Eberron - The Whisperer in Darkness -- characters

For players in the "Whisperer in Darkness" Eberron Pbp, please cut and paste your characters here -- I'd like to keep them all on one page of one thread where I can refer to them easily as needed.
 

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Harvey

First Post
Ceres d'Deneith, Human Hexblade

Code:
Name: Ceres d'Deneith
Gender: Male
Race: Human 
Class: Hexblade
Size: Medium
Alignment: N
Deity: none
Level: 1
Exp: 0
Campaign: The Whisperer In Darkness

STR 14 (+2)    (14 pts) 
DEX 16 (+3)    (15 +1 pts)
CON 14 (+2)    (13 +1 pts)
INT 10 (--)    (10 pts)
WIS  8 (-1)    ( 8 pts)
CHA 13 (+1)    (12 +1 pts)

(Elite Stat System +3)

Fort:   +2      (+0 base +2 ability)
Ref:    +3      (+0 base +3 ability)
Will:   +1      (+2 base -1 ability)

HD: 1d10
HP: 15
Action Points: 5
Init: +2        (+3 dex)
Spd: 30' x 4
AC: 16          (10 base +3 dex +3 armor)
   Flat-Footed: 13
   Touch: 13
ACP: -1
Arcane Spell Failure: 0%

BAB: +1
   Melee: +3
   Ranged: +4
Grapple: +3     (+1 BAB +2 STR)

Weapons:
Rapier           +3 attack  1d6+2 damage   x2 on 18-20
Dagger           +3 attack  1d4+2 damage   x2 on 19-20  10' Range

Armor:
Studded Leather  +3 AC      +5 max dex     -1 ACP

Languages: Common

Abilities:
-- Proficient with all simple & martial weapons, light armor
-- Hexblade's curse 
   (1/day; 60'; -2 atk, saves, ability & skill checks, damage; Will DC 12)

Feats:
-- Least Dragonmark (Mark of Sentinel, Shield of Faith 1/day) (1st level)
-- Weapon Finesse (1st human)

Skill Points: 12        Max Ranks: 4/2
Skills:                 Stat  Total    Ability  Ranks   Misc
-- Appraise             Int   +0     = +0    
-- Balance              Dex   +2     = +3               -1 (ACP)
-- Bluff                Cha   +2     = +2
-- Climb                Str   +1     = +2               -1 (ACP)            
-- Concentration        Con   +2     = +2
-- Diplomacy            Cha   +1     = +1
-- Disguise             Cha   +1     = +1
-- Escape Artist        Dex   +2     = +3               -1 (ACP)         
-- Forgery              Int   +0     = +0
-- Gather Info          Cha   +1     = +1
-- Heal                 Wis   -1     = -1
-- Hide                 Dex   +2     = +3               -1 (ACP)      
-- Intimidate           Cha   +1     = +1     
-- Jump                 Str   +1     = +2               -1 (ACP)  
-- Knowledge (arcana)   Int   +4     = +0       +4
-- Listen               Wis   -1     = -1     
-- Move Silently        Dex   +2     = +3               -1 (ACP)
-- Ride                 Dex   +3     = +3
-- Search               Int   +0     = +0     
-- Sense Motive         Wis   +1     = -1               +2 (dragonmark)
-- Spellcraft           Int   +4     = +0       +4
-- Spot                 Wis   -1     = -1   
-- Survival             Wis   +2     = -1       +2 (cc)
-- Swim                 Str   +0     = +2               -2 (ACP)
-- Use Rope             Dex   +3     = +3

Starting Gold: 150 gp
Equipment:
-- Armor, Studded Leather             20.0 lb    25 gp
-- Backpack                            2.0 lb     2 gp
-- Bedroll                             5.0 lb     1 sp (in backpack)
-- Blanket, Winter                     3.0 lb     5 sp
-- Dagger                              1.0 lb     2 gp (in boot sheath)
-- Flint & Steel                       ------     1 gp (in backpack)
-- Identification Papers w/ Portrait   ------     5 gp
-- Identification Papers (forged)*     ------    10 gp (in hidden pocket in breeches)
-- Manacles                            2.0 lb    15 gp (on belt)
-- Money Belt                          ------     4 gp
-- Pouch, Belt                         0.5 lb     1 gp
-- Rapier                              2.0 lb    20 gp
-- Rations, Trail (5 days)             5.0 lb    25 sp (in backpack)
-- Sheath, Boot                        ------    20 gp
-- Sunrod (2)                          2.0 lb     4 gp (in backpack)
-- Torch (3)                           3.0 lb     3 cp (in backpack)
-- Traveling Papers                    ------     2 sp
-- Traveling Papers (forged)*          ------     5 gp (in hidden pocket in breeches)
-- Waterskin                           4.0 lb     1 gp

* forged identity: Merrin Dalabar

Total Weight: 50.5 lbs
Total Money @ Character Creation: 31 gp, 6 sp, 7 cp
Current Money: 31 gp, 6 sp, 7 cp

Max Weight:  58 light   116 medium   175 heavy

Age: 28
Height: 6'
Weight: 200 lbs
Eyes: Black
Hair: Black

Appearance:

Ceres d'Deneith is a stern-looking man of excellent build. With short black hair and a trimmed black goatee, Ceres stands tall in any room he enters. Ceres wears studded leather armor, with his lucky scabbard slung from his belt. In it lies his rapier, complete with the Watchful Eye of Deneith at the end of its pommel. Strapped to the side of one of his black boots is another sheath, one that holds a dagger. If he were to roll up his sleeves, one would find the tell-tale Mark of Sentinel on his right shoulder.

Personality:

While Ceres looks stern, he is often known to crack a smile, especially for a beautiful woman. Ceres most notable trait is that he is doggely persistent, and will travel to the ends of the earth to complete his goal. He has an innate curiosity for the arcane magics, though usually only in relation to fighting or manhunting. While he does have a greedy streak, it is nowhere near as bad as other mercenaries of House Deneith.

History:

Raised in Sharn, in his early youth Ceres manifested the Mark of the Sentinel. This, however, didn't explain other manifestations that often centered around him: a curse of bad luck for those that opposed him. Groomed by the house, Ceres soon entered the employ of the Blademarks.

Ceres worked as a White Blade, for a number of years doing menial work. However, an encounter with an arcane-casting ogre mage in Malleon's Gate who owed the hOuse some money piqued his interest in the arcane arts. After some studying, Ceres learned that his luck-manipulation may come from the curse of the hexblade.

Though still unpracticed, Ceres used his hexblade abilities to aide the house. Because of the great promise his abilities showed, Ceres was promoted to the ranks of the Gray Blades (some say before his due). Soon after, Ceres was given his first big job by the house: fill the contract to "remove" a slave merchant named Agar Wollox.

What Ceres did not know was that Agar Wollox was not the human he appeared to be: he was actually a doppelganger named Bor. With the help of his troops, Ceres tracked Bor across Breland: from Sharn to Wroat to Ardev to Xandrar. Though he lost two of his troops fighting Bor in Xandrar, he would not give up his bounty.

Losing the trail for a few weeks, Ceres and his men found it again: evidently Bor, in the guise of a shifter, travelled across Lake Galifar to the Eldeen Reaches. There, Bor convinced a troop of shifters to attack the House Deneith hunters. In the aftermath of the battle, the shifters and the House Deneith White Blades slaughtered each other.

Ceres found ultimate success: he finally brought down Bor. However, Bor, in his dying breath, told Ceres: "you think this was all about a simple merchant asssassination? My job was to bring you to the Reaches... you think you know who you really are? Your powers come from an evil you could not comprehend. You don't know anything..."

With his quest of the last two years fulfilled, Ceres sent word back to his house in Sharn of his success. In the meantime, Ceres opted to remain in the Eldeen Reaches. Disturbed by Bor's final words, Ceres has taken to investigate his heritage; an investigation that ofttimes takes him into the mysterious depths of horror. His travels have taken him to the thorpe of Greenblade, hearing a rumor involving some dark magicks...
 

Isida Kep'Tukari

Adventurer
Supporter
Forge
Female Personality Warforged Artificer 1

Medium Living Construct
Alignment: Neutral
Deity: Onatar
Region: Sharn
Height: 6' 4''
Weight: 294lbs
Skin: Dark Brown
Eyes: Black
Age: 3

Action Points: 5

Str: 10 (+0)
Dex: 8 (-1)
Con: 14 (+2) [+2 racial]
Int: 15 (+2)
Wis: 11 (+0) [-2 racial]
Cha: 15 (+2) [-2 racial, +1 adjustment]

Class and Racial Abilities: +2 Con, -2 Wis, -2 Cha, composite plating (AC +2), light fortification, living construct traits (has a Con score, no low-light or darkvision, not immune to mind-affecting effects, immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain, cannot heal damage naturally, subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects, can use the Run action, can be affected by spells that affect both living creatures and constructs, does not need to eat, sleep or breath, responds differently to going below 0 hit points, cannot be raised or resurrected. Proficient with all simple weapons, with light and medium armor, and shields (but not tower shields). Infusions, artificer knowledge (DC 15 determines if item has magical aura), artisan bonus (+2 on UMD checks if he has the appropriate item creation feat), disable trap, item creation, craft reserve.

Hit Dice: 1
HP: 14
AC: 20 (-1 Dex, +2 composite plating, +2 shield) Touch – 10, Flat-footed – 18
ACP: –6 (heavily encumbered)
Init: -1 (-1 Dex)
Speed: 20ft (normally 30, but heavily encumbered)

Saves:
Fortitude +2 [0 base, +2 Con]
Reflex -1 [+0 base, -1 Dex]
Will +2 [+2 base, +0 Wis]

BAB: +0
Melee Atk: +0 (1d6/x3/P, spear)
Melee Atk: +0 (1d6/x2/B, club)
Ranged Atk: -1 (1d4/x2/20 ft./P, dart)

Skills:
Appraise +4 [2 ranks, +2 Int]
Craft (blacksmithing) +4 [2 ranks, +2 Int]
Disable Device +6 [4 ranks, +2 Int]
Knowledge (arcana) +4 [2 ranks, +2 Int]
Knowledge (architecture and engineering) +4 [2 ranks, +2 Int]
Open Lock +1 [2 ranks, -1 Dex]
Search +6 [4 ranks, +2 Int]
Spellcraft +4 [2 ranks, +2 Int]
Use Magic Device +6 [4 ranks, +2 Cha]

Feats:
Scribe Scroll (artificer bonus 1st level)
Extraordinarily Artisan (1st level)

Languages: Common

Infusions per day
DC +4
1st – 3

Craft Reserve: 11

Equipment

Wearing or carrying at hand

Dagger – 2gp (1 lb)
Spear – 2gp (6 lbs)
Club – 0gp (3 lbs)
20 darts – 10gp (10 lbs)
Heavy wooden shield – 7gp (10 lbs)
Belt pouch 1gp (1/2 lb)
Signal whistle – 8sp
Identification papers with portrait – 5gp
Traveler’s clothes (free, doesn’t count toward encumbrance)

In or on containers
Backpack - 2gp (2 lbs)
~50 ft. hemp rope - 1gp (10 lbs)
~Hooded lantern – 7gp (2 lbs)
~10 flasks of oil – 1gp (10 lbs)
~Warforged repair kit – 50 gp ( 1 lb)
~Cold weather outfit – 8gp (7 lbs)
~Scrolls – Each 9.375gp and 1 XP taken from Craft Reserve. Each one in a scroll case (total of 10gp and 5 lbs)
~~Alarm
~~Animate rope
~~Burning hands
~~Comprehend Languages
~~Magic Missile
~~Repair light damage x4

Total weight carried – 67.5 lbs, heavy load.

Money
8gp, 8sp, 3cp
~~~~~

Appearance: Forge is a rather curiously designed warforged. She was thought to be a mistake when she was created, being slender, but neither particularly strong nor dexterous. She chose to embrace her nature, making small modifications to make herself more feminine, in the fashion of the women she saw around her. She's tinted her face to imitate a blush of health, and wears a sturdy gown with a corset (carefully "shaped") to give herself a more human appearance. She wears a great variety of tools in a belt around her waist, as well as many scroll cases stuffed into it.

Personality: Forge is a very curious warforged, fascinated by her own creation. She is becoming obssessed with finding the secrets of creation of machines, particularly with sentient constructs. It is her greatest desire to create life. Because of that she tends to look at people for their value and intellect. If they can add something to her quest, they are useful. If they cannot, then they're ignored.

Background: Because Forge was created so weak, something had to be thought of to do with her. She was eminently unsuited for combat, and was relagated to repair other warforged, for lack of anything else to do with her. She became intriguied at her odd "birth" and became nearly obsessed with tinkering with other warforged and creating machinery. Though she only worked a year for the war effort, she set herself up in Sharn as a repair specialist with almost no pause in her work. Recently, however, she has become interested in finding new materials to create new things. The thorpe of Greenblade with its veins of iron and rich ruins nearby proved to be an irrisitable lure. Using some of her last gold to get to Greenblade, she is now eager to find what she has come here for...
 

solkan_uk

First Post
[SBLOCK]Name: Arlanen Medani
Class: Psion [seer]
Race: Half-Elven
Size: Medium
Gender: Female
Alignment: Neutral Good
Deity: Sovereign Host/Not thought too much on it

Str: 10 +0 Level: 1 XP: 0
Dex: 12 +1 BAB: +0 HP: 8
Con: 08 -1 Grapple: +0 Dmg Red: 0/-
Int: 18 +4 Speed: 30' Spell Res: 0
Wis: 14 +2 Init: +1 Spell Save: +0
Cha: 13 +1 ACP: -0 Spell Fail: 00%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +0 +0 +1 +0 +0 +0 11
Touch: 11 Flatfooted: 10

Base Mod Misc Total
Fort: 0 -1 -1
Ref: 0 +1 +1
Will: 2 +2 +4

Weapon Attack Damage Critical
Shortspear +0\+1 1d6 20-x2 20' Range


Languages: Common, Elven, Dwarven, Halfling, Goblin, Gnome

Abilities:
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects

Low-Light Vision

+1 racial bonus on Listen, Search, and Spot checks.

+2 racial bonus on Diplomacy and Gather Information checks.

Elven Blood: For all effects related to race, a half-elf is considered an elf.


Feats:
Least Dragonmark (Medani), Detect Magic 2/day, +2 Spot Checks

Psionic Abilities
Power Points/Day: 4 (2 psion +2 Int)
Powers Known: 3
Maximum Power: 1st
Precognition (+2 insight bonus to one roll)
Call to Mind (after failed knowledge check, reroll with +4 bonus)
Sense Link (sense what the subject senses through a single sense, willing only)

Skill Points: 24 Max Ranks: 4/2
Class Skills
The psion’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int). In addition, a psion gains access to additional class skills based on his discipline:
Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis).
Skills Ranks Mod Misc Total
Concentration 4 -1 +3
Gather Information 4 +1 +2 +7
Spot 4 +2 +3 +9
Knowledge (Arcana) 4 +4 +8
Knowledge (Psionics) 4 +4 +8
Knowledge (History) 4 +4 +8
Knowledge (Geography) 4 +4 +8
Search (cc) 0 +4 +1 +5
Listen (cc) 0 +2 +1 +3
Diplomacy (cc) 0 +1 +2 +3


Equipment: Cost Weight
Shortspear 1gp 6lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Medani Signet Ring 5gp -
4 days trail rations 2gp 4lb

Total Weight:17lb Money: 64gp 8sp 10cp

Lgt Med Hvy Lift Push
Max Weight: 33 66 100 100 500

Age: 20
Height: 4'8"
Weight: 90lb
Eyes: Vivid Green
Hair: Deep Red
Skin: Pale & Freckled[/SBLOCK]

Appearance: Small and sleight, Arlanen's most prominent feature is her shoulder length curly red hair, which stubbornly ignores the efforts of hairdressers and parents to do anything other curl its way down her back. Otherwise she is fairly attractive, though some would consider her too skinny and her fair skin burns in any hint of bright sunlight. Her eyes stand out against her hair, giving her a fairly intense look most of the time, those who don't know her tend to think that whatever her topic of conversation is the most important thing in the world to her, even if she's only talking about walking down the street.

Background: Arlanen is the daught of Farranen and Martina Medani, both Dragonmarked members of the House, and fairly important ones to boot, as such she has been spoilt through most of her life and awarded a good education and travel around the (safer) places of Khorvaire.
Her Dragonmark developed around 16, much to the delight of her parents and is located on her left arm, across the top of her fore-arm and touching the wrist, should it manifest into a higher form of mark it will be clearly visible on her hand, as it is at the moment, it is still fairly easily concealable.
Much of her life has been dominated by her superiority, she's never made friends easily as she tends to look down on most others, however as she has grown older she has learned to conceal her fealings for short periods of time (hence her skill in Gather Information/Diplomacy - bluff might've been useful, but I feel anyone actively trying to read her will easily see that her friendliness is just a front).
Arlanen's psionic abilities manifested when she last travelled in the region of the Eldeen Reaches, a precognive flash allowed her to evade an oncoming cart. Now a year later, she feels that she needs to return to discover more about her power - studying in books has only taken her so far, and while a big part of her thinks that the time and place of her discovery was just random chance, another part of her thinks otherwise.
She's been in the village for just over a week, and has had multiple flashes of seeing through the eyes of something watching her - but she has not yet managed to find out who... or what.
 

Lord_Raven88

First Post
Shard Warforged Psychic Warrior

Code:
[b]Name:[/b] Shard
[b]Class:[/b] Psychic Warrior
[b]Race:[/b] Warforged
[b]Size:[/b] Medium
[b]Gender:[/b] Male Personality
[b]Alignment:[/b] Lawfeul Neutral
[b]Deity:[/b] none
[b]Level:[/b] 1
[b]XP:[/b] 0
[b]HP:[/b] 16
[b]Speed:[/b] 20'
[b]Init:[/b] +0
[b]ACP:[/b] 5
[b]Str:[/b] 14 +2 (14)		 
[b]Dex:[/b] 10 +0 (10)			 
[b]Con:[/b] 16 +3 (13 +1 pt)		 
[b]Int:[/b] 13 +1 (12 +1 pt)		 
[b]Wis:[/b] 14 +2 (15 +1 pt)		 
[b]Cha:[/b] 6 -2 (8)			 
 
		[b]Base Armor Shld Dex Size Nat Misc Total[/b]
[b]Armor:[/b]		 10	+8	+2	+0	+0	+0	+0	20
[b]Touch:[/b] 18			 [b]Flatfooted:[/b] 18
 
				   [b]Base Mod Misc Total[/b]
[b]Fort:[/b]			   2	+3		 +5
[b]Ref:[/b]				 0	+0		 +0
[b]Will:[/b]				0	+2		 +2
 
[b]BAB:[/b] +0
[b]Grapple:[/b] +0
 
[b]Weapon				 Attack Damage	 Critical[/b]
Scimitar					 +2	 1d6+2	 18-20x2
Spiked Shield			 +2	 1d6+2		 20x2
Javelin					 +2	 1d6+2		 20x2
 
[b]Languages:[/b] Common, sign language
 
[b]Abilities:[/b]
[list]
[*]Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion 
effects that cause the sickend condition, and energy drain.
[*]Cannot heal naturally
[*]Doesn't need to eat, drink, sleep or breath
[*]Light fortification 25%
[*]Natural weapon (unarmed strike) 1d4
[/list][b]Feats:[/b] Adamantine Body (Armour Bon: +8, Max Dex Bon: +1, Skill Checks:-5, Speed 20', 2/adamantine), Psionic Weapon
 
[b]Skill Points:[/b] 12	 [b]Max Ranks:[/b] 4/2
[b]Skills				 Ranks Mod Misc Total[/b]
Concentration				 4	+3		 +7
Craft(Blacksmithing)		 4	+1		 +5
Knowledge(Psionics)		 2	+1		 +3
Search						  2	+1		 +2
 
[b]Psionic Powers:	PSP:[/b] 1
[b]1st Level Power:[/b] Biofeedback 
 
[b]Equipment:			 Cost Weight[/b]
Scimitar					 15gp	4lb
Heavy Wooden Spiked Shield	7gp 10lb
Javalin(3)					3gp	6lb
Warforged Repair Kit		 50gp	1lb
belt pouch					1gp 1/2lb
-Flint & Steel				1gp	-
-ID papers with portrait	 5gp	-
Backpack
-Hemp Rope (50')			 1gp 10lb
-10 flask of oil			 1gp 10lb
 
[b]Total Weight:[/b]XXlb	 [b]Money:[/b] 41gp
						 [b]Lgt Med Hvy Lift Push[/b]
[b]Max Weight:[/b]			 58 100 150 300 650
[b]Age:[/b] 3
[b]Height:[/b] 6'
[b]Weight:[/b] 180lb
Appearance: Shard is a compact lethal looking warforged who has been obviously designed
for combat. Instead of the standard composite plating Shard has had his plating replaced
with adamantine plates for extra protection.
Background: Shard was created 3 years ago near the end of the 'Last War', Shard was an experiment of sort, as house Cannith wanted to create a new type of warforged that could combine physical prowess with limited Psionic powers. Though a success Shard was only involved in a few engagements before the war came to an end.

During one of these engagements Shard was badly damaged and need significant repairs to make him operational again, due to the level of damage and the pressing need to return Shard to his unit, his superiors were unsure if it was worth both the cost and time needed to repair Shard.

This was when Shard first made the aquaintance of a curious warforged artificer named 'Forge' who was responsible for repairs and maintaince on his unit, it was only thru her heated discusion with Shard commanding officer that Shard was saved from being retired, that and she promised to repair Shard in record time.

Forge was true to her word and did manage to repair Shard and since that day a friendship arose between the two warforged.

At the end of the war Shard uncertain of his own purpose, and place in the world. Decided to throw in his lot with his friend Forge, Shard see himself as Forges protecter, and the two havebeen working together ever since.

Personality: Shard is a quiet and thoughtful warforged who is still struggling to come to terms with his own freedom, and his place in life. Shard dearly misses the orderly lifestyle of army life, but at the same time has come to realise that his old life was one of slavery.

Shard has mixed feelings about the 'weak fleshed'who created him, on one hand he hates how others tend to treat his kind as objects, and tools instead of as sentient beings, on the other hand it was only thru the efforts of some of the 'weak fleshed' that he gained his freedom.
 
Last edited:

Cursed Quinn

First Post
Name: Feral
Class: Ranger 1
Race: Shifter
Size: Medium
Gender: Female
Alignment: Neutral

Age: 22
Height: 5'7"
Weight: 136 lb.
Hair: Brown
Eyes: Red
Skin: Light brown

Str: 17 +3
Dex: 16 +3
Con: 14 +2
Int: 8 -1
Wis: 12 +1
Cha: 6 -2

Saves:
Fort: +4
Ref: +5
Will: +1

HP: 15
AC: 15
Init: +3 (+3 Dex)
Speed: 30ft
Armor Check Penalty: 0
ACP: 5

BAB: +1
Melee Atk: +4
Ranged Atk: +4

Skills:
Balance +5 (+3 str, +2 racial)
Climb +5 (+3 str, +2 racial)
Jump +5 (+3 str, +2 racial)
Handle Animal +1 (3 ranks, -2 chr)
Hide +6 (3 ranks, +3 dex)
Move Silently +6 (3 ranks, +3 dex)
Search +0 (1 rank, -1 int)
Spot +2 (1 ranks, +1 wis)
Listen +2 (1 ranks, +1 wis)
Survival +5 (4 ranks, +1 wis)
Knowledge (Nature) +3 (4 ranks, -1 int)
Swim +3 (+3 str)

Feats:
Beasthide Elite

Shifter Abilities:
+2 dex, -2 int, -2 chr
Lowlight Vision
Beasthide Trait
+2 balance, +2 climb, +2 jump

Ranger Abilities:
Track
Wild Empathy
1st Favored Enemy (Abberations)

Languages:
Common

Equipment:
Long Bow
40 arrows
Quiver
Great Axe
Leather Armor
Backpack
Waterskin
Whetstone
3 days rations

Appearance:
Of medium height, Feral slouches at all times. Her red eyes never make contact with others for more than a few seconds before shying away. Her dirty brown hair is perpetually tangled and matted, and in her face. The left side of her face is scarred by large claw marks. Her skin is light brown, though whether naturally this way, or due to lack of cleanliness is unclear. She wears worn leather armor, and carries a long bow and a greataxe.

Personality:
Feral is very quiet. She never speaks more than a few words at any time. She is uncomfortable in the company of others, always restless and figiting. She only truly relaxes, when she is alone in the deep woods of the Eldeen Reaches.

Background:
An old shifter ranger named Torgas was patrolling a remote northern section of the Eldeen Reaches when he stumbled upon a scene of slaughter. Dozens of shifter corpses were scattered across a clearing, all torn and dismembered horribly. It looked like the shifters had put up a great battle, there were weapons and arrows scattered all over, but no sign of any bodies or blood besides that from the shifters. Also, strangely enough, despite the number and condition of the corpses, and the fact that they had been decomposing for over a day, there were no predators of any kind feeding upon the corpses. Uneasy, Torgas searched through the remains of the shifters, when his keen ears detected a small noise. Investigating, he found a small shifter child hiding in the hollow of a tree bordering the small clearing. The child was half dead, the left side of her face horribly scarred. Using his magic, Torgas was able to keep the child alive.
Torgas took the child back to his small house. Over the next few days, the child rapidly recovered, though she remained silent. The only time she made any noise was at night, when she wake up, screaming from unknown nightmares. Despite the uncanny nature of the child, Torgas began to grow attached to her. He raised her as a daughter, teaching her the skills of the ranger. He called her Feral, because even at the best of times she acted half wild. Feral eventually grew to tolerate Torgas, though she viewed everyone else with fear and suspicion.
Torgas passes away twelve years ago. Feral inherited his small house, though she spends most of her time away from it, wandering the woods. She survives by hunting and gathering in the woods, only venturing into town to sell the skins of the animals she traps. Occasionally Feral will guide small parties through the woods. The nightmares that troubled her as a young child still occur, though less frequently. She can never remember any details of these dreams, or about the events that led to the massacre of her tribe. She remembers nothing before Torgas found her.
 

MadMaxim

First Post
Alastor - Warmage 1
Medium Humanoid (Human)
Alignment: Lawful Neutral
Hit Die: d6 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 armor), touch 10, flat-footed 13
Base Attack/Grapple: +0/+1
Attack: Spear +1 melee (1d8+1), or light crossbow +0 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells.
Special Qualities: Armored mage (light), warmage edge.
Saves: Fort +1, Ref +0, Will +1.
Abilities: Str 13, Dex 10, Con 12, Int 14, Wis 8, Cha 18.
Skills: Concentration +5, Intimidate +8, Knowledge (arcana) +6, Knowledge (history) +6, Spellcraft +6.
Feats: Armor Proficiency (Light) [warmage starting feat], Combat Casting, Simple Weapons Proficiency [warmage starting feat] Shield Proficiency (Light) [warmage starting feat], Sudden Extend.
Languages: Common, Draconic, Elven.
Action Points: 5.

Spells Per Day: 5/4 (Save DC 14 + spell level)
Spells Known: See Complete Arcane, page 90

Equipment: Spear, dagger, light crossbow, studded leather, 10 crossbow bolts, spell component pouch, traveler's outfit, backpack, bedroll, identification papers, 2 torches, 2 trail rations, 3 gp, 4 sp, 8 cp.
Encumbrance: 45 lb./50 lb. (light load)

Personal Information
Age 24
Height 5'8"
Weight 162 lb.
Hair Brown
Eyes Green
Skin Caucassian

XP: 0/1,000.

Description

Alastor is not your average scholary wizard. He's hard, he's always suspects everyone and rarely takes anything at face value. He's obviously used to being a part of the military, either ordering people around or being ordered around himself. He's also pretty strong for a wizard, able to wear armor normally unsuitable for wizards. He's not afraid to show his power and it shows. He's very confident but easily distracted and is perhaps lacking some willpower.

Background Story

Alastor studied at one of Cyre's former military academies in Metrol where he learned the destructive side of magic. This fascinated him and he studied long and hard while disregarding the more subtle uses of arcane magic. When he graduated from the academy, he was sent on assignment in the Eldeen Reaches. During The Last War he didn't really see any combat because he was ordered to stay in the Eldeen Reaches even though he desperately wanted to fight for his country. When disaster struck Cyre and turned it into the Mournland, Alastor became disillusioned pulled out of the assignment and started wandering the Eldeen Reaches for work. Alastor has long since forgotten about his original mission and is now a spell-slinger for hire.

EDIT: Forgot to use the 3 ability score booster points you granted.
 
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jkason

First Post
Galec Setou, Shifter Cleric

Code:
[B]Name:[/B] Galec Setou
[B]Class:[/B] Cleric 1
[B]Race:[/B] Shifter
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Dol Dorn

[B]Str:[/B] 11 +0       [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1       [B]BAB:[/B] +0         [B]HP:[/B] 13
[B]Con:[/B] 13 +1       [B]Grapple:[/B] +0     [B]Dmg Red:[/B] -
[B]Int:[/B] 10 +0       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 15 +2       [B]Init:[/B] +3*       [B]Spell Save:[/B] -
[B]Cha:[/B] 12 +1       [B]ACP:[/B] -0         [B]Spell Fail:[/B] -

* +2 init. from Shifter Instinct feat

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +1    +0    +0    +0    13
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +2          +4


[B]Weapon                  Attack   Damage     Critical[/B]
Longsword................+1......1d8.........19-20/x2


[B]Languages:[/B] Common

[B]Abilities:[/B]

--Shifter--

* Shapechanger subtype
* +2 Dex, -2 Int, -2 Cha
* Shifting 1/day, 5 rounds
* Shifter trait (Shiftwing): +2 Dex, fly speed 20'
* Low-light vision
* +2 racial on Balance, Climb, and Jump

--Cleric--

* Simple Weapon and all armor proficiencies, all non-tower shields
* Divine Spell per day: 
            orisons: 3 (DC 13)
            1st level: 2+1 (DC 14)
* Spontaneous Cure Spells
* Domains:
      ~Strength: Enhancement bonus to Str = cleric level. 1 round / day
      ~War: favored weapon (longsword) Martial Weapon Proficiency and Weapon Focus  
* Chaotic and Good auras
* Turn Undead 4x/day


[B]Feats:[/B] 
Shifter Instincts (1st level)
Martial Weapon Proficiency-Longsword (War Domain)
Weapon Focus-Longsword (War Domain)


[B]Skill Points:[/B] 8       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
--Class--
Concentration..............4....+1..........+5
Diplomacy..................2....+1..........+3
Know: religion.............2....+0..........+2
--Cross Class--
Balance....................0....+0...+2*....+2
Climb......................0....+0...+2*....+2
Jump.......................0....+0...+2*....+2
Listen.....................0....+2...+1**...+3
Sense Motive...............0....+2...+1**...+3
Spot.......................0....+2...+1**...+3

* racial bonus
** Shifter Instincts bonus

[B]Equipment:               Cost  Weight[/B]

Longsword................15gp...4lb
Leather armor............10gp..15lb
Backpack..................2gp...2lb
Pouch, belt...............1gp...1/2lb
Flint and Steel...........1gp...--
Trail rations (x4)........2gp...4lb
Sunrod....................2gp...1lb
Waterskin.................1gp...4lb
Ink (1 oz.)...............8gp...--
Inkpen....................1sp...--
Parchment (x5)............1gp...--
Holy symbol, wooden.......1gp...--
Holy water...............25gp...1lb
Traveler's Outfit.........--....--
spell comp pouch..........5gp...2lb

[B]Total Weight:[/B]33.5lbs      [B]Money:[/B] 25gp 9sp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                38    76   115   230   575

[B]Age:[/B] 20
[B]Height:[/B] 5'10"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] Yellow
[B]Hair:[/B] Light Brown
[B]Skin:[/B] Olive

Appearance: Galec is lean and well-kept. While he embraces his wild shifter heritage, he likewise understands the value of "appearing civilized." His face is angular, his nose pointed. Both features grow more prominent when he channels his osprey-self to shift.

Background[sblock]Galec was raised in relative seclusion, on a small farm off the main thoroughfares into and out of the city [Greenblade?]. But much as his mother feared for his safety, when the young shifter learned how to fly, there was little Momma could do.

Galec couldn't express his osprey aspect for long, but each day, for all the time he could manage, he flew, high above everything, revelling in the wind caressing his face, the warmth of the sun all that much closer. This was living.

Or, it was until someone decided to shoot him down. The arrow tore into Galec's shoulder, and he fell, hard. He heard and felt the bones crunching when he landed. His vision swam, his body burned with pain. The sound of the hunter, spitting out his hatred for "aberrations" like Galec, echoed oddly. He was going to die, the hunter promised.

But Galec fought. Through the pain, through the blinding fear, he fought, dodging blows and returning his own. He refused to give up, to believe his gifts were a curse to be cut out of Eberron like an infection. And when he could do no more, and the hunter once again raised his sword, another blade erupted from the man's chest.

The priest of Dol Dorn had seen Galec's strength and perseverance, and knew his god would never forgive him for letting such a fiery warrior fall at the hands of the kind of bitter coward who shot children. Galec and his gifts, both of body and spirit, were commendable, the priest assured him. He was clearly blessed by Dol Dorn.

Against his mother's pleas otherwise, Galec left to join the priest's order when he was well enough, and dedicated himself to Dol Dorn's teachings. Apparently Dol Dorn approved, as on top of his natural abilities, Galec gained the rare gift of divine magic, as well.

Emboldened by his double gifts, Galec is something of a rebel, ignoring orders when he feels he knows a better way to deal with evil. His hatred of true aberrations and undead often drives him to act counter to the will of the church, but his divine gifts have gone a long way to gaining him quick forgiveness in these situations.[/sblock]

Spells Prepared (morning):[sblock]Orisons (3): Guidance, Resistance, Detect Magic
1st Level (2+1): Bless, Detect Evil, Enlarge Person (D)[/sblock]
 
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Erekose13

Explorer
Jor;
changeling rogue 1 (racial substitution 1);
medium humaniod (shapeshifter);
Init +1; Senses Listen +6, Spot +6;
Languages: Common, elven, halfling.
----------------------------
AC 15, flat-footed 14, touch 11;
HP 10 (HD 1);
Fort +0, Ref +3, Will +2;
----------------------------
Spd 30';
Melee: rapier +0 (1d6/18-20/x2);
Ranged: shortbow +1 (1d6/x3) Range 60';
Attack Options: sneak attack (1d6)
Base Atk +0, Grapple +0;
Action Points: 4
----------------------------
Abilities: Str 10, Dex 12, Con 10, Int 15, Wis 14, Cha 14.
XP: 0
Feats: Investigate
Skills: Bluff +8, Gather Information +6, Search +6, Sense Motive +8, Spot +6, Listen +6, Decipher Script +6, Disguise +16, Diplomacy +6, Intimidate +8, Hide +5, Move Silently +5.
Possessions: chainshirt, rapier, shortbow, 20 arrows, traveling outfit, backpack, wineskin.
Money: 5sp, 13cp.

Class/Race Features:
Minor Shapechange
Social Intuition

Description: Jor is and has always been Jorenna Lorren, a curious half elf. She stands at average height with long auburn hair and deep blue eyes. She is of slim build and wears simple clothing. She has a tattoo on the back of her neck of an owl. Her cloak has a subtle tracery of fine leaves of a variety of subdued fall colours and is her prize possession.

Personality: A passer, Jor hides from her own true being, believing that she was meant to be like her adoptive parents ~ a half elf. Throughout her life in Greenblade she has always appeared as Jorenna, never shifting her appearance. Her parents, owners of a small supply shop in the town have brought her up thinking all along that she is a half-elf like them.

History: Found abandoned by her parents, Jor did not know that she was not a half-elf until she was 8 when in fear she altered shape. She had been out in the forest and as dusk fell she heard rustling in the under brush nearby. As she stood frozen in terror a young wolf came stalking out, barring its teeth. It circled around the frightened young girl, its yellow eyes gleaming in the failing light. At that moment, Jor heard a hoot from an owl startling her from her frozen panic. Instinctively she shifted form growing into the form of a large adult human. The wolf caught off guard with the change in form but not smell, backed off a little and when Jor tossed a rock at it the confused animal took off.

Finding out she could shift was hard for the young girl and she asked her parents about it when she came running home crying. The consoled her and told her about her past or what little they knew of it. She promised them right there that she would never do that again. While her curiousity was uncurbed, she is still not comfortable changing shape. She remains curious about her kind but has not yet met another changeling. She had an owl tattooed on her back to commemorate the moment her life changed when she was a teenager.

Now almost an adult she has decided to take her life into her hands and start doing something besides minding the shop.

Notes:
Investigate [General]: [sblock]You can use the Search skill to find and analyze clues at the scene of a crime or a mystery.
Benefit: This feat expands the way you can use the Search skill by allowing you to notice and analyze available clues in a specific area. This use of the Search skill is a full-round action. Clues are pieves of evidence that lead to the solution of a mystery. Clues are physical and can be seen, heard, touched, smelled, or tasted. A clue stands out because it's not a normal feature of the area being searched. Examples of clues include a trampled flowerbed, a broken urn, a pin snapped off a lock, a torn strip of cloak, a burnt scrap of scroll, or a brooch clutched in a dead man's fist.
Add the following task to the list provided in the description of the Search Skill
Find a Clue DC 10
So, in addition to using Search to find a certain item, notice a secret door, or find a foorprint, you have additional training and experience necessary to find clues of all sorts. Modify the Search DC according to the nature of teh scene being examine, as indicated below. (This function of a Search skill doesn't reveal clues when there are no clues to find)
Scene Condition [Search DC Modifier]
Undisturbed [+0] (The scene has not been touched or contaminated in any way.)
Disturbed [+5] (Someone or something has slightly and perhaps unintentionally contaminated teh scene: for example, a book was picked up and put back or a guard walked cautiously across the area.)
Greatly disturbed [+10] (Someone or something has massively and intentionally contaminated the scene: for example, the area has been cleaned and scrubbed, or the area was intentionally disturbed after the primary event occured.)
When a successful Search check turns up a clue, you can make a second check to discern patterns, analyze evidence, and draw conclusions about what occurred in a specific area. In other words, the first Search check lets you find something, and the second check allows you to figure out what you've found.
You can make a DC 15 Search check to analyze a clue. By examining a body, you might determine whether the victim fought back or provided no struggle at all, or if claws, a weapon, or a spell killed the victim. By looking at a scorch mark on a wall, you might approximate the location of the spellcaster when the spell was cast.
The DC for the check is modified by the time that has elapse since the event occurred and how significant the clue is, as indicated below. All other rules concerning Search skill otherwise apply.
Circumstance (example) [DC Modifier]
Each day past since event [+2] (Maximum modifier +10)
Minor clue [+0] (Provides only a piece of the solution to a puzzle and requires additional data for the investigator to reach a conclusion.)
Moderate clue [+2] (Provides significant data toward the solution of a puzzle and could lead to a conclusion without additional data.)
Major clue [+5] (Provides everything an investigator needs to solve a puzzle, even if the solution isn't immediately obvious.)
The DM should secretly make the second Search check to analyze a clue. If the check succeeds, the DM provides a truthful, objective analysis of the clue that can help the investigator reach a reasonable and logical conclusion. For example, analyzing a brooch clutched in the hand of a murdered dwarf (a major clue) reveals that it was torn from a blue cloak or tunic (it bears strands of a blue material). It bears the symbol of House Cannith, but the brooch isn't of the quality that a house noble would normally wear. These true and objective facts are now left for the investigator to consider and follow up on.
If the check fails, the DM provides analysis of the clue that sounds pausible but is actually flawed in some manner. For example, a flawed analysis of the major clue discussed above would reveal only that the brooch bears the symbol of House Cannith.
Even a successful analysis won't reveal the actual authenticity of a clue. False clues planted at a scene could provie truthful and objective data that leads an investigator in the wrong direction.
Generally, investigating a crime scene a second time doesn't add new insight unless another clue is discovered. You can take 10 when making a Search check to find a clue, but you can't take 20.
Synergy: If you have 5 or more ranks in an appropriate Knowledge skill, you get a +2 bonus on Search checks to find or analyze clues.[/sblock]
 
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