The Gray King

Isida Kep'Tukari

Adventurer
Supporter
OOC Thread

Please put your characters in this format:

Yatrax Zenden
Female human shadowcaster 3

Alignment: True Neutral
Deity: The Shadow
Region: Aundair
Height: 5' 3''
Weight: 115lbs
Hair: Black
Eyes: Dark Blue
Skin: Tanned
Age: 27
XP: 4,000

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

Class and Racial Abilities: Extra feat at 1st level, 4 extra skill points at 1st level, 1 additional skill point at each subsequent level. Fundamentals of shadow, apprentice mysteries, bonus shadowcaster feat, umbral sight (30 ft. darkvision). Proficient with all simple weapons.

Hit Dice: 3d6+3
HP: 17
AC: 12 (+2 Dex, +0 armor) [Touch 12, Flat-footed 10]
Init: +2 (+2 Dex)
Speed: 30ft
Action Points: 6 (rolls d8s due to Action Boost feat)

Saves:
Fortitude +4 [+3 base, +1 Con]
Reflex +0 [+1 base, +2 Dex, -3 Poor Reflexes]
Will +6 [+3 base, +1 Wis, +2 Iron Will]

BAB/Grapple: +1/+0
Melee Atk:[/b] –2 (1d4-1/19-20/x2, dagger)
Ranged Atk:[/b] +4 (1d8/19-20/x2, 80 ft., MW light crossbow)

Skills:
Concentration +1 (0 ranks, +1 Con)
Craft (calligraphy) +8 (3 ranks, +3 Int, +2 masterwork tools)
Hide +5 (3 ranks, +2 Dex)
Intimidate +5 (3 ranks, +2 Cha)
Knowledge (arcana) +9 (6 ranks, +3 Int)
Knowledge (the planes) +9 (6 ranks, +3 Int)
Listen +1 (0 ranks, +1 Wis)
Move Silently +5 (3 ranks, +2 Dex)
Spellcraft +11 (6 ranks, +3 Int, +2 synergy)
Spot +1 (0 ranks, +1 Wis)

Feats:
Empower Mystery (flaw bonus) [ToM]
Action Boost (flaw bonus) [ECS]
Path Focus – Umbral Mind [ComArc] (1st level)
Iron Will (1st level human bonus)
Extend Mystery (shadowcaster bonus) [ToM]
Maximize Mystery (3rd level)

Flaws
Noncombatant (-2 to all melee attack rolls)
Poor Reflexes (-3 to all Reflex saves)

Languages: Common, Draconic, Abyssal, Infernal

Fundementals
3/day each DC 14
arrow of dusk, caul of shadow, liquid night

Mysteries
1/day each DC 12+level of mystery, +1 for Umbral Mind
Umbral Mind path – 1st, mesmerizing shade, 2nd, thoughts of shadow
Eyes of Darkness – 1st, bend perspective

Equipment
Orb of Shadow, 1st – 1,000gp
Masterwork light crossbow – 335gp
50 crossbow bolts – 5gp
Dagger – 2gp
Belt pouch 1gp
Darkweave scholar’s outfit – 105gp
Identification papers – 2gp
Traveling Papers (Aundair to Breland) – 2sp
Light horse with riding saddle, bit and bridle, and saddlebags – 91gp (black gelding)
Backpack – 2gp
~Bedroll - 5sp
~Waterskin - 1gp
~Trail rations (10 days worth) - 5gp
~2 darkweave traveler’s outfits – 202gp
~2 darkweave courtier’s outfits with jewelry – 360gp
~MW calligrapher’s tools
~4 blank books – 60gp
~10 vials – 10gp
~10 cure light wounds potions – 500gp
~Four vials of alchemist’s frost – 100gp
~Four vials of alchemist’s spark – 100gp

Money
265gp, 3sp
~~~~~
Will be filled in later

Appearance:

Personality:

Background:
 
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FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Code:
[COLOR=DarkOrange][b]Arrgha'n of the Fell Veil[/b][/color]

[i]Medium Aberration
Male Half Daelkyr Rogue 2/ Ranger 1[/i]

[b]Alignment:[/b]  True Neutral
[b]Deity:[/b]	    --
[b]Region:[/b]	    Darguun

[b]Height:[/b]	6' 2"
[b]Weight:[/b]	180 lbs
[b]Hair:[/b]	Black
[b]Eyes:[/b]	Dark Brown
[b]Skin:[/b]	Tanned with slight mottlings of grey and black
[b]Age:[/b]	20

[b]XP:[/b]	4,000

					[b]Carrying Capacity[/b]
[b]Str[/b] 14 (+2) [10 pts]			[b]Light[/b] 	0   - 58 lbs
[b]Dex[/b] 16 (+3) [ 6 pts]			[b]Medium[/b] 	59  - 116 lbs
[b]Con[/b] 11 (+0) [ 4 pts -12; -1 Symb]       [b]Heavy[/b]   117 - 175 lbs
[b]Int[/b] 12 (+1) [ 4 pts]			[b]Overhead[/b]      175 lbs
[b]Wis[/b] 12 (+1) [ 4 pts]			[b]Stagger[/b]       350 lbs
[b]Chr[/b] 10 (+0) [ 2 pts]			[b]Drag[/b]	      875 lbs


[COLOR=DarkOrange][b]Class and Racial Abilities:[/b][/color]

[Racial] [b]Darkvision 70'[/b], [b]Unbalanced Mind[/b]
[Racial] [b]Personal Symbiont (Breed Leech)[/b], [b]Symbiont Dependency[/b]

[Rogue]  [b]Sneak Attack (1d6)[/b], [b]Evasion[/b], [b]Trapfinding[/b]
[Ranger] [b]Favored Enemy (Abberations +2)[/b], [b]Wild Empathy[/b], 


[COLOR=DarkOrange][b]Combat Stats[/b][/color]
[b]Hit Dice:[/b] 2d6+1d8 [+0 Con] [+6 Symbiont Mastery] [+5 Breed Leech]
[b]HP:[/b] 	  27
[b]AC:[/b] 	  19  [i](Mithril Shirt +4, Darkwood Heavy Shield +2, Dex +3)[/i] 
		 [[b]Touch[/b] 13, [b]Flat-footed[/b] 16]
[b]Init:[/b] 	  +3 [+3 Dex]

[b]Speed:[/b] 	       30ft
[b]Action Points:[/b] 5 (d6)

[b]Fort[/b]    +3     = +2 [+0 Con] [+1 Breed Leech]
[b]Ref[/b]     +7     = +5 [+3 Dex] [-1 Detached]
[b]Will[/b]    +4/+8  = +0 [+1 Wis] [+2 Iron Will] [+4 vs Symbiont Ego] [+1 Detached]

[b]BAB/Grapple:[/b] +2/+4

[b]Melee Atk:[/b]   +5 Long Sword      (1d8+2, 19-20/×2) (d6 SA) (+2 vs Aberr.)
[b]Ranged Atk:[/b]  +5 Throwing Scarab (d6+2/d6A,19-20/×2, 20') (+d6 SA) (+2 vs Aberr.)


[COLOR=DarkOrange][b]Skills:[/b][/color]
[b]Hide[/b]		9     	   = 6 [+3 Dex]
[b]Move Silently[/b]	9     	   = 6 [+3 Dex]

[b]Spot[/b]		7/6 - 9/8  = 6 [+1 Wis] [+2 vs Aberrations] [-1 bright light]
[b]Listen[/b]		7/9        = 6 [+1 Wis] [+2 vs Aberrations]
[b]Search[/b]		7    	   = 6 [+1 Int]

[b]Know. (Dung)[/b]	7     	   = 6 [+1 Int]
[b]Know. (Local)[/b]	6     	   = 5 [+1 Int]

[b]Gather Info[/b] 	7/9   	   = 5 [+0 Chr] [+2 Know(Local)] [+2 vs Aberrations]
[b]Survival[/b]	7/9/11/13  = 6 [+1 Wis] [+2 vs Aberrations] 
				        [+2 when underground (Know: Dung)]
					[+2 when searching for tracks (Search)]


[COLOR=DarkOrange][b]Feats:[/b][/color]
[i]Armor (Light, Shields) 
Weapons (Simple, Martial, Symbiont)[/i]

[HD] [b]Symbiont Mastery[/b] (MoE pg 51)
[L1] [b]Urban Tracking[/b] [L3] [b]Iron Will[/b]
[R1] [b]Tracking[/b]


[COLOR=DarkOrange][b]Traits[/b][/color]
[b]Detached[/b] 	(+1 Will Save, -1 Ref Sav)
[b]Night Sighted[/b] 	(+10' Darkvision, -1 Spot in Bright light)

[b]Languages:[/b] Common, Daelkyr


[COLOR=DarkOrange][b]Equipment[/b][/color]
  [b]Long Sword (MW)[/b]		    [1d8, 19-20/×2, 4 lb, 315 gp]
  [b]Symbiont [Personal]: Breed Leech[/b]  (+5 HP and +1 Fort Save, MoE pg154)
  [b]Symbiont: Throwing Scarab[/b]	    (1d6[S, Magic]/1d6[A], 19-20x2, 20', 1000gp)
  [b]Symbiont: Mystery Slug[/b]	          (??, Treasure)

  [b]Mithril Shirt[/b]			    [+4, +6, --, 30', 10 lb, 1100gp]
  [b]Darkwood Heavy Shield[/b]		    [+2, --, --, 30', 5 lb, 257gp]

[b]Backpack[/b] (2lbs, 2gp), 
    10 candles (0.1gp), Flint and Steel (1gp), Small Steel Mirror (.5lbs, 10gp)
    Everburning Torch (1 lb,110gp), 3 Sunrods (3 lbs, 6gp)
    Grappling Hook (4 lbs., 1gp), 100' Silk Rope (10 lbs., 20gp)
    3 sacks (1.5lbs, 0.3gp), Healers Kit (1 lb, 50gp)
    Explorer’s outfit (wearing, 8 lb, *), Shovel (8lbs, 2gp)

   Identification Papers (2gp)
Waterskin (1 lbs, 1gp)

[b]Belt Pouches[/b] (2) (1lbs, 2gp)
    2 Smoke Sticks  (1 lb, 40gp)
    4 Potions Cure Light Wounds (250gp)


[COLOR=DarkOrange][b]Money and other Tender[/b][/color]
[b]gp[/b] 43
[b]sp[/b] 5


History and other Background Info
[sblock]Allies: Reverend Mother (Female Goblin) of the Dhakaani Clans;
Other Project Progeny

Enemies: Former leaders of the Project; Any civilized folk that know of my
origins; other members of other clans that suffered by our hands if they
somehow found out about the project and who/what was responsible.

Fears: Losing myself to the Xoriat or to his symbionts, and becoming one of
their minions

Appearance:
Arrgha'n appears strangely as a human and strangely as a Hobgoblin as his
ancestry would bear. His skin is tanned and his eyes are deep pools of a
crimson and brown. His hair is a short bristly brown.

Personality:
Arrgha'n is a grim individual having seen more horrors in his short life than most will ever see. He is grim and determined and is very focused on his job at hand. He prefers the most direct answer to solve a problem. The horrors of Xoriat do not bother him so much as the possibility of giving in to the tainted soul that dwells within him. His skills could be used for good and bad. As long as he continues to win the battle that dwells deep inside him the better off the rest of the world is.

He prefers to work alone as the complexities of interpersonal communications are not something that he values as much as others seem to. Results speak and the spoken word simply soils the pleasant silence. Also the fact that most would be afraid and spurn him because of what he is does not help. In there eyes his actions for good of for ill do not matter so much as what he is.

Background:

I was there as was any other progenic agent of the Project was. We were trained
from birth to detect and destroy the spawn of Xoriat - the Daelkyr. We all had
plenty of chances to practice on live Daely's that the Project had captured and
studied with ruthless efficiency. Project Fell Heir was the Dhakaani Tribes'
method of taking advantage of 'The Cave' which, for some reason, was always
coterminus with Xoriat. The Project's scientists were never able to determine
why, but with that unknown, notwithstanding, they attempted to use it to their
advantage.

The Cave had certain areas where Spawn would occasionally pop through the weak
points in the planar veil and those well mapped areas were cordoned off and the
Spawn were contained as soon as it emerged from its transfer point. The
screaming and raging creatures of madness were quickly subdued and imprisoned
by magic or force until it was needed for practice or study. This process was
repeat until the Project had a consistent stable of Spawn to practice and study
from. If needed Project leaders would authorize the weakening of the planar
veil via a specific magic device to allow more spawn through. These were tense
times as they never knew what would come through.

The Project maintained a stable of a breeding females of various races. Some
were willing and most were not. The ones that really resisted were kept either
chained up or sedated throughout the rest of their short lives. Most breeders
would not last through one or two gestation periods. Many of them were driven
mad from the continuous exposure to Xoriat's influence and maddening babble or
from having a spawn of Xoriat continually being birthed from them. The most
common form of insemination was from captured or farmed Breed Leeches, though
sometimes they was attempt to force Spawn to copulate with the breed stock to
see if natural insemination was possible. They are pretty sure that it isn't.
Some of the breed stock spontaneously became pregnant from the continuous
exposure to coterminous areas where the breed stock was kept. As the breeding
stock went mad or were needed to be destroyed it was our duty as progenic
agents to destroy them. It was more of a mercy killing than outright murder as
many of them screamed for death for months prior to birthing. Once they progeny
was borne Project leaders thought about granting them their wish. Usually the
breeders had one more birthing left in them before they were granted a
permanent reprieve from their spawning duties.

We were called or referred to as Progeny, the Progeny, 'progenic agents', or
'agents of the veil'. There were other phrases that were used, but in the end
we were given a grudging respect for we did the jobs that were required of us
to help advance the Dhakaani Tribes' influence and to advance their goals. We
kept their passages clear of the influence of the Daelkyr so they did not have
to worry about it as the other tribes did. Sometimes The Project would
sometimes purposefully loose Spawn upon their rival tribes to weaken them. Us
Progeny were in charge of carrying out those missions. It was our duty.
Sometimes we were told to kill any who stood in the way of the havoc that was
to be caused by the Spawn. We were to do our work in the darkness and cover of
the shadows. If we were seen or were identified for our true natures by those
outside of the project we were authorized to kill.

Most of our work was in-house and we did a little bit of work with others
outside The Project. When there were moments during the Last War where the
Dhakaani Tribes' leaders could ensure that they had all Dhakaani troops in a
given area we were brought in to work with them as special agents assigned to
leaders who were in-the-know. Often we would transport Spawn to battle grounds
and unleash them on our enemies. We Agents would support the Spawn as best we
could from the shadows while the hordes of babbling spawn went about wreaking
havoc on our enemies. When the creature's work was done they would be
recaptured if they could or slain outright if they could not.

There was only one person that was allowed to enter and tour The Project and
that was the goblin female they referred to as the Reverend Mother. We do not
know why they called her that. She was respected and revered as a leader. She
did censure Project management and force their immediate execution, on occasion,
if they upset her. She was strangely kind to us progeny and I fear that she
bore some sort of a maternal instinct towards us. It was a very unusual. All
members of the project kept themselves at arms length, never investing
themselves in us beyond what was required. We lived. We died. We were an
expendable resource that could be farmed, albeit, slowly, but farmed
nonetheless.

The Fallen Veil
The fateful day came when the Reverend Mother was visiting as was many of the
high level Dhakaani heirs. The Project leaders were an initiating a weakening
of the planar veil with the magic device which we were never allowed to see.
The planar veil was weakened and all manner of fell creatures came through in
an unexpected torrent of writhing madness.

In this maddening moment most of the breeding stables were shifted to Xoriat or
were warped and twisted by the plane's effects. Many were killed and infected
outright with a horrible madness as creatures borne on the wings of madness and
insanity appeared and ripped some of them of the them apart. Some of the
breeders were warped into fell creatures immediately breaking their bonds and
attacking all those prime planar creatures that they encountered. The numbers
of the Spawn were greatly increased with this effect and so was the efficacy of
their attack on The Project.

We were unprepared for the onslaught that was about to befall. The Spawn
pierced through the magical protections and started to eviscerate the Project's
workers and unleashing a maddening bey that warped their fragile minds. The
weaker Spawn followed in its wake to kill as many as they could. Some were not
killed and were dragged screaming back through the planar veil to the realms of
madness to gods know what ends.

Project workers ran and screamed for their lives as the Spawn killed,maimed,
and bayed causing all sorts of mayhem and death. Progenic Agents, all of us,
went forth and did our job killing and slaying the Spawn as best we could.
Former workers and progenic tender warped and twisted to an alien and malevolent
end, as well as standard Spawn found from beyond the veil. You can always tell
a prime planar that has been twisted and warped by the the influence ofXoriat.
They have an intelligent and mourning malevolence in their eyes. Wishing your
death while simultaneously begging for their release.

The most we could accomplish in the few moments that followed was to save some
of the upper management. Most of the common workers were warped and/or killed
outright. We killed as many as we could ourselves but concentrating on helping
the management to escape as our orders dictated. We left many of the workers
behind to be slaughtered and enslaved. Project casters sealed of the are for a
little while to allow us progeny to lead an offensive into the newly
quarantined area. It took us a few days and the lives of many of my brethren
and others, but we cleared out the Project's compound so very deep underground.

Once we finished cleaning out the Project's compounds the coterminus points
were sealed as best they could and then the compound was sealed. The Project's
management were soon involved in an argument with people that I was not
familiar with and the final word was that the Project was canceled and all
evidence of it must be eliminated. The guards that were present with these new
leaders turned their eyes to us and the Reverend Mother was not at all happy
with this turn of events. The guards attacked and she protected us as best as
she could. None of the guards would willingly strike or attack her directly.
She as well as us killed many of those present. We were not discriminate in how
or who we hewed. The only person we did not attack was the Reverend Mother.
All others were fair game. we struck first out or self preservation and then
out of anger for our betrayal. Once the Project's leaders and others gained
their feet we fled under the cover of the Reverend Mother's magical protection.

Following the Storm
In the ensuing battle many of us were terminated. I was one of the lucky few
that survived. Once I escaped I made for the border lands of Darguun and Cyre
and I spent a few months there working as a scout for Cyran units. I found
myself especially useful as there was an unusual amount if Daelkyr activity in
the area. I did not feel beholden to their Cyran command, but found the work
they offered useful. I was able to put my skills to work and make a living
doing what I was trained to do. It was a strange thing to have to work for a
living and to work for this thing called money in order to buy things.

In my time there I found a military commander whose wife was was unknowingly
infected with a Breed Leech and he was an agent of the Daelkyr. That night I
killed the mother in her sleep and then I have been tracking the zealous Cyran
leader-father across the border lands of Cyre into Breland. The Day of Mourning
happened as I reached the Brelish settlement where the Cyran fled to.

Postlude
I will always be looking behind me not only for servants of the Daelkyr or
those that hate and fear my kind, but the leaders and minions of Project Fell
Heir from the Dhakaani tribes.

I am Arrgha'n. I am alone, and I will do what it takes to survive.
Hunting the Daelkyr and ending their influence amongst the civilized land is
what I do. It is all I have ever known. There was no childhood or crying. There
was only kill the Daelkyr and be vigilant in watching for them. Kill and hunt.
I do what I must even if some think the price is too high. My Symbiont is my
closest companion throughout the years. I spend much of it without a true
companion of any sort and it helps me to keep my sanity even as I battle
within myself over the madness that stirs inside. My symbiont is my connection
to what I am, a direct link the madness that spawned me and that which stirs
inside me. I look to collect other Symbionts that may help me to battle the
Daelkyr that I may find. Others may find this distasteful or reprehensible, but
why would you not use your arm or that sword over there, if it is a tool
available to you. Symbionts are my tools and are tools of the enemy that I will
uses against them.[/sblock]
 
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Erekose13

Explorer
Maavnod Warpspire
Male Mutated Goliath Totemist 2
[Mutation Chaositech, Race RoS, class MoI]
Medium Monsterous Humanoid
XP: 4000
Alignment: Chaotic Good
Height: 6'
Weight: 250lbs
Hair: Black
Eyes: Red
Age: 38

Str: 20 (+5) [10 points, +4 racial]
Dex: 13 (+1) [8 points, -2 racial]
Con: 18 (+4) [6 points, +2 racial, +2 mutant]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 08 (-1) [2 points, -2 mutant]

Class and Racial Abilities: Powerful Build, Mountain Movement, Acclimated, wild empathy, illiteracy, totem chakra bind (+1 capacity), totem's protection

Mutations: Adhesion (01), Gripping Feet (35), Sixth Sense: Illusions (77), Short (80)
*Adhesion + Gripping Feet give full move on climb without making checks.

Flaws: Shaky (-2 ranged attacks)

Hit Dice: 3d8+12
HP: 32
AC: 19 (+4 armor, +2 shield, +1 Dex, +2 Natural)
ACP: -2
Init: +1 (+1 Dex)
Speed: 30ft

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

BAB: +1
Grapple: +20 [+1 Bab, +5 Str, +4 Adhesion, +4 Improved Grapple, +4 size, +2 Girallon Arms*]
Melee Atk: +7 (2d6+6/20/x2/Heavy Mace)
Melee Atk: +8/+3/+3/+3 (1d4+7/1d4+4/1d4+4/1d4+4/20/x2/Claws)*
Ranged Atk: +1 (2d6+5/x3/20 ft./Spear)
*+2 atk, dmg, grapple when 2 Essentia invested in Girallon Arms

Skills: 20
Handle Animal +4 [5 ranks, -1 Cha]
Knowledge (nature) +5 [5 ranks, +0 Int]
Listen +9 [5 ranks, +0 Wis, +4 Shadow Mantle]
Spot +5 [5 ranks, +0 Wis]
Survival +5 [5 ranks, +0 Wis]
Climb +11 [0 ranks, +5 Str, +4 Adhesion, +2 Girallon Arms*]
Sense Motive +2 [0 ranks, +0 Wis, +2 Racial]
*+2 Climb when 2 Essentia invested in Girallon Arms

Feats:
Improved Unarmed Strike (1st level) [SRD]
Improved Grapple (flaw) [SRD]

Languages: Common, Gol-Kaa

Soulmelds [MoI]
Essentia (2): Girallon Armsx2 (+2 attack, dmg with claws)
Melds (3): Girallon Arms (+2(6) grapple, +2(6) climb) [Arms], Wormtail Belt (+2 natural AC) [Waist], Shadow Mantle (+4 Listen) [Shoulders]
Binds: Girallon (4 natural attacks) [Totem]

Equipment:
Wallbreaker, masterwork large byeshk heavy mace – 1812gp. Maavnod found Wallbreaker on the dead body of one of the demons he fought as he crashed through the chaos rift in the Wastes. He named it Wallbreaker when he had to use it to remove such an obstacle from his path.
Boarkiller, masterwork large densewood spear - 304gp. Boarkiller is a great big heavy spear made of a dark grey wood from Aerenal. The spear was gifted to Maavnod prior to his first hunt into the Demon Wastes from the shaman in his tribe, Koepak.
Demonscale, masterwork chainshirt - 250gp. Also removed from the same demon who weilded Wallbreaker, Demonscale and the matching Demonplate were no obstacle to Maavnod's girallon totem spirit.
Demonplate, masterwork heavy steel shield - 170gp.
Potions: Barkskin (+2), Cure Moderate Wounds - 600gp.
Backpack - 2gp
Bedroll 5sp
Waterskin 1gp
50 ft. hemp rope 5gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Flint and steel – 1gp
Traveler’s outfit (Free)

Money
43gp, 5sp, cp

~~~~~

Appearance: Maavnod is short for a Goliath, which is still quite tall in polite Khorvairian society. Standing at around 6 feet tall and generally as heavy set as his kind, he is still an imposing figure. As with most of his kind, Maavnod has gray mottled skin, though for him the patches stand apart with a fierce reddish brown. The lithoderms on his body tend to accent the reds with darker browns almost fading to black. His limbs are devoid of the typical hair that most male Goliath's sport. His eyes glow a brilliant red, which is - like most things about him - atypical for his race. As odd as his appearance is, his choice in weapons is equally interesting. Hard dark steel links match the metal used in his shield which features a demonic bat winged creature on a field of dark crimson. He carries a big heavy mace of a deep purple material though it too has many of the same iconography on it. Only his spear is typically Goliath, carved from a huge piece of densewood that had been gifted to his tribe ages ago.

Personality: Maavnod is on the run, not from someone or something but from himself. Ever since his hunt in the Demon Wastes, he has been corrupted by what he encountered there. While nothing but physical changes have been wrought, he worries that some day he would be corrupted by what ever affects him. He has turned from his roots to the wider world, afraid to go back. Wandering the lands below (below the Shadowcrags that is) he has become increasingly involved in the larger world. With so many people he hopes that someone out there might be able to help return him to his former self and prevent him from loosing himself. He is generally removed though, finding it difficult to relate to most Khorvarians.

Background: The Shadowcrags have long been home to a few loose tribes of Goliaths. Not known to the wider world, these reclusive beings are content to remain hidden in their high mountain passes and dark caverns out of the sight of both demons and fey. In the traditions of Kaal-Rog, Maavnod's tribe, upon gaining adult-hood, goliath's descend the far side of the Shadowcrags into the Demon Wastes. Hunters of demons, or those afflicted by the Wastes, the Goliaths have long held the high passes from the lone demon that wonders if it might escape its desert prison.

Maavnod's own hunt down into the Wastes near Rotting Blade were quite successful. He had battled demonic hounds, sand wyrms, and other strange fauna. He came upon a black citadel spiralling into the air above the cracked bitter ground. Red smoke oozed out of the base of the citadel wrapping around it and warping the air high into the sky. Still without a true demon to his name, Maavnod knew that he had come to the place of his destiny.

Summoning the spirit of his totem and girding the girillon to his strength he battled his way past two earthen gargoyles and into the centre of the tower. The tower turned out to be hollow and inside a great glob of oozing red liquid burning with a malevolent light spun in mid air, its colors shifting between a million shades and tints of crimson. Beneath it a great helmed warrior stood attempting to syphon power from the ooze. Seizing the opportunity Maavnod shouted a battlecry and lunged forward. As he struck the demonic warrior, the ooze touched them both. A titanic battle insued as the two combattants were warped and twisted by direct contact with the pure chaos swirling about them.

After a lengthy melee his opponent lay dead in his grasp. Maavnod smiled and looked about to take in the warped landscape he had been ignoring during the battle. All about him the ooze touched tower wall and hard packed ground. Where it fell the surfaces stretched and warped. Some began to burn others turned to solid purple. Maavnod picked up the demon's dead body and weapon and tried desperately to find a way out. With only a small section of wall nearby untouched so far he rushed at it. Luckily the fell weapon of his opponent shattered the wall revealing cracked earth beyond.

Maavnod climbed a nearby rise to escape the citadel as it began spinning and turning inside out, raw chaos consuming the tower in its entirety. Maavnod stripped his demonic opponent of it's gear and left him for dead as he set off back towards the Shadowcrags. The next day when he woke, Maavnod found himself largely changed by the chaos that he had felt. He was smaller and his hands and feet contained small hooks and exuded a sticky substance that he discovered lent itself well to his natural terrain. As he continued his journey more changes emerged as his lithoderms and color patches changed shade and colouration.

Afraid of what he was becoming, Maavnod took the long way down and ended up in the Fey forests of the Twilight Demense. Illusion and trickery seemed to melt away as he travelled through the strange forest. Eventually he crossed near Silver Lake. There he became embroiled in one of the farthest fronts that the Brelish forces had to deal with. Coming to the aid of a small squad of Brelish troops, he fought off a pack of worgs that the Eldeesh had set upon them. Drafted into the war on the strangest of frontiers, Maavnod allowed himself to be pulled in in his melancholy.

For almost a year he fought treants and stranger things as even Droam launched attacks against the Brelish troops. It was several months after the Treaty of Thronehold was signed that his garrison, down to only 20 men was informed and Eldeen and Droamish troops withdrew. Following one of his companions during the war, a Private Horne, Maavnod has arrived in Galethspire, completely unsure where to go next.

[sblock=Q&A]
What was your character doing during the Last War and how did it affect them?
For the most part he was uninvolved until the last year of the war. For him, it gave him companions beyond his own tribe. He met and helped the Brelish garrison near Silver Lake and while he fought many strange opponents, he did not see some of the harsher fronts (like Cyre or Thrane).

Tell me about your unusual practice. How did you get into it? Are you comfortable with it? Are other people? Do you bruit it about or keep it quiet?
As a totemist he follows the path of his tribe's shaman, melding with the spirits of the animals and creatures of the world around him. He is very comfortable with it and generally is open about his use of his powers. He probably hasn't even noticed if other people would be offended by it.

His mutation on the other hand he is running from even today. While most have never seen a Goliath to know that red features and a smaller build are quite odd, he still worries that others see him as a freak for that reason.

Where do you see your character going (both mechanics and role-playing-wise)?
Mechanically I'd like to continue exploring his totemist class, potentially grabbing a level or two of barbarian and heading for totem rager. I'm not used to Incarnum yet so I mostly want a chance to play with that rather than try to break away from it. Mutation wise, I want it to continue to get worse. It was a one time exposure to raw chaos that mutated him but it's effects can continue to manifest. Roleplaying wise I want him to find a cause and turn himself away from his chaotic tendancies as a solution to his mutations. Something rooted in a lawful society or even just a friend with solid beliefs for him to grow with.

Why would you be willing to go to New Cyre for a shot at a slightly vague power?
With nothing left after the war, anything that might hold a clue to his mutation is welcome. The gray king is actually quite appealing to him, because he used to be gray, not red. To him it is a color of hope (to be dashed?) not ambiguity.

Tell me about at least one enemy and
Is the demonic warrior (who doesn't actually have to be demonic) actually dead? or is he tracking Maavnod through the world on a quest for vengeance? What would his tribe do if he ever returned? Welcome him and try to help him or turn against him because of his taint? While the demon is certainly the most concrete enemy, his travels through the Twilight Demense and on the front line brought him many more. His greatest enemy though, the chaos within.

one ally (neither have to be huge and/or world-shaking).
His 20 companions that still live from his time on the front would be his most current allies, in particular Private Horne with whom he travelled to Galethspire. His tribe back in the Shadowcrags certainly still apply (or do they?) as allies.

And let me know if you have any phobias or fears.
His greatest fear is of himself and what boils within.

There will be elements of horror in this game, both drawn from my own twisted imagination and from several books. I was considering using both the Taint rules and/or the Sanity rules from Heroes of Horror and Unearthed Arcana. What do people think about that?
I only really know taint, but given that I know that, I'd prefer Sanity. Nothing better than the unknown when it comes to Horror.

Notes: Chaos mutation rolls - http://invisiblecastle.com/find.py?id=1308324[/sblock]
 

Zurai

First Post
Valerian
Male Grey Elf Archivist 3 [Race MM, Class Heroes of Horror]
Alignment: True Neutral
Deity: The Undying Court
Region: Aerenal
Height: 5'11"
Weight: 135lbs
Hair: Black
Eyes: Ice Blue
Skin: Pale Grey
Age: 152
XP: 4,000

Str: 8 (-1) [2 points, -2 racial]
Dex: 14 (+2) [4 points, +2 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 18 (+4) [10 points, +2 racial]
Wis: 14 (+4) [6 points]
Cha: 10 (+0) [2 points]

Class and Racial abilities: Immune to magical sleep, +2 saves vs Enchantment spells and effects, +2 to Search, Spot, and Listen checks, can detect secret doors by passing within 5' of them. Dark Knowledge (Tactics), Lore Mastery (Decipher Script and Knowledge: The Planes). Proficient with all simple weapons (plus longsword, rapier, and longbow) as well as light and medium armor.

Hit Dice: 3d6+3
Hit Points: 18
AC: 17 (+2 Dex, +5 Armor) [Touch 12, Flat-footed 15]
Init: +2 (+2 Dex)
Speed: 20ft (30ft base, medium armor and medium load)
Action Points: 6

Saves:
Fortitude +5 [+3 base, +1 Con, +1 shroud of resistance]
Reflex +4 [+1 base, +2 Dex, +1 shroud of resistance]
Will +6 [+3 base, +2 Wis, +1 shroud of resistance]

BAB/Grapple: +1/+0
Melee Atk: -2 (1d8-1/19-20/x2, longsword)
Ranged Atk: +3 (1d8/19-20/x2, light crossbow)

Skills:
Code:
Balance -2			(0 ranks, +2 Dex, -4 armor)
Climb -5			(0 ranks, -1 Str, -4 armor)
Concentration +7		(6 ranks, +1 Con)
Decipher Script +12		(6 ranks, +4 Int, +2 class feature)
Escape Artist -2		(0 ranks, +2 Dex, -4 armor)
Hide -2				(0 ranks, +2 Dex, -4 armor)
Jump -5				(0 ranks, -1 Str, -4 armor)
Knowledge: Arcana +10		(6 ranks, +4 Int)
Knowledge: Dungeoneering +10	(6 ranks, +4 Int)
Knowledge: History +10		(6 ranks, +4 Int)
Knowledge: Religion +10		(6 ranks, +4 Int)
Knowledge: The Planes +12	(6 ranks, +4 Int, +2 class feature)
Listen +4			(0 ranks, +2 Wis, +2 racial feature)
Move Silently -2		(0 ranks, +2 Dex, -4 armor)
Search +6			(0 ranks, +4 Int, +2 racial feature)
Spellcraft +12			(6 ranks, +4 Int, +2 synergy)
Spot +4				(0 ranks, +2 Wis, +2 racial feature)
Swim -9				(0 ranks, -1 Str, -8 armor)

Feats:
Scribe Scroll (Archivist bonus) [PHB]
Spell Focus: Conjuration (flaw bonus) [PHB]
Augment Summoning (flaw bonus) [PHB]
Beckon the Frozen (1st level) [Frostburn]
Energy Substitution: Cold (3rd level) [CArc]

Flaws:
Noncombatant (-2 melee attack rolls)
Murky-eyed (roll miss chance due to concealment twice, take worse roll)

Languages:
Common, Elven, Draconic, Drow, Quor, Giant

Spells Known:
DC 14 + spell level, +1 for Conjuration spells; 4/4/3 per day
0th - all
1st - Bane, Bless, Cure Light Wounds, Comprehend Languages, Endure Elements, Hide From Undead, Shield of Faith, Summon Monster I, Summon Undead I, Produce Flame
2nd - Cure Moderate Wounds, Summon Monster II, Flame Blade, Healing Sting, Winter's Embrace

Equipment:
shroud (cloak) of resistance +1 - 1,000gp
wand of cure light wounds (CL 1st, 50 charges) - 750gp
breasplate - 200gp
longsword - 15gp
light crossbow - 35gp
quiver with 20 bolts - 2gp
silver holy symbol of the Undying Court - 25gp
waterskin - 1gp
spell component pouch - 5gp
scroll case - 1gp
~10 sheets of parchment - 20sp
backpack - 2gp
~bedroll - 1sp
~trail rations (5 days worth) - 25sp
~prayerbook - free
~scribing kit - 50gp
~everburning torch - 110gp
~identification papers - 2gp

Money:
1 pp, 12 gp, 20 sp, 10 cp, 2 gems worth 10 gp each
~~~~~~~

Appearance:
Valerian is a tall, reed-thin elf, bundled in a wispy, diaphanous shroud wrapped tightly around his body. The edges of the shroud are frayed and threads dangle and dance in even the slightest breeze. His skin is a pale, deathly gray, but his eyes are bright; icy blue in shade, they follow the actions of everyone around him with a mixture of curiosity and paranoia.

Personality:
Valerian is a free soul. He bridles at any attempt to put him under the dominion or command of another being, although he will accept a subserviant position if the rewards (or lack of punishments) are great enough. He is curious and inquisitive, but at the same time cautious and pessimistic. He wants to know how everything works - especially magical objects - but is intelligent and sensible enough to know when to be silent and observe. While he is not evil as such, he is willing to perform amoral and dire acts if doing so will serve the greater purpose which drives him.

Background:
Valerian is an Aereni elf of a minor Line. Like many Aereni, he pursued a path of magery; his path, however, was not the traditional Aerenal magical path. Instead of studying under a master or becoming a priest of the Undying Court, he chose to investigate the true source of magic. His studies led him from tomb to temple to monument, across the breadth of Aerenal.

His goals are the same as most of his race; to master the art of magic and further the cause of his people. His methods, on the other hand, are quite different. While most Elven arcanists practice Necromancy, it is usually of the positive energy variety, as Mabar-bound undead are anathema to the Undying Court. Valerian believes that ignoring the source of your enemy's power is allowing your enemy to gain power over you. Since he's not particularly keen for anyone to have power over him, he thus felt it was both wise and justified to learn what he could of Mabar and the negative energy Necromancy that is the norm outside of Aerenal.

At first, no one suspected anything, as Valerian had always been detached, and was rarely among the greater population of elves, preferring instead to either be in the field exploring ruins, or to be locked in his home reviewing and experimenting with his latest finds. Eventually, however, his experimentations were discovered by the Deathguard and he was banished from Aerenal, never to return.

While this upset him deeply, Valerian decided that this was the perfect opportunity to continue his explorations abroad, and set out on an expedition to Xen'drik. Once he reached Stormreach, he advertised his services as a spellcaster to fellow explorers and adventurers, eventually finding a small party headed to a ruin in the heart of the Xen'drik jungles. Over the course of the next three months, he and his companions battled their way into the depths of Xen'drik, explored and looted the temple, and managed to escape back to Stormreach relatively unscathed once their looting awoke the ancient guardian of the temple - a gigantic stone golem made to resemble a writhing mass of tentacles.

The golem intrigued Valerian and he began to research some of the eldritch writings he copied from the once-temple, believing that the two were linked in some deeper fashion. The writings seem to hint at some connection between the magic of the people who built the temple and the plane of Dal Quor. However, before he could fully decipher the writings and follow up on those discoveries, he began to have strange dreams... even stranger for the fact that elves do not dream.

[sblock=Currently Memorized Spells]
0th - Cure Minor Wounds x2, Guidance, Detect Magic
1st - Shield of Faith, Produce Coldfire*, Summon Monster I, Cure Light Wounds
2nd - Summon Monster II, Winter's Embrace, Cure Moderate Wounds



* - Produce Flame energy substituted to cold[/sblock]
[sblock=Commonly Memorized Spell-sets]
Valerian's default "non-combat" memorized spells (ie, he's not expecting much, if any, combat that day)
0th - Detect Magic, Read Magic x2. Amanuensis
1st - Comprehend Languages, Summon Undead I, Summon Monster I, Cure Light Wounds
2nd - Healing Sting, Summon Monster II, Cure Moderate Wounds

Valerian's default "combat" memorized spells (ie, he IS expecting to fight)
0th - Cure Minor Wounds x2, Guidance, Detect Magic
1st - Shield of Faith, Produce Coldfire*, Summon Monster I, Cure Light Wounds
2nd - Summon Monster II, Winter's Embrace, Cure Moderate Wounds



* - Produce Flame energy substituted to cold[/sblock]
[sblock=Common Summoned Monsters]
All monsters here have the Augment Summoning (+4 Str and +4 Con) and Beckon the Frozen (cold subtype and +1d6 cold damage on natural attacks) feat effects added in. Beckon the Frozen is optional, but it's easy to just subtract the cold subtype and cold damage when he chooses not to use it; using it will be default.

[sblock=Icecrown Scorpion (small frozen fiendish monstrous scorpion)]
NE small magical beast (Cold)
Initiative: +0
Senses: Spot +4, Listen +0; Darkvision 60’, Low-Light Vision, Tremorsense 60’
Languages: None

AC 14, touch 11, flat-footed 14; +1 Size, +3 Natural Armor
Hit Points: 8 (1 HD)
Fortitude +6, Reflex +0, Will +0
Immune cold

Speed 30’
Melee Full Attack 2 claws +2 (1d3+1 plus 1d6 cold) and sting -3 (1d3+1 plus 1d6 cold plus poison) or
Melee claw +3 (1d3+1 plus 1d6 cold)
Base Attack Bonus: +0; Grapple: -3

Abilities Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Special Qualities: Fiendish Traits, Cold Subtype, Constrict, Improved Grab, Poison
Feats: Weapon Finesse
Skills: Climb +5, Hide +8, Spot +4

Fiendish Traits: Smite Good (+1 damage vs good, 1/day), cold and fire resist 5, SR 6
Cold subtype: immune to cold damage, takes +50% damage from fire
Constrict: deals automatic claw damage on a successful grapple check
Improved Grab: Can initiate a grapple as a free action when it hits a tiny or smaller creature with a claw attack, using Str or Dex to modify the check.
Poison: DC 12, initial and secondary 1d2 Con[/sblock]
[sblock=Rime-rager (frozen celestial badger)]
CG small magical beast (Cold)
Initiative: +3
Senses: Listen +3, Spot +3; Darkvision 60', Low-Light Vision, scent
Languages: None

AC 15, touch 14, flat-footed 12; +1 size, +3 dex, +1 natural armor
Hit Points: 8 (1HD)
Fortitude +6, Reflex +5, Will +1
Immune cold

Speed 30', burrow 10'
Melee Full Attack 2 claws +4 (1d2+1 plus 1d6 cold) and bite -1 (1d3+1 plus 1d6 cold) or
Melee claw +4 (1d2-1 plus 1d6 cold)
Base Attack Bonus: +0; Grapple: -3

Abilities Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Special Qualities: Celestial Traits, Cold Subtype, Rage
Feats: Track, Weapon Finesse
Skills: Escape Artist +7, Listen +3, Spot +3

Celestial Traits: Smite Evil (+1 damage vs evil, 1/day), acid/cold/electricity resist 5, SR 6
Cold subtype: immune to cold damage, takes +50% damage from fire
Rage: A Rime-rager that takes damage in combat flies into a rage, gaining 4 strength and constitution and losing 2 AC. The rage only ends when it or its opponent is dead; it cannot end the rage voluntarily.[/sblock]
[sblock=Frostwing (frozen celestial eagle)]
CG small magical beast (Cold)
Initiative: +2
Senses: Spot +14, Listen +2; Darkvision 60', Low-Light Vision
Languages: None

AC 14, touch 13, flat-footed 12; +1 Size, +2 Dexterity, +1 Natural Armor
Hit Points: 7 (1 HD)
Fortitude +5, Reflex +4, Will +2
Immune cold

Speed 10’, fly 80’ (average)
Melee Full Attack 2 talons +3 (1d4+2 plus 1d6 cold) and bite -2 (1d4+2 plus 1d6 cold) or
Melee talon +3 (1d4+2 plus 1d6 cold)
Base Attack Bonus: +0; Grapple: -2

Abilities Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6
Special Qualities: Celestial Traits, Cold Subtype
Feats: Weapon Finesse
Skills: Listen +2, Spot +14

Celestial Traits: Smite Evil (+1 damage vs evil, 1/day), acid/cold/electricity resist 5, SR 6
Cold subtype: immune to cold damage, takes +50% damage from fire[/sblock]
[sblock=Glacier-Tunneling Scorpion (medium frozen fiendish monstrous scorpion)]
NE medium magical beast (Cold)
Initiative: +0
Senses: Spot +4, Listen +0; Darkvision 60’, Low-Light Vision, Tremorsense 60’
Languages: None

AC 14, touch 10, flat-footed 14; +4 Natural Armor
Hit Points: 17 (2 HD)
Fortitude +7, Reflex +0, Will +0
Immune cold

Speed 40’
Melee Full Attack 2 claws +4 (1d4+3 plus 1d6 cold) and sting -1 (1d4+1 plus 1d6 cold plus poison) or
Melee claw +4 (1d4+3 plus 1d6 cold)
Base Attack Bonus: +1; Grapple: +4

Abilities Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Special Qualities: Fiendish Traits, Cold Subtype, Constrict, Improved Grab, Poison
Skills: Climb +5, Hide +4, Spot +4

Fiendish Traits: Smite Good (+2 damage vs good, 1/day), cold and fire resist 5, SR 7
Cold subtype: immune to cold damage, takes +50% damage from fire
Constrict: deals automatic claw damage on a successful grapple check
Improved Grab: Can initiate a grapple as a free action when it hits a small or smaller creature with a claw attack, using Str or Dex to modify the check.
Poison: DC 13, initial and secondary 1d3 Con[/sblock]
[sblock=Draugr (frozen human warrior skeleton)]
NE medium undead
Initiative: +5
Senses: Listen +0, Spot +0; Darkvision 60'
Languages: Common

AC 15, touch 11, flat-footed 14; +1 dex, +2 natural, +2 shield
Hit Points: 6 (1 HD)
Fortitude +0, Reflex +1, Will +2
Immune cold, mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, physical (str, dex, con) ability damage, fatigue, exhaustion, Fortitude saves (except as object), massive damage save

Speed 30'
Melee Full Attack 2 claws +3 (1d4+3 plus 1d6 cold) or
Melee scimitar +3 (1d6+3 / 18-20) or
Melee claw +3 (1d4+3 plus 1d6 cold)
Base Attack Bonus: +0; Grapple: +3

Abilities Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1
Special Qualities: Cold Subtype, Skeletal Traits
Feats: Improved Initiative
Equipment: Scimitar, heavy steel shield

Cold subtype: immune to cold damage, takes +50% damage from fire
Skeletal Traits: DR 5/bludgeoning[/sblock]
[sblock=Scaled Shambler (frozen kobold zombie)]
NE small undead
Initiative: +0
Senses: Listen +0, Spot +0; Darkvision 60'
Languages: Draconic

AC 13, touch 11, flat-footed 12; +1 size, +2 natural
Hit Points: 16 (2 HD)
Fortitude +0, Reflex +0, Will +3
Immune cold, mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, physical (str, dex, con) ability damage, fatigue, exhaustion, Fortitude saves (except as object), massive damage save

Speed 30', can't run
Melee spear +3 (1d6+1 / x3) or
Melee slam +3 (1d4+1 plus 1d6 cold) or
Ranged light crossbow +4 (1d6 / 19-20)
Base Attack Bonus: +1; Grapple: -3

Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
Special Qualities: Cold Subtype, Zombie Traits
Feats: Toughness
Equipment: small spear, small light crossbow, 10 small bolts

Cold subtype: immune to cold damage, takes +50% damage from fire
Zombie Traits: DR 5/slashing, single actions only[/sblock]
[/sblock]
 
Last edited:

stonegod

Spawn of Khyber/LEB Judge
Irthos (Irthosiejir "Secret Blood")
Male dragonwrought desert kobold copper dragon shaman 3
(Race: RoD, UA; class PHII)
Alignment: Chaotic Neutral
Deity: The Progenitors
Region: Demon Wastes
Height: 2' 2"
Weight: 41lbs
Hair: N/A
Eyes: Dark Orange
Skin: Scaly with coppery glow
Age: 11
XP: 4,000

Str: 8 (-1) [12 points]
Dex: 18 (+2) [10 points]
Con: 14 (+1) [6 points]
Int: 10 (+3) [2 points]
Wis: 8 (+1) [2 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities: Proficient with all simple weapons and light and medium armor. Draconic aura, draconic adaptation, totem dragon, skill focus. Darkvision, low-light vision, immunity to paralysis and sleep, heat adaptation (+4 racial bonus on Fortitude saves made to resist the effects of hot weather), natural weapons (2 claws, 1 bite, all 1d3), natural armor +1, slight build (treated as tiny when beneficial), -4 Str, +2 Dex, -2 Wis, skill bonuses (Survival, Trapmaking, Search), small size.

Hit Dice: 3d10+6-3
HP: 28
AC: 21 (+4 Dex, +5 armor, +1 natural, +1 size) [Touch 15, Flat-footed 17]
Init: +4 (+4 Dex)
Speed: 30ft, climb 20 ft., glide 30 ft. (average)
Action Points: 6

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

BAB/Grapple: +2/+0
Melee Atk: +3 (1d6-1/x3, darkwood longspear)
Melee Atk: +2 (1d3-1, 2 claws) and -3 (1d3-1, bite)

Skills:
Bluff +10 (5 ranks, +2 Cha, +3 Skill Focus)
Climb +6 (0 ranks, +8 spider climb, -1 Str, -1 armor)
Diplomacy +4 (0 ranks, +2 Cha, +2 synergy)
Hide +12 (1 ranks, +4 Dex, -1 armor, +8 sight build)
Intimidate +10 (6 ranks, +2 Cha, +2 synergy)
Jump +8 (0 ranks, +10 Dragonwrought kobold, -1 Str, -1 armor)
Survival +1 (0 ranks, +2 racial, -1 Wis)
Search +2 (0 ranks, +2 racial)

Feats:
Dragon Wings (flaw bonus) [RoD]
Flyby Attack (flaw bonus) [MM]
Dragonwrought Kobold (1st level)
Skill Focus (Bluff) (dragon shaman bonus) [PHII]
Combat Reflexes (3rd level)

Flaws
Frail (-1 to hp/level)
Shaky (-2 to all ranged attack rolls)

Languages: Common, Draconic

Draconic Auras
At Will, allies and self w/in 30 ft., swift action to change
- Energy Shield (acid) Any creature striking Irthos or an ally with a natural attack or non-reach melee weapon takes 2 points of acid damage.
- Presence Allies and Irthos gain a +1 bonus to Bluff, Diplomacy, and Intimidate checks.
- Senses Allies and Irthos gain a +1 bonus to Listen, Spot, and Initiative checks.
- Vigor Allies and Irthos gain fast healing 1 so long as they are below half hit points.

Spell-like Abilities
At Will: spider climb (CL 3)

Equipment
Darkwood longspear -
chain shirt +1 - 1250
Identification papers – 2gp
Traveler's outfit
Piercer cloak (MIC: 3/d, +1d6 dmg on higher ground, +2d6 on dive) - 700gp
Potion Bracer - 100gp
~ 2 potions of cure light wounds - 150gp
~ potion of enlarge - 50gp
2 belt pouches
Backpack – 2gp
~Bedroll - 5sp
~Waterskin - 1gp
~eternal rations (MIC) - 300gp
~everfull mug (MIC) – 200gp
18.75lbs, light load

Money
144gp, 9sp

Appearance and Personality
In appearance, Irthos is unusual for a kobold for a several reasons. Its eyes are clear and orange, not afraid of the sun's rays. Its kobold scales seem harder and reflect the dusty sky of the desert with a coppery glow. But more importantly, the kobold sprouts two draconic wings from its back that it often wears as a cape. The kobold is girded in a well-made chain shirt, and its gear and darkwood longspear mark it as a traveler.

Irthos speaks with a sibilant lisp, its words coming usually as a raspy hiss. The kobold is more aggressive than its usual cowardly kin, and acts in a very unusual manner---often saying or doing things that just put people off. It makes no apologies for its behavior, often stating that they are "its way".

Background
In the battered clay of the Demon Wastes, fiends and cannibal tribes are not the only inhabitants. Laying beneath the surface are savage tribes of kobolds, the irvhir, touched by the Dragon Below. Living they way they have since the Age of Monsters, the irvhir practice rites that would make the more civilized Khovaire cringe. But such is needed to survive in such a bleak place.

Irthos was born to such a tribe, but from its hatching it was marked as different. Its eyes were a burnished orange, its scales possessed a metallic sheen. It held a secret in its blood, thus its name. From its youth, Irthos was more rash, more rebellious than its clanmates, and more curious too. It would study the outside world more than its cousins, and seemed drawn to the sky. But these tendencies were repressed and beaten out several times by the irvhir, for to be different was to bring death. To seek the sky is to be against the true Progenitor Khyber. Things came to a head at kobold adolescence, when Irthos' wings manifested. With them came Irthos' power---the draconic auras, the other abilities. It was a clear sign of disfavor, of taint by the hated Siberys.

Irthos was forced to flee, barely surviving. Months later, the kobold would be found in the wet land outside the Wastes. It was a time of turmoil, of a War the kobold knew nothing about. Nor did it care. It fought because that it was it knew how to do, and there were many that would not question its service.

The War ended, but Irthos could always find people who needed things done. The soft people needed others scared, killed, stolen from, whatever. None of it mattered to Irthos. The Progenitors sang to it at night, and it followed their tri-part whims.

Of late, the Progenitors send dream of a grey crown, shrouded in the copper that infuses its skin. It knew it must go to a place, a place far to the south. The why? That was not for it to know.

Allies
While Irthos has served many, few would call it friend. One that might is a Dhalkani warlord named Kaltesh Dhorlk. Kaltesh is not concerned with Irthos' habits, and the kobold's talents proved vital in a minor skirmish over a desired resource another warlord held. Should the two meet again, Kaltesh would be amenable to granting some minor favors.

Enemies
Non-civilized kobolds distrust Irthos on sight. To irvhir, Irthos looks to be one of the cursed irsvern, the kobolds of Siberys. To irsvern, should one be found, Irthos smells of the hated irvhir. The iredar smell his taint and behold his oddity and find it confusing, usually settling on just killing him... or trying to.

Concept and Role
Outsider. Irthos is from a different culture entirely, and is torn between his irvhir tendencies to evil and innate calling to Siberys via his dragonwrought nature. He often does things that those in civilized Khovaire would consider taboo, and even some of the more monstrous races might call him off. Sort of part Aeil (Wheel of Time) and evil lizard.

Irthos' role is a support character. His auras can boost the party, and he can fight from rear ranks or overhead to provide damage with his longspear. He can serve as a less than friendly face with Bluff and Intimidate, though he size makes him less scary to larger folk.
 
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Eidalac

Explorer
Kurst

Palar "Kurst" d'Cannith
Male human artificer 1/warlock 2

Alignment: Chaotic Neutral
Deity: Onatar
Region: None, (Formerly Cyre)
Height: 6' 2''
Weight: 168lbs
Hair: Red
Eyes: Green
Skin: Fair
Age: 20
XP: 4,000

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

Class and Racial Abilities: Extra feat at 1st level, 4 extra skill points at 1st level, 1 additional skill point at each subsequent level. Infusions (1st level, 3/day), Craft Reserve (0 xp left), Artificer Knowledge (+4), Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll (bonus feat). Least Invocations (2), Eldritch Blast (1d6), Detect Magic (CL 2, at will). Proficient with all simple weapons, with light and medium armor and with shields (except for tower shields).

Hit Dice: 3d6+3
HP: 17
AC: 14 (+2 Dex, +3 Studded Leather Armor, -1 Vulnerable) [Touch 11, Flat-footed 12]
Init: +2 (+2 Dex)
Speed: 30ft
Action Points: 6

Saves:
Fortitude +2/+3/+6 [+0 base, +1 Con, +1 Vest, +4 vs poison, +1 against effects produced by good creatures]
Reflex +3/+4 [+0 base, +2 Dex, +1 Vest, +1 against effects produced by good creatures]
Will +5/+6 [+5 base, -1 Wis, +1 Vest, +1 against effects produced by good creatures]

BAB/Grapple: +1/+0
Melee Atk:[/b] -2 [-2 Noncombatant] (1d6-1/19-20/x2, MW Shortsword)
Ranged Touch Atk:[/b] +4 (1d6+1/20/x2, 30", Eldritch Blast [Frightful Blast DC 15])
Ranged Touch Atk:[/b] +3 (1d6/20/x2, 60", Eldritch Blast [Frightful Blast DC 15])


Skills:
Concentration +9 (6 ranks, +1 Con)
Craft (Alchemy) +7 (4 rank, +3 Int)
Disable Device +7 (2 ranks, +3 Int, +2 Tools)
Disguise +4/+14 (1 rank, +3 Cha, +10 with Disguise Self scroll)
Hide +2 (0 ranks, +2 Dex)
Knowledge (arcana) +9 (6 ranks, +3 Int)
Knowledge (architecture and engineering) +9 (6 ranks, +3 Int)
Knowledge (religion) +4 (1 rank, +3 Int)
Knowledge (the planes) +4 (1 ranks, +3 Int)
Listen -1 (0 ranks, -1 Wis)
Move Silently +2 (0 ranks, +2 Dex)
Open Lock +5 (1 rank, +2 Dex, +2 tools)
Search +5/+7 (2 ranks, +3 Int, +2 synergy (secret doors))
Spellcraft +13/+15 (6 ranks, +3 Int, +2 magical aptitude, +2 synergy, +2 synergy (scrolls))
Spot -1 (0 ranks, -1 Wis)
Use Magic Device +11/+15 (6 ranks, +3 Cha, +2 magical aptitude, +2 synergy (scrolls), +2 artisan bonus (scrolls))

Feats:
Fiendish Heritage (flaw bonus) [ComMag]
Fiendish Power (flaw bonus) [ComMag]
Magical Aptitude (1st level) [PHB]
Point Blank Shot (1st level human bonus) [PHB]
Scribe Scroll (artificer bonus) [PHB]
Precise Shot (3rd level) [PHB]

Flaws
Noncombatant (-2 to all melee attack rolls)
Vulnerable (-1 to AC)

Languages:
Abyssal, Common, Draconic, Dwarven, Gnome

Infusions
3/day
Any 1st level Infusions from the normal ECS infusion list.

Invocations
2 least
at will, DC 13+equivalent spell level+1 (Fiendish Power)
Frightful Blast - least (2nd), essence, Will save or Shaken, Baleful Utterance - least (2nd), as shatter

Equipment
traveler’s outfit
Studded Leather Armor - 25gp
Vest of Resistance +1 - 1,000gp
MW Short Sword - 310gp

Light horse with riding saddle, bit and bridle, and saddlebags - 91gp

Backpack - 2gp
~Bedroll - 5sp
~Waterskin - 1gp
~Trail rations (10 days worth) - 5gp
~Tinder box, Fling & Steel - 1gp
~Candle - 1cp
~Scroll Materials (5 levels worth) - 62gp, 5sp
~Artisan's Tools (Smithing) - 5gp
~~MW Thieves Tools - 100gp
~10 vials - 10gp
~10 cure light wounds potions - 500gp
~Four vials of alchemist’s frost - 100gp
~Four vials of alchemist’s spark - 100gp
~2x vials of alchemists fire - 40gp
~2x vials of acid - 20gp
~2x sunrods - 4gp
~2x tanglefoot bags - 100gp
~3x tindertwigs - 3gp

Belt Pouch - 1gp
~Small Steel Mirror - 10gp
~Ink pen - 1sp
~Ink vial - 8gp
~2x vials of Catstink - 100gp (ComAdv)
~potion of spider climb - 50gp

Scroll Bandoleer - 1gp
~2x Scrolls of Read Magic (CL1) - 27gp, 2 craft points
~Scroll of Alarm (CL1) - 14gp, 1 craft point
~2x Scrolls of Cause Fear (CL1) - 27gp, 2 craft points
~2x Scroll of Charm Person (CL1) - 50gp
~2x Scrolls of Disguise Self (Cl1) - 27gp, 2 craft points
~Scroll of Color Spray (CL1) - 25gp
~Scroll of Sleep (CL1) - 25gp
~Scroll of Comprehend Languages (CL1) - 25gp
~2x Scrolls of Detect Secret Doors (CL1) - 50gp
~2x Scrolls of Expeditious Retreat (CL1) - 27gp, 2 craft points
~2x Scrolls of True Strike (CL1) - 50gp
~Scroll of Floating Disk - 25gp
~Scroll of Mage Hand - 12.5gp

Fail Scroll Crafting Attempts - 148gp, 11 craft points

Money
10gp, 5sp

Appearance:
Kurst is a tall, somewhat lanky young man who would be fairly attractive if his own lack of self confidence didn't show so clearly. That and the brooding over being empowered by a fiend and marked for death, and the guilt from letting the fiend out to start with.

Oh, and his upper-right arm is covered by a mark that virtually anyone would assume is an aberrant dragon mark.

Personality:
Palar was a quite, humble young boy, content to do as he was told and to not get in anyones way.

Kurst is perpetually afraid he is going to get captured and killed for what he is.

That and the fear that his fiendish power is going to turn him into a monster.

Just in time to be found out, killing many good people before he is killed.

He would take the easy way out and kill himself, or turn himself in to be killed, but he lacks the conviction to do so, and hates himself for it.

Background:
Kurst, formerly Palar d'Cannith, was perfectly happy being a nobody. True, he was a member of House Cannith, but he didn't have the Mark, nor were his talents as an artificer much to speak of. He was good enough to do the basic work handed down to him, and that was plenty good enough for him. He certainly wasn't worth putting on the front lines in the war, which kept him alive through the whole mess. It also meant he wasn't good enough to hang around the capital, which kept him alive when it was destroyed.

Palar was as distraught as anyone over the loss, both to the nation and to the house, but when the would-be-new-patriarchs started to consolidate power, he wasn't worth much more than being a pawn, and was quickly shuffled around to work for anyone who needed a pair of somewhat expendable hands attached to someone who at least had an idea what he was doing.

Ultimately, this led to allot of very dangerous trips into places chasing after every rumor of something that just might be of use to the House rebuilding it's power. Palar managed to survive that too, largely due to the fact that, as it turns out, he wasn't quite as bad as he had thought of himself.

That aspect wound up not working out so well for him.

The place was supposed to be some kind of cache of weapons from the Age of Demons, full of artifacts, each one enough to restore the power of House Cannith. His current master, Arrant d'Cannith, however, couldn't manage to get the door open, and under no condition was the old man prepared to turn back to get help, and risk sharing the glory with anyone.

Days crept on and supplies ran dangerously low, prompting Palar to do something very rash and try the seal himself.

The fact that he was able to open it would have been most impressive.

The fact that it wasn't a weapons cache made it much less of a feat.

The fact that he had just unbound a fiend sealed since the Age of Demons somewhat overshadowed his accomplishment.

Things continued downhill, the fiend slaying most of the team, sparing only Palar and a pair of the guards, the latter left to witness the fiend thanking Palar for setting him free and bestowing his mark on the young man before vanishing.

Somewhat understandably, the pair figured that Palar had unleashed the thing on purpose, and was an agent of the fiend. When a panicked Palar wounded one of them with a blast of eldritch flame, they were assured of the fact and quickly fled.

By the time the distraught Palar managed to make his own way back to civilization, agents of the House were already looking for him. Ordinarily, Palar would have turned himself in, wishing for nothing more than to have this strange power removed from him.

Unfortunately, the general order was that Palar d'Cannith was to be killed on sight. The excavation site, close to the borders of Thrane to begin with, technically crossed over the border, meaning the fiend was loosed within Thrane by an expedition that the Church of the Silver Flame had not been informed of.

As a mater of political inconvenience, Palar was officially blamed for the murder of the expedition as part of a pact with the fiend.

Ever since, Palar has sullenly taking up the name Kurst, running from just about anyone who would kill the servant of a fiend - which turns out to be most people. The fact that the mark left by the fiend looks like an aberrant dragonmark doesn't help any either.

Enemies:
Just about any good aligned person around, at least any that find out who he is, as well as most who see his mark.

House Cannith has a vested interest in seeing Palar dead, so he can't reveal the details of the expedition, as the house can ill afford the consequences of what happened. More specifically, one Almia d'Cannith, the daugher of the late Arrant d'Cannith has a particularly large issue with Kurst. Fortunately for poor Kurst's nerves, he's not aware of this fact yet.


Allies:
Kurst is sadly lacking in anything like real allies, largely since he can't trust anyone not to turn him in - and anyone ok with the fact that he's marked by a fiend likely isn't the best sort to hang around with.

What Kurst is blissfully (relatively speaking, of course) unaware of is that the fiend he unsealed has not forgotten about the boy he marked, and has it's own reasons to keep him intact...
 
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EvolutionKB

First Post
Oliver with Paimon currently bound.
Male Human Binder3 [class ToM]
Alignment: Lawful Neutral
Height: 6' 1''
Weight: 162lbs
Hair: Blond
Eyes: Blue
Skin: Tan
Age: 25
Exp: 4000

Str: 10 (+0) [2 points]
Dex: 20 (+5) [10 points]
Con: 14 (+2) [6 points]
Int: 14 (+2) [6 points]
Wis: 8 (-1) [0 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities: Soul binding(1 vestige, currently Paimon), Pact augmentation(1 ability, currently +1 insight to AC), suppress sign. Bonus feat at 1st level, 4 bonus skill points and 4 level, 1 extra skill point every level after 1st. Paimon abilities: Dance of Death(can move up to speed an attack each creature you pass), Paimon’s Blades(prof in short sword and rapier + weapon finesse), Paimon’s Dexterity (+4 dex, included above), Paimon’s skills (use tumble untrained, gain +4 tumble and perform dance), Uncanny dodge(as rogue), Whirlwind attack(bonus feat),

Hit Dice: 3d8+6
HP: 26
AC: 23 (+4 armor, +5 Dex, +1 Insight, +3 Shield)
ACP: -
Init: +5 (+5 Dex)
Speed: 30ft 32lbs of gear, light load
AP: 6

Saves:
Fortitude +5 [+3 base, +2 Con]
Reflex +6 [+1 base, +5 Dex]
Will +2 [+3 base, -1 Wis]

BAB/Grapple: +2/+0
Melee Atk: +8 (1d6/18-20/x2/P, MW Rapier)
Ranged Atk: +7 (1d4/19-20/x2/10’/Dagger)

Skills:
Bluff +8 [6 ranks, +2 Cha]
Diplomacy +10 [6 ranks, +2 Cha, +2 Synergy]
Intimidate +10 [6 ranks, +2 Cha, +2 Synergy]
Knowledge (religion) +8 [6 rank, +2 Int]
Tumble +12 [3 ranks, +5 Dex, +4 unnamed(Paimon)]

Feats:
Improved Binding(ToM)(1st level feat)
Combat Expertise (PHB)(Human bonus feat)
Weapon Finesse (PHB)(3rd level feat)
Whirlwind Attack (PHB)(Bonus feat from binding Paimon)

Languages: Common, Elven, Goblin

Equipment:
MW Rapier -- 320gp
Dagger -- 2gp
Mithral Chain Shirt -- 1100gp
Darkwood Heavy Shield+1 --1257gp
Backpack -- 2gp
Bedroll --5sp
Waterskin --1gp
Belt pouchx2 --2gp
~Traveling papers --2gp
~Identification papers -- 2sp
Sunrods(2) -- 4gp
Traveler’s outfit (Free)
Chalk 100 pieces

Money
8gp 3sp

Appearance: Oliver is tall and thin, a measure of growing up poor. His blonde hair his kept short and his blue eyes are bright with anticipation of what comes ahead. A rapier hangs on his right hip and a shield of darkwood is held awkwardly is his right hand. A shining chain shirt of mithral covers his chest, clinging to his thin form like a second skin. Although not overly muscular, the muscle Oliver has is strectched taut over his frame, making it easy to tell how quick he can be.

Personality: When Oliver has Paimon bound he is bold, not afraid to say what he is thinking. More than once his quick wit and charming tongue has gotten him out of a fight with a more capable foe. Oliver is secretive about his skills as a binder. He knows that most good religions don't trust his abilities, as his abilities come from creature's outside the power of the Gods.

Background: [sblock]Oliver grew up in Thrane, in the shadow of The Silver Flame. His mother was a Priestess of the church and it was she that initially kept him from practicing his art. She found him in the alleyway outside their home. They lived in rundown building in the bad, but not dangerous part of town. Oliver’s mother didn’t believe in niceties or personal wealth. She found Oliver at the tender age of five drawing in the dirt in the alley outside their home. Upon seeing the dark symbols that Oliver drew, she grabbed the boy by the wrist and dragged him inside, making the sign of the flame over her chest as she went.
“Where did you learn that!” His mother, Diana cried. The woman’s long golden hair seemed more like the mane of a great lion to the child that was Oliver.
“My friend,” he said meekly his mother’s rage filling him with fear. “The Shadow Man.”
“Oh, I see…” Diana said. “You’ll not be seeing any of your imaginary friends for a long time. You are going to go to a monastery, where the Brothers and Sisters will instruct you in the discipline of the Flame. You’ll come back a better boy, one that would be fit to lead a church, not slinking about in alleyways with imaginary friends, and the Flame knows who else!”
Her words were not harsh, but they seemed so to the young boy. With his Mother gone on church errands most of the day, her promises were shattering to the young boy. But he had no choice, so he went to the secluded monastery, and learned from the monks. There he learned discipline but he didn’t forget the harshness that his Mother always seemed to carry about her, even though she was a good mother at heart.

OOC: He learned the N part of NG from his mother and the L of the LG from the monks, resulting in his LN alignment. The church near his home was predominately NG, while the monks were strictly LG.

He learned discipline alright. Secretly while the monks were asleep, he carved the drawings he had learned from the shadow man into the wooden floor under his simple wooden bed. Many years passed in the monastery. The Shadow Man returned. Oliver, now young man still practiced the things he was taught many years ago, but by now he dismissed The Shadow Man as just a figment of his imagination. The Shadow Man came when the moonlight didn’t illuminate the grounds. Here he taught Oliver the secrets of the drawings, how to unlock their power. If Oliver continued to practice, The Shadow Man whispered promises of power and wealth, everything the young man didn’t have while growing up in the shadow of The Silver Flame.

Eventually the monks found Oliver’s secret. It was when an influx of new students came to fight in what would be known as The Last War. Oliver was changing rooms, and his old room needed more beds. They moved his old bed and found the scrawled artistry on the oak beneath. Oliver escaped, with only the help of The Shadow Man. The Shadow Man commanded powers Oliver could only dream of. In the forest outside the monastery, The Shadow Man bade Oliver to go and find his destiny, but know that they would meet again.

Oliver joined up with some adventurers, ones that weren’t put off by his practices. They battled the forces of evil in the name of gold. Sometimes the forces of evil offered more gold though. Oliver was no fool though; he knew a life under a good king would be much better than a life under an evil baron. He took his blood money and used it to fight evil in its forms. Sometimes the rules must be bent a little in order for good to prevail. Then the dreams came. Oliver wondered if it was a message from The Shadow Man. He left his contracts behind heading straight for New Cyre.[/sblock]
 
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Forgefly

First Post
Kurst Redux

Palar "Kurst" d'Cannith
Male human artificer 1/warlock 2

Alignment: Chaotic Neutral
Deity: Onatar
Region: None, (Formerly Cyre)
Height: 6' 2''
Weight: 168lbs
Hair:Auburn
Eyes: Blue
Skin: Fair
Age: 20
XP: 4,000

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

Class and Racial Abilities: Extra feat at 1st level, 4 extra skill points at 1st level, 1 additional skill point at each subsequent level. Infusions (1st level, 3/day), Craft Reserve (0 xp left), Artificer Knowledge (+4), Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll (bonus feat). Least Invocations (2), Eldritch Blast (1d6), Detect Magic (CL 2, at will). Proficient with all simple weapons, with light and medium armor and with shields (except for tower shields).

Hit Dice: 3d6+3
HP: 17
AC: 15 (+2 Dex, +4 Chain Shirt, -1 Vulnerable) [Touch 11, Flat-footed 13]
Init: +2 (+2 Dex)
Speed: 30ft
Action Points: 6

Saves:
Fortitude +2/+3/+6 [+0 base, +1 Con, +1 Vest, +4 vs poison, +1 against effects produced by good creatures]
Reflex +3/+4 [+0 base, +2 Dex, +1 Vest, +1 against effects produced by good creatures]
Will +5/+6 [+5 base, -1 Wis, +1 Vest, +1 against effects produced by good creatures]

BAB/Grapple: +1/+0
Melee Atk:[/b] -2 [-2 Noncombatant] (1d8-1/x3, Spear)
Ranged Touch Atk:[/b] +4 (1d6+1/20/x2, 30", Eldritch Blast [Frightful Blast DC 15])
Ranged Touch Atk:[/b] +3 (1d6/20/x2, 60", Eldritch Blast [Frightful Blast DC 15])


Skills:
Concentration +9 (6 ranks, +1 Con)
Craft (Alchemy) +7 (4 rank, +3 Int)
Disable Device +7 (2 ranks, +3 Int, +2 Tools)
Disguise +4/+14 (1 rank, +3 Cha, +10 with Disguise Self scroll)
Hide +2 (0 ranks, +2 Dex)
Knowledge (arcana) +9 (6 ranks, +3 Int)
Knowledge (architecture and engineering) +9 (6 ranks, +3 Int)
Knowledge (religion) +4 (1 rank, +3 Int)
Knowledge (the planes) +4 (1 ranks, +3 Int)
Listen -1 (0 ranks, -1 Wis)
Move Silently +2 (0 ranks, +2 Dex)
Open Lock +5 (1 rank, +2 Dex, +2 tools)
Search +5/+7 (2 ranks, +3 Int, +2 synergy (secret doors))
Spellcraft +13/+15 (6 ranks, +3 Int, +2 magical aptitude, +2 synergy, +2 synergy (scrolls))
Spot -1 (0 ranks, -1 Wis)
Use Magic Device +11/+15 (6 ranks, +3 Cha, +2 magical aptitude, +2 synergy (scrolls), +2 artisan bonus (scrolls))

Feats:
Fiendish Heritage (flaw bonus) [ComMag]
Fiendish Power (flaw bonus) [ComMag]
Magical Aptitude (1st level) [PHB]
Point Blank Shot (1st level human bonus) [PHB]
Scribe Scroll (artificer bonus) [PHB]
Precise Shot (3rd level) [PHB]

Flaws
Noncombatant (-2 to all melee attack rolls)
Vulnerable (-1 to AC)

Languages:
Abyssal, Common, Draconic, Dwarven, Gnome

Infusions
3/day
Any 1st level Infusions from the normal ECS infusion list.

Invocations
2 least
at will, DC 13+equivalent spell level+1 (Fiendish Power)
Frightful Blast - least (2nd), essence, Will save or Shaken, Baleful Utterance - least (2nd), as shatter

Equipment
traveler’s outfit
MWK Chain Shirt - 250gp
Vest of Resistance +1 - 1,000gp
Spear - 2gp

Light horse with riding saddle, bit and bridle, and saddlebags - 91gp

Backpack - 2gp
~Bedroll - 5sp
~Waterskin - 1gp
~Trail rations (10 days worth) - 5gp
~Tinder box, Fling & Steel - 1gp
~Candle - 1cp
~Scroll Materials (5 levels worth) - 62gp, 5sp
~Artisan's Tools (Smithing) - 5gp
~~MW Thieves Tools - 100gp
~10 vials - 10gp
~10 cure light wounds potions - 500gp
~Four vials of alchemist’s frost - 100gp
~Four vials of alchemist’s spark - 100gp
~2x vials of alchemists fire - 40gp
~2x vials of acid - 20gp
~2x sunrods - 4gp
~2x tanglefoot bags - 100gp
~3x tindertwigs - 3gp

Belt Pouch - 1gp
~Small Steel Mirror - 10gp
~Ink pen - 1sp
~Ink vial - 8gp
~2x vials of Catstink - 100gp (ComAdv)
~potion of spider climb - 50gp

Scroll Bandoleer - 1gp
~2x Scrolls of Read Magic (CL1) - 27gp, 2 craft points
~Scroll of Alarm (CL1) - 14gp, 1 craft point
~2x Scrolls of Cause Fear (CL1) - 27gp, 2 craft points
~2x Scroll of Charm Person (CL1) - 50gp
~2x Scrolls of Disguise Self (Cl1) - 27gp, 2 craft points
~Scroll of Color Spray (CL1) - 25gp
~Scroll of Sleep (CL1) - 25gp
~Scroll of Comprehend Languages (CL1) - 25gp
~2x Scrolls of Detect Secret Doors (CL1) - 50gp
~2x Scrolls of Expeditious Retreat (CL1) - 27gp, 2 craft points
~2x Scrolls of True Strike (CL1) - 50gp
~Scroll of Floating Disk - 25gp
~Scroll of Mage Hand - 12.5gp

Fail Scroll Crafting Attempts - 148gp, 11 craft points

Money
93gp, 5sp

Appearance:
Kurst is a tall, somewhat lanky young man who would be fairly attractive if his own lack of self confidence didn't show so clearly. He seems to be almost hiding behind the shaggy mop of unkempt hair which he keeps brushing self-consciously out of his eyes. It is not just his hair which hides his eyes however, there seems to be an almost palpable shadow across his eyes giving him a hunted or haunted look, and just for a moment his eyes appear not blue but red.

His clothing is unremarkable in cut and style though a little worn and extremely dusty. Perhaps the only noteworthy aspect of his clothing is that no matter the weather he never takes off his cloak nor rolls up his sleeves. You can see what might be either a scar or tattoo peek out of his left sleeve as he reaches up to rub his chest as though it pains him.

[sblock=Spoiler]
Kurst keeps covered because his encounter with the fiend left many marks on him. Among these marks are his eyes which turn red whenever he uses the dark powers bestowed upon him. His arm is likewise marked with an angry scar/mark that looks like an aberrant dragonmark. He thinks that he is growing horns and thus has begun to grow out his hair to cover his forehead. The mark that troubles Kurst the most is the mark on his chest at the exact point which the fiend touched him. In the center of his chest is the clawed print of his demonic patron. The points where the tips of the claw dug into his skin still ooze blood these many months later.
[/sblock]

Personality:
"Be not afraid of greatness; some are born great, some achieve greatness, and others have greatness thrust upon them." -Wm Shakespeare, notable Sharn playwright.
Palar d’Cannith was a quiet young man, glad to have been too young to fight in the war, content to live in the background even in his own life. That was not to be. Calling himself Kurst and feeling cursed in every way this tortured young man blames himself for the deaths of all of his friends during that fateful expedition into Thrane. The dark gift which grows in his soul gives him power beyond his wildest dreams, but now those dreams are haunted by memories of the source of that power. At times he can hear the darkness whisper its maddening promises of ever greater power; and at other he hears only the empty loneliness. Unsure of how to deal with this greatness which has been thrust upon him, he has retreated and tries to keep everyone at arms length, in part to keep his secret, and in part to save their lives.

Background:
Kurst, formerly Palar d'Cannith, was perfectly happy being a nobody. True, he was a member of House Cannith, but he didn't have the Mark, though he showed some promise during the House Cannith “Test”. His early promise was never quite fulfilled. He was good enough to do the basic work handed down to him, and that was plenty good enough for him. He wasn’t talented enough to be put in charge of the ‘Forged out on the battlefield, and so he never served in the Last War. This lack of talent also kept him at the outskirts of the family, and this saved his life on the day of Mourning.

Although terribly distraught by the destruction of Cyre and to House Cannith, the day of Mourning didn’t change his life as much as it did many other Cyrans. He was still a nobody and when the House split into factions he certainly wasn’t important enough to anyone to fight over, or try to persuade to join sides.

Ultimately, this led to Palar being a member of Cannith West, because he happened to be working in Aundair when the day of Mourning shattered House Cannith, though again not an influential or important one. At times Palar wondered about this arrangement as his life now consisted of a series of dangerous trips into places chasing after every rumor of something that just might be of use to Jorlanna d’Cannith in consolidating her power.

It was on one of these trips that Palar’s life changed forever.

The place was supposed to be some kind of cache of weapons from the Age of Demons, full of artifacts, each one enough to restore the power of House Cannith, under Jorlanna leadership of course. His current master, Arrant d'Cannith, however, couldn't manage to get the door open, and under no condition was the old man prepared to turn back to get help, and risk sharing the glory of a mission directly from the mouth of Jorlanna herself.

As the days crept on without success the sense of frustration in the team continued to grow. Arrant became more and more upset and began to take out his frustration on anyone he could find. It was after a particularly rough beating at the hands of his master that Palar found himself facing the door to the cache, murder in his heart, his only desire to get the weapons and revenge himself on his master. Given his talents this should have been the end of the story, but the door opened at Palar’s touch… and all hell broke loose.

The fact that he was able to open it was most impressive.

Unfortunately it wasn’t a weapons cache he had opened.

It was a prison.

The fact that he had just released a fiend sealed since the Age of Demons somewhat overshadowed his accomplishment.

What happened next has been burned into the memory of the young Palar. A figure came through the door, wreathed in flames whose mere presence seemed to cause the very earth to shrink away. Under his baleful gaze Palar felt his soul begin to burn, until the horrific thing inclined his head as if to acknowledge and thank Palar and then proceeded to rip and tear his way through their camp. Out of their entire group of nearly 30 only three people survived, Palar, a House Deneith bodyguard hired by the House Cannith, and Palar’s master Arrant. Arrant who was absent when the massacre began arrived with bodyguard in tow just in time to see the fiend finish eating one of the other apprentices and then saw him once more thank Palar by name, and touch him on the chest and finally disappear.

Arrant accused Palar of these insidious crimes and came at Palar wielding mace and artifice in an attempt to destroy him. Not knowing what he was doing, Palar spoke a syllable of the dark language and pointed at Arrant, and watched him shrivel beneath an eldritch blast of dark magic and pure evil.
Shocked at his own actions Palar ran away into the surrounding wilderness.
By the time the Palar managed to make his own way back to civilization, agents of the House were already looking for him. It seemed Arrant had lived and had managed to make it back to House Cannith and reported Palar as a murderer of the darkest sort. Palar was excoriated from the House and the order was given that he was to be killed on sight. Likewise the Defenders of House Deneith had put out the death warrant on Palar for his crimes.

Palar has been on the run ever since, running from Cannith, running from Deneith, and running from the possibility that it really was his fault. Considering himself cursed by the Sovereigns he has taken the name Kurst upon himself in his new life. It seemed that there was no hope and that it was only a matter of time until he was found out and destroyed, but then he began to dream a new dream, one with a gray crown…

Enemies:
His enemies include House Cannith, House Deneith, every believer of the Silver Flame, Any dragon who understood what he had done, and from his own point of view the entire universe.

Allies:
Kurst believes himself betrayed by the Sovereigns and of all people most wretched. He counts no one his ally, in part because he is sure that anyone who knows what he is, and what he did would kill him on sight.

What Kurst does not know is that there is one being who is most interested in keeping him alive. Kurst’s patron newly freed from his imprisonment is nourished by the souls of those that Kurst kills using his dark powers. It may also be true that Kurst’s “accidental” success with the door is part of a scheme by the Lords of Dust who may have other tasks for their dupe.
 

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