equipment

- gp is an abstract term in this game; in the major nations of Khorvaire, people use gold-backed paper money; a Thrane Crown, Republic of South Khorvaire Dollar, and Maradal Prinicipalities Franc are all worth approximately 1 gp.
- character wealth will roughly follow the NPC gear value table on page 127 of the DMG, so 4th level characters will start with 3,300 gp worth of equipment
- the general tech level in this game is mid-19th century (1850s or so). As such, guns are percussion cap weapons. Single-shot weapons can be fired once without reloading; revolvers can be fired six times without reloading. If you take the rapid reload (personal firearms) feat, reloading a personal firearm is a move action. Weapon stats are derived from percussion cap weapons in d20 Past.

The weapons below are simple weapons.

Code:
          dmg  crit  range inc.  rate of fire     size  weight  price
pistol    2d4   20    15ft       single-shot      Lt    1 lb    50 gp
revolver  2d6   20    20ft       6-shot cylinder  1H    2 lb    80 gp
rifle     2d10  20    60ft       single-shot      2H    8 lb    120 gp

The weapon below is a martial weapon
Code:
          dmg  crit  size  weight  price
bayonet   1d6   20    M    1 lb    10 gp

A bayonet can be fixed to a military rifle.

Other equipment:
speed loader 20gp
bullets 2gp/10

- mastercraft weapons will be available. Although produced by craftsman in a manner similar to masterwork weapons, they provide the same effect as +1 to +3 enhancement bonuses, though they do not overcome DR/magic. Mastercraft ranged weapons only improve their chance to hit; mastercraft ammunition only improves damage.
- the following qualities can be produced alchemically, and added to mastercraft melee weapons or ammuntition
* flaming
* flaming burst
* frost
* icy burst
* shock
* shocking burst
* keen
- rather than the bonuses described in the Eberron campaign setting, beyshyk weapons are always treated as magic (though this provides no other bonus)

weapon improvement costs
Code:
[I]melee weapon quality[/I]
masterwork         +300gp
+1 mastercraft   +2,000gp
+2 mastercraft   +8,000gp
+3 mastercraft  +18,000gp
keen             +4,000gp

[I]ranged weapon/ammo quality[/I]
masterwork         +300gp
+1 mastercraft   +1,000gp
+2 mastercraft   +4,000gp
+3 mastercraft   +9,000gp

[I]alchemical enhancements[/I]
flaming          +4,000gp
flaming burst   +16,000gp
frost            +4,000gp
icy burst       +16,000gp
shock            +4,000gp
shocking burst  +16,000gp

[I]magical enhancements[/I]
holy            +24,000gp

Costs for ammo apply to 50 arrows, bolts, bullets, etc.

To determine the cost of a weapon, first find the base wepon price, then add the cost of any special material (beshyk, flametouched iron, etc.), then add the cost of the quality level (plain, masterwork, a mastercraft level), and then add any special features. Note that it is not possible to have multiple types of alchemical enhancement on the same weapon.

So 50 flaming bullets would cost 10 gp (base cost of 50 bullets) + 1000 gp (for mastercraft bullets) + 4000 gp (for alchemical flaming) = 5010 gp. Or 100 gp and 2 silver per bullet.
 
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drothgery

First Post
Special Bonuses

Since magic is far less common in this game, and armor is somewhat obsolete, characters get certain other bonuses.

bonus progressions
good class defense bonus - fighter, paladin, swashbuckler, hexblade
medium - scout, marshal, rogue
poor - healer, archivist, dread necromancer

note: for multiclass characters, add the defense bonus of all classes, then subtract the first level bonus of every class except the first. Also note that the stat bonuses listed here replace the normal +1/4 levels, they aren't in addition to them.

Code:
        class defense bonus
level   good    medium  poor     special
1       6       4       2        
2       6       4       2        
3       7       5       3        +2 to stat A
4       8       5       3
5       8       6       4        +1 resistance bonus to saves
6       9       6       4        +2 to stat B
7       10      7       5
8       10      8       5
9       11      8       5        +2 to stat C
10      12      9       6        +1 resistance bonus to saves
11      12      9       6
12      13      10      7        +4 to stat A
13      14      10      7
14      14      11      8
15      15      12      8        +1 resistance bonus to saves, +4 to stat B
16      16      12      9
17      16      13      9
18      17      13      10       +4 to stat C
19      18      14      10
20      18      14      10       +1 resistance bonus to saves
 
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EvolutionKB

First Post
Grant

Grant
Male Human Rogue2/Paladin of Freedom2
CG Medium Humanoid(human)
Init +3; Senses: Notice +8
Languages Common
AP 6
---------------------------------------------------------------------------------------
AC 18, touch 17, flat-footed 15; +4 defense, +3 Dex, +1 shield
hp 28 (4 HD)
Fort +4, Ref +6, Will +1; +3(divine grace), +2 vs. enchantments

---------------------------------------------------------------------------------------
Speed 30 ft.
Melee +1 Mastercraft rapier +7 (1d6/18-20x2) or
Melee Dagger +6 (1d4/19-20x2) or
Ranged Pistol +6 (2d4/x2); 15’ or
Ranged Dagger +6 (1d4/19-20x2) orFull attack +1 Mastercraft rapier +5 (1d6/18-20x2) and Pistol +4 (2d4/x2); 15’
Atk Options: Sneak attack 1d6, Smite Evil +3 att/+2 dam
Special Actions Detect Evil, Lay on hands 6 pts
Base Atk +3; Grp +3
Combat Gear 2 quickfire, quickshock, and quickfrost weapon capsules

---------------------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 12, Int 10 Wis 12, Cha 16
SQ Minor Shape Change
Feats Two weapon fighting, Weapon finesse
Skills (Chosen skill: Autohypnosis(XPH)):
Balance +4*, Bluff +12, Disguise +20 (additional +2 while acting in character), Diplomacy +12, Escape Artist +2*, Gather Information +8, Intimidate +14, Notice +8,
Sense Motive +10, Sneak +3*, Tumble +9*

*Armor Check Penalty: -1

Possessions Rapier, Mastercraft +1, Triple Weapon Capsule Retainer(Complete Adventurer), 2 Quickshock weapon capsules (1 in retainer)(Complete Adventurer), 1 Quickflame weapon capsules (0 in retainer)(Complete Adventurer), 2 Quickfrost weapon capsules (1 in retainer)(Complete Adventurer), Pistol, Ammuntion(10), Signet Ring, Noble’s Outfit, Jewelry: 2 rings, one choker(worth 75 gp), Light Steel Shield, Dagger,
Backpack, Bedroll, Soap, Waterskin, Sunrod, ID papers with portrait(ECS), Traveling papers(ECS).
9sp; n lbs

----------------------------------------------------------------------------------------
Aura of Good(Ex): Aura of good Lv 2
Detect Evil(Sp) Grant can use Detect Evil at will
Smite Evil(Su) Once per day Grant can make a melee attack with +3 bonus on attack and a +2 bonus on damage
Divine Grace(Su) Grant adds his Chr mod to his saving throws
Lay on Hands(Su) As a standard action Grant can heal an amount of damage equal to his chr mod times his Paladin level. This can deal damage to an undead creature.
Evasion(Ex) Whenever Grant succeeds a reflex save for half damage, Grant instead takes no damage.
Social Intuition Gather Info only takes 1d4+1 x 10 minutes. Sense motive for a gut assessment of a social situation only takes a full round action. Take ten on bluff, diplomacy, gather information, intimidate, and sense motive.(Replaces trapfinding, RoE)
Changling Traits +2 on sense motive, bluff, and intimidate checks(included above) Speak language is class skill, Minor Shape Change: Full round action, as disguise self, +10 on disguise checks(included above),

Appearance
Grant appears to be a six foot tall handsome human male with shoulder length blond hair and blue eyes.

Background

Primary Role/Distinguishing Abilities
Grant is a face character, capable of amazing feats of disguise, as well as being able to convince others of truths or falsehoods, through debate or intimidation. Grant is able to fight is able, but can do little without the help of others to enable his sneak attack.

Quirks

Always a consummate ladies man, Grant has many women under many different identities(and many with the same). He is first to defend a ladies honor, and won’t tolerate insults to himself or those he cares about.
 
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stonegod

Spawn of Khyber/LEB Judge
"Doc" Soldaris d'Lyrandar (CR 4) (6000 XP)
Male half-elf archivist 4
CG Medium humanoid (elf)
Init +1; Senses low-light vision; Notice +0
Languages Auran, Common, Draconic, Elven, Gnome, Ignan
-----------------------------------------------------------------
AC 15, touch 15, flat-footed 13; +2 Dex, +3 Class
hp 18 (4 HD)
Immune sleep effects
Fort +4, Ref +3, Will +3; +4 vs. enchantment
-----------------------------------------------------------------
Spd 30 ft.
Ranged mwk revolver +4 (2d6) or
Melee mwk walking stick +2 (1d6-1)
Base Atk +2; Grp +1
Special Attacks dark knowledge (tactics) 4/d, hurricane breath
Combat Possessions eternal wand (lesser orb of electricity), 2 scrolls of cure light wounds, scroll of identify, scroll of magic weapon
Archivist Spells (CL 4)
- 2nd (3/day): false life, gust of wind (DC 18), unprepared
- 1st (4/day): comprehend languages, sanctuary (DC 16), updraft, unprepared
- 0 (4/day): detect magic, light, read magic, unprepared
-----------------------------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 20, Wis 8, Cha 14
SQ dark knowledge (tactics) 4/day, half-elf traits, lore mastery, still mind
Feats Hurricane Breath, Magical Device Attunement, Scribe Scroll (B)
Skills Bluff +2, Balance +4.5, Concentration +7, Decipher Script +7, Diplomacy +7, Gather Information +6, Intimidate +2, Knowledge (architecture and engineering) +12, Knowledge (arcana) +12, Knowledge (geography) +7, Knowledge (history) +11, Knowledge (the planes) +14, Profession (sailor) +6, Notice +0, Search +6 (+8 to find secret doors), Sneak +1, Spellcraft +14 (+16 scrolls), Swim +0, Use Magic Device +11 (+13 scrolls)
Possessions combat possessions plus mwk revolver with 50 bullets, mwk walking stick; archivist's tool (masterwork UMD tool), formal daywear, identification papers with portrait, journal, pen, prayerbook, satchel, scrollcase;147gp, 9sp; 15lbs (light load)
Prayerbook 0: all SRD cleric; 1st: bless, comprehend languages, cure light wounds, divine favor, endure elements, identify, magic weapon, obscuring mist, sanctuary, shield of faith, updraft; 2nd: cure moderate wounds, false life, gust of wind, resist energy, spiritual weapon
-----------------------------------------------------------------
Dark Knowledge (Ex) Four times per day, Doc can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities:
-- Tactics With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1.
Half-elf traits +1 to Listen, Search, and Spot. +2 to Diplomacy and Gather Information. Low-light vision. Immunity to sleep effects. +2 saves vs. enchantment.
Hurricane Breath (Complete Mage) Bull rush like effect within 30 ft. vs. single creature (1d20 + highest air spell level); +1 DC to air spells.
Lore Mastery Doc has a +2 bonus on Decipher Script and Knowledge (the planes) checks.
Magic Device Attunement (Complete Mage) If Doc makes a successful Use Magic Device check on an item, he does not have to make another check for that item for 24 hours. Apply to one device at a time.
Still Mind Doc receives a +2 save vs. enchantment effects.

Spells
Lesser orb of electricity Conjuration (Creation) [Electricity] Lvl: Sor/Wiz 1, Cast: 1 standard, Comp: V, S, Range: Close, Effect: Orb of electricity, Duration: Instant, Save: None, SR: No. Ranged touch attack, 1d8 electricity damage.
Updraft Conjuration (Creation) [Air] Lvl: Clr 1, Dru 1, Cast 1 swift action, Comp: V, S, M, Range: Personal, Target: You, Duration: Instant. Conjure air to lift you 10 feet per level and then gently back down to the ground with 5 ft. of possible lateral movement.
[sblock=Advancement]L1->Archivist 1 HP 6 (1d6+0) SP: 32 (6x4+4x4)
Balance +4cc, Concentration +4, Diplomacy +2, Knowledge (architecture and engineering) +4, Knowledge (arcana) +4, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (the planes) +4, Profession (sailor) +4, Spellcraft +4, Swim +2cc, Use Magic Device +4
Abilities: Str 8 (0pts), Dex 12 (4pts), Con 10 (2pts), Int 18 (18pts), Wis 8 (0pts) , Cha 14 (6 pts)
Spells: bless, comprehend languages, cure light wounds, endure elements, obscuring mist, sanctuary, shield of faith, updraft
Feats: Magic Device Attunement
Other: dark knowledge (tactics) 3/d, Skill Choice: Use Magic Device

L2->Archivist 2 HP 4 (1d6+0) SP: 8 (6+4)
Balance +1cc, Concentration +1, Gather Information +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1
Spells: divine favor
Other: Lore Mastery (+2 in Decipher Script and KN: The Planes

L3->Archivist 3 HP 4 (1d6+0) SP: 8 (6+5)
Balance +1cc, Concentration +1, Decipher Script +1, Gather Information +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1
Spells: gust of wind (archivist 3rd free any spell), resist energy
Abilities: +2 Int
Other: dark knowledge 4/day

L4->Archivist 4 HP 4 (1d6+0) SP: 8 (6+5)
Balance +1cc, Concentration +1, Diplomacy +1, Knowledge (architecture and engineering) +1, Knowledge (arcana) +1, Knowledge (history) +2, Knowledge (the planes) +1, Profession (sailor) +1, Spellcraft +1, Use Magic Device +1
Spells: spiritual weapon
Other: still mind[/sblock][sblock=Tracking]
  • XP
    • 6000 XP: Start
  • Gold
    • 3,300gp: Start
    • Possessions
      • Satchel (as backpack): 2gp, 2 lbs
      • 2 scrolls of identify (hexblade), 1 scribed: 137gp 2sp each
      • scroll of false life (hexblade), scribed: 225gp
      • scroll of cure moderate wounds, scribed: 150gp
      • 2 scrolls of cure light wounds: 25 each
      • eternal wand of lesser orb of electricity: 1640 gp
      • Use Magic Device masterwork tool: 50 gp, 1 lb
      • 2 scrolls of magic weapon, 1 scribed: 25gp each
      • mwk revolver: 380gp, 2 lbs
      • 50 bullets: 2gp/10
      • mwk walking stick (as club): 300gp, 3 lbs
      • id papers w/ portrait: 5gp
      • scrollcase: 2gp, 2 lbs
      • prayerbook: 15gp, 3 lbs
      • journal (as spellbook): 15gp, 3 lbs
      • pencil (as pen): 1 sp
      • morning dress (formal daywear, free clothing)
    [/sblock]Concept and Role
    A Lyrander ex-steamship man, Doc is convinced that flight is not only a possibility, but the destiny of his people. He pursues knowledge by hook or crook in order to find out techno- or magical ways of doing so, and secretly harbors a wish to find a relic of the mythic age---An airship. Doc would probably have been an artificer during the mythic days. Mechanically, an archivist, but likely not tied to any particular church (self-study from cobbled together sources, a scholar more than a priest). Fulfills a part-blaster, part-utility role.

    Appearance and Personality
    Doc appears to be a well-groomed Khovaire in the prime of his youth, filled with exuberance about his pet theories and quest for the past. His blond hair he keeps short, and his sky-blue eyes always have a twinkle about them. He commonly favors well-kept morning dress with a doctor's satchel in which he keeps most of his magical investigative equipment save for his prize possession---an eternal wand---which he keeps close to his breast. However, he is always willing to roll up his sleeves when work is required. Doc has an affectation for cigars.

    Background
    A well-off scion of the Lyrandar financial empire, Soldaris was groomed from youth as a part of the trading houses financial empire. The boy had a knack for the analytical, and thus was put into an engineering trade school. However, the young Soldaris had a romantic heart, and was enamored of Lyrandar's mythic past which would eventually bloom into his obsession regarding airships. At full age, Soldaris began traveling Khovaire as a steamship's engineer, and used this opportunity to visit strange sites in the former Zilargo, Cyre, and elsewhere. Four years ago, with the death of his parents, Soldaris, or "Doc" as he was becoming affectionally known as, came into a bit a wealth, enabling him to pursue his true dream. He spent the last few years doing more exploring and research, but his goal is still elusive.
 
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Einan

First Post
Horace Greer

[sblock]
Horace Greer

Male Human Scout 4
Lawful Neutral
Strength 10 (+0) (2 Points)
Dexterity 18 (+4) (10 points (16) +2 to stat A)
Constitution 14 (+2) (6 points)
Intelligence 10 (+0) (2 points)
Wisdom 14 (+2) (6 points)
Charisma 10 (+0) (2 points)

Size: Medium
Height: 5' 10"
Weight: 170 lb
Skin: Tan
Eyes: Blue
Hair: Light Brown; Wavy

Total Hit Points: 34
Speed: 40 feet [scout]
Armor Class: 19 = 10 +4 [dexterity] + 5 [defense]
Touch AC: 14
Flat-footed: 10

Initiative modifier: +5 = +4 [dexterity] +1 [scout]
Fortitude save: +4 = 1 [base] +2 [constitution] +1 [scout]
Reflex save: +8 = 4 [base] +4 [dexterity]
Will save: +3 = 1 [base] +2 [wisdom]
Attack (handheld): +3 = 3 [base]
Attack (unarmed): +3 = 3 [base]
Attack (missile): +7 = 3 [base] +4 [dexterity]
Grapple check: +3 = 3 [base]
Region of Origin: Maradal Principalities
Languages: Common

Feats:
Point Blank Shot (Human Bonus)
Precise Shot (1st Level)
Quick Reload: Rifle (3rd Level)
Weapon Focus x1 Weapon(s): Rifle (Scout Bonus)
Track (bonus Scout feat)

Traits:
Action Points: 7 (this level)

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Balance Dex* 6 = +4 +2 [tumble]
Bluff Cha 0 = +0
Climb Str* 7 = +0 +7
Escape Artist Dex* 11 = +4 +7
Heal Wis 2 = +2
Jump Str* 6 = +0 +2 [tumble] +4 [speed 40]
Knowledge (nature) Int 9 = +0 +7 +2 [survival]
Notice Wis 9 = +2 +7
Sneak Dex* 11 = +4 +7
Search Int 7 = +0 +7
Sense Motive Wis 2 = +2
Survival Wis 9 = +2 +7
Swim Str** 0 = +0
Tumble Dex* 11 = +4 +7
Use Rope Dex 11 = +4 +7

* = check penalty for wearing armor
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Nature >=5 ranks gives +2 on survival checks above ground.

Human
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)

Scout:
• Core class from "Complete Adventurer"
• Armor class bonuses after moving are not listed above.
• Level 1: Skirmish (+1d6), trapfinding, Track
• Level 2: Battle fortitude +1, uncanny dodge
• Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
• Level 4: Bonus feat (already included)

Class HP rolled
Level 1: Scout 8 +2 Con
Level 2: Scout 6 +2 Con
Level 3: Scout 6 +2 Con
Level 4: Scout 6 +2 Con (Stat Bump +2 to dexterity)

Horace Greer's Equipment: (3300 gp to spend)
Masterwork Rifle (Ellora) (+9 to hit/+10 within 30', 2d10 dmg, 20/x2, range 60', single-shot, 2H, 8 lb, 420 gp)
MW Cold Iron Hand Axe (+4 to hit, 1d6 dmg, 312 gp, 3 lbs) (well-notched and lovingly cared for)
2 Throwing Axes (+8 to hit/+9 within 30', 1d6, 20/x2, range 10', 16 gp)
Dagger (Bowie Knife)
Buckskin leathers
Map Case, 2-3 Maps
Healer's Kit
Rations, 3 days
Backpack
Flint and Steel
Whetstone
Fishing hook
50 bullets (10 gp)
Mastercraft Bullets: 8 +1 Flaming Bullets (856 gp), 8 +1 Frost Bullets (856 gp), 4 +1 Shocking Bullets (428 gp)
Bandolier (holds 'special' bullets)
Ammo belt (holds regular bullets)
5 CLW Elixirs (250 gp)
Citizenship papers
Silken Rope (50')
5 Sunrods (10 gp)

Total GP: 3208
[/sblock]
 
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Solarious

Explorer
[sblock=Character Sheet]Quaen Sinesam (6000 XP)
Female Elf Dread Necromancer 4
TN Medium Humanoid (Elf)
Init +1; Senses low-light vision; Notice +5; Search check when passing within 5' of a secret door
Languages Common, Elf, Draconic, Mabarian
AP 7
---------------------------------------------------------------------------------------
AC 14, touch 14, flat-footed 13; +2 class, +2 Dex
hp 26 (4 HD)
Immune magic sleep
Fort +1, Ref +2, Will +3; +2 vs. enchantment; +2 vs. stunning, paralysis, poison, disease
---------------------------------------------------------------------------------------
Speed 30 ft.
Melee Charnal Touch +1 (1d8+1/20) or
Ranged mwk. Revolver +4 (2d6/20) or alchemic weaponry +3 touch (varies/20)
Atk Options Negative Energy Burst (1/day, 5' radius, 4d4, Will DC 17 for half)
Special Actions Charnel Touch 1d8+1, Rebuke Undead (8/day, 1d20+7 check, 2d6+9 damage)
Base Atk +2; Grp +1
Combat Gear 3 potions of Cure Light Wounds, 1 scroll of Spectral Hand
Dread Necromancer Spells (CL 4th, +3 ranged touch, +1 melee touch, DC 15 + spell level):
  • 1st (8/day)-all Dread Necromancer
  • 2nd (4/day)-all Dread Necromancer, plus Kelgore's Grave Mist (Advanced Learning)
    see pg.87 HoH for full spell list
    ---------------------------------------------------------------------------------------
    Abilities Str 8, Dex 12, Con 10, Int 14, Wis 8, Cha 20
    SQ Advanced Learning, elf traits, mental bastion, Rebuke Undead 9/day
    Feats Research, Right of Council
    Skills Concentration +7, Craft (Alchemy) +9, Knowledge (Arcana) +9, Knowledge (Religion) +9, Notice +5, Sneak +9, Search +4, Spellcraft +5
    Possessions combat gear plus mwk. Revolver, 50 bullets Everbright Lantern, Acid x4, Alchemist's Fire x4. Acidic Fire x2. Screaming Flask, Tanglefoot Bag, ID papers + portrait, notebook/misc books, fountain pen/inkwell, Darkweave Cloak; 190gp, 25lbs (light load)
    ----------------------------------------------------------------------------------------
    Charnal Touch (Su): Touch attack, negative energy 1d8+1, useable through Spectral Hand
    Rebuke Undead (Su): 8/day, 1d20+7 rebuke check, 2d6+9 rebuke damage, 4th level rebuker
    Elf Traits: +2 Dex/-2 Con, Immune to sleep, +2 vs enchantments, low-light vision, MWP longsword, rapier, longbow, shortbow, +2 Spot, Listen, Search, automatic Search check to notice secret doors within 5'
    Negative Energy Burst (Su): Quaen has the ability to emit a burst of negative energy from her body, harming living creatures within 5; of her. This burst deals 4d4 points of damage (DC 17 Will save for half), and heals undead creatures the same amount of damage she deals to living creatures.
    Mental Bastion (Ex): Quaen enjoys a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease.

    Advanced Learning Spell
    Kelgore's Grave Mist Conjuration/Necromancy [Cold] Lvl: Sor/Wiz 2, Cast: 1 standard, Comp: V, S, M, Rnage: Medium, Area: 20' radius 20' high, Duration: 1 round/level, Save: None, SR: Yes. 1d6 cold damage + fatiuge to living creatures within AoE, cold damage applies even if SR is not overcome. (PHBII, pg 116)
    [sblock=Advancement]L1->Dread Necromancer HP: 8 (1d8+0) SP: +16 (4x4+2x4)
    Concentration +4, Craft (Alchemy) +4, Knowledge (Arcana) +4, Knowledge (Religion) +4, Notice +4, Sneak +4
    Abilities: Str 08 (0pts), Dex 12 (2 pts, +2 racial), Con 10 (4pts, -2 racial), Int 14 (6pts), Wis 8 (0pts), Cha 12 (16pts)
    Feats: Research
    Other: Charnal Touch, Rebuke Undead, Skill Choice: Notice, MWP Choice: Scimitar

    L2->Dread Necromancer 2 HP 6 (1d8+0) SP: 6 (4+2)
    Concentration +1, Craft (Alchemy) +1, Knowledge (Arcana) +1, Knowledge (Religion) +1, Sneak +1, Spellcraft +1

    L3->Dread Necromancer 3 HP 6 (1d8+0) SP: 6 (4+2)
    Concentration +1, Craft (Alchemy) +1, Knowledge (Arcana) +1, Knowledge (Religion) +1, Sneak +1, Spellcraft +1
    Abilities: +2 Cha
    Other: Negative Energy Burst 1/day

    L4->Dread Necromancer 4 HP 6 (1d8+0) SP: 6 (4+2)
    Concentration +1, Craft (Alchemy) +1, Knowledge (Arcana) +1, Knowledge (Religion) +1, Sneak +1, Spellcraft +1
    Other: Advanced Learning: Kelgore's Grave Mist, Mental Bastion +2 [/sblock]
    [sblock=Tracking]XP: 6000

    Possessions (3300gp start)
    In Storage
    Alchemist's Lab 400gp
    1000gp worth of occult curios, books, and knick-knacks, plus shop

    Possessions
    Sholder Pack (as backpack) 2gp, 2lbs
    1 scroll of Spectral Hand (Dread Necromancer) 225gp
    3 Potions of Cure Light Wounds 150gp, 3lbs
    Everbright Lantern (50% greater radius than regular Continual Flame) 318gp, 3 lbs
    *Acid x4: 20gp, 4 lbs
    *Alchemist's Fire x4: 40gp, 4 lbs
    Acidic Fire^ x2: 60gp, 2 lbs
    Screaming Flask#: 40gp, 1 lbs
    Tanglefoot Bag: 50gp, 1 lbs
    mwk Revolver: 380gp, 2 lbs
    50 bullets: 10gp
    ID papers w/ portrait: 5gp
    Notebook and misc. occult/arcane books: 15gp, 3 lbs
    Fountain Pen + Inkwell: 5gp
    Everyday Outfit + Darkweave Cloak: 150gp, -lbs

    *denotes self-crafted
    ^denotes found in ECS
    #denotes found in Complete Mage

    25lbs 190gp[/sblock][/sblock]
    Appearance

    Background

    Primary Role/Distinguishing Abilities

    Quirks
 

nonamazing

Explorer
Adele Fulirno

Adele Fulirno
Female Human Fighter/Archivist 1/3
CG Medium Humanoid
Init +6; Senses Notice +7
Languages Common, Abyssal, Celestial
AP 6
---------------------------------------------------------------------------------------
AC 19, touch 12, flat-footed 17; +7 defense, +0 natural, +2 Dex
hp 23 (4 HD)
Fort +6, Ref +3, Will +5
---------------------------------------------------------------------------------------
Speed 30 ft.
Melee Short Sword +2 (1d6/20) or
Ranged Masterwork Revolver +5 (2d6/20) or
Ranged Revolver +4 (2d6/20) or
Ranged Derringer +4 (2d4-2/20)
Atk Options Point Blank Shot
Special Actions Dark Knowledge (4/day), Spells
Base Atk +2; Grp +2
Combat Gear cold iron bullets, alchemical silver bullets
Cleric Spells Prepared (CL 3rd, +4 ranged touch, +2 melee touch):
  • 0th—detect magic, read magic, light, mending (Save DC 13)
  • 1st—ancient knowledge, bless, divine favor, protection from evil (Save DC 14)
  • 2nd—cure moderate wounds x3 (Save DC 15)
---------------------------------------------------------------------------------------
Abilities Str 10, Dex 15, Con 12, Int 16, Wis 14, Cha 10
SQ Lore Mastery
Feats Quick Draw, Improved Initiative, Point Blank Shot, Precise Shot, Scribe Scroll
Skills Climb +4, Concentration +5, Craft (Alchemy) +9, Decipher Script +7, Intimidate +4, Jump +4, Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (Dungeoneering) +12, Notice +7, Search +6, Spellcraft +5, Swim +4
Possessions short sword, two masterwork revolvers (one at left hip loaded with masterwork bullets, one at right hip loaded with normal bullets), two revolvers (both strapped to back--one loaded with cold iron bullets, one loaded with alchemical silver bullets), derringer (single shot, hidden under shirt, loaded with normal bullet), 44 masterwork bullets, 44 cold iron bullets, 44 alchemical silver bullets, 43 normal bullets, traveller's clothing, backpack, scribe's kit, prayerbook, 2 flasks of holy water, 6 flaming bullets, 6 frost bullets, 2 speedloaders; 535.6 gp; 27 lbs
Prayerbook 0—all PHB; 1st—bless, cure light wounds, divine favor, protection from evil, bless water, ancient knowledge; 2nd—cure moderate wounds
----------------------------------------------------------------------------------------
Dark Knowledge (Ex): Four times per day, Adele can draw upon her expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. She has the following abilities:
-- Tactics: With a successful check, allies gain a +1 bonus on attack roles. By every +10 she makes the check, the bonus increases by +1.
Lore Mastery (ex) Adele has a +2 bonus on Decipher Script and Knowledge (Dungeoneering) checks.

Appearance
Adele is a slender, pale woman with severely cropped black hair. Her skin is slightly loose, and easily bruised, remmnants of the terrible illness she recently survived. Although her health has mostly returned, her body is still weak, and she does not have nearly the strength nor the body mass she once possessed. Friends who knew her previously comment upon how small and frail she now appears.

She remains every bit as quick as she ever was, both in wit and in body. Although she is not a classically attractive woman (her eyes are perhaps a bit too large, her nose a bit crooked), her sharp mind and keen sense of observation give her an aura of competance that inspires respect.

Adele has a number of scars across her back and legs. She also has a few small scars on her temple just above her right eye. She usually wears a bandanna or headband to cover the marks.

Background
The Fulirnos are a very old family, well-respected and well-known. Despite being a Reformed Flamist, Georgio Fulirno--Adele's father--still managed to hold strong connections within the Orthodox government. When he learned of his wife's pregnancy, after years of trying and praying, an overjoyed Georgio made extensive plans for his son's life. The inconvient fact of his child's actual gender was not enough to disuade Georgio. He used his connections to give his daughter a military career, hoping to parley the experience into the reputation she would need to begin a political career.

Adele followed her father's orders dutifully, discovering a natural talent for soldiering. She rose through the ranks quickly, but had a falling out with her family after she declared her intent to make her military career her lifelong occupation. Adele despised the scheming doubletalk of the courts, and had no love for politics. Furious, Georgio disowned his daughter.

A year later, Adele found herself stationed at an unglamerous post at the edge of civilization. She had not been promoted any further, though it was clear she was more than capable. She suspected her father's influence, becoming angry and bitter at the though of her life being derailed by his petty selfishness. Desperate to regain the respect she had lost, Adele led a squad of men into an ancient catacomb, hoping to make a name for herself by uncovering a trove of pre-Cataclysm artifacts.

One week later, a weakened and terrified Adele made her way back to the surface. Her men were missing, and her memories were fragemented and disjointed. She was found to be suffering from a terrible fever, and was rushed away to a chruch hospital, where she drifted in and out of a comatose state for six months.

After her recovery, Adele weighed a full fifty pounds less than she had before. No longer strong enough to carry a soldier's heavy pack, Adele was reassigned to clerical work in Flamekeep. While working there, Adele met Father Mikel, and the two of them developed a friendly relationship. Under Mikel's guidance, Adele became much more studious and intellectual, exercising her mind now that her body was weakened. She even discovered a minor talent for magic that she worked hard at developing. Even today, magic does not come easily to Adele--her spells are powered more by stubborness and sheer effort than any degree of natural ability.

As Adele learned more and more about the world, her intellectual quest turned into something like an obession. Part of her mind still remember the horrible things she had seen in those ancient catacombs, and that part of her drove Adele toward revenge. She sought out lore about evil, and when the libraries of Flamekeep did not hold the knowledge she required, she resigned her post and went out into the world, looking for answers.

At first, Adele survived only because of luck. After two years of wandering, Adele nearly lost her eye investigating a beast in northern Karrnath. It was only the third monster she had found, but Adele was a quick learner--she knew she couldn't continue the work on her own. Returning to Flamekeep, she found Father Mikel again and began working with him over the course of the next three years. Mikel gave her information, resources, and direction, and she began to develop a reputation for herself as a skilled hunter.

Today, Adele lives in Flamekeep, spending her days researching forbidden lore whenever she's not out hunting. In her quest for revenge, Adele has done some questionable things--that, plus the nature of the research she pursues, is proving to be a strain on her sanity.

Primary Role/Distinguishing Abilities

Adele is a combat/support character. She specializes in ranged combat, and can shoot into melee without useful precision. She's capable of healing, and providing support to allies through Dark Knowledge and bless.

Quirks

Adele is, not surprisingly, very paranoid. She is suspicious of all non-humans, and is extremely wary around magic. She is fond of her weapons, taking special care to protect and preserve them, with the exception of her sword, which she seems to deliberately mistreat. She is uncomfortable in most social situations, tending to be hostile and quick to make sarcastic comments.

[sblock=Advancement]
L1->Fighter 1 HP: 11 (1d10+1) SP: +28 (4x4+2x4+4)
Skill Climb +4, Craft (Alchemy) +4, Intimidate +4, Jump +4, Notice +4, Search +2cc, Swim +4
Abilities: Str 10 (2pts), Dex 15 (8pts), Con 12 (4pts), Int 14 (6pts), Wis 14 (6pts), Cha 10 (2pts)
Feats: Improved Initiative (1st level), Point Blank Shot (Fighter), Quick Draw (Human)
Note: Adele's initial career as a soldier

L2->Archivist 1 HP: 4 (1d6+1) SP: +9 (6+2+1)
Craft (Alchemy) +1, Decipher Script +2, Notice +1, Spellcraft +2, Concentration +3
Feats: Scribe Scroll
Spells: bless, cure light wounds, divine favor, protection from evil, bless water
Other: Dark Knowledge 3/day, Spellcasting
Note: Adele's period of research and learning immediately after her recovery

L3->Archivist 2 HP: 4 (1d6+1) SP: +10 (6+3+1)
Concentration +1, Craft (Alchemy) +1, Knowledge (Arcana) +2, Knowledge (Religion) +2, Knowledge (Dungeoneering) +4
Abilities: Int +2
Feats: Precise Shot
Spells: ancient knowledge
Other: Lore Mastery
Note: Two years spent wandering, searching for monster lore

L4->Archivist 3 HP: 4 (1d6+1) SP: +10 (6+3+1)
Knowledge (Arcana) +3, Knowledge (Religion) +3, Knowledge (Dungeoneering) +3, Search +1
Spells: cure moderate wounds
Other: Dark Knowledge 4/day
Note: Three years spent working for Father Mikel
[/sblock]
[sblock=Tracking]
Experience
  • 6000 XP: Start
Gold
  • 3300 GP: Start
Possessions
  • ivory-handled masterwork revolver, family heirloom (380 gp, 2 lbs)
  • steel masterwork revolver of Maradal design (380 gp, 2 lbs)
  • wood-handled revolver, used (80 gp, 2 lbs)
  • copper and bronze steam-forged revolver, brand new (80 gp, 2 lbs)
  • tiny black one-shot derringer (50 gp, 1 lb)
  • traveller's outfit, well-worn but lightweight (5 gp, 4 lbs)
  • leather bandolier (2 gp, 1 lb)
  • sturdy silk backpack (10 gp, 2 lbs)
  • lightweight leatherbound prayerbook (15 gp, 2 lbs)
  • Thrane military-issue short sword, rusted and battered (10 gp, 2 lbs)
  • scribe's kit (ink, parchment, etc.) (10 gp, 1 lb)
  • 50 normal bullets (10 gp, 1 lb)
  • 50 masterwork bullets (310 gp, 1 lb)
  • 50 cold iron bullets (20 gp, 1 lb)
  • 50 alchemical silver bullets (110 gp, 1 lb)
  • 2 flasks of holy water (50 gp, 2 lbs)
  • 6 flaming bullets (601.2 gp)
  • 6 frost bullets (601.2 gp)
  • 2 speedloaders (one prepared with the flaming bullets, one with frost) (40 gp)
[/sblock]
 

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