Airwalkrr's Eberron Rogue's Gallery

airwalkrr

Adventurer
Post your characters here. The rules are simple.

1) Please use spoiler blocks so that I can easily scroll through to find the character I need to look at.
2) Please show all calculations unless a modifier is based upon a single ability score. For example, if your initiative score is only modified by your Dexterity, you need not include any calculations.
3) Note which feat or rules are bonuses I have granted with an * so I know not to count them when looking at your sheets.

That's it!
 

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Friadoc

Explorer
Slip - Speech Text Color

[sblock=Slip]
Code:
[B]Name:[/B] Slip
[B]Class:[/B] rogue 1	[b]Starting Level[/b]: 1
[B]Race:[/B] Warforged
[B]Region of Origin:[/b]
[B]Size:[/B] Medium
[B]Gender:[/B] Male Imprint
[B]Alignment:[/B] Neutral Good
[B]Action Points:[/B] 5
[B]Deity:[/B] None selected

[B]Str:[/B] 12 +1       	[B]Level:[/B] 1	[B]XP[/B]: 0
[B]Dex:[/B] 18 +4       	[B]BAB:[/B] +0		[B]HP:[/B]  7 (1d6+1)
[B]Con:[/B] 12 +1       	[B]Grapple:[/B] +1	[B]Craft Points:[/B] 0
[B]Int:[/B] 16 +3       	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]
[B]Wis:[/B]  9 -1       	[B]Init:[/B] +4	        [B]Spell Save:[/B] XX
[B]Cha:[/B]  8 -1       	[B]ACP:[/B] -1		[B]Spell Fail:[/B] 15%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+5	+0	+4	+0	+0	+0	19
[B]Touch:[/B]	14	[B]Flatfooted:[/B] 15

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+1	+0	+1	--
[B]Ref:[/B]	+6	+2	+4	+X
[B]Will:[/B]	-1	+0	-1	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Rapier MW *            +2	1d6+1	18-20/x2	------
Shortbow		+4	1d6	x3	60 ft
XXXXXXXX		+X	XdX+X	XX-XX/xX	XXX ft
[B]Notes:[/B]

[B]Languages:[/B] Common, elven, orc, thieves cant

[B]Abilities:[/B] 
Medium size
30’ movement
+2 Armor bonus to AC, but 5% Arcane failure chance
Light Fortification:
  25% chance of Critical Hit or Sneak Attack bonus damage being negated.
Natural weapons provide a 1d4 Slam attack.

Sneak Attack +1d6
Trapfinding

[B]Feats: [/B] 
Mithral Body *
Mithral Fluidity

[B]Skill Points:[/B] 4	[B]Max Ranks:[/B] 4/2
[B]Skills		                Total	Ranks	Mod 	Misc[/B]
Appraise (Int)	                +3	+0	+3	--
Balance (Dex)	                +4	+1	+4	-1
Bluff (Cha)	                +0	+1	-1	XX
Climb (Str)	                +1	+1	+1	-1
Craft (trapmaking) (Int)	+4	+1	+3	--
Decipher Script (Int;T)	        +4	+1	+3	--
Disable Device (Int;T)	        +4	+1	+3	XX
Escape Artist (Dex)	        +4	+1	+4	-1
Forgery (Int)	                +5	+2	+3	XX
Gather Information (Cha)	+0	+1	-1	XX
Hide (Dex)	                +7	+4	+4	-1
Intimidate (Cha)	        +0	+1	-1	--
Jump (Str)	                +2	+2	+1	-1
Knowledge (local) (Int;T)	+4	+1	+3	XX
Listen (Wis)	                +1	+2	-1	--
Move Silently (Dex)	        +7	+4	+4	-1
Open Lock (Dex;T)	        +8	+4	+4	XX
Search (Int)	                +5	+2	+3	--
Sense Motive (Wis)	        +0	+1	-1	XX
Sleight of Hand (Dex;T)	        +5	+2	+4	-1
Spot (Wis)	                +2	+3	-1	--
Swim (Str)	                +0	XX	+2	-2
Tumble (Dex;T)	                +7	+4	+4	-1
Use Magic Device (Cha;T)	+0	+1	-1	XX
Use Rope (Dex)	                +6	+2	+4	--
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Rapier		        20gp	2lb
Shortbow		30gp	2lb
-Arrows (20)		1gp	3lb
Backpack		2gp	2lb
-Rope, Hemp 50'		1gp	10lb
-Piton (10)		1gp	5lb
-Crowbar		2gp	5lb
-Grappling Hook		1gp	4lb
-Torch (3)   		3cp	3lb
-Sunrod (1)		2gp	1lb
-Lantern (Com)		1sp	1lb
-Oil (2 pints)		2sp	2lb
Pouch, Belt		2gp	.5lb
-Caltrops		1gp	2lb
-Thieves Tools		30gp	1lb
-Chalk (5)		5cp	.1lb
-Flint&Steel		1gp	.1lb
-Whetstone		2cp	1lb
-Tindertwig (1)		1gp	.1lb

[B]Total Weight:[/B]42.7lb	[B]Money:[/B] 6gp 5sp 10cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	0-43	44-86	87-130	260	650

[B]Age:[/B] 7
[B]Height:[/B] 6'1"
[B]Weight:[/B] 279 Lbs
[B]Eyes:[/B] Black
[B]Hair:[/B] None
[B]Skin:[/B] Dusky Mithral

[sblock=Advancement-template]
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
[/sblock]
[/sblock]

[sblock=Description]
The Ghulra upon the dusky silvery forehead are four lines, even at the top, yet ragged at the bottom as the go left to right, shortest to longest respectively. Its frame is constructed of mithral and wood of a deep umber in hue, yet its movements are surprisingly smooth and graceful for a warforged. Secured to anchor points about its waist are several belt pouches, as well as the three buckle and scabbard of his rapier, all of which are made of a black leather. Attached at hardpoints at his shoulder and lower back is a black leather backpack, over all of which is soft black cloak with a deep hood that hides his face and length that hangs about his ankles.
[/sblock]

[sblock=Background]
“Iteration seven hundred and forty-three,” thought the silvery being within his home. “The count is seventy-three thousand, six hundred and fourteen.”

Although calling the six and a half foot tall crate and its three feet wide by three feet deep dimensions a home would be a grandiose exaggeration. Its interior is full of thick, dry straw that muffles the sounds without, what little there are, and would most likely suffocate a being of flesh with claustrophobia, not to mention driven them insane with isolation.

“Awaiting instruction on standby,” thought the warforged, for that is what it is, within the crate. “Keeping the count until proper unit activation phrase, if phrase is not received evade capture and adapt until found.”

It was the same every day for over two years, only the iteration and count changed, only those numbers kept the warforged’s mind sharp and sane. The ghulra upon its forehead were four lines of unequal length, which started at an even point at the top, but hung unevenly at the bottom with the one upon the left side the shortest with the lines growing longer as they traveled right. The fleshy beings who worked with him before, as he was a male-imprinted construct, dubbed him ‘Slip’, as if the ghulra was a curtain behind which the stealthy warforged would slip and hide.

However, no one had called him that, save for in his memories, in a long,long time.

“Iteration seven hundred and forty-three,” continued the thoughts within Slip’s mind. “The count is seventy-three thousand, six hundred and fifte….”

A noise stopped the fixation of thought on the count; however it continued none the less within Slip’s mind. It was a sharp noise, even through the heavy straw and thickness of the crate, upon which was a date that shows it shipped the day before the Day of Mourning.

“What .. … ..an there’s a cr..e?” Slip hears a voice say, although he cannot make out the words. It is heavy, guttural, with a goblinoid sound to the common. But, then the high thrill of a Halfling joins it. “It’s a b.. ..e, too. Probably . … crown. .nd septer. In th…”

“Something is not right,” thinks Slip to himself. “They don’t sound like those who’d be Eyes and Ears for Cyre.” Quietly, oh so quietly, the warforged slides his rapier from its blackened sheath. Inch by inch, with his movements modest, even holding the blade with his finger tips.

“What wa. ..at?”

“The crate is still closed,” thinks Slip. “So I must wait, what at the ready.”

“Prob…. .ust Rats,” states the more guttural voice.

Slowly the count increases until it reaches seventy-four thousand, two hundred and forty-nine until the front of the crate is opened and a half-orc and Halfling stare in surprise at the armed and resolute warforged inside.

"Seems the games got new content, Bob," says the half-orc to the halfling, while unhooking a heavy mace from his belt.

"Shiney tin, at that, Bob," says the halfling rogue as he uncurls a whip from about his waist. "Shall I cly the jerk?"

Fortunately for Slip, Thieve's Cant is the same in this iteration, as it was thousands of iterations before.

“I see no symbols of nationality,” states Slip. “And I doubt you know the pass phrase, I’m sorry.”

With that simple statement, with perhaps a shadow of regret within his wood and metal frame, Slip slays the first living beings in seven hundred and forty-three iterations and a count of seventy-nine thousand, six hundred and sixty-seven. However, that cannot be his focus, for something has obviously changed during the time he was within his crate, so Slip quickly gathers his gear, as well as inspect that of those who came for him, seeing if there was any intelligence or items of note, before slipping into the rainy dark night in the City of Towers, Sharn.

One of the first adaptations that Slip made was to no longer keep iteration and count, as it only reminded him of what was from before, as he learned of the Day of Mourning, the day that followed his shipping out to Sharn, and he felt it was an unlucky count.
[/sblock]
 
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Halford

First Post
Talakhad, Kalashtar Psion (Telepath)

[sblock=Talakhad]
Kalashtar Psion (Telepath) 1

Str 10, Dex 11, Con 12, Int 15, Wis 10, Cha 13

Init: +0

HP: 11 (1 Con, 4 Psion, 6 Psionic Body)

Saves: Fortitude 1; Reflex 0; Will 2 (+2 vs Mind Effecting)

Feats: Psionic Body, Psionic Talent, Kalashtar Mindlink

Skills:
Bluff: 3 (1 Cha, 2 Kalashtar)
Craft Sculpture: 4 (2 Int, 2 Ranks)
Concentration: 5 (1 Con, 4 Ranks)
Diplomacy: 7 (1 Cha, 4 Ranks, 2 Kalashtar)
Intimidate: 3 (1 Cha, Kalashtar)
Knowledge Psionics: 3 (2 Int, 1 Ranks)
Psicraft: 3 (2 Int, 1 Ranks)
Sense Motive: 4 (4 Ranks)

Languages: Common, Quor, Draconic, Riedran

Power Points: 6 (1 Int, 2 Psion, 1 Kalashtar, 2 Psionic Talent)

Powers:

Charm, Psionic
Matter Agitation
Mind Thrust

Equipment:

Studded Leather Armor 25gp
Heavy Wooden Shield 7gp
Light Crossbow 35gp
Dorje of Mind Thrust (10 Charges) Free
Potion of Cure Light Wounds Free
Artisan's Tools 5gp
Explorer's Outfit Free
8gp
[/sblock]

[sblock=Appearence]At forty five Talakhad is still young for a Kalashtar, handsome in an odd exotic way, he is possessed of angular features with a prominent hawk-like nose and a jutting chin - all of which are overshadowed by a pair of piercing pale smoky blue eyes. His body has not a scrap of spare flesh upon it and, but there is nothing soft about his gauntness - he looks sleek and fit rather than frail.[/sblock]

[sblock=Personality]Possessed of a deep sadness which sometimes overwhelms him Talakhad is a compassionate and careing individual. He nurses a deep and abiding hatred for the dreaming dark and their agents, something which does not sit well with the Kalashtar's gentle soul. His preference is to settle matters without violence, but when neccessary he will act with ruthless efficiency, allowing some of the simmering anger within to drive his hand.[/sblock]

[sblock=Background]Talakhad was a sculptor in a Kalashtar community in Sharn's Dava Gate District, living a peaceful and satisfying life. He was - unusually for a Kalashtar - married to a female named Sarrana who had been raised by humans. Sarrana had been a powerful telepath and became a leader amongst their small community. Together they had three children - two girls and a boy - all of whom were to Talakhad's fatherly eye perfect.

Blissfully happy and contented, for years the sculptor lead a spiritually satisfying life in the bossom of his family and community. However, it could not last. Agents of the dreaming dark discovered the community and slaughtered them mercilessly. Talakhad was one of the first to encounter the invaders and survived only because he was hurled from the tower into the bowels of Sharn's dark alleys. Greivously injured by the time he returned his home was a charred ruin, and his family were beyond saving.

The Kalashtar was later discovered at the scene by the guards and arrested. Refusing to speak he was imprisoned for several months. He spent these months in miserable contemplation, focusing the power of his mind as his beloved Sarrana had taught him to until he was able to wield some fraction of her power. After long consideration he decided that he could not live for revenge, it was not in him. However, he could make his loved ones deaths count for something, if others were spared because of their deaths then they might not be wholly in vain. So he had dedicated himself to trying to spare others his lonely fate.

Talakhad's former community and home was in the Dava Gate District - a middleclass professional ditrict in the middle wards, his Kalashtar enclave took up an entire mid-level section which was accessible by only a single secured balcony and from the levels above and below. Talakhad still remains an avid supporter of the Owl, though he is often at his saddest during the race which he always enjoyed with his family.

He now resides in Overlook staying with an elderly sculptor named Parmelk, who he aides in exchange for his room and board. It was the Kalashtar community here whose efforts released him from prison, these efforts mostly consisted of getting him to speak to the guards - who had never truly believed the distraught Kalashtar to be guilty, but had not really known what to do with him. He has embraced his Adarian heritage here finding comfort in his belief in the Path of Light, and spending a great deal of his time in the tower top shrine of il-Yannah, the Path of Light. Here he has encountered and spoken with the enlightened Seer Havakhad, the two communicating in mind only, starring out across the majestic tapestry of Sharn arrayed beneath them - shareing the great bond that no non-Kalashtar could understand for they shared half of their souls, both being part of the being Akhad.

He had intended to take up the mantle of sculptor once again and settle back into a quiet life, but quickly found that such work was no longer enough for him. It still brings him a quiet pleasure to work with his hands, but he is done with hiding his head in the sand and feels that he must do more than feed the light by living a good life, he must actively strike out against the dark in all its forms. As such he moved away from the path of the Lightbringers and took up the mantle of the Shadow Watchers. He has begun to train with Overlook's Shadow Watchers, but is still considered too inexperienced to strike out against the dark with these masterful warriors and psionicists.

Recently he has been able to call up a face, which he has sculpted again and again. A sneering Riedran, this face is now ingrained into his mind and he had personally vowed to find this agent of the Dreaming Dark and extinguish his taint from existence. In his most recent exchange with the enlightened Havakhad the Seer revealed a name to him cautioning him that he must hold off until he was ready, the name was Hamatash.

[sblock=References to Sharn City of Towers]Overlook: page 56: Kalashtar/Adaran community, largest in Sharn.
Havakhad (Kalashtar Psion [Seer] 12) page 56: Ancient and wise Seer who never leaves the temple of il-Yannah, wise and benevolent.
Hamatash (Inspired Rogue 3/Soulknife 3) page 65: Blunt instrument of the Dreaming Dark and leader of the Riedran Militia of the Dar San area - it was this militia who slaughtered Talakhad's community.[/sblock][/sblock]

[sblock=The Last War]During the Last War as a followers of the light Talakhad and his community refused to become involved in the fighting, though they did participate in careing for the injured. For this they suffered from some public scorn, but their efforts to heal the injured served to mitigate this to some extent.[/sblock]
 
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OnlytheStrong

Explorer
[sblock=Kyl]

Race: Human
Class & Level: Soulknife 4
Origin: Riedra


Str: 14 (+2)
Dex: 14 (+2)
Con: 12 (+1)
Int: 11 (+0)
Wis: 13 (+1)
Cha: 9 (-1)


HP: 17 (1d10 + 1 con mod + 6 psionic body)
AC: 16 (10 + 4 armor + 2 dex)
Power Points: 2
Init: +2

Saves:
  • Fort: +1 (0 base+ 1 con mod)
  • Ref: +4 (2 base+ 2 dex mod)
  • Will: +3 (2 base+ 1 wis mod)

Attacks:
  • Mindblade: +3 damage: 1d6+2 crit: 19-20x2
  • Sling: +2 damage: 1d4 range: 50ft crit: x2


Skills:
  • (4+0)x4+4= 20
  • Concentration: +05 (4 ranks + 1 con mod)
  • Hide: +04 (4 ranks + 2 dex mod -2 acp)
  • Listen: +05 (4 ranks + 1 wis mod)
  • Move Silently: +04 (4 ranks + 2 dex mod -2 acp)
  • Spot: +05 (4 ranks + 1 wis mod)


Equipment:
  • 160gp
  • Sling (10 bullets) = 1 sp
  • Chain Shirt Armor = 100gp
  • Tindertwig (5)= 5gp
  • Trail Rations (5)= 25sp
  • Backpack = 2 gp
  • Flint and Steel = 1gp
  • Waterskin = 1 gp
  • Potions of Cure Light Wounds (4)
    --------------------45gp remaining

Feats:
  • Psionic Weapon: +2d6 damage when expending your psionic focus (melee)
  • Psionic Body: +2hp per psionic feat you have
  • *MIND MASK
    Your mind conceals some of your traits.
    Benefit: Effects that detect alignment reveal that you are neutral, and detect magic and detect psionics reveal you to be nonmagical and nonpsionic, regardless of your true nature. You also get a +1 bonus on saving throws against mind-affecting spells, powers, and abilities. If you wish, you can suppress the benefit of this feat to reveal your actual characteristics and forgo the save bonus.
    Normal: A creature's aura reveals its alignment and psionic nature.
    Special: This feat does not mask the aura of effects you create or items in your possession, including ongoing spells and powers, as well as imbedded magic or psionic items.

[/sblock]
 

Oni

First Post
[sblock=Nevin ir'Laan]

[sblock=stats]
Nevin ir'Laan
NG Male Human Wizard: Focused Conjurer (Prohibited Schools: Evocation, Enchantment, Necromancy)
Exp: 100

Str: 9(-1) Light Load: 30lb or less, Medium Load: 31-60lb, Heavy Load: 61-90
Dex: 16(+3)
Con: 13(+1)
Int: 16(+3)
Wis: 13(+1)
Chr: 12(+1)

Speed: 30ft

Init: +3+4=+7

AC: 13(Mage Armour: 17) Touch: 13(Mage Armour: 17) Flatfooted: 10(Mage Armour: 14)

Fort: +0+1=+1 Ref: +0+3=+3 Will: +2+1=+3

BAB: +0 Melee: -1 Ranged: +3

Dagger: Attack: Melee: -1, Ranged: +3 Damage: 1d4-1 19-20/x2 Range Increment: 10ft. Type: Piercing or Slashing
Light Crossbow: Attack: +3 Damage: 1d8 19-20/x2 Range Increment: 80ft. Type: Piercing

HP: 12/12

Action Points: 5

[sblock=skills]

Trained:
Concentration: 4+1=+5
Knowledge (Arcana): 4+3=+7
Knowledge (The Planes): 4+3=+7
*Knowledge (History): 4+3=+7
Spellcraft: 4+3=+7
Bluff: 2+1=+3
Speak Language: Common, Draconic, Celestial, Infernal, Abyssal, Auran

[/sblock]

[sblock=feats & abilities]

Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Rapid Summoning: (Ex) Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar.

Improved Initiative: You get a +4 bonus on initiative checks.

Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.

*GALIFARAN SCHOLAR
You have made an exhaustive study of the history of Galifar, from the earliest roots of the Five Nations, through the formation of the united Kingdom of Galifar, and on to the Last War and the dissolution of the kingdom. The depth of your study gives you great insight into the whole field of knowledge surrounding the history of Galifar.
Prerequisite: Knowledge (history) 4 ranks.
Benefit: You receive a +4 insight bonus on Knowledge checks pertaining to events associated with the Last War or the royal family of the Kingdom of Galifar, and you treat untrained Knowledge checks related to these topics as trained Knowledge checks.
Normal: You can attempt a Knowledge check untrained only if the DC is 10 or lower.


[/sblock]

Spell Save DC: 0th: 13(14) 1st: 14(15)

Spells Per Day
Level: General(School Specific)
0th: 2(3)
1st: 1(3)

[sblock=spellbook]

0th: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st: Summon Monster I, Mage Armour, Grease, Protection from Evil, Comprehend Languages, Silent Image

[/sblock]

[/sblock]

[sblock=inventory]

17gp 5sp 4cp
Wand of Enlarge Person (10 charges)
Explorers Outfit
Dagger
Light Crossbow
20x Bolts
Backpack
Monster Manual (notebook with information and notations on the creatures he can summon)
Spellbook
Bedroll
3x Candle
Ink (1oz. vial)
Inkpen
Belt Pouch
Identification Papers, standard
Traveling Papers (For travel between Arcanix in Aundair and Sharn in Breland for purposes of academic research.)
3x Chalk
Spell Component Pouch

[/sblock]

[sblock=appearance]

Age: 19
Height: 5'9"
Weight: 144lb

Nevin.jpg


[/sblock]

[sblock=background]

Nevin found himself near bursting with excitement as he disembarked from the lightning rail at the grand station in Sharn. He had done it. All the politics and expectations of home behind him, the world was his oyster. Moving through the press of humanity that crowded the station there was something reassuring as people jostled and bumped that no one here really gave a damn who his father was.

Nevin had come to the realization some time ago that as long as he stayed in Arcanix he would always fall under his father's shadow. And while his father was a great man, Nevin preferred to be measured by his own merits and follow his own path. That was why he as spend the last months slavishly learning the strange and sibilant elemental tongue Auran it had all been part of his proposal to travel to Morgrave in Sharn to study the cause and effects of planar proximity on the city. "Of course, chip off the old block," they'd said. He rolled his eyes at the thought. Anyway, it didn't matter he had gotten what he'd wanted, an excuse to leave. While the manifestation of Syrania in Sharn was fascinating, it was Sharn's reputation for adventure that had made up his mind. Time to make his mark on the world.

[/sblock]

[sblock=menagerie]

[sblock=Summon Monster I]
[sblock=celestial dog LG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track (B)
Alignment: Always Lawful Good


Skills: Celestial dogs have a +4 racial bonus on Jump checks. *Celestial dogs have a +4 racial bonus on Survival checks when tracking by scent.

[/sblock]
[sblock=celestial owl LG]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Full Attack: Talons +5 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Environment: Seven Mounting Heavens of Celestial
Alignment: Always Lawful Good


Skills: Celestial owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

[/sblock]
[sblock=celestial giant fire beetle NG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (2d4+2)
Full Attack: Bite +3 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: -
Feats: -
Alignment: Always Neutral Good

[/sblock]
[sblock=celestial porpoise NG]
Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Slam +4 melee (2d4+2)
Full Attack: Slam +4 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+2 damage)
Special Qualities: Blindsight 120 ft., hold breath, low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 7
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 17, Int 3, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +10
Feats: Weapon Finesse
Alignment: Always Neutral Good

Blindsight (Ex): Celestial porpoises can see by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human¡¦s.
Hold Breath (Ex): A celestial porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A celestial porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A celestial porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

[/sblock]
[sblock=celestial badger CG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Claw +4 melee (1d2+1)
Full Attack: 2 claws +4 melee (1d2+1) and bite -1 melee(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track (B), Weapon Finesse
Alignment: Always Chaotic Good

Rage (Ex): A celestial badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A celestial badger has a +4 racial bonus on Escape Artist checks.

[/sblock]
[sblock=celestial monkey CG]
Tiny Magical Beast
Hit Dice: 1d8+2 (6 hp)
Initiative:+2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 7, Dex 15, Con 14, Int 3, Wis 12, Cha 5
Skills: Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse
Alignment: Always Chaotic Good

Skills: Celestial monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

[/sblock]
[sblock=fiendish dire rat LE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative:+3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Bite +4 melee (1d4+2 plus disease)
Full Attack: Bite +4 melee (1d4+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Lawful Evil

Disease (Ex): Filth fever - bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Fiendish dire rats have a +8 racial bonus on Swim checks. Fiendish dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.

[/sblock]
[sblock=fiendish raven LE]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/4 d8+2 (3 hp)
Initiative:+2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Claws +4 melee (1d2-3)
Full Attack: Claws +4 melee (1d2-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Spell Resistance 5
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 5, Dex 15, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Alignment: Always Lawful Evil

[/sblock]
[sblock=fiendish monstrous centipede, medium NE]
Medium Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+1
Attack: Bite +2 melee (1d6+1 plus poison)
Full Attack: Bite +2 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +10, Hide +10, Spot +4
Feats: Weapon Finesse (B)
Alignment: Always Neutral Evil

Poison (Ex): A fiendish monstrous centipede has a poisonous bite. Save DC is 10, initial and secondary damage is 1d3 Dexterity damage. The save DCs are Constitution-based.
Skills: Fiendish monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Fiendish monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

[/sblock]
[sblock=fiendish monstrous scorpion, small NE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +2 melee (1d3+1)
Full Attack: 2 claws +2 melee (1d3+1) and sting -3 melee (1d3+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+1, improved grab, poison, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon Finesse (B)
Alignment: Always Neutral Evil

Constrict (Ex): A fiendish monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A fiendish monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A fiendish monstrous scorpion has a poisonous sting. The save DC is 12, and the initial and secondary damage is 1d2 Con damage. The save DCs are Constitution- based
Skills: A fiendish monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

[/sblock]
[sblock=fiendish hawk CE]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-8
Attack: Talons +5 melee (1d4)
Full Attack: Talons +5 melee (1d4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 17, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Alignment: Always Chaotic Evil

Skills: Fiendish hawks have a +8 racial bonus on Spot checks.

[/sblock]
[sblock=fiendish monstrous spider, small CE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (4 hp)
Initiative:+3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +11*, Jump -2*, Spot +4*
Feats: Weapon FinesseB
Alignment: Always Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A fiendish monstrous spider has a poisonous bite. The save DC is 10, and the initial and secondary damage is 1d3 Str damage. The save DCs are Constitution-based.
Web (Ex): Both types of fiendish monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Sheet webs have damage reduction 5/-.
A fiendish monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
The Escape Artist DC for the web is 10, the break DC is 14, and the web has 4 hit points per 5ft square.
Tremorsense (Ex): A fiendish monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Skills: Fiendish monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A fiendish monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

[/sblock]
[sblock=fiendish octopus CE]
Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Arms +5 melee (0)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Smite Good 1/day (+2 damage)
Special Qualities: Ink cloud, jet, low-light vision, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 7
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 17, Con 15, Int 3, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +11
Feats: Weapon Finesse
Alignment: Always Chaotic Evil

Improved Grab (Ex): To use this ability, a fiendish octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex): A fiendish octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A fiendish octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A fiendish octopus can change colors, giving it a +4 racial bonus on Hide checks. A fiendish octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A fiendish octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

[/sblock]
[sblock=fiendish snake, small viper CE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d2 plus poison)
Full Attack: Bite +4 melee (1d2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good 1/day (+1 damage)
Special Qualities: Scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +8
Feats: Weapon Finesse
Alignment: Always Chaotic Evil

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10, and is Constitution-based.
Skills: Fiendish snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A fiendish snake can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A fiendish snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

[/sblock]

[/sblock]

[/sblock]


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[sblock=GUS WESTNER]
GUS WESTNER
INIT+1 SP30 AC 12 (TO10 FT12 ) AL CN CR 1 HD (1d8) 8
Med Human Cleric (1) SAVES F+2 R+0 W+4 S10 D11 C10 I14 W14 C14
ATTACKS / DAM
Heavy mace 1d8 +0 melee 20x2
FULL ROUND
Long Sword 1d8 +0 melee 19-20x2 crit
BASE ATT / GRAPPLE: +0 / +0
ARMOR 12(+2 L Arm)
SPEC ATT nada
SPEC QUA
Action Points: 5
Aura (EX): Chaotic Aura
Spells : DC 12+ Spell Level
0 Guidance
0 Light
0 Mending
1 ENTROPIC SHIELD 20% mischance to hit from ranged weapons
1 Divine Favor
LUCK 1/day reroll one roll before DM declares result
KNOWLEDGE Add All Knowledge skills to Class skills (DM House Rule- Cast Spell- Ancient Knowledge allowed as a cleric spell… +5 to any one Know Roll made)
Turn Undead (SU): 5 times a day
FACE / REACH 5 / 5
SKILLS (4x4)+4 =20
Conc +2. Heal +4, Know: Arc +4, Know: His +8, Knowl: Rel 4. Know: Planes +3, Lang x2 ,List +3, Search +3, Spellcraft +3 , Swim +1
FEATS
Action Boost: roll d8 instead of d6 for Action Point
Skill Focus: Know: History
TREASURE 5d4x10 /2 = 100gold roughly 35 gold remain
Mace, Heavy (15g)
Leather Armor (10g)
Wand: Divine Favor * (10 charges remain)
Focus: to caste Ancient Knowledge *
Backpack (2g)
Candles x4 (4c)
Chalk 2 pcs (2c)
Oil x2 pints (2s)
Rations, Trail x3 (15s)
Ink 1oz (8g)
“spellbook” (15g) used as a journal
Traveler Outfit (1g)
Id Papers (real no less!) (2g)
Lantern, Hooded (7g)
Holy Symbol, Wood* (1g) 9Focus given to him by female adventurer)
LANGUAGE Common, Elven and Goblin
HOOK “Curiosity killed the cat but I’m no cat. I’m Gus Westner!”
BOOK / PAGE PHB, Eberon Camp, Magic of Eb
NOTES 3.5
[/sblock]

[sblock=PAST HISTORY REAL AND MADE UP]
Gus Westner is not your average nerd and hates to be referred to as. He is above average (or at least abnormal) to other folks that read a lot. He loves to learn and write. He hopes that he can join an adventuring group to learn from and write about. Maybe even the Korranberg Chronicles will print an ongoing article of his adventures! That would be awesome!

Gus thinks highly of himself and is generally very positive. He feels that his “superior” knowledge of things makes him better equiped than a fighter with a sword (he has much to learn).

Gus’ parents run a merchant shop in Clifftop. This shop caters to the adventurers that come through Sharn daily. It was here that Gus first heard of stories of adventures in Sharn, Below Sharn and outside the city. At a young age he began to read stories about adventurers either in books or on the pages of the Korranberg Chronicles. This is how his hunger for learning began.

One adventurer, a young woman that Gus was quite smitten by, was a follower of Ollandra. The matron goddess of luck and at worst cases- over indulgence was his first interaction with religion. Studying further, he found he liked her but also the god of knowledge and law- Aureon. Deciding to follow the Host he took up beliefs that combined the two. His thirst for knowledge along with his desire for being something more than…. Well than himself. Knowledge and Luck became his focus.

His mother always said he very lucky. His father would always say it is the prepared man that is lucky.

Saving for years, his parents raised money to get him into Morgrave University. Here he learned details of history and he began to understand history and how useful it can be. Remembering the adventurers that came into his parent’s shop, he remembered their money also. How rich could he become with his careful and skilled use of history and luck? Indeed…. Very rich.

He is now a senior in Morgrave University. He needs to decide on a subject for his final paper. One that requires field research. Taking his cue from the adventurers he met most of his young life, he heads to the local tavern with his gear…….

[/sblock]

[sblock=DM BONUS STUFF]

I like the improvements you've made to your background. You've tied your character to the setting and given me a good idea what his personality is like. For your bonus equipment, you may choose one wand with 10 charges of any 1st-level spell that you are able to cast. In addition, you may prepare the spells ancient knowledge and detect dragonmark as cleric spells. You also receive a focus for casting ancient knowledge, a keepsake from your lover.

[/sblock]
 
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Graybeard

Explorer
Kazmin Swiftclaw male Razorclaw Shifter

[sblock=background]

Kazmin Swiftclaw

Kazmin was born and raised in the forests outside of Torch Keep. At an early age he took an interest in hunting. He proved proficient in catching many small game animals. As he grew older, he learned to fish from some of the village fishermen. About a year ago, Kazmin was out hunting when he heard the sounds of a fight. He went to investigate and saw a few humans trying to fight off some bears. He watched them fight valiantly and was impressed by their courage and tenacity. Seeing a chance to prove to the humans that his people were not mere savage beasts, he leapt from his hiding place and joined the fight. Swinging his axe in wide vicious arcs, it wasn’t long before the bears were defeated. One of the humans was impressed and told Kazmin that his name was Derek Borland. The human thanked Kazmin for his help before returning to the fort.
For several days afterward, Kazmin observed the human fort watching for his new friend. Whenever he saw the human, Kazmin would sprint over to talk. Over time, their friendship grew until one day, the human told Kazmin that he was leaving. His duty at the fort was over and he was returning to Sharn. Saddened by this news, Kazmin returned to his village and sulked for days.
Then he had an idea. He decided to travel to the magical city of Sharn to find his friend. Rumors of flying carts, magic everywhere, and even streets paved with silver and gold had been told to Kazmin since he was a child. So it was with wide eyes and enthusiasm that he traveled to Sharn in search of his friend.
Life was difficult in Sharn. It was not what he expected. Although the grand towers were impressive, many did not trust him. He found employment from time to time as a hired thug for various organizations. While Kazmin knew that these organizations were not trustworthy, the money was useful for essential items such as food and a place to sleep.
He is still searching for his friend from the fort but it is a very big city. Kazmin has discovered that finding someone here is very difficult.

[/sblock]


[sblock=character sheet]

Kazmin Swiftclaw Fighter 1 5'7", 160lbs, brown hair, green eyes

HP = 12 AC = 15 (10+ 2 dex+ 3 armor) Flat = 12 Touch = 13
BAB +1 Init +2

STR 18
DEX 14 (12+2 race)
CON 15
INT 12 (14 -2 race)
WIS 14
CHA 8 (10-2 race)

Fort 4; Ref 2; Will 2 grapple +5

Melee +5, Ranged +3

Greataxe +6 1d12+6 crit 20x3

Shortbow +3 1d6 crit 20x3

Dagger +5 1d4+4 crit 19-20x2

Claws +5 1d4+4

Studded Leather armor +3 AC

Skills

skill points 12
total mod ranks misc
Balance 4 2 2 (race)
Climb 9 4 3 2 (race)
Handle Animal 1 -1 2
Intimidate 1 -1 2
Jump 9 4 3 2 (race)
Listen 4 2 2 (feat)
Sense Motive 2 2
Spot 4 2 2 (feat)
Survival 3 2 1 (2pts)

Speed 30; Low light vision; Shifting= 1/day for 6 rounds. Gain +2 STR and 2 claws as natural weapons (1d4).

Feats: Weapon Focus Great Axe; Alertness; Razorclaw Elite

Equipment

starting gold: Avg 150 gp

Greataxe 20gp
Shortbow 30gp
40 arrows 2 gp
armor 25gp
waterskin 1gp
backpack 2gp
flint/steel 1gp
whetstone 2gp
torches (2) 2cp
rations (4) 2gp
bedroll 1sp
silk rope 10gp
grappling hook 1gp
fishing net 4gp
tindertwigs (6) 6gp
Acid flasks (2) 20gp

DM free items: 2 oils of magic fang, 1 oil of bless weapon
Razorclaw Elite feat

total spent; 125gp, 6cp

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