If there is any more room, I would be interested in playing. I have played in a previoous Eberron campaign that ran for 3 years and am currently playing in one based in Sharn. I have not played any of the published adventures.
I was thinking of a Bard. Either Human, Elven, or Changeling. If you have enough players, that's fine. I can prepare a character as an alternate.
Kyle reached maturity in the lands of Riedra. His family was unimportant, at least that was what he had come to reason. He found huge gaps in his memory quite frequently. He knew only a few things were truth: the Inspired are gods and The Dreaming Dark was his future. Or so he thought and believed.
He woke with a headache nearly every day, sometimes it hurt to even open his eyes. He began to wonder if the Inspired were gods at all, and why the Dreaming Dark acted the way they did. His heart told him that something was wrong, although his mind often silenced those thoughts. He couldn't help but wonder why the Dreaming Dark hated the kalashtar like they did. Kyl himself didn't even know what a Kalashtar truly was. Just a race of inferior people.
Kyl's mind races almost constantly as he began to work his way into the Dreaming Dark. He began to see the Inspired as false gods. He began to view them more as beasts who hunger after knowledge. Yet, he lacked the will to do what his heart knew was right.
It took his first assignment, an assassination of a Kalashtar man, for Kyl to gain the power to leave the life he knew was wrong. He was teleported by a priest, to the location across the sea where the Kalashtar was living. He was easy to find, not many traveled alone. Kyl's mindblade's dull grey flash was the last thing the Kalashtar saw. To Kyl's dismay (and future delight), a mind thrust found him quickly after he slashed at the mind. Kyl crumbled, and awoke exactly as he had fallen. He sat there until he nearly starved, unwilling to return home and unsure as to why they had not already drawn him back.
The wilds taught him much. Knowledge was indeed power, in fact; he had learned the two were the exact same. It did not take the strongest, fastest animal to find a meal. Likewise the most intelligent animals could die if they were not physically strong. Kyl discovered that strength lies in balance. The longer he reflected, the more he discovered how out of balance he was.
He traveled for what seemed like years in the mountains. He had lost count of how many times he nearly died, or figured he should of died. He was beginning to wish the Kalashtar man had ended his life instead of leaving him here to rot. That is, until one starless night he saw distant lights. Lots of distant lights. He silently thanked the Inspired (not knowing who else to thank) and dedicated his next days to traveling toward what he figured was a city.
He wondered into the city, surprised at how warmly they greeted him. He had long ago lost the symbols of the Dreaming Dark and had since rarely even thought of the group. A nice widow took him into her home. He learned that he was in Adar....... the main region of the Kalashtar. Unwilling to leave his newfound comfort, he stayed for nearly a month. The more he learned of the culture, the more his believed his whole land was a lie. The Kalashtar were not evil or terrifying. They were exactly like him. They questioned things, they fought to survive, they learned as much as they could.
He would of stayed longer, until Kyl found the man that had been his intended victim. The man was a telepath, and apparently not a novice. Kyl had barely noticed the older man when he was surrouned by men with menacing looking mindblades. A voice popped into his head, "They are the Shadowblade, our answer to the cause you serve so blindly." Kyl's confusion was evident to everyone, but the telepath knew why the confusion had occured. "So you do not claim the Dreaming Dark any longer?"
Kyl realized he wasn't breathing when the men dissipated their weapons. He heard another word echo in his head, "Leave." Immediately he returned to what he would always consider home, packed his belongings and headed out of the land. Even though he had be kicked out, he left far richer and stronger than he came. He had found a family........ and learned that his life in Riedra was over.
Physical Characteristics: 5'11'' 175lbs He has black hair that hangs slightly below his shoulders, unkept and rather wild looking. He always managed to keep his face clean shaven, which may have been why so many women loved his smile. It has youth to it, he was told. A wise person would notice his eyes, and the darkness that lies there. What should be bright green eyes, is tarnished by the underlying pain in the man.
**edit** My apologizes for how poorly written this is. I was trying to conserve space as well as run off of 3 hours of sleep. I am promptly heading to bed and going to work again in 6 hours. Have a good night (hopefully I can get everything pretty well finished by monday night). Sorry for being the slow one.
__________________
Shorrin stat block
Shorrin- Male Dragonborn Fighter 1
Passive Perception: 11, Passive Insight: 11
AC:20, Fort:16, Ref:13, Will:11 -- Speed:5
HP:33, Bloodied:16, Surge Value:12, Surges Per-Day 13
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Reaping Strike, Tide of Iron, Spinning Sweep,Dragon Breath, Villian's Menace
Would you allow me the this feat from Complete Mage
Metamagic School Focus
You are unusually skilled at modifying the effects of a particular school of magic. Prerequisite: Spell Focus (chosen school) or specialist wizard in chosen school. Benefit: Choose a school of magic for which you have the Spell Focus feat, or the school in which you have specialized. Three times per day, you can reduce by one level the cost of a metamagic feat applied to a spell of the chosen school. If you prepare spells, you can have only up to three such reduced-cost spells prepared at any time. Special: A wizard can select this feat as a wizard bonus feat. This feat can be taken more than once. Each time you take it, it applies to a different school.
Purpose behind this is to take this and Extend Spell at first level, to allow Summon Monster to be feasible starting at first level because of the duration.
That's it for the odd stuff from me, that should put my character conceptually where I want him to be.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
Upon further review, I think I'm going to back out. My 3.5-fu is just WAY too rusty to pull this character off. It amazes me how after not playing the system for a couple years and then diving into the new edition, I've completely forgotten how nearly everything works in 3.x...
Have fun folks!
__________________ Gary Hoggatt - www.garyh.net "Such heroic nonsense..."
Megamania, I'm not allowing spells outside the PH for creation, although at a future time, you could do some research and your dragonmark could "evolve" through the retraining rules.
Oni, you'll have to limit yourself to the PH for feats. I was stretching things to allow you to use Unearthed Arcana (and only did so because I like the book). During the course of the campaign, I will let you join organizations, gain affiliation benefits, and research new feats and spells. You will also be able to take advantage of retraining so you don't need to worry about being stuck with Toughness all your life or something like that.
Friadoc, you are correct. No warforged scouts.
Graybeard, I'm looking for one more since Garyh dropped out. Here is the party make-up to help you pick a class.
Halford - kalashtar psion
OnlytheStrong - human soulknife
Oni - human wizard (conjurer)
Friadoc - warforged rogue
Megamania - human cleric
It looks like there is definitely some interest in this campaign. It will probably be a week or two before I get it started. That will give everyone time to work on characters. I will take two alternates as well if anyone else is interested.
HP: 17 (1d10 + 1 con mod + 6 psionic body)
AC: 16 (10 + 4 armor + 2 dex)
Power Points: 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 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.
Last edited by OnlytheStrong; 10th December 2008 at 06:40 AM..
I'd be interested in one of the Alt spots since you're full up. I've got a spirit shaman that I used for a PbP game that fizzled. I'll redo his stats for your campaign, but here is his background.
Vhir Laerek
Spoiler:
Born into a small tribe at the borders of the Talenta Plains, Vhir spent his days ranging far and wide to hunt up food to share with his fellows. While the Last War raged on, his tribe was constantly on the move to avoid nearby battles. His tribe holds to rigid traditions and taboos that ensure the community remains tightly knit and healthy. Their rites are many, including what can and cannot be eaten, where to bathe, what to hunt, and how to honor the spirits.
On a particularly long hunting trip, Vhir's food rations spoiled and became inedible. For days he searched but could not catch anything to eat. Hungry and desperate, he happened upon a fox hunting mice in a field. Though the fox was That Which Can Not Be Eaten, one of his tribe's taboos, Vhir killed it and had his first meal in several days. Feeling great shame for his crime, he buried the bones and fur and scattered the ashes of his fire over it so no animal would dig them up and expose his crime. That night his dreams were fitful as he relived the day through the eyes of the fox up to the moment when he was slain with his own arrow. Every night he dreamed the same dream. When he returned home, his tribe's spiritual leader noticed the change about him immediately. Taking Vhir aside she learned from him the truth. Vhir had broken the tribes laws and would be driven away if anyone knew. Having pity on his plight, she taught him over the course of a season how to speak to the spirit of the fox. When he had learned enough, she sent him away on a quest of atonement. Her instructions were vague, "Live for the Spirit", leaving him more than a little confused but resolute that he will find the meaning of her words and then complete his quest.
He traveled ever westward until coming to Sharn where he worked as a fisherman to afford entry to a lesser college. His strange, primitive superstitions often make him the subject of ridicule. He is slow to anger and weathered their jabs calmly. He can often be seen wandering the halls alone speaking quietly to himself, or rather to his unseen spirit. He is sociable and speaks often to others to learn the traditions of their homeland.
His studies focused on the natural world, biology, botany, and wilderness survival. Many of his classes challenged his long held traditions taught by the tribe and he struggles to come to terms with the lessons presented him.
*clip*
Friadoc, you are correct. No warforged scouts.
*snip*
It's good to be onboard, I'll have my write up and stats posted today, it would have been done this weekend, but I was knocking out some other projects and blog stuff.
It looks like you're full up. I'd have potentially been interested. I've ran these adventures from start to finish once, a few years ago, and I'm playing in an online game thats using them (although I don't think this was declared in the initial sign up thread). So, anyway, you're probably better off without me.
If you feel these are too high compared with everyone else, let me know and I can re-roll or point buy, your choice. I want to make sure it is fair to everyone else.
Location: center of despair to the left of depression
Posts: 12,939
Updated Gus
GUS WESTNER
INIT+1 SP30 AC 12 (TO10 FT12 ) AL CN CR 1 HD 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
1 Divine Favor
LUCK 1/day reroll one roll before DM declares result
KNOWLEDGE Add All Knowledge skills to Class skills
Entropic Shield 20% mischance to hit from ranged weapons
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)
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)
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
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). He is a bit puzzled (even scared) by his strange birthmark that he keeps carefully hidden on his chest. He suspects what it is but has not explored or investigated it to learn the truth.
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…….
Andy the originator, Mega the drama queen, Mania the insane, Al whom uses movie quotes to connect with the world he did not create, Ugh- primal urges and the only sane one of the group and DarkMania the Sith Lord
Lovin' the four 'B's of life- Beer, Babes, Buffets and Bombs. just being funny
Last edited by megamania; 31st October 2008 at 07:07 AM..
Reason: background.... tweak character
I just thought I'd drop a quick update and let you know that I'm working through character generation right now, I honestly didn't think how different this would be without the books on hand, but between I'm working through it, thanks to various sites and e-mail friends with the books on them.
*chuckles*
My brain totally flubbed the whole "almost all your books are in storage 400 miles away" thing.
Anyhow, I'm working through it all and things are well enough. On a side note, Airwalkrr, how're you doing starting HP? Full? Half Die roll? Or?
Megamania, to clarify, the only Eberron source material you have access to at character creation is the ECS. Other stuff will be available in the future through various methods. Further, there haven't been any updates to the Aberrant Dragonmark feat that I know of that allow you to pick other spells, Eberron-related or not. I believe they limited the selection of spells for a reason. That said, I have thought about it and I will offer you a compromise on the ancient knowledge spell, if it interests you. I haven't seen any indication of which deity you worship but I am guessing you worship the Sovereign Host as a pantheon. If you are willing to take Aureon as your sole patron (meaning you have to limit your domain choices to Knowledge, Law, and Magic), then I will let you add ancient knowledge to the list of cleric spells you can prepare. This would be in lieu of me granting you a bonus feat (and I honestly haven't decided whether your background warrants one anyway as it was a bit short on details; you could always improve it a little if you like). This is only an option. I thought I would offer it since you seemed interested in the spell and I wasn't sure whether you were taking Aberrant Dragonmark because you liked the idea of the feat (but didn't like the spell options) or because you wanted access to the ancient knowledge spell.
OnlytheStrong, I finally got around to reading your entire character background. Actually, I did not find it poorly written at all. Your style and diction are excellent. However, I did have a few problems with the content. It seems to me that you are describing the life of a Riedran slave who was used as an assassin, sometimes unwillfully, by the Inspired. First, I don't imagine a Riedran would know anything about the Dreaming Dark. Second, Riedrans know the Inspired aren't gods (see SoS 50), merely vessels for god-like beings. Most confusing however, is why the Inspired would use a Riedran human as an assassin, unless you are trying to suggest he was a failed vessel. I cannot find it explicitly stated, but it is definitely implied that the Thousand Eyes are all Inspired as well, so I don't think you are suggesting he was one of them. In short, I'm not sure I grasp your origin story. It seems incredibly implausible that the Inspired would arrange to have a 1st-level character teleported across the sea (to Khorvaire?) to assassinate a high-level kalashtar telepath. And how did he end up in Adar if he was across the sea? Adar and Riedra are both in Sarlona. Finally, your story ends with him in Adar, so how did he get to Khorvaire (where the campaign begins)? I think you are confused about the location of Adar and thought it was in Khorvaire (that would still require a greater teleport spell). Maybe you can clear things up for me.
Selc, I'm not so sure there really are "lesser colleges" in Khorvaire (and for that matter not any that one could afford on a fisherman's salary). From what I understand, Eberron isn't socially advanced enough to have higher education available to those other than aristocrats. That said, Morgrave University is described as an exception that is somewhat more accessible to adventurers due to its interest in artifacts and relics of eras past.
Creamsteak, I'd be happy to have you as an alternate along with Selc, if you are interested.
Greybeard, if you feel so inclined to "nerf" your scores or use the point buy instead you may, but I certainly won't insist on it. Part of the fun of rolling is seeing what you can make of a modest roll and enjoying the good luck when you get a great one. That said, I don't think you'll be outshadowing anyone. The other fighter-type (soulknife) will be dealing plenty of damage with psionic weapon. Since the advent of 3rd edition, I no longer believe ability scores make the character. So many more options are at your disposal that with careful planning even a character with low scores can be phenomenally powerful.
It looks like the final group is composed. Once everyone has finished their characters, I will pick a start date, but I'm thinking next weekish if the stars bode well.
Halford - kalashtar psion
OnlytheStrong - human soulknife
Oni - human wizard (conjurer)
Friadoc - warforged rogue
Megamania - human cleric
Graybeard - fighter type
Location: center of despair to the left of depression
Posts: 12,939
Quote:
Originally Posted by airwalkrr
Megamania, to clarify, the only Eberron source material you have access to at character creation is the ECS. Other stuff will be available in the future through various methods. Further, there haven't been any updates to the Aberrant Dragonmark feat that I know of that allow you to pick other spells, Eberron-related or not. I believe they limited the selection of spells for a reason. That said, I have thought about it and I will offer you a compromise on the ancient knowledge spell, if it interests you.
Looking back at it, you are right. I believe I got the notion of DM discression from one of the early Keith Baker articles they had at WoTC website.
Quote:
Originally Posted by airwalkrr
I haven't seen any indication of which deity you worship but I am guessing you worship the Sovereign Host as a pantheon. If you are willing to take Aureon as your sole patron (meaning you have to limit your domain choices to Knowledge, Law, and Magic), then I will let you add ancient knowledge to the list of cleric spells you can prepare.
Yes to Soveriegn Host. I was taking Luck from Olladra and Knowledge from Aureon. Gus' focus is learning and he finds through preparing and through attitude he is also very lucky (thus feats involving Learning and Action points)
Quote:
Originally Posted by airwalkrr
This would be in lieu of me granting you a bonus feat (and I honestly haven't decided whether your background warrants one anyway as it was a bit short on details; you could always improve it a little if you like). This is only an option.
The background I gave was short just to give an idea of whom he was. I planned on fleshing it out once I knew if the Dragonmark was okay.
Quote:
Originally Posted by airwalkrr
I thought I would offer it since you seemed interested in the spell and I wasn't sure whether you were taking Aberrant Dragonmark because you liked the idea of the feat (but didn't like the spell options) or because you wanted access to the ancient knowledge spell.
I have never as a player or DM played with the Aberrant Dragonmarks and thought I would here. This would have given him something "special" that could be used as a plot device at some point and also explain his unusual interest in learning.
I will simplify Gus a bit more and then flesh out his history in the next day or two.
Andy the originator, Mega the drama queen, Mania the insane, Al whom uses movie quotes to connect with the world he did not create, Ugh- primal urges and the only sane one of the group and DarkMania the Sith Lord
Lovin' the four 'B's of life- Beer, Babes, Buffets and Bombs. just being funny
Megamania, that is only my offer for your character as-is. I am a sucker for exciting backgrounds (see some of my other games for some examples). If you had a really interesting concept or story to tell to go along with how he mark has affected him, I just might change my mind. It doesn't have to be pages long mind you, just intriguing.
As an example, one of the more interesting concepts I've seen was recently in my Shatterscape campaign where a player came up with the idea of his character being banished for having used a tome to summon a devil (an imp). It was very simple, but effective, narrated from the perspective of those judging him at the time the crime was committed. I liked it so much I gave him a tome that could summon the imp once per day.
I should also note that, on the issue of feats, I am willing to be flexible with considering feats that require you to take them at 1st level. For instance, if someone really wanted to be a warforged druid, I would probably allow the Ironwood Body feat.
Name: Slip
Class: rogue 1 Starting Level: 1
Race: Warforged
Region of Origin:Size: Medium
Gender: Male Imprint
Alignment: Neutral Good
Action Points: 5
Deity: None selected
Str: 12 +1 Level: 1 XP: 0
Dex: 18 +4 BAB: +0 HP: 7 (1d6+1)
Con: 12 +1 Grapple: +1 Craft Points: 0
Int: 16 +3 Speed: 30' Stat Increases:Wis: 9 -1 Init: +4 Spell Save: XX
Cha: 8 -1 ACP: -1 Spell Fail: 15%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +0 +4 +0 +0 +0 19
Touch: 14 Flatfooted: 15
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +1 +0 +1 --
Ref: +6 +2 +4 +X
Will: -1 +0 -1 --
Notes:Weapon Attack Damage Critical Range
Rapier +1 1d6+1 18-20/x2 ------
Shortbow +4 1d6 x3 60 ft
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
Notes:Languages: Common, elven, orc, thieves cant
Abilities:
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
Feats:
Mithral Body
Mithral Fluidity
Skill Points: 4 Max Ranks: 4/2
Skills Total Ranks Mod Misc
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 --
Notes:Equipment: Cost Weight
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
Total Weight:42.7lb Money: 6gp 5sp 10cp
Lgt Med Hvy Lift PushMax Weight: 0-43 44-86 87-130 260 650
Age: 7
Height: 6'1"
Weight: 279 Lbs
Eyes: Black
Hair: None
Skin: Dusky Mithral
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
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.
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.