Eyes Of The Lich Queen Characters





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  1. #1
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    Grandfather of Assassins (Lvl 19)

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    Eyes Of The Lich Queen Characters

    The following are the current characters found in the Eberron campaign Eyes Of The Lich Queen, a continuation of the former Warriors Of The Coast game.

    Jango Silversun - Elf Sorcerer 4 / Dragon Prophet 2 [Velmont]
    Ari Osten - Human Hexblade 4 / Child Of Khyber 2 [stonegod]
    Khalia ir'Indari - Human Archivist 6 [drothgery]
    Jina Silversun - Elf Swashbuckler 3 / Fighter 2 / Rogue 1 [Autumn]
    Rogan ir'Thavar - Human Rogue 6 [Mista Collins]
    Aern - Changeling Bard 6 [Unkabear]
    Horatio Donovan - Human Cleric 6 [jkason]
    Last edited by DEFCON 1; Thursday, 6th December, 2007 at 04:25 PM.

 

  • #2
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    Jango Silversun
    Code:
    Class: Sorcerer 4 / Dragon Prophet 2
    Race: Elf
    Region of Origin: Q'Barra
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Action Points: 7
    
    Str:  8     -1 ( 0p.)		Level: 6	XP: 15000
    Dex: 16     +3 ( 6p.)		BAB: +3		HP:  28 (6d4+12)
    Con: 14[12] +2 ( 6p.)		Grapple: +1
    Int: 14     +2 ( 6p.)		Speed: 30'	Stat Increases: None
    Wis: 10     +0 ( 2p.)		Init: +3
    Cha: 16     +3 ( 8p. +1)	ACP: -0		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+0(+6)	+1	+3	+0	+0	+0	14(20)
    Touch:	13	Flatfooted: 11(17)
    Value in () is when Jango use his Mage Armor spell.
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+3*	+1	+2	+0
    Ref:	+4*	+1	+3	+0
    Will:	+7*	+7	+0	+0
    Notes:
    *+1 insight bonus while in prophetic favor
    
    Weapon			Attack	Damage	Critical	Range
    Ranged Touch Spell	+6	As Spell   20/x2	As spell
    Longsword		+2	1d8-1	19-20/x2	------
    Dagger, melee		+2	1d4-1	19-20/x2	------
    Dagger, thrown		+6	1d4-1	19-20/x2	 10 ft
    Light Crossbow, mw	+7	1d8	19-20/x2	 80 ft
    Notes:
    
    Languages: Common, Draconic, Elven, Sylvan
    
    Abilities: 
    +2 Dex, -2 Con
    Low-Light Vision
    +2 Listen, Search, Spot
    Immunity to sleep
    +2 saves vs enchantment spell or effects
    Weapon Proficiencies [Longsword, Rapier, Longbow, Shortbow]
    
    Spellcasting
    Summon Familiar
    
    Constellation Power: Io (+1/2 level to all knowledge while in prophetic favor, Knowledge check are always trained)
    
    Feats:  
    Bonus Campaign: Educated
    Bonus Campaign: *Dragon Prophesier (+1 Insight Bonus to saves while in Prophetic Favor)
    Bonus Familiar: Alertness
    1st level: *Prophecy's Hero (+1 Temporary Action Point while in Prophetic Favor. Using it end teh prophetic favor.)
    3rd level: *Prophecy's Shaper (Empower one spell per round while in prophetic favor. The spell cannot be of the highest spell level.)
    6th level: Widen Spell
    
    *Entering a prophetic favor require a full-round action.
    *Prophetic Favor lasts 7 rounds. [3 + (1/2 * Knowledge[Arcana] ranks)]
    *Can enter in a prophetic favor up to 4 times [Wis bonus + (1/2 * HD) times + 1 from Altar side-effect, rounded up.]
    
    Spells (Save DC 12 + spell level; 6/7/6/4)
    Spells Known:
    0 - Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Read Magic;
    1st - Expeditious Retreat, Mage Armor, Magic Missile, Ray of Enfeeblement, Feather Fall;
    2nd - Glitterdust, Scorching Ray, Invisibility, Mirror Image, Resist Energy
    3rd - Fireball, Fly, Haste, Protection From Energy, Slow
    
    Skill Points: 40	Max Ranks: 9/4.4
    Skills			Total	Ranks	Mod 	Misc
    Bluff			+10	 7	+3	
    Concentration		+10	 9	+1		
    Diplomacy		+ 7	 2	+3	+2
    Gather Information	+ 5	 2	+3
    Knowledge (Arcana)	+12	 9	+2	+1**		
    Knowledge (History)	+ 7	 5	+2	+0**	
    Knowledge (Planes)	+ 7	 4	+2	+1**
    Knowledge (All)		+ 2	 0	+2	+0**
    Listen			+ 2(4)	 0	+0	+2(+4)
    Search			+ 4	 0	+2	+2	
    Spellcraft		+ 4	 2	+2	
    Spot			+ 2(4)	 0	+0	+2(+4)*
    Notes:
    *+3 In bright light
    **+1 to knowledge check while in prophetic favor
    Value for Listen and Spot in () are when the familiar is near.
    
    Equipment:					Weight
    Explorer's Outfits				 N/A lbs.
    Mithral Buckler   				 2.5 lbs.
    Longsword         				 4.0 lbs.
    Dagger            				 1.0 lbs.
    Light Crossbow, masterwork			 4.0 lbs.
     Bolt x20           				 2.0 lbs.
    Flint & Steel     				  -  lbs.
    Tindertwig x20    				  -  lbs.
    Antitoxin        				  -  lbs.
    Wand of Magic Misssile (lvl 5, 19 charges)	  -  lbs.
    Potion of Cure Light Wounds x2              	  -  lbs.
    Potion of Endure Element                  	  -  lbs.
    Khyber's Empowered Spellshard [Scorching Ray]	  -  lbs.
    Bracer of Health +2				  -  lbs..
    Necklace of Fire Shaping			  -  lbs.
    Vest Of Greater Mage Armor			  -  lbs.
    
    Total Weight:13.5lb	Money: 2404gp 0sp 0cp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	 26	 53	 80	160	400
    
    Age: 117
    Height: 5' 0" 
    Weight: 97 lb
    Eyes: Green eyes
    Hair: Long black hairs
    Skin: Tan, with a constellation mark on his back over the right shoulder.
    Special Equipement
    Necklace of Fire Shaping (While worn, any spell or spell-like ability that has the (fire) descriptor can be cast as though the caster had the Sculpt Spell feat as per Complete Arcane. This does not increase casting time nor require using higher spell levels. The choice of shapes include a cylinder 10' radius / 30 feet high; a 40' cone; four 10' cubes; a ball with 20' radius spread; or a 120' line)
    Vest Of Greater Mage Armor (when worn, any Mage Armor spell cast upon the wearer increases the protection by 2 to a total of +6)


    Background

    -=-=-= The Twins of Seawell =-=-=-

    Morinda and Klim had recently arrived at Seawell. Morinda was heavy with child so they decided to stay for a few weeks, untill the birth of their first child. Jango and Jina was born during a night of full moon, a night where they say that magic is in the air.
    The two new-made elven parents were beaming with joy. Of course, wether it would be a boy or a girl didn't really matter (although Klim secretely hoped for a son to teach away the art of the blade, and Morinda, equally secretly hoped for a girl, to learn her the teaching of the arcane arts.), they both were incredibly happy when they got one of each!

    They were supposed to travel on in a few weeks, they never got that far. Somehow they remained there, and with time became a well-known family in the town. Morinda started up a tavern in the outskirts, and Klim joined the militia and quickly rose in rank.

    It soon became apparent that the kids, although twins, were as different as day and night.
    Jango was silent, analytic, calm and always wore a slight frown on his face. Jina was the complete opposite; loud, boisterous, impulsive and always wore a big grin below her fiery red hair. When the twins reached the time of their maturity, they started training with their parents; Jina with their father, and Jango with their mother.

    At a daily basis, they "work" as guards at "The Green Lilac", Morina's tavern. That is, if they weren't out adventuring. Jina usually lead the way, but Jango is always only a few feet behind his sister. Their favorite past-time is sneaking out of the town, towards where the lizardfolk live, and spy on the weird creatures.

    At recent though Klim has told the twins to stay in the town. The more and more aggressive raiding of the lizardfolk have led the twins to search even more danger though....

    -=-=-= A Night at the Inn =-=-=-

    The fire was burning fiercly in the hearth, and the owls could be heard outside. Jango had his face in a book - as usual - and let loose a small yelp of suprise when his twin sister, Jina, came stomping in through the door. "Tough crowd tonight bro. Mom says you should come and help me keep the peace. They're more affraid of you torching the roof, than me poking their ribs with this." She patted the slim, elegant blade hanging from her hip. "Come on, you can read later, now it is time to work!" With that she turned around and left.
    Sighing, Jango carefully puts the old book down on the table and follows his sister downstairs. Indeed, the common room was full as bursting tonight...

    Dawn was rapidly arriving, and the last guests had just left a short hour ago. Morinda, the twins mother, ushered the last of the maids and cooks outside as she was beckoning to her kids. "Come, please join me for a bite before sleep. I've had Lina made baked peppers and sweetbread for us. We deserve it, after this night." Wearing a tired smile, she headed upstairs, the twins trailing slowly behind her. The room was as Jango left it, only the fire had died. A few logs and a flick of Morindas wrist later, the fire was burning yet again. They ate for a long while in silence, but finally Jango spoke up. "Mother, did father say anything about what the reason behind the recent raids? I mean, it is all good and well for the Lilac that people gather for comfort and comraderie, but I just feel there is something... off... about the things that are happening." He blushed and shrugged, but looked searchingly at his mother.

    Several moments went past before Morinda spoke. "No, he never said a thing about it. He told me he had to help with the defences of the outlying farms, but not for how long..." Jina, prefering to take matters at hand, rather than talk about it for days without end, frowned. "I don't see why we can't just go and chase the lizards off. They're surely not as organized or well equiped as we, are they? And it isn't the first time they have behaved strangely, is it?"
    Shaking her head wearily, Morinda agrees. "No, it is not the first time... back when your father and I came through her on our journey, they were acting strangely... We'd been traveling for close to three years, just seeing new places, exploring the world. With my training and your father learning on the road we were safe enough, but when we came here we heard rumours about the lizardfolk. They had been acting strangely, more often seen close to the town, harassing trading caravans and chasing away the lesser boats coming to close. It appeared later that they've had a split in their tribe, and a sort of tribal war was fought, but nothing big, like these ships dissapearing, ever happened back then. Anyway, we decided to stay here, as you were born and we did not want to take you out on the road."

    The twins looks at eachother and grins. "Yeah, good thing that was. Seawell is a nice place to grow up, and with you and father to teach us, we could not have had a better time." Jango smiles and throw a little ball of liquid fire into the fireplace, helping the embers warm the room. "I know mother, no magic in the Lilac untill I've learned to controll it better. But I truly believe I am that far now. You won't let me proove it though."
    A motherly smile comes to Morindas lips, and she explains. "It is not that I doubt your abilities, but you have not had the strict training I had. You will learn with time, my son. But now, I am going to bed."

    They are alone in the room now, and Jina is suddenly grinning. "Hey Jango, let's go and spy on the lizards! We havn't done that in weeks." With that, she runs out of the room and down the stairs, not even bothering to wait for her brothers response. I better go and keep her out of trouble, he thinks, and follow suit.

    They're walking down the street, towards one of the gates. One with dark black hair, the other with flaming red. If it weren't for that apparent difference, they would be identical. Almond shaped eyes the color of dark brown, bordering on black. Lithe bodies, walking confidently towards their destiny, allthough unknown to them both - yet.

    -=-=-= The Dark of Jango =-=-=-

    His innate spellcasting abilities hide more than a draconic heritage, he hides his abberant dragonmark. His mother and father have always told the twins the true nature of that mark, but also the superstition around it. For the twins safety, they always have told them to speak about that secret to no one, and to Jango to hide his dragonmark to the sight of everyone. Jango took the warning more seriously than Jina. He sister almost give it away once, but Jango could catch her mistake, and thus, his secret is still one up today.
    Last edited by Velmont; Monday, 10th March, 2008 at 04:52 PM.
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    "Experience is that great thing that allow you to see a mistake when you do it again."

  • #3
    Spawn of Khyber/LEB Judge
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    Ari Osten CR 6
    Male human (Aundair) hexblade 4/child of Khyber 2
    AP 10
    LN Medium humanoid
    Init -1; Senses Listen +0, Spot +0
    Languages Common

    AC 21, touch 12, flat-footed 21; +8 armor, +1 natural, +3 deflection, -1 Dex
    hp 48 (6 HD); DR 5/magic
    Fort +7, Ref +4, Will +8; arcane resistance +3, mettle

    Spd 30 ft.
    Melee +2 augmented frost longsword two-handed +10 (1d8+6+1d6 cold/19-20) or
    Melee cold-iron morningstar two-handed +8 (1d8+4) or
    Melee mwk cold-iron spiked armor +9 (1d6+3) or
    Melee +2 augmented frost longsword two-handed +6 (1d8+6+1d6 cold/19-20) and mwk cold-iron spiked armor +1 (1d6+3) or
    Melee cold-iron morningstar two-handed +4 (1d8+4) and mwk cold-iron spiked armor +1 (1d6+3) or
    Melee alchemical silver dagger +8 (1d4+2/19-20) or
    Melee sap +8 (1d6+3 nonlethal) or
    Ranged 2 +1 javelins +5 (1d6+4)
    Base Atk +5; Grp +8
    Atk Options Hexblade's curse 1/day, Aberrant Vigor
    Possessions 3 potions of cure moderate (potion bracer), 2 potions of cure light wounds (potion bracer), 2 silversheens
    Hexblade Spells Known (CL 2):
    • 1st (1/day): karmic aura (DC 14), phantom threat (DC 14)

    Spell-like Abilities:
    • 1/day: bestow curse (CL 6, DC 17)
    • 6/day: chill touch (CL 6, DC 14)


    Abilities Str 16, Dex 8, Con 14, Int 10, Wis 10, Cha 16
    SQ aberrant affinity, additional action points, arcane resistance +3, dark companion, improved aberrant dragonmark, mettle
    Feats Aberrant Dragonmark (chill touch), Aberrant Dragonmark Gift, Aberrant Vigor, Lesser Aberrant Dragonmark (bestow curse) (B), Skill Focus: Survival (B), Track (B)
    Skills Concentration +4, Gather Information +9.5, Intimidate +12, Survival +9.5
    Possessions combat possessions plus +1 longsword (augmented with +1 frost), cold-iron morningstar, alchemical silver dagger, 2 +1 javelins, +2 chain shirt with mwk cold-iron armor spikes augmented with +2 armor shard, ring of protection +3, amulet of natural armor +1, backpack with waterskin, one day's trail ration, bedroll, sack, flint and steel, manacles with good lock, potion bracers, silk rope (50'), 3 sunrods, 3 torches, vest of resistance +1; identification papers, traveling papers; 1746.3 gp (letter of credit)

    Aberrant Affinity (Ex): Ari adds +1 to all Charisma-related checks dealing with aberrations or people who possess aberrant dragonmarks.
    Aberrant Vigor (Su): As an immediate action, Ari can sacrifice one of his uses of his chill-touch spell-like ability to gain 5 temporary hit points that last and hour.
    Additional Action Points (Ex): Ari gains 2 additional AP per level
    Arcane Resistance (Ex): Ari adds +3 to any save vs. spells or spell-like abilities.
    Dark Companion (Su): Ari can create an illusionary companion resembling a panther spun from darkness. The panther acts on Ari's initiative as an extension of Ari's will and has a speed equal to Ari's (including all movement modes). If the dark companion is adjacent to a creature (and no other creature occupies the companion's square), the target creature takes a -2 penalty to AC and saves. As the dark companion has no substance, it cannot attack, flank a creature, or block movement through its square. The dark companion is immune to any damage, though it can be dispelled; if dispelled, it returns in 24 hours. It is treated as 1st level spell for dispelling purposes. If the dark companion moves more than 120 ft. from Ari, it reappears next to Ari.
    Hexblade's curse (Su): Once per day, as a free action, Ari can unleash a curse upon a visible foe within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for 1 hour thereafter if they fail a DC 15 Will save.
    Improved Aberrant Dragonmark (Ex): Ari gains an additional use of his aberrant dragonmark.
    Lesser Aberrant Dragonmark (Sp) When using his lesser aberrant dragonmark, Ari must make a DC 10 Fortitude save or be dazed one round.
    Mettle (Ex): If Ari makes a successful Fortitude or Will save vs. an attack that would have reduced effect on a successful save, he instead completely negates the effect.
    Protective Mark (Su): Ari gains DR 5/magic. As a swift action, Ari can spend 1 AP to increase his DR to DR 10/magic and bludgeoning, 10/magic and slashing, or 10/magic and piercing for 1 round.

    Non-SRD Spells

    Karmic Aura (Complete Mage) hexblade 1; Casting: 1 swift; Materials: V; Duration: 1 round/level; Range: 20' emanation; Save: Will save negates; SR: Yes. Targets that damage Ari within the range must make a save or be fatigued for 3 rounds. Multiple failed saves do not stack, but a successful save does not prevent the spell working on subsequent rounds.
    Phantom Threat (Complete Warrior) hexblade 1; Casting: 1 standard; Materials: V, S; Duration: 1 round/level; Target: 1 creature; Range: Close; Save: Will negates; SR: Yes. Target is considered flanked.

    Appearance and Personality

    Ari is a striking figure: A tallish, well-muscled young man of 28 years with black curly hair and brown eyes. His clothes are stark, accented by the wicked spikes on his armor and the thick black gloves and boots he wears. Beneath his left glove (the sinister one) lies his secret---a red/blue scar-like Aberrant Dragonmark.

    Ari is not a lone wolf by any means, and enjoys the company of others. However, he takes his work very seriously and grimly. There is dark anger beneath his friendliness, an anger against all the monstrous things that prey on the Five Nations. Ari will do what needs to be done to hunt down his quarry, and will defend any charges to the death.

    Background

    Ari is the son of well-off merchants in Fairhaven; they could have kept him out of the Last War. However, he fought with relish. But he did not fight for his country; he fought for money. As a House Deneith mercenary, he fought all over Khovaire. And what he found angered him---soulless constructs, vile undead, and other monsters. Thus, he utilized his Deneith ties to train himself as a monster hunter. Deneith found in him some spark---probably tied to his Aberrant Dragonmark he kept hidden---and trained him has a hexer. He used his skills successfully during the final years of the War.

    After the War, Ari left Deneith---he did not want protection work, he wanted to hunt the creatures that prey on civilization. He thus began to freelance with House Tharashk. It was a simple arrangement---any job they provided, he would give them a commission on; any "off-the-books" work was his own.

    Two years ago, after doing some freelance hunting work near the Mournland/Breland border, the patriarch of an Cyran-expat family approached him. It was protection work---escort them to Newthrone in New Galibar---but the pay was good and Ari know that Tharashk was establishing operations in Q'Barra. It was also during this expedition that he met Taviss; they formed an odd sort of bond during that time. After he landed in the New Galibar seaport, he sought out the Finder's Guild house.

    The local House leader, Khalar d'Tharashk, did not recognize Ari's name, but a quick Message Stone message soon sorted that out. Ari was offered the opportunity to be part of a Tharashk operation in "an area of interest"---Seawell. Tharashk was to use it as a base of operations for dragonshard delving in the region. The Seawell chapterhouse would be controlled by Dhelleck d'Tharashk, and Ari could be part of any bounty hunting or similar operations brought to the House. Ari agreed, and left with a very small contingent (six or so) House affiliated members. He convinced Taviss to follow; Ari did not believe the man would find solace in the bustling, swampy city.

    Ari did not concern himself with the workings of the Tharashk operation---when a job was offered, he took it. After a few Tharashk jobs, the locals began to realize that they could go to Ari directly. This did not endear Ari to Dhelleck, but as the main function of the chapterhouse was dragonshard extraction, he let it fall by the wayside.

    Ari assisted in many monster hunts, earning a bit of reputation in town. There was that odd swamp creature with purple tentacles which ate some of Tebick Luttin's livestock; Ari politely refused the "introduction" to one Sire Luttin's many daughters. Another case was that of Watchman Citen, who asked Ari to assist in finding some errant blacksmith-cum-treasure hunter that lizardfolk may have eaten; they later tracked this "Garrick" to some forgotten stone rubble, healthy as pie. While the townsfolk would not come to him for many jobs, they did think of him when his special skills were needed. They sometimes even thought of him when those skills were not needed---as a joke, the owner of the Green Lilac once offered some "giant rat" hunting. He left that to the cats.

    Thus, Ari found himself busy for the next two years---one day, he would be killing the deformed green kobold that infested the Rattenback Tavern (which lead to its eventually closing), the next he would be "clearing" a potentially lucrative dragonshard field for his Tharashk semi-associates. Though he does not consider himself settled, he does feel a sense of community with the Seawell locals and feels a sense of accomplishment in his protecting them from the vile creatures of the night.

    Ari on the Other PCs

    Jango Silversun, Elf Sorcerer

    Ari feels a bit sorry for the young elf; he seems more lost and unsure of himself than his more charismatic sister. Ari also knows of the elf's secret dragonmark, and has confided in the young man about his own marking.

    Khalia ir’Indari, Human Archivist

    Even though he left home long ago, some old habits die hard, and Ari still has an instinctual distrust of those of the Flame. Ari, however, does not have anything particularly against Khalia, and has offered his services should she require. He has yet to be taken up on that offer. His opinion of her may have changed a little bit with the pirate adventure, but he still finds her a bit too uppity to confide in.

    Skarghash, Half-Orc Scout

    Ari has run into the half-orc on occasion in his dealings around town, but had no significant dealings with him until the incident with the cultist pirates. Ari finds him reasonable enough to work with, though he finds himself missing Taviss' taciturn nature when the half-orc becomes sarcastic.

    Jina Silversun, Elf Swashbuckler

    The young elf---and that is what she is, regardless of her real age---likes to play at swords. She, however, has not seen real War; nor has she seen the unnatural horrors it can bring. In that respect, Ari both envies and pities her.

    Combat and Tactics

    Ari is smart enough to use the right tool for the right job: He will use whatever weapon seems most appropriate, will flank, bull rush, etc. as the battle takes him. For a very large enemy, he will curse them to turn luck his way, and surprise them with a chill touch delivered with his left hand.
    Last edited by stonegod; Monday, 10th March, 2008 at 08:39 PM. Reason: Equipment
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #4
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    Myrmidon (Lvl 10)

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    Khalia ir'Indari

    Khalia ir'Indari
    LG Human Female Archivist

    Code:
    Character Name: Khalia ir'Indari 
    Character Race: Human 
    Character Classes: Archivist 6
    Deity: The Silver Flame
    Alignment: Lawful Good
    
    
    Age: 19 
    Gender: F 
    Height: 5' 10" 
    Weight: 125 lbs. 
    Eyes: Blue 
    Hair: Dark Brown
    Skin: Fair
    
    Character Level: 6
    XP: 15,000
    
    Known Languages: 
    	Common, Draconic, Daelkyr, Infernal
    ------------------------------------------------------- 
    
    Strength:	 8 +0 ( 0 pts)
    Dexterity:	14 +2 ( 6 pts)
    Constitution:	10 +0 ( 2 pts)
    Intelligence:	19 +4 (10 pts +1@L4 +2 headband)
    Wisdom:		14 +2 ( 6 pts) 
    Charisma:	12 +1 ( 4 pts)
    
    ------------------------------------------------------- 
    
    Hit Dice: 6d6 
    Hit Points: 26
    
    ------------------------------------------------------- 
    
    Save vs. Fortitude:	 +5 [+5 (Archivist 6) + 0 (Con)] 
    Save vs. Reflex:	 +4 [+2 (Archivist 6) + 2 (Dex)] 
    Save vs. Will:		 +7 [+5 (Archivist 4) + 2 (Wis)] 
    
    Special Save Notes: 
    Still Mind -- +2 vs. enchantment spells/effects
    ------------------------------------------------------- 
    
    Initiative Modifier: +2 
    Base Attack Bonus: +3 [+3 (Archivist 6)] 
        
    Melee Attack Bonus: +2 [BASE (3) + STR MOD (-1)] 
    Ranged Attack Bonus: +5 [BASE (3) + DEX MOD (2)] 
    
    ------------------------------------------------------- 
    
    AC: 16 [ BASE (10) + Armor (4) + DEX (2)] 
    Flatfooted AC: 14
    Touch AC: 12
    
    Notes: 
    ----------------------------- 
    
    Armor Worn: Mithral Shirt
    Armor Check Penalty:  0
    Maximum DEX bonus:  +6 
    Armor Type: Light 
    
    Notes: 
    
    -------------------------------------------------------
    Weapons: 
    MW Lt Xbow
    ATK +6, DMG d8, CRIT 19/x2, RANGE INC 80 ft
    w/ magic arrows ATK +7
    
    Dagger
    ATK +3, DMG d4-1, CRIT 19/x2
    Dagger (thrown)
    ATK +5, DMG d4-1, CRIT 19/x2, RANGE INC 10 ft
    
    
    ------------------------------------------------------- 
    
    Feats 
    Scribe Scroll (Bonus, Archivist 1)
    Investigator (1st level feat)
    Spontaneous Healer (human bonus feat, Complete Divine)
    Draconic Archivist (3rd level feat)
    Spontaneous Casting (ECS, 6th level feat)
    
    Master of Knowledge 
         (campaign bonus feat 1; Heroes of Horror;
          +1 to all Knowledge skills)
    Research (campaign bonus feat 2, Eberron Campaign Setting)
    
    ------------------------------------------------------- 
    
    Skills: 
    
    Name/Total Mod (Ability) ** # Ranks taken 
    				ranks	ability	misc	total
    Concentration			2	0	0	2
    Decipher Script			9	4	2	15
    Gather Information		3	2	2	7
    Knowledge (Arcana)		9	4	1	15
    Knowledge (Dungeoneering)	9	4	1	15
    Knowledge (History)		4	4	1	9
    Knowledge (Reglion)		9	4	3	16
    Knowledge (The Planes)		9	4	1	15
    Spellcraft			9	4	2	15
    Search				9	4	2	15
    
    Spot				0	2	0	2
    Listen				0	2	0	2
    
    * Armor Check: 0 
    [CC] Cross Class Skill 
    ------------------------------------------------------- 
    
    Special Abilities 
    Dark Knowledge 5/day (lasts 1 min, 60' range, one type of creature)
    - tactics (+1 bonus/attacks @ DC 15, +2 @ DC 25, +3 @ DC 35)
    - puissance (+1 saves @ DC 15, +2 @ DC 25, +3 @ DC 35)
    Lore Mastery (+2 to certain skills)
    - L2, Decipher Script
    - L2, Knowledge (religion)
    ------------------------------------------------------- 
    
    Spells 
    Spells per day
    Level 0 - 4
    Level 1 - 5
    Level 2 - 5
    Level 3 - 3
    
    Spells Known
    
    Level 0
    Create Water
    Cure Minor Wounds*
    Detect Magic*
    Detect Poison
    Guidance
    Inflict Minor Wounds
    Light*
    Mending
    Purify Food & Drink
    Read Magic*
    Resistance
    Virtue
    
    Level 1
    -Bless*
    -Bless Water
    -Comprehend Languages*
    -Cure Light Wounds*
    -Detect Evil
    -Magic Weapon (L2)
    -Nimbus of Light (L2, CDiv)*
    -Protection from Evil*
    
    Level 2
    -Find Traps *(L3)
    -Lesser Restoration* (L3)
    -consecrate (L4)
    -silence* (L4)
    -Cure Moderate Wounds*
    -Hold Person*
    -Resist Energy
    -Remove Paralysis
    
    Level 3
    -Awaken Sin (Spell Compendium p. 21)*
     Touched creature takes 1d6/level (max 10d6) nonlethal and is stunned for one round (will negates, target must be evil with int 3+); if target knocked unconious, target also takes 1d6 Wisdom damage
    -Cure Serious Wounds (L5)
    -Dispel Magic* (L5)
    -Know Vulnerabilities (Spell Compendium P. 129)
    -Prayer*
    -Searing Light
    
    
    * Usually prepared (if combat is not expected, she
      prepares Comprehend Languages rather than Bless)
    ------------------------------------------------------- 
    
    Equipment & Gear:
    
    item		cost	weight
    [carried]
    Leather Armor	10	15	
    Dagger		2	1	
    MW Light Crossbow
                    335	4	
    - Bolts (40)	4	4	
    			
    Signet ring	N/A		
    Spell component pouch
    		5	2	
    Prayerbook	15	3	
    Scholar's outfit	
    		N/A	N/A	
    Wooden Holy Symbol	
    		1
    
    [on horse while traveling]			
    horse, light	75		
    riding saddle	10	15
    saddlebags	4	8
    Bedroll		0.1	5
    flint & steel	1		
    Ink		8		
    Inkpen		0.1		
    parchment (5 sheets)
    		1		
    rations, 2 days trail
    		1	2
    Rope, 50', hemp	1	10
    Torch (10)	0.1	10
    Tent		10	20
    Waterskin	1	4
    Scholar's outfit (spare)
    		N/A	6
    Noble's outfit
    		N/A	6
    Jewelry (100gp worth, non-sellable)
    
    155	initial equipment less crossbow
    2500	bag of holding
    ***	wand of CMW, 35 charges
    600	wand of CLW, 25 charges
    1100	mithral shirt
    4000	circlet (headband) of intellect +2
    335	MW light crossbow
    ***	Tome of Recall
    
    EQUIPMENT WEIGHT: 5 
    ARMOR WEIGHT: 15 
    WEAPON WEIGHT: 6 
    TOTAL WEIGHT: 26 
    
    Carrying Capacity 8 STR 
      Light: 26 Medium: 53 Heavy: 80
    Khalia keeps most of her gear in her bag of holding
    ------------------------------------------------------- 
    
    Treasure:
    remaining gold: 335 gp
    
    ------------------------------------------------------- 
    
    Base Speed (Actual Movement): 30 ft
    Appearance

    Spoiler:

    Tall, thin (food rarely holds her attention), and dark-haired, Khalia tends to simple and practical, yet elegant and well-made clothing (at least, when in cities or anywhere she's not expecting danger; in the field, she worries less about elegance). What she wears around town in Seawell is the equivalent of most people's festival-day best, and Khalia doesn't have the heart to tell people that she has far better stashed away in case she needs it (including a dress and accompanying jewelry that would be approriate for any royal court, or to see the Keeper of the Flame herself).

    In the field, her dresses give way to slacks and blouses, and often a suit of leather armor. The custom work that's common to nearly all of her clothes and equipment still shows; the nearly perfect fit, and the subtle hints of the signs of the Silver Flame and of House ir'Indari made that obvious. She has taken to wearing a silver circlet on most occasions, even in the field.

    OOC: She looks quite a bit like Amy Acker ('Fred' from Angel), actually.


    Personality

    Spoiler:

    Relentlessly inquisitive, deeply loyal to her father, Thrane, and the church, and more than a little ambitious, Khalia is never one to pass an opportunity to chase down a mystery. Despite the airs she gives off -- highborn, devoted to the Church of the Silver Flame, and academian -- most people who take the time to get to know her end up liking her, or at least respecting her. It is true, though, that most who try to get to know her based solely on her appearance (she can be quite attractive when she puts even a little effort into it) end up regretting the decision.


    Background

    Spoiler:

    Khalia ir'Indari is the only child of the Lord Reverened Alistair ir'Indari, a bishop (mechanically an aristocrat/archivist) from an old noble family in northern Thrane. As her father's apprentice, he asked her to investigate a set of ruins near Seawall, which held some ancient magical treasure, if Lord Alistair's information was correct.

    And Khalia is sure there's something there, at any rate. She knew she would find the remains of a temple not ten miles from the town. She didn't expect extensive draconic iconography, or clear signs that parts of the temple had long since been looted. Someone like Garrick or his lizardfolk friend -- that, she did expect. For amatuers, they possed certain skills she did not, and she's hired them more than once to help her investigations -- though she has always watched them very closely. Their like weren't far from most ruins on Eberron; real scholars weren't all that common, and there was always someone who guessed that ancient ruins meant treasue and therefore wealth.

    What she certainly didn't expect to find were intact magical seals well beyond her power to break, or even divine much about. She has sent for some scrolls and other equipment from her father to help her complete her investigations, but the ship they were to arrive on is among the missing, leaving her more than a little vexed.

    Khalia still rents a room at the Green Lilac, though it's been nearly a year since she first arrived. She attends services at the local shrine to the Silver Flame, though anyone who engages her in conversation will learn that she thinks the local priestess has fallen in too closely with the puritan Elder Nevillom of Wyrmwatch, who she, quoting her father, says is "a good man in his way if things get tough, but not one to consult on questions of theology". Moreover, she's getting very frustrated with Mother Kylin Tharavar; Khalia has to keep reminding the preistess that she is not under her authority (she's gone so far as to get a notarized letter from her father making that clear, and has contemplated schemes to get Kylin sent away for a few months -- or years), and trying to convince the woman that every pronouncement of the Voice of the Flame was not meant to be taken literally seemed to be an exercise in futility.

    Anyone local who shows interest in or knowledge of the supernatural or ancient history has been a victim of Khalia's inquisitions; she is leaving no stone unturned in her research, and that includes the people of Seawell. Indeed, she would be talking to lizardfolk shamans if she could meet them, and has hired guides to take her to them before.

    Her closest friend among the locals has been Zan, the changeling wizard who maintains a suprisingly extensive library in town. She knows some in the Church aren't any more friendly with changelings than they are with shifters -- some have spoken openly of inquisition against dopplegangers along lines of the one against lycanthopes, and changelings would surely be caught up in such an effort -- but she's seen no sign of anything dangerous in him. Moreover, he's one of the few trained academics in the town, and so one of the few she's truly comfortable around.

    DM note:
    Spoiler:

    In Shards of the Silver Flame, Lord Reverened Alistair ir'Indari (Archivist 7/Aristocrat 2) was a very high-level member of the Argentum (see the Thrane section of Five Nations), as one of its foremost experts on divine artifacts. He had a fair number of adventurers working for him (most notably the PCs of the game, and his daughter Khalia), and extensive other contacts.

    Khalia only became aware of her father's association with the Argentum (and confirmed that the Argentum really existed) as a result of the events that game, which haven't happened yet, so in this game she has no such knowledge.



    Khalia on the other PCs, prior to the first adventure

    Spoiler:

    Ari Osten, Human Hexblade

    Khalia's had little contact with Ari, prefering Jina's company if she needs an extra sword and trusting in her own magical skills. She believes hunting down monsters is a worthy cause, but it should be done for the Flame, not for money.

    Jina Silversun, Elf Swashbuckler

    Khalia met Jina and her twin brother shortly after arriving in Seawell, and has seen a lot of them since, mostly because she has been living in their mother's inn. Jina reminds her of a friend of her father's -- a human swashbuckler, though she learned the thinblade from an elven master -- though Hariel didn't have a twin brother.

    Khalia has become quite friendly with the twins, especially Jina, for all their disparate personalties; when Khalia's looking for "one of the girls" to spend time with, in Seawell, it has been Jina.

    Jango Silversun, Elf Sorcerer

    Though Khalia had been closer to his sister, she still considered the innkeeper's son a friend, and one of the few magically adept people in the village. She's talked shop with him a few times, though Zan's wizardry seems more logical to her than Jango's sorcery.

    Zan, Changeling Wizard

    Zan is probably Khalia's best friend among the denizens of Seawell, as one of the few whose interests coincide largely with hers. She's been through almost every volume of his library, and discussed half of its contents with him. And she hoped his undertanding of the divine had improved as much by association with her as her own understanding of the arcane had improved by association with him. That she might have any feelings for him beyond friendship was completely unreasonable -- he wasn't human, wasn't a member of the Church, and wasn't a citizen of Thrane, and she was the daughter of a nobleborn theocrat and a temple archivist in her own right.

    Nelson Luttin, Human Bard

    Khalia has, much to her dismay, picked Nelson out of the hordes of Luttins, most of who (including Nelson) seem to be the types of people she prefers to avoid. Even Father Martin Luttin, who runs a local shrine he calls the "Traveler's Church", isn't the most savory character; while they're friendly enough, from what she understands the sacremental wine flows freely there, Father Martin always strongly encourages giving generorously to the church (and thus managed a standard of living well beyond what a local friar in a small village without any support from higher ups could reasonably expect), and they do worship the least offensive of the Dark Six, as if there were really any degrees there.

    As for Nelson himself ... the young man knew things about the town that few others did, but he was a singularly infuriating figure... he was smart, charming -- she could see what these peasant girls saw in him, though she fancied she also saw the flaws they were willing to overlook -- and talented ... and he seemed destined to waste the Flame's gifts on a life of petty crime.

    Skarg, half-orc rogue

    Much to the surprise of a lot of people, Khalia has developed a friendship with the watchman, whose scouting duties often crossed the paths of her digs.



    Combat and Tactics

    Spoiler:

    Khalia tries to avoid getting into melee, if at all possible. She opens a fight by using her Dark Knowledge abilities if possible (when fighting magical beasts, aberrations, undead, outsiders, and elementals), and then will cast support spells or use her crossbow.


    NPC log
    Character's I've created for Khalia's background

    Spoiler:

    Lord Reverened Alistair ir'Indari, LG human male Archivist 7/Aristocrat 2. Khalia's father, theocrat of a district in northern Thrane about halfway between Silvercliff Castle and Thaliost.

    Mother Kylin Tharavar, LN human female Expert 2. Priestess of the Silver Flame in Seawall. A member of the Puritan sect, she takes all pronouncements of the Voice of the Flame as the literal truth, refuses to admit the Church is ever wrong, and otherwise gets on Khalia's nerves. Her shrine is one of the handful of formal places of worship in the town.


    Resource log

    Spoiler:

    stuff from home 9/22/2006
    - magic rod

    pirate mundane treasure 9/21/2006
    - 2 cases of 10 crossbow bolts
    - a masterwork light crossbow
    - two vials of alchemist's fire

    pirate magic treasure 9/20/2006
    - Wand of Cure Light Wounds (17 charges)
    - Potion of Cure Light Wounds
    - Potion of Jump

    8/7/06 - Spent 12.5 gp, 1 XP to craft a scroll of CLW. Will adjust character sheet after treasure and XP is distributed.

    treasue roundup from 11/9/06

    masterwork light crossbow (335 gp)
    crossbow bolts +1 flaming x30 (5010 gp)
    wand of CLW x25 charges (375 gp)
    potion of CLW x2 (100 gp)
    potion of mage armor (50 gp)
    bag of holding (2500 gp)
    Gold: 1674gp
    Total Value: (10044 gp)

    5/22/07 - inter-adventure recap
    - spare crossbow, magic crossbow bolts, alch fire,
    potions (CLW X3, jump, mage armor) sold
    - MW mithral shirt purchased
    - scrolls purchased and scribed into prayerbook
    * Cure Moderate Wounds
    * Hold Person
    * Resist Energy
    * Remove Paralysis
    * Searing Light
    - wands consolidated
    - "headband" of intellect +2 purchased

    10/4/07 - post-battle recap
    - used 5 charges on wand of CLW (40->35) for in-combat and post-combat healing

    10/18/07 - post-battle recap
    - used 10 charges on wand of CLW (35->25) for in-combat
    - picked up wand of CMW from loot (35 charges)

    12/6/07 - treasure room
    - picked up Tome of Recall
    Last edited by drothgery; Friday, 7th December, 2007 at 01:54 AM.
    Dave Rothgery

    PBP
    Spoiler:

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  • #5
    Jina Silversun(Adapted and advanced from Rayex's original sheet, with a few liberties taken)

    Jina Silversun
    Female Elf
    Chaotic Good
    Swashbuckler 3/Fighter 2/Rogue 1

    12 Strength (+1) (4 pts.)
    18 Dexterity (+4) (8 pts., +2 Racial, +1 Level)
    12 Constitution (+1) (6 pts., -2 Racial)
    14 Intelligence (+2) (6 pts.)
    8 Wisdom (-1) (0 pts.)
    12 Charisma (+1) (4 pts.)

    Action Points: 8
    BAB: +5
    Grapple: +6
    HP: 41 (3d10+2d10+1d6+6)
    Initiative: +4
    Speed: 30 ft.
    ACP: -0
    AC: 21 (+5 Armor, +4 Dex, +1 Shield, +1 Deflection), touch 15, flat-footed 16

    Attack:
    +2 Elven Thinblade +11 melee (1d8+5, 18-20/x2 [15-20/x2])
    or +1 Elven Lightblade +10 melee (1d6+4, 18-20/x2 [15-20/x2])
    or Dagger +9 melee or ranged (1d4+3, 19-20/x2, 10 ft range)
    or Masterwork Longbow +10 Ranged (1d8, 20/x3, 100 ft range)

    Full Attack:
    +2 Elven Thinblade +9 melee (1d8+5, 18-20/x2 [15-20/x2]) and +1 Elven Lightblade +8 melee (1d6+4, 18-20/x2 [15-20/x2])

    Notes:
    +1d6 Damage on Sneak Attacks

    Fort Saves: +5 (+3 Base, +1 Con, +1 Resistance)
    Reflex Saves: +11 (+5 Base, +4 Dex, +1 Grace, +1 Resistance)
    Will Saves: +1 (+1 Base, -1 Wis, +1 Resistance)

    Notes:
    Immune to magic sleep effects
    +2 racial saving throw bonus against enchantment spells and effects

    Feats:
    Improved Weapon Familiarity (Bonus Flavor)
    Acrobatic (Bonus Flavor)
    Weapon Finesse (Bonus Swashbuckler)
    Two Weapon Fighting
    Two Weapon Defence
    Combat Expertise
    Improved Disarm
    Action Surge

    Abilities:
    Immune to magic sleep effects
    +2 racial saving throw bonus against enchantment spells and effects
    Low-light Vision
    +2 racial bonus on Listen, Search and Spot checks.
    Automatic Search check for hidden doors
    Grace (+1)
    Insightful Strike
    Sneak Attack +1d6
    Trapfinding

    Skills: (54; max ranks 9/4)
    +12 Balance (6 ranks +4 Dex +2 Tumble Synergy)
    +9 Bluff (8 ranks +1 Cha)
    +12 Diplomacy (6 ranks +1 Cha +2 Bluff Synergy +2 Sense Motive Synergy +1 Glamerweave)
    +11 Escape Artist (7 ranks +4 Dex)
    +12 Jump (7 ranks +1 Str +2 Tumble Synergy, +2 Acrobatic)
    +1 Listen (0 ranks -1 Wis +2 Racial)
    +4 Search (0 ranks +2 Int +2 Racial)
    +4 Sense Motive (5 ranks -1 Wis)
    +1 Spot (0 ranks -1 Wis +2 Racial)
    +17 Tumble (9 ranks +4 Dex +2 Jump Synergy, +2 Acrobatic)
    +11 Use Rope (5 ranks +4 Dex +2 Silk Rope)

    Notes:
    +2 on Use Rope checks to bind someone
    +2 on Escape Artist checks to escape from bindings

    Languages:
    Common
    Elven
    Draconic
    Sylvan

    Equipment:
    +2 Elven Thinblade (3 lbs)
    +1 Elven Lightblade (1 lb)
    Dual Scabbard of Keen Edges
    +1 Mithral Shirt (10 lbs, 2,100 gp)
    Ring of Protection +1 (0 lbs, 2,000 gp)
    Cloak of Resistance +1 (0 lbs, 1000 gp)
    Glamerweave Explorer's Outfit (0 lbs (worn), 110 gp)
    Masterwork Longbow (3 lbs, 375 gp)
    20x Arrow (3 lbs, 1 gp)
    2x Dagger (2 lbs, 4 gp)
    Backpack (2 lbs, 2 gp)
    -Bullseye Lantern (3 lbs, 12 gp)
    -2 pints Oil (2 lbs, 2sp)
    -50 ft Silk Rope (5 lbs, 10 gp)
    -10x Tindertwig (0 lbs, 10 gp)
    -Waterskin (4 lbs, 1 gp)
    3x Potion of Cure Moderate Wounds (300 gp)
    2x Potion of Cure Light Wounds (100 gp)
    Potion of Jump (50 gp)
    Oil of Bless Weapon (100 gp)
    124.8 gp

    Total Weight: 38 lbs (Light Load)

    Height: 5'6"
    Weight: 130 lbs
    Eyes: Dark Brown
    Hair: Red
    Skin: Tanned

    Appearance
    Jina is a pretty Elven girl with fiery hair and a spare, athletic figure. She walks with a confident swagger and usually wears a mischievous grin that provides a fine accessory to her flashy yet practical outfit. Two finely-wrought Elven blades hang at her hips, and judging by the grace and efficiency with which she moves she knows very well how to use them.


    History

    Original History
    Quote Originally Posted by Rayex
    The fire was burning fiercly in the hearth, and the owls could be heard outside. Jango had his face in a book - as usual - and let loose a small yelp of suprise when his twin sister, Jina, came stomping in through the door. "Tough crowd tonight bro. Mom says you should come and help me keep the peace. They're more affraid of you torching the roof, than me poking their ribs with this." She patted the slim, elegant blade hanging from her hip. "Come on, you can read later, now it is time to work!" With that she turned around and left.
    Sighing, Jango carefully puts the old book down on the table and follows his sister downstairs. Indeed, the common room was full as bursting tonight...

    Dawn was rapidly arriving, and the last guests had just left a short hour ago. Morinda, the twins mother, ushered the last of the maids and cooks outside as she was beckoning to her kids. "Come, please join me for a bite before sleep. I've had Lina made baked peppers and sweetbread for us. We deserve it, after this night." Wearing a tired smile, she headed upstairs, the twins trailing slowly behind her. The room was as Jango left it, only the fire had died. A few logs and a flick of Morindas wrist later, the fire was burning yet again. They ate for a long while in silence, but finally Jango spoke up. "Mother, did father say anything about what the reason behind the recent raids? I mean, it is all good and well for the Lilac that people gather for comfort and comraderie, but I just feel there is something... off... about the things that are happening." He blushed and shrugged, but looked searchingly at his mother.

    Several moments went past before Morinda spoke. "No, he never said a thing about it. He told me he had to help with the defences of the outlying farms, but not for how long..." Jina, prefering to take matters at hand, rather than talk about it for days without end, frowned. "I don't see why we can't just go and chase the lizards off. They're surely not as organized or well equiped as we, are they? And it isn't the first time they have behaved strangely, is it?"
    Shaking her head wearily, Morinda agrees. "No, it is not the first time... back when your father and I came through her on our journey, they were acting strangely... We'd been traveling for close to three years, just seeing new places, exploring the world. With my training and your father learning on the road we were safe enough, but when we came here we heard rumours about the lizardfolk. They had been acting strangely, more often seen close to the town, harassing trading caravans and chasing away the lesser boats coming to close. It appeared later that they've had a split in their tribe, and a sort of tribal war was fought, but nothing big, like these ships dissapearing, ever happened back then. Anyway, we decided to stay here, as you were born and we did not want to take you out on the road."

    The twins looks at eachother and grins. "Yeah, good thing that was. Seawell is a nice place to grow up, and with you and father to teach us, we could not have had a better time." Jango smiles and throw a little ball of liquid fire into the fireplace, helping the embers warm the room. "I know mother, no magic in the Lilac untill I've learned to controll it better. But I truly believe I am that far now. You won't let me proove it though."
    A motherly smile comes to Morindas lips, and she explains. "It is not that I doubt your abilities, but you have not had the strict training I had. You will learn with time, my son. But now, I am going to bed."

    They are alone in the room now, and Jina is suddenly grinning. "Hey Jango, let's go and spy on the lizards! We havn't done that in weeks." With that, she runs out of the room and down the stairs, not even bothering to wait for her brothers response. I better go and keep her out of trouble, he thinks, and follow suit.


    They're walking down the street, towards one of the gates. One with dark black hair, the other with flaming red. If it weren't for that apparent difference, they would be identical. Almond shaped eyes the color of dark brown, bordering on black. Lithe bodies, walking confidently towards their destiny, allthough unknown to them both - yet.


    Jina could never quite forgive herself for letting Jango and his companions have all the fun without her in that business that started with her brother's abduction. It's not surprising then that when Jango came back full of excuses why he had to leave her behind and journey off on his own, she didn't buy a word of it. She couldn't be sure whether he was lying or whether he actually believed his own nonsense, but she was certain of one thing - this wasn't the brother she'd grown up with. Something had happened, and she was possessed by the certainty that he needed her help.

    Of course it's always possible that that was merely a justification for doing what she wanted to do anyway - chasing after her errant sibling and making certain that this time she didn't miss out on all the excitement.
    Last edited by Autumn; Thursday, 6th December, 2007 at 05:01 PM.
    My PbP Games

    Living Eberron:
    Kaerreske Zarzhik, my sexy but slightly Orcish Warlock, in ajanders' Final Words...

    Other Games:

    Jina Silversun, my mixed-up Elven Swashbuckler, adopted from Rayex, in DEFCON1's Eyes of the Lich Queen (OOC)

    Fen, my hard-drinkin' Scout, in IG's Legend of the Ripper (OOC)

    Ershe, my aspiring Grell Shaman, in doghead's Underdogs (OOC)

    Ysande, my songstress and Abyssal consort and courtier, in Nephtys' Fallen World (OOC)

    Ghaunder, my battle-hardened Archivist and disillusioned historian, in DrZombie's Aundair Raiders (OOC)


  • #6
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    Rogan ir'Thavar

    Rogan ir"Thavar
    Code:
    Class: Rogue6
    Race: Human
    Region of Origin: Q'Barra
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Action Points: 7
    
    Str:  10     +0 ( 2p.)		Level: 6	XP: 15000
    Dex: 17(15) +3 ( 6p.+1)		BAB: +4		HP:  23 (6d6)
    Con: 10    +0 ( 2p.)		Grapple: +4
    Int: 16     +3 ( 10p.)		Speed: 30'	Stat Increases: None
    Wis: 12     +1 ( 4p.)		Init: +5
    Cha: 12     +1 ( 4p.)	ACP: -0		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+6	+0	+3	+0	+0	+0	19
    Touch:	13	Flatfooted: 16
    
    Spell Res: None
    Dmg Red: None
    
    	Total	Base	Mod	Misc
    Fort:	+2	+2	+0	+0
    Ref:	+8	+5	+3	+0
    Will:	+3	+2	+1	+0
    Notes:
    
    
    Weapon			Attack	Damage	Critical	Range
    Ranged shortbow 	+7	1d6        20/x3	60ft
    +1 Dagger		+10	1d4+1	19-20/x2	10ft
    Dagger, mw      	+10	1d4	19-20/x2	10ft
    Notes:
    Two Weapon Fighting +8/+8 (1d4+1/1d4+1)
    Sneak Attack +3d6
    
    Languages: Common, Elven, Dwarven, Halfling, Goblin, Gnomish
    Draconic, Giant, Ignan and __________
    
    Abilities: 
    Trapfinding
    Evasion
    Trap Sense +2
    Uncanny Dodge
    
    Feats:  
    Bonus Campaign: Weapon Focus (dagger)
    Bonus Campaign: Educated
    Bonus Human: Two Weapon Fighting
    1st level: Master Linguist (Add one language per level)
    3rd level: Weapon Finesse
    6th level: Quick Reconnoiter (make one Spot and one Listen check each round as a free action. You also gain a +2 on Initiative checks)
    Feat from temple: Least Orien Dragonmark - Dimension Leap 1/day 
    
    Skill Points: 108	Max Ranks: 9/4.5
    Skills			Total	Ranks	Mod 	Misc
    Appraise		+3	 0	+3	
    Balance 		 +10	       5	+3	+2	
    Bluff   		  +6	       5	+1	+0
    Climb   	        +0	 0	+0
    Diplomacy      	    +16	       8	+1	+7		
    Disable Device	    + 14	 9	+3	+2	
    Disguise	     + 1	 0	+1	+2
    Escape Artist		+ 3	 0	+3	+0
    Forgery		     + 3	 0	+3	+0
    Gather Info		+ 6	 5	+1	+0	
    Heal		     + 1	 0	+1	
    Hide			+ 12	 9	+3	+0
    Intimidate		+3	 0	+1	+2	
    Jump		      +7	 5	+0	+2		
    Knowledge (Nobility)	+ 9	 5	+3	+1
    Knowledge (Engineering)	+ 9	 5	+3	+1
    Listen	              +6	 5	+1	+0		
    Move Silently	    + 12	 9	+3	+0	
    Open Lock       	+ 14	 9	+3	+2
    Ride    		+ 3	 0	+3	+0
    Search			+ 12(14) 9	+3	(+2)*
    Sense Motive		+ 8	 7	+1	+0	
    Spot    		+ 6	 5	+1	
    Survival    		+ 3	 0	+1	+2
    Swim			+ 0	 0	+0	+0
    Tumble  		+ 14	 9	+3	+2
    Use Rope		+ 5	 0	+3	+2
    Notes:
    *+2 when searching for secret doors or compartments
    
    Equipment:					Weight
    Boots of Speed  				 1 lbs.
    +2 Mithril Shirt       				 10.0 lbs.
    2 MW Daggers           				 2.0 lbs.
    +1 Daggers x2           			 2.0 lbs.
    Gloves of Dex +2        			 0.0 lbs.
    2 Belt Pouches         				 1.0 lbs.
    Heward's Handy Haversack			  5  lbs.
    -MW Thieves Tools    				  (2)  lbs.
    -Bedroll        				  (5)  lbs.
    -Signal Whistle                         	  -  lbs.
    -Rope, 50' silk                         	  (4)  lbs.
    -Whetstone                                	  (1)  lbs.
    -5 pieces of chalk       			  -  lbs.
    -Inkpen                                		  -  lbs.
    -Inkvial                               		  -  lbs.
    -2 scrollcases   				  (1)  lbs.
    -10 pieces of paper    				  -  lbs.
    GlamerweaveExplorer's Outfit              	  N/A  lbs.
    Shortbow                                	  2  lbs.
    Arrows x20                   			  3  lbs.
    
    Total Weight:26.0lb	Money: 2072gp 9sp 3cp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	 33	 66	 100	200	500

    appearance
    Age: 20
    Height: 6'2"
    Weight: 165 lbs
    Eyes: Green
    Hair: Light Copper Brown
    Skin: Tanned

    With a smile, the younger gentleman sits on the forest floor cleaning the dirt from under his nails with one of his daggers. Even as he sits there, his glamerweave clothing seems to shift between hues of black, silver, and blue. Rogan can recall wearing clothing similar to what he used to wear as a child back in Cyre. Next to him on the ground sits a small haversack made of blackened leather.


    level advancement
    6th Level - Rogue
    +3 hp
    +1 BAB
    +1 Ref, Will, Fort
    Trap Sense +2
    12 skill points (8 class + 3 Int + 1 Human):
    +3 to Tumble
    +2 to Sense Motive
    +1 to Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Spot
    New Feat: Quick Reconnoiter
    Added Language (from Master Linguist feat):____________

    Quick Reconnoiter
    Prerequisite: Listen 5 ranks, Spot 5 ranks
    Benefit: You can make one Spot and one Listen check each round as a free action. You also gain a +2 on Initiative checks
    Normal: Using Spot or Listen in a reactive fashion is a free action, but actively trying to make a Spot or Listen check requires a move action.
    Last edited by Mista Collins; Tuesday, 11th March, 2008 at 01:45 AM. Reason: added dragonmark & 2050 gold (temple trip & cards)

  • #7
    Aern
    Spoiler:

    Aern
    Race: Changeling
    Class/Level: Bard 5
    Alignment: Neutral
    Size:Medium
    Height: variable
    Weight: variable around 130
    Speed: 30’ walk

    Str 10 +0
    Dex 12 +1
    Con 12 +1
    Int 14 +2
    Wis 10 +0
    Cha 17 +3

    Fort 2 = 1+1
    Ref 5 = 4+1
    Will 4 = 4+0

    BAB +3 Ranged +4 Grapple +3

    AC 11 = 0 + 1

    HP 25


    Weapons & Damage

    Code:
    Skills	                    total      ranks	     skill mod										
    Balance (Dex)	              5	=	4	+	1	+	
    Bluff (Cha)	              9	=	4	+	3	+	2
    Concentration (Con)	      9 =	8	+	1	+	
    Diplomacy (Cha)	              6	=	3	+	3	+	
    Disguise (Cha)	             15	=	2	+	3	+	10* +
    Escape Artist (dex)           4	=	3	+	1	+	
    Gather Information (Cha)      7	=	4	+	3	+	
    Listen (Wis)	              4	=	4	+		+	
    Perform (Cha)	             11	=	8	+	3	+	
           (Stringed Instraments)
    Perform (Cha)	              6	=	3	+	3	+	
           (Sing)
    Sense Motive (Wis)	      9	=	7	+		+	2
    Search (Int)                  7 =       5       +       2
    Sleight of Hand (Dex)	      5	=	4	+	1	+
    Tumble (Dex)	              6	=	5	+	1	+
    			64 Total Skill Points

    Magic Items Cost & Book

    Vestment of many styles 500 Races of Eberron
    Magic Bedroll 500 MIC
    Everfull Mug 200 MIC
    Everlasting Rations 350 MIC
    Eternal Wand of Cure Light Wounds 820 MIC
    Handy Haversack 2000 DMG
    Eq
    Masterwork Lute
    Masterwork Mandolin
    Masterwork Fiddle
    Silver Dagger
    Club
    Short Sword
    Candle
    Chalk 3 pieces
    Flint & Steel
    Mirror Small Steel
    Oil (1-pint flask)(x2)
    Sewing Needle
    Whetstone
    Ever Burning Torch
    Explorers Outfit
    Travelers Outfit

    feats
    (Flavor)Able Learner RoD, (Flavor)Investigate – ECS, 1st Extended music – Cad, 3rd Song of the Heart – ECS

    Bard Spells
    Spoiler:

    0 level
    Dancing Lights
    Mending
    Prestidigitation
    Ghost Sound
    Detect Magic
    Mage Hand

    1st level
    Distort Speech
    Cure Light Wounds
    Expeditious Retreat
    Feather Fall

    2nd level
    Detect Thoughts
    Shatter
    Insidious Rhythm




    Bard special abilities
    Spoiler:

    Bardic Knowledge
    A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
    A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    DC Type of Knowledge
    10 Common, known by at least a substantial minority of the local population.
    20 Uncommon but available, known by only a few people legends.
    25 Obscure, known by few, hard to come by.
    30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
    Bardic Music
    Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
    Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
    Countersong (Su)
    A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
    Fascinate (Sp)
    A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
    To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    Inspire Courage (Su)
    A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    Inspire Competence (Su)
    A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.




    The many faces of Aern
    Spoiler:

    Aerndel Barrne -Lime
    Aerndel is a soft spoken Templar of the Church of the Silver Flame. He is loyal to a fault to Cerril Maise gathering information for her. He often does not know the use of the information nor does he question the request for information. He has a network of informants and spies that serve the Silver Flame even if by loyalty of coin. He is a strange Templar as he is a Bard, though he passes as a poor soldier or minor cleric. Due to his soft spoken nature many tend to not know where to place him, or feel ill at ease as he watches and saves his council for Cerril Maise alone.

    Aerndel is remarkably nondescript. Average height, standard cut hair, brown eyes & hair. The most notable thing about him is how unremarkable he is. His soft spoken nature tends to set him apart in the company of soldiers, even those of the Silver Flame.

    Aern -Green
    Is an informant of the Silver Flame. He is a man who’s very existence is a rumor. He is spoken of as an informant, but often any information through skeptical sources that was yet still sound tended to be attributed to him. Rumor has it that Elder Nevillom speaks with him directly and receives the information of this mysterious man.

    If you have a description of Aern please submit it to the Chapterhouse in Newthrone as Cerril Maise is desiring of any information of this man.

    Friar A’brt -YellowGreen
    A devout and outspoken man of the cloth loudly proclaiming the Grand News of the Silver Flame! Denouncing those who may speak ill of the Church His sermons are not yet of renown, but he is a raising star in church with a few eyes watching his progression.

    Friar A’Brt is a gaunt man who’s robes drape on him as if he had missed several months of good meals. In fact when he does sit with any given group he insists on eating sparingly suggesting that the Silver Flame is providing him with all the strength that he needs. When pressed he will eat broths, gruels and mushes tending toward the unremarkable foods ordering that the excess of what would have been cooked be given to the needy of the local population. The top of his head shines in the sunlight and a the right angle the blond hair that cups the back of his head disappears giving the impression that he is bald, and he very well may be in the next few years as far as those who’s lives he touches can tell.

    Astryl Firebow -SeaGreen
    A bard that will bring the roof down with her fiddle travels the land on itchy feat. She may stay in any given place for as little as two days to several months. She travels where she may and always finds a welcome when she draws her bow across the strings of her fiddle. She has left a trail of broken hearts and noses as she wanders the lands.

    Astryl is a beautiful woman with a mane of fire red curls. Her green eyes show a long road walked though the smile on her face or the banter in her voice may say otherwise. She has curves in all the right places and has been known to draw the ire of women as the stares of men tend to linger. Her outfits tend to cling though always seem to flow.

    John Doe (random misc guy) Whatever green fits my fancy at the time.
    Any Miner/worker/stable hand/serf that Aern finds necessary to be to gather information.

  • #8
    Registered User
    Myrmidon (Lvl 10)



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    ø Ignore jkason

    Horatio Donovan, human cleric

    Horatio Donovan, human cleric/warpriest

    Code:
    Name: Horatio Donovan
    Class: Cleric 5, Warpriest 1
    Race: Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: The Silver Flame (Protection, Exorcism)
    
    Str: 14  +2 (6p.)      Level: 6        XP: 10,000/15,000
    Dex: 10  +0 (2p.)      BAB: +4         HP:^ 43/43 (5d8,1d10 +12)
    Con: 14  +2 (6p.)      Grapple: +6     Dmg Red: -
    Int: 12  +1 (4p.)      Speed: 30'/20'  Spell Res: -
    Wis: 16* +3 (8p.)      Init: +0        Spell Save: -
    Cha: 10  +0 (1p.)      ACP: -4         Spell Fail: -
    
    * +1 to Wis @ 4th level
    ^ Diehard feat (disabled at -1 to -9, auto-stabilize)
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +6*   +3**  +0    +0    +0    +1^   20
    Touch: 10              Flatfooted: 20
    
    * Light Fortification: 
         25% chance to negate critical and sneak attack dmg
    * Eyes in the Back...: No bonus to flankers (can still be sneak attacked)
    **Animated shard attached: no hands needed to gain shield bonus
    ^ Ring of protection +1
    
                             Base   Mod  Misc  Total
    Fort:                      6    +2    +1^  +9* 
    Ref:                       1    +0    +1^  +2**
    Will:                      4    +3    +1^  +8
    
    * Endurance: add +4 on saves for endurance conditions 
    ** wearing Ring of Counterspell (Fireball) 
    ^ Cloak of Resistance +1
    
    Action Points: 8
    
    Weapon                  Attack   Damage    Critical
    Heavy Mace +1.............+7**...1d8+3*^.......x2
    Heavy Mace +1 (two hands).+7**...1d8+4*^.......x2
    Heavy Steel Shield........+6.....1d4+1*........x2
    Light Crossbow............+0.....1d8...........19-20/x2, range 80 ft.
    
    * Powerful Charge: +1d8 damage if attack is at end of charge
    ** Disruption shard: Hit = DC 14 Will save or destroyed if Undead
    ^ Holy shard: Good vs. DR, +2d6 damage vs. evil creatures
    
    
    Languages: 
    Common
    Dwarven
    
    Abilities:
    
    --Human--
    
    * Bonus feat 1st level
    * Extra skill points (+4 1st level, +1 thereafter)
    * Any Bonus languages available
    * Any favored class
    
    --Cleric--
    
    * Simple Weapon and all armor proficiencies, all non-tower shields
    * Divine Spell per day: 
                orisons: 5 (DC 13)
                1st level: 4+1 (DC 14)
                2nd level: 3+1 (DC 15)
                3rd level: 2+1 (DC 16)
    * Spontaneous Cure Spells
    * Domains:
          ~Protection: Resistance bonus on next save + Cleric level (5) 1 hour 1/day to creature touched
          ~Exorcism: exorcise possessing spirits with successful Turn Check (lasts 24 hours)  
    * Lawful and Good auras
    * Turn Undead 3x/day (+2 to check for Kn:Rel synergy, +2 Glory Domain)
             +1d6 Turn Damage Check (Glory Domain)
    
    --Warpriest--
    
    * Simple, martial, all armor and shield (including tower) proficiencies
    * Bonus Domain: Glory: +2 Turn Check & +1d6 Turn Damage Check
    * Rally: Allies in 60' radius get extra save vs. fear effect at +1
           Standard Action
           Must be able to hear Warpriest
           Unusable if under Fear effect himself
    * Turning levels stack with Cleric
    
    --Dragonmark--
    * Cause Fear 1/day
    
    
    Feats: 
    Eyes in the Back of your Head (1st level)
    Augment Healing (Bonus Human)
    Endurance (Campaign Bonus)
    Diehard (Campaign Bonus)
    Powerful Charge (3rd level)
    Sacred Healing (6th Level)
    Least Aberrent Dragonmark: Cause Fear (Campaign Bonus)
    
    Skill Points: 36       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc  Total
    
    --Class--
    
    Concentration..............9....+2....+0....+11
    Diplomacy..................9....+0....+0....+9
    Heal.......................8....+3....+0....+11**
    Know: Religion.............8....+1....+0....+9
    Sense Motive...............2....+3..........+5
    
    --Cross Class--
    Climb......................0....+2....-4*...-2
    Jump.......................0....+2....-4*...-2
    Balance....................0....+0....-4*...-4
    Hide.......................0....+0....-4*...-4
    Move Silently..............0....+0....-4*...-4
    
    * -4 ACP
    ** +16 if Sacred Healing in effect
    
    Equipment:               Cost  Weight
    
    --Worn / Carried--
    MW Breastplate..........350gp....30lb
        +1 & Light Fort.....400pp....--
    +1 heavy mace...........312gp....8lb
          Holy shard
          Disruption shard
    +1 heavy stl shield.....117pp....15lb
          Animating shard
    Light crossbow...........35gp....4lb
    Backpack..................2gp....2lb
    Holy symbol, silver......25gp....1lb
    Spell pouch...............5gp....2lb
    Explorer's outfit.........--.....--
    Signal whistle............8sp.....--
    Counterspell ring (fireball)......--
    Ring of Prot +1
    Cloak of Resistance +1
    
    
    --In Backpack--
    Wand of CLW.............750gp.....--	
    Crossbow bolts x10........1gp.....1lb
    Rations x6................3gp.....6lb
    Bell......................1gp.....--
    Ink.......................8gp.....--	
    Inkpen....................1sp.....--	
    Parchment x5..............1gp.....--	
    Sealing wax...............1gp.....1lb	
    Waterskin.................1gp.....4lb
    Antitoxin x2............100gp.....--	
    Holy water x2............50gp.....2lb
    Sunrod x32................6gp.....3lb
    Cleric's vestments........5gp.....4lb
    Silversheen
    
    Total Weight:84lbs      Money: 100pp 623gp 1sp 
    
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                58   116   175   350   875
    
    Age: 25
    Height: 6'2"
    Weight: 230lb
    Eyes: Blue
    Hair: Black
    Skin: Tan

    Sacred Healing (PH2)
    Prereq: Ability to Turn Undead
    As a Swift Action, expend one of your daily Turn uses to receive a +5 bonus on Heal checks and a +2 bonus per die on damage healed by Conjuration (healing) spells. Effect lasts until the end of your current turn.


    Appearance
    While Donovan tends to keep them covered, he bears various tatoos, most of them found near one or more of the scars he received in the fights those tatoos represent. The only generally-visible tatoo is that of the Silver Flame's fiery arrowhead, which he had set on the back of his right hand when he took his vows. As for the scars, the only one he does nothing to conceal is the crecent-shaped mark near his left eye. Gained while holding off a half-dozen ruffians who were trying to extort gold from an elderly merchant, the scar reminds Donovan of the providence he's had; once he would have called it luck that saved his eye, now he believes it was a touch of the divine.

    Donovan wears the more formal robes of his office when circumstances call for it, but prefers more humble attire. While his beard is more evenly trimmed and his face cleaner, he might still be mistaken for a laborer--with his broad shoulders, rough hands, and only-slightly-better-than-commoner's clothes--were it not for the Silver Flame's arrowhead hung prominently about his neck by a silver chain.


    Background
    Donovan was a scrapper from the day he was born. His first enemy was his own umbilical cord, wrapped as it was around his throat as he struggled to reach the birth canal. He was the last of ten children in a poor home, and so had to fight for every scrap of food he got. And when he was ten years old, he had to fight a fever that took half of his siblings.

    Given this, it would have been easy for Donovan to become a cutthroat or a thief, to prey on the weak. Instead, as the man grew, he became something of a local protector, eventually joining the city guard. It was while breaking up a small riot near the local temple that Donovan first encountered The Silver Flame. Realizing his own strength of spirit was what had so long sustained him, Donovan instantly felt a kinship with the brethren of the church. He soon turned in his badge for a set of robes.

    It is perhaps Brother Donovan's tendency not to set himself apart from his flock which has so endeared him to them. He's certainly not afraid to get his hands dirty; Donovan has spent more time than anyone working with the volunteer construction crews he organized to clean up and renovate the slums that housed the church's poorer followers.

    When Donovan more recently spearheaded a campaign to clean out the "protection" gang leeching off his home neighborhood, he fought alongside the constabulary, then sat at table with the gang's leadership to broker their amnesty in exchange for their retreat.

    While Brother Donovan's stubbornness initially lead him to repeated spats with his superior, Cerril Maise, eventually the two developed a mutual respect for one another. As a shifter, Cerril had to contend with those who insist that shifters are a blight left over from the scourge of the lycanthropes--bitter enemies of The Silver Flame. Donovan, however, has always refused to judge based on the circumstances of one's birth. After all, he himself has risen from squallor to become a man of faith and of his people.

    Given the obstacles they both had to fight to overcome, the two have grown to see they have far more in common than their initial head-butting would have suggested.


    Spells Prepared
    Augment Healing: All Conj (heal) spells heal +2 HP per spell level
    Sacred Healing: Turn use give +2 HP per die to ea Conj (heal) spell for 1 round
    orisons (5, DC 13): Detect Poison, Mending, Create Water, Guidance x2
    1st level(4+1, DC 14): Divine Favor, Obscuring Mist, Entropic Shield, Remove Fear, Sanctuary(D)
    2nd level (3+1, DC 15): Blessed Aim, Make Whole, Spiritual Weapon, Magic Circle against Evil(D)
    3rd level (2+1, DC 16): Water Breathing, Wind Wall, Searing Light(D)
    Last edited by jkason; Wednesday, 12th March, 2008 at 04:51 PM. Reason: Updated Money

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