[Eberron] the "League" (the League Reborn, Evil Reborn)

Karl Green

First Post
OK here is the place to post your FINAL characters for the the "League of ExtraOrdinaries".
Include all your background and gear here also, any animals etc that you have.

PBP for the game is Here

OCC for the game is Here
 
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Fury

Appearance: Fury is a hulking mass of adamantium and thick sinew, a warforged created for the purpose of destruction and battle. He stands nearly eight feet tall, and weighs as much as four men. In combat, he uses his two heavy fists, which glow with a pale blue light as he is angered, cackling with small bolts of electricity. From his left arm, a steel bolt-thrower projects from a hidden compartment, firing small bolts with accuracy and speed. When firing, his eyes, normally a flat, featureless grey, glow with red light.

Background:
I was created in the fading days of the Last War. My creator, Aarren d’Cannith himself, took control of my creation in an attempt to create the ultimate warrior. My construction is truly unique, and all Aarren’s goals were met. I am stronger, tougher, larger, and a more competent warrior than any other warforged I have met. The war ended before I could truly show my potential on the battlefield. Once the Treaty of Thronehold took effect, I was left on my own, without a master or direction. I stalked the vast battlefields of Cyre, now known as the Mournland, for months. The grounds are like open sores on the face or Khorvaire, and my insides ache when I think of the sights I have seen. In those months, I often came into conflict with servants of the Lord of Blades, with disastrous results. The Lord of Blades meant to force me into his service when I would not come willingly. To this day, servants of the Lord of Blades have been commanded to keep a sharp eye on my whereabouts, but I have not seen one of his agents in weeks. Perhaps I have finally avoided his factors. I do not trust his intentions, nor appreciate his desire to force his will upon others.
Leaving the Mournland behind, I have made my way to Sharn, hoping to learn more about the nature of the warforged and my creator. There I mean to seek out an audience with Merrix d’Cannith, son of Aarren. Hopefully he will provide some insight as to what I might do with my talents. I have spent the time during my travels learning as much as I can about my fellow Warforged. Are there others like me out there? I never had a chance to speak to my creator about my unique nature.
I was recently been approached by an organization that sees my unique abilities as useful. I have decided to join the group, hoping to have the opportunity to apply his prowess towards a goal. I grow weary of this aimless wandering.

Special Rules from Background:
Fury has a -4 penalty to any social checks dealing with interaction with a known servant of the Lord of Blades.
Unbeknownst to Fury, Aarren placed a special enchantment deep into his being. Fury must make a Will save in order to disobey a command from a member of House Cannith. This applies to all members of the house, from a lowly craftsman up to the House’s patriarch. The DC of the save varies, ranging from a simple 10 for a roaming tinker to a 25 to disobey one of Cannith’s three Barons.
Also, Fury carries a burden. The process used to create such a focused warrior has imprinted an overriding purpose into Fury to enter combat. Each day, Fury must make use of his combat abilities, either by practicing or by overcoming an actual opponent. For each day he fails to exercise his ability, he slowly becomes more irritable, angry, and prone to lash out and destroy. At the start of each new day where Fury has not partaken in combat, either real or mock, in the previous day, Fury must make a Will save with a DC equal to 10 plus the number of days since he last fought. If he fails this save, at some point during the day Fury will lose control and make use of his abilities regardless of the situation. If he cannot do so because of physical restraint or some other reason, Fury will do all in his power to lash out at the nearest living creature for 2d6 rounds. At the end of this time, he returns to normal. If no foes are present, Fury will vent its rage against inanimate object. If Fury lashes out in this manner, he must still make another save the following day, since he has not yet fulfilled his burden.

Age: 3
Height: 8’
Weight: 1000lbs
Hair: N/A
Eyes: N/A

Unique Warforged Fighter/Monk
4th level Gestalt
Alignment: Lawful Neutral

Statistics:
STR: 18 (+4, costs 13)
DEX: 10 (+0, costs 2)
CON: 20 (+5, costs 16)
INT: 12 (+ 1, costs 4)
WIS: 9 (-1, costs 3)
CHA: 8 (-1, costs 10)
Hit Points: 54
Saving Throws:
Fortitude: +9 (base +4, CON +5)
Reflex: +4 (base +4, DEX +0)
Will: +3 (base +4, WIS -1,)
Armor Class: 18 (Adamantine Body, +8 AC, +1 Magical enhancement, -1 for Large size); Touch: 9; Flatfooted: 18
Damage Reduction: 3/Adamantine
Base Attack Bonus: +4
Large Size
Move: 30ft

Attacks:
Slam: Attack Bonus +7, 1d6+4 dam, x2 crit
Fists: Attack Bonus +7, 2D6+4 dam, x2 crit, +1d10 damage on crit, two attacks at +4/+4
Rapid-fire springbow: Attack Bonus +3, 1d6 dam, 19-20/x3 crit, range 60, Type P, Fire 4/round as Full round action at up to two targets, 2/round as standard action, built into left arm, impossible to see when not drawn, draws as thought Fury had the Quick Draw feat, uses 20 round magazines, Full round action to reload. Ammo is hidden in compartment in left leg.

Skills:
Skill Points 43 (20 for 1st level monk+5+5+5+8 bonus)
Appraise +1, Balance +7 (7 ranks), Bluff +0, Climb +11 (7 ranks), Concentration +6 (1 rank), Craft +1, Diplomacy -1, Disguise -1, Escape Artist +0, Forgery +1, Gather Information -1, Heal -1, Hide -4, Intimidate -1, Jump +11 (7 ranks), Knowledge (Warforged) +8 (7 ranks), Listen -1, Move Silently +0, Ride +0, Search +1, Spot +6 (7 ranks), Survival -1, Swim +4, Tumble +7 (7 ranks), Use Rope +0

Feats:
Adamantine Body (Eb pg. 50), Improved Damage Reduction (Eb pg. 55), Power Attack (PHB pg 98), Point Blank Shot (PHB pg 98), Precise Shot (PHB pg 98), Cleave (PHB pg 92), Powerful Charge (Eb pg 57), Greater Powerful Charge (Eb pg 54), Improved Fortification (Eb pg 55), Improved Grapple (PHB pg 95), Improved Unarmed Strike (PHB pg 96)

Racial Features:
-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened conditions, and energy drain
-Cannot be healed with spells of the Heal variety (due to Improved Fortification feat), and cannot heal naturally
-No need to eat, sleep, or breathe
-Natural Slam attack 1d6 damage

Languages: Common, written and spoken

Class Features:
Force Strike (unarmed strikes count as magical for the purpose of dealing damage to creatures with damage reduction)
Slow fall (falls are reduced by 20ft if he is within arm’s reach of a wall)
Still Mind (+2 bonus to resist enchantment effects)
Fast Movement (+10 ft bonus to move)
Flurry of Blows (make two attacks/round at +1/+1 BAB)

Magic:
Adamantine Skin (+1 AC, has Rhino’s Hide enchantment, deals an additional +2d6 damage on successful charge attack)
Shocking Fists (Enchanted with Shocking Burst, +1d10 damage on crit)
Watch Lamp built into chest (As a free action, Fury can call forth a ball of light that hovers over his right shoulder. It provides light equivalent to a torch, 20 feet of bright illumination, 40 feet of shadowy illumination.)

Equipment:
Oil of Repair (Repair Light Wounds, 6 qty)
5 20 round magazines for springbow
Wealth: 100gp

Edit: Added image. I just scanned an image of Calibretto from Battlechasers, and used paint to remove his 'jetpack' and some other small stuff that didn't fit.
 

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Name: Enden Male human Artificer/Swashbuckler; 6000 XP; Medium humanoid; HD 4d10+4; hp 38; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +4; Grp +5; Atk +7 ranged (1d8, 19-20/x2, 80ft lightcrossbow),+7 ranged (1d4+1, 19-20/x2, 10ft dagger) or +7 melee (, some sort of magical whip); SA ; SQ ; AL NG; AP 6; SV Fort +5, Ref +5, Will +4; Str 12, Dex 16, Con 12, Int 19, Wis 10, Cha 12.

Skills and Feats: Appraise +6, Balance +6, Bluff +4, Climb +4, Concentration +4, Craft(alchemy) +7, Craft(weaponsmithing) +1, Craft(blacksmithing) +7, Craft(jewelrycrafting) +3,Diplomacy +2, Disable Device +6, Escape Artist +5, Jump +4, Knowledge(arcana) +7, Knolwedge(architecture and engineering) +7, Knowledge(the planes) +7, Open Lock +7, Search +8, Speak Language (Elven, Dwarven) Spellcraft +8, Swim +1 Tumble +10, Use Magic Device +8;Exceptional Artisan[First], Extraordianry Artisan[First], Legendary Artisan[First], Exotic Weapon Proficiency(whip) [Second], Combat Expertise[Third], Improved Disarm[Fourth], Extend Spell[Class], Scribe Scroll[Class], Brew Potion[Class], Craft Wonderous Item[Class], Craft Homunculus[Class].

Languages: Common, Ignan, Auran, Terran, Aquan, Dwarven, Elven.

Racial Abilties: Medium-size, 30ft move, +4 Skill points at level one, +1 Skill point per level after first, Bonus Feat.

Class Abilities: Weapon & Armor Proficiencies (simple weapons, light and medium armor, all shields minus tower shield), Artificer Knowledge (Can make check to see if item is magical, +8 bonus, takes one round of study, DC 15), Artisan Bonus (+2 bonus to Use Magic Item checks for items which he already has the creation feat), Disable Trap (Can make Search checks to find traps with DCs higher than 20), Item Creation (Can make magic items for which he does not have the prerequested spell, DC 20 + caster level), Scribe Scroll, Craft Reserve 80pts (Can substitute points for XP in item creation), Brew Potion, Craft Wonderous Item, Craft Homunculus, Bonus Feat (Extend Spell); Weapon & Armor Proficiencies (simple and martial weapons, light armor), Weapon Finess, Grace +1 (+1 bonus to Reflex saves), Insightful Strike (Add Int bonus plus Str bonus for damage with light/Weapon Finess-able weapons).

Infusions per Day (4/3) DC 14+infusion level; Caster Level 4th.

Possessions: Little under 500gp spent, 90 lbs.

Dagger(2), Light Crossbow, 20 bolts, Artisan’s tools, masterwork, Backpack, Bedroll, Blanket, winter, Candle(5), Canvas (sq. yd.), Case, map or scroll(11), Chalk, 10 piece, Explorer’s outfit, Fishhook, Flint and steel, Ink (1 oz. vial), Inkpen, Mirror, small steel, Oil(3), Paper(5), Pouch belt, Rations trail(7), Rope silk (50 ft.), Sack(2), Sealing wax, Sewing needle, Signet ring, Torch, Vial(10), Waterskin, Whetstone, Acid(4), Acidic Fire(4), Alchemist’s fire(4),Alchemist's frost(4), Alchemist's spark(4), Antitoxin(4), Everburning torch, Smokestick(4), Sunrod(4),Thunderstone(4), Tindertwig(4).

Created Magic Items (XP cost): Potion of Barkskin(9), Potion of Fly(23), Potion of Cure Light Wounds(2), Potion of Cure Light Wounds(2), Potion of Cure Light Wounds(2), Potion of Jump(2), Potion of Invisibility(9), Potion of Spider Climb(2), Potion of Waterbreathing(23), Scroll of Fireball(12), Scroll of Lightning Bolt(12), Scroll of Dispel Magic(12), Scroll of Summon Monster I(1), Scroll of Summon Monster III(12), Scroll of Summon Monster III(12), Scroll of Speak with Animals(12), Scroll of Web(5), Scroll of Charm Animal(1), Scroll of Floating Disk(1), Scroll of Mount(1), Wand of Magic Missle(23), Wand of Burning Hands(23).

Age: 23, Height: 5'7", Weight 145lbs, Hair: Short cut black with blue tips, Eyes: Dark Green.

History: Enden was born into a wealthy household in Aundair, his mother and father prominent memebers of House Cannith. His family had moved to Aundair to raise their children in relative peace and away from the majority of politics. The manor rested near Scions Sound, nestled in a small spanse of woods. Enden's father owned all the land for miles around and was wealthy enough to give his children an excellent education and fufilling life. Enden, after showing apptitude in fixing and correcting the many magic devices around the manor was sent to Arcanix. He spent most of his teenage years there and came out the best of his class.

On Enden's twenty-second birthday after he had established his own business in Fairhaven he had recieved word about a Karrnathian attack upon his home and the surrounding villages. Enraged, Enden returned home to find his family slaughtered along with the servants. Most of his home had been ransacked before being burnt to the ground. Enden, however, found his father's personal guards still alive and protecting his younger brother in the hidden building that housed his father's most prized possession, his air-galleon Emmanae (named after his wife). Learning what had happened, Enden had sent his younger brother to their closest relative's home and began building an arsenal to take vengence for his family.

It took him only three days before he took command of his father's ship (now re-named 'Endless Fury') and tracked down the band of Karrnathian maruarders that had killed his family. With the help of his inventions and his father's guard, he laid waste to part of the Karrnathian shoreline and obliterated any trace of the murderers. When Enden had returned to find his younger brother, he had found that House Cannith had cut all ties with him and his relatives had disowned him. His younger brother had been young enough at the time to not understand what had happened and so took his uncle and aunt's disowning of his brother as a sign that he should too. Enden dissapeared with his band of loyal soldiers and many claim that the remains of his father's air-galleon rest at the bottom of Eldeen bay.

Enden of course started that rumor to keep Karrnath, Aundair, and House Cannith out of his hair. He has spent the last year wandering with crew, heartbroken and furious with House Cannith.

Personality: Enden once was a jovial person, playing harmless pranks on his family or school mates. He treated his family and lessers well and never once gave his teachers any problem. After what happened to his family, Enden seemed to withdrawl into himself and started putting his entire soul into his magical works. He still treats his crew with respect but doesn't really seem 'alive' anymore. While he has never snapped at his crew, many of them are still haunted by their master's manic look and hate filled laughter during the slaughter of the Karrnathians.

Appearance: Enden is some-what short and built like a fencer, not a brawler. He keeps his black hair short, dying the tips blue. His darkgreen eyes always seem haunted and when he looks at someone, it really looks like he's looking through them. His clothing is worn loose and each piece has more pockets than one would think possible. He wears a long leather jacket over his pocket covered armor and keeps his whip wound on his belt. He wears fingerless gloves that contain all manner of small tools in holders above his hand. Knocking his heel against the floor on each of his boots produces a dagger-sized blade from the toe. He also keeps another dagger hidden inside his right boot. He keeps a crossbow and dagger on the hip opposite of his whip and on both his front and back wears a belt pouch filled with all manner of assorted things from gems to screws to pieces of lightning charred wood. On his back is a backpack built to hide things along with expanding into a very small workstation. It seems no matter how much he stores in his pockets or backpack, he never seems weighed down.

 
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Neville Rathbone

Neville Rathbone

Quote: “There I was, deep in the interior of Xen’drik, when suddenly….”

Appearance:
Rathbone is a slender old man, tall, but not so much as he may have been in his prime. His thinning white hair is kept very closely cropped, and he wears a large and well-groomed moustache. He is usually very well dressed, though a bit backwoods and out of date at times. His face and hands, though, reveal many, many years of wear and toil. A large scar of what appears to be two large animal claws, passes in front of his left ear and down his neck. When observed for a period, one may notice that Rathbone often unconsciously pulls on the cuff of his sleeve, drawing it down over some sort of marking on his arm.

Background:
Legend. In the time of King Jarot, the name Neville Rathbone was synonymous with “Adventure”. He was said to have traveled to every corner of Korvaire and beyond in the name of the crown. And send him forth the crown did; in the name of Thronehold he would scour uncharted lands for riches, Dragonshards, and scraps of prophesy for the sages of the court to fret over. In time, he and his band were quite famous, as his confidant was the famed bard, Valem Pendagger, the greatest of his day. The tales of Rathbone and his guides were made famous in Pendagger’s articles published in the Korranburg Chronicle. From Regalport to the Lantern Tower, they sought fortune and glory for the crown of Galifar.

Past Shargon’s Teeth and deep into the heart of Xen’drik, Rathbone would plumb, with his trusty companions Ul’gutu, his half-orc guide, and the towering Karrnathian fighter, Briet Domaldrake of House Denith. Many secrets they uncovered, many treasures they shipped back to Thronehold. But Galifar’s thirst for secrets was great, as was Rathbone’s pride. In the year 890 YK, Neville Rathbone left Stormreach in the north of Xen’drik and in a formidable riverboat, set sail down the main channel of Xen’drik’s intirior, headed straight for the fabled ruins of Thul’Sallad. They were never heard from again……

Legend. Lost he was, body and soul, to the slipping grasp of time until his name was nothing more than legend.

In 995 YK, a fisherman outside of Stormreach found an old man lying on the beach, the waves of the Thunder Sea lapping up over his broken body. Thinking him dead, he began to search the ragged man, looking for anything of value on his strangely tattooed body. With a sudden scream the old man’s hands flew up around the fisherman’s neck and wrestled him to the ground. But the fisherman threw off his unlikely assailant, and the castaway collapsed again into a heap.

Four days later, he awoke in a bungalow covered with Elven art. The motifs of the Undying burned into his consciousness, reminding him of a nightmare just forgotten. Too weary to do more than blink, his eyes focused on a light in the doorway. A face he recognized approached him. Ilglas d’Lyrandar, his father’s sea captain of old, stood before him. Older he was, but not so much to not recognize his still present, yet graying, handlebar moustache. Indeed, it was not Neville who had the most trouble with recognition. Old, old hands on the end of his own arms spooned food into his mouth. It was some time before he could relay any part of his story to d’Lyrandar. Only flashes remained; imprisonment, torture….the dark elves had broken his soul. Indeed, it wasn’t until a month later, when he was well enough leave the bungalow, that Neville Rathbone had considered not only how he had come here, but indeed, when it was.

After the initial shock of being told that he was missing for 104 years, Rathbone decided to put his affairs in order. Paying many lengthy visits to House Sivis, Rathbone was finally able to confirm his identity and recover much of his goods and accounts. Having decided to locate his heirs, Neville booked passage to Sharn, and took up a flat there. Two years and much of his money was spent tracking down the whereabouts of his son’s family. Many things had shocked Rathbone on his return, air-galleons, warforged, but nothing hurt him quite as much as learning of the fate of Cyre. Indeed, his son’s family was last known to have lived there. The Rathbone line was dead.

Neville Rathbone has been in Sharn ever since, picking up the pieces of his broken life. The Treaty of Thronehold heartened him, but he still yearned for the days of glory in Galifar. He had taken to a quiet life of unprecedented anonyminity in Sharn. Much like his frail body, his mind had been broken as well. Names, places, memories, all lost to the relentless forces to which he succumbed. Occasionally, he would see a gnome he used to do business with, or an elf entertainer who was friends with Pendagger, but few others remembered his name, or really cared. Neville sank into a world of loneliness in his modest flat, taking to the bottle or the trollop a bit too much for his dwindling budget. On yet another night, much like any other, while he sat among his few remaining trophies, numbing his senses with a bottle of Kieros liquor, there came a caller. A half-elf with the colors of Wroat came to his door with a sealed letter, and said something to Neville Rathbome that he never thought he would hear ever again. “Mr. Rathbone?”, he said, “You are needed."

Personality:
Neville was born a Brelish gentleman, though if fate hadn’t had it, he’d have been nothing but a poor travelling trader and hunter all his life. He has killed many men in his time, yet he has never slain wantonly or stained his hand in innocent blood, but only in self-defense. It is a cruel and a wicked world, and for one who would consider himself a timid man, he has been mixed up in a great deal of fighting. Neville has done a good many things in his life, which seems a long one, owing to having begun work so young, perhaps. At an age when other boys are at school he was earning his living as a trader between Breland and the Principalities. He had been trading, hunting, fighting, or mining ever since.

Rathbone rather prides himself on his discretion, for due to the work of Sir Pendagger, he has had some repute. Noted as a fine huntsman, he would commission the finest craftsmen of the day to furnish his weapons. In the many portraits still hanging in hunt clubs around Korvaire, he was portrayed many times with his famous repeating crossbow in hand. He believes even to this very day, that every experienced hunter will know how vital a proper supply of bows and ammunition is to the success of an expedition.

The Last Journal:
*(thanks Mr. Haggard!)
Rathbone is a cautious man, indeed a timid one despite legends (as he says, though certainly modest), his forays into Xen’drake were not as foolhardy as the stories reported. It seemed that to undertake such a journey would be to go to certain death, and putting other considerations aside, he could not afford to die just then. Herein are excerpts from the chronicling of his last trek:

We had been in port at Stormreach for nearly a fortnight, Ul’gutu, Briet and I. Pendagger was delayed in the mainland with a wretched fever, and a pressing deadline at the Chronicle, and was too weary to join us. As we were seated in a sweaty parlor of a trader in rare hides, a rather large man of noticeable social standing approached our table and presented himself. "Excuse me, sir," he said, leaning forward across the table, and speaking in a low deep voice, a very suitable voice, it seemed to me, to come out of those great lungs. "Excuse me, sir, but is your name Neville Rathbone?" I said that it was. The big man made no further remark, but I heard him mutter "fortunate" into his beard. He turned spoke to our host, a rather boorish man, even for a poacher, and then proceeded to take the seat across from me.

After revealing his credentials as a representative of Thronehold, he made me an offer which I could not easily pass by, like a merchant on the street. “The ruins of Thul’Sallad,” he said in a hushed tone, “many of Jarot’s personal advisors say that the key to the stability of the empire lies there.” I raised my eyebrows at this. “Another jaunt into the interior for some prized relic?” I extolled. “No,” he said, “signs and portents.”

He told me that I was to safely deliver one of the King’s most noted historians to the locale, and ensure his safe return. The man was named Luxoptis, he said, a scholar of Draconic science and prophecy. Not being one to ever travel in small groups, I thought nothing of it. But I knew the dangers full well. I am a fatalist, and believe that my time is appointed to come quite without reference to my own movements and will, and that if I am to go to the ruins of Thul’Sallad to be killed, I shall go there and shall be killed. The Host, no doubt, knows Their mind about me, so I need not trouble on that point.

The man made promises of great reward and left us there in the parlor to our own ends. I turned to my companions, looking for signs of encouragement. I said, "We have all three of us been accustomed to face danger, and to hold our lives in our hands in various ways, so it is no good turning back now. And now I vote we go down to the tavern and take an observation just for luck, you know." And we did--through the bottom of a flagon.

It was a journey of more than a thousand miles from Stormreach, the last three hundred or so of which we had to make on river. We avoided travelling on foot owing to the frequent presence of the dreadful "muusi" fly, whose bite is fatal to all animals except donkeys and elves. It was when we parted ways from he boat that disaster struck. It was then that Luxoptis showed his true colors. Damn that man, if a man he even be, damn him!! I rue the day we met!

He was a man who spoke in riddles. Since our first meeting on the docks of Stormreach, I knew that there was ill boding in this man’s eyes. He kept to himself most of the boat trip, holed up in his cabin with the smell of strange incense wafting from under the door. It was when we struck land that our fate was sealed. Luxoptis was very clear about which path to take, despite the warnings of the other hunters. Traps, ambushes, murder in the night. One by one the dozen or so pack handlers we sojourned with fell to beast and poisoned dart. Alas poor Briet. I buried him deep, with big boulders on his breast; so I do not think that the were-jackals can have dug him up. Even our antitoxins couldn’t save him from an arrow that should have never been loosed, were it for the great man’s own wisdom. But still, we followed Loxoptis, deeper into the brush.

Our folly was not at its end. Poor Ul’gutu, he was killed the following month, poor fellow, by a wounded megaraptor, and lies buried near the Kral’beseti Falls. I felf very alone, less than 5 servants remaining, and the long nights, feeling Luxoptis’ eyes upon me. He began speaking of signs, marks on the very face of Eberron. Mad he was, that or a devil, but onward we went. Be he a servant of Dragon or Dust, my fate was sealed with his now.

We had crested a plateau over what he said was the valley that we sought. I peered out into the mists, and I saw it. Rising form the clouded valley floor was a sight like no other. Cyclopean forms of non-Euclidean shape forming a swath of stone in the lush canopy. Standing rocks of impossible shapes, looming in the jungle like……thunk! I am hit. Darts, javelins, spears! Luxoptis has run into the brush as my poor servants die like cattle. Snickt! I am hit again…..it is the dark ones. They are coming for me.




Age: 65 (apparent)
Height: 5'10"
Weight: 145lbs
Hair: White
Eyes: Ice Blue

Human Ranger/Rogue
4th level Gestalt
Alignment: Neutral Good

Statistics:
STR: 10 (+0, costs 3)
DEX: 14 (+2, costs 8)
CON: 12 (+1, costs 5)
INT: 14 (+2, costs 5)
WIS: 20 (+5, costs 16 + 4th lvl.)
CHA: 12 (+1, costs 3)
(Age: -1 STR, DEX, CHA; +1 INT, WIS, CHA)
Hit Points: 30 (9+7+7+7)
Saving Throws:
Fortitude: +5 (base +4, CON +1)
Reflex: +6 (base +4, DEX +2)
Will: +8 (base +1, WIS +5, +2 Feat)
Armor Class: 20 (+6 Armor, +2 Dex, +2 Natural); Touch: 12; Flatfooted: 18
Base Attack Bonus: +4
Initiative: +6 (+2 DEX, +4 Feat)

Attacks:
Shortsword: AB: +4, 1d6 dam, 19-20x2 crit, Type S
+1 Repeating Heavy Shock Crossbow: AB: +7, 1d10+1(+1d6 electricity), 19-20x2, range 120ft., Type P
Dagger: AB: +4/6, 1d4 dam, 19-20x2 crit, range 10ft., Type P

Skills:
Skill Points 91 (52 for 1st level rogue+13+13+13)
Balance +4, Bluff +6, Climb +5, Decipher Script +7, Diplomacy +5, Disable Device +9, Escape Artist +4, Handle Animal +6, Hide +7, Intimidate +3, Jump +7, Knowledge (Dungeoneering) +3, Knowledge (Nature) +5, Knowledge (Geography) +3, Knowledge (Local) +3, Listen +12, Move Silently +7, Open Lock +6, Perform (Oratory) +2, Profession (Guide) +6, Ride +4, Search +9, Spot +12, Survival +10, Swim+2, Tumble +9

Feats:
Track, Endurance, Rapid Shot, Renown, Iron Will, Improved Initiative, Point Blank Shot, Exotic Weapon Proficiency: Repeating Crossbow

Languages: Common, Elven, Giant, written and spoken

Class Features:
Sneak Attack: +2d6, The rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC or when the rogue flanks her target.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Evasion- If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Uncanny Dodge- He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.

Trap Sense +1: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Wild Empathy-A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.

Favored Enemy (Humanoid: Elves)-The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Animal Companion:

DOG, RIDING
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, Track, Trip*
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat
*If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Link (Ex): A druid can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid's option, he may have any spell (but not any spell-like ability) he casts upon herself also affect her animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit.

Equipment:

Magical:
8550gp- +1 Repeating Heavy Shock Crossbow
5100gp- +2 Mithril Shirt
5200gp- Lens of Detection
2200gp- Ring of Feather Falling
2000gp- Handy Haversack
1000gp- Pearl of Power I
2300gp- Barkskin Tattoo
1700gp- Resist Energy Tattoo
1700gp- Camouflage Tattoo
200gp- 4x Potion of Cure light
60gp- Protection from Evil tile
60gp- Invisibility vs. Undead tile

--
28250

Mundane:
10gp- Short Sword
40gp- 200x Crossbow bolts (40 clips)
10.6gp- Bedroll, Winter Blanket, Tent
7gp- Crowbar, Pick, Shovel
3gp- 50’ Rope, Hammer, 10x Pitons, Grappling Hook
172gp- Everburning Bullseye Lantern (110eb+50mw+12)
3gp- 3x Waterskins
10gp- 10x Tindertwig
100gp 2x Antitoxin
100gp- Masterwork Thieves’ Tools
100gp-Fine Clothes 2-3 outfits

555gp

28805gp spent
75gp left
 
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Code:
[B]Marcus ir’Calvani		[/B]				[B]6,000 xp[/B]
Male human Cleric/Urban Ranger 4 of the Silver Flame
NG Medium humanoid (human)
[B]Init [/B]+3; [B]Senses[/B] See Invisibility, Listen +3, Spot +7
[B]Aura:[/B] Aura of Courage
[B]Action Points:[/B] 7
[B]Languages[/B] Common, Abyssal, Common
----------------------------------------------------------------------------------------
[B]AC[/B] 19, touch 13, flat-footed 16
[B]Hp[/B] 25 (4 HD)
[B]Immune[/B]: Fear
[B]Fort[/B] +5, [B]Ref[/B] +7, [B]Will [/B]+7
----------------------------------------------------------------------------------------
[B]Speed[/B] 30 Ft. (6 squares)
[B]Ranged[/B] [I]+1 composite longbow[/I] +8 (1d8+3/x3/110 ft.) or
[B]Ranged [/B][I]+1 composite longbow[/I] +9 (1d8+4/x3/110 ft.) in 30 ft. or 
[B]Ranged [/B][I]+1 composite longbow[/I] +6/+6 (1d8+3/x3/110 ft.) with Rapid Shot or 
[B]Ranged[/B] [I]+1 composite longbow[/I] +7/+7 (1d8+4/x3/110 ft.) with Rapid Shot in 30 ft. or 
[B]Melee[/B] Cold Iron Warhammer +6 (1d8+3/x3) or
[B]Melee[/B] Alchemical Silver Kukri +6 (1d4+1/19-20)
[B]Space[/B]: 5 Ft.; [B]Reach[/B] 5 ft.
[B]Base Atk[/B] +4; [B]Grp[/b] +6
[b]Atk Options[/b]  Favored Enemy Outsiders (evil) +2, Silver Smite Evil 1/day, Ranged Smite Evil, Action 
Surge, Point-Blank Shot, Precise Shot, Rapid Shot.
[b]Special Actions[/b] Exorcism 5/day (as level 5 cleric)
[b]Cleric Spells Prepared[/b] (CL 4th)
	2nd- [i]lesser restoration, magic circle against evil (d, CL 5), shield other, sound burst (DC 15)[/i]
	1st- [i]bless, deific vengeance (DC 14), obscuring mist, protection from evil (d, CL 5), shield of faith[/i]
	0- [i]create water, detect magic, light, purify food and drink, read magic[/i]
D: Domain spell.  Domains: Exorcism (exorcism 5/day), Good (cast [good] spells at +1 CL]
[b]Ranger Spells Prepared[/b] (CL 2nd):
	1st- [i]longstrider[/i]
----------------------------------------------------------------------------------------
[b]Abilities[/b] Str 14, Dex 16, Con 12, Int 10, Wis 17, Cha 15
[b]Special Qualities[/b] Wild Empathy +4, Animal Companion, Telepathy with companion, link with 
companion, share spells with companion  
[b]Feats[/b] Action Surge, Combat Casting, Endurance, Point-Blank Shot, Precise Shot, Ranged Smite Evil, 
Urban Tracking, Silver Smite
[b]Skills[/b] Concentration +8 (+12 casting defensively), Diplomacy +7, Gather Information +9, Hide +7 (+8 in 
low illumination), Knowledge (Arcana) +5, Knowledge (Religion) +7, Knowledge (The Planes) 
+7, Move Silently +7, Search +4 (+9 with goggles of minute seeing), Sense Motive +8, Spellcraft +6, Spot +7, Speak Language (Abyssal, Infernal)
[b]Possessions[/b] Cold iron warhammer, alchemical silver kukri, [i]composite longbow [Str +2] +1[/i], arrows (60), 
black leather boots, darkweave breeches, grey workman’s shirt, darkweave cassock, black 
leather belt, darkweave mantel, black leather glove, archer’s glove, ID papers w/portrait 
(Marcus Calvani), signet ring (House Calvani), spell component pouch, [i]goggles of minute 
seeing[/i], MW manacles, amazing lock, [i]mithril chain shirt +2[/i], 1pp, 8 gp, 9 sp, 10 cp 

Arrow the Hound Dog				
Male Dog Animal Companion
NN small animal
Init +3; Senses Scent, low-light vision, Listen +5, Spot +5
AC 15, touch 14, flat-footed 12
Hp 6 (1 HD)
Fort +4, Ref +5, Will +1
Speed 40 Ft. (8 squares)
Melee Bite +3 (1d4+2)
Space: 5 Ft.; Reach 5 ft.
Base Atk +0; Grp -3
Abilities Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: Telepathy with Marcus, Link with master, share spells with master, permanent magic 
fang.  
Feats Alertness, Track
Skills Jump +7. Listen +5, Spot +5, Survival +1 (+5 tracking by scent)


Marcus Calvani is the seventh son of the seventh son of what used to be known as the ir'Calvani noble house of Thrane. When the Theocracy gained power, the ir'Calvani family declared for the Church and turned over many of their belongings and wealth to the Silver Flame. In return, the Church of the Silver Flame rewarded the Calvani house with riches and power within the fledgling government. Marcus' auspiscious birth came with it an early obvious power: It was clear to all the Flame spoke to him. Marcus trained with the priests and seemed a very quick study, learning many things about the religion, as well as how to interact with and play the politics of the church. These two talents earned him a prestigous position with the Inquisition during the war, ferreting out possesed officials and turn-coat clergy during the last years of the Last War. It was during this period that a face-off with a vile fiend of posession effected Marcus in a strange way and turned nearly all of his hair white, save his facial hair and one streak down the middle.

In Thrane, Marcus' popularity and fame grew as he uncovered and helped to handle a number of high-profile posessions and rings of corruption. Marcus was so good at his job, he began noticing a stream of connections with the posessions, and finally, began linking them with corrupted officials in some of the highest church positions. When these powerful priests realised that he was on to them, they turned against Calvani, claiming that he had fell prey to the call of the dark flame, had delved too deeply into the dark lore of demons and devils and found vile power there. They branded him a heritic and sent team after team of Silver Flame faithful after him, in order to apprehend or kill him. Marcus, never meaning to kill the Silver Flame expeditions to get him, nevertheless accidentilally did a few of them in, and feels very guilty about this fact. The failure of his Church to protect him from this corruption and the fact that he has been forced to kill good men or be killed haunts him to this day.

Marcus took refuge in the only place big enough to hide him, Sharn. Not ever abandoning his faith in the Silver Flame, Marcus continued to do what he did best, working now for the common denizen of Sharn, protecting all those who need protection, especially from the vile plots of demons and devils. Occasionally, a Silver Flame faithful will hear of him and attack him, hoping to do the Flame's bidding and bring his to justice. Marcus always tries to explain himself, but inevitably is forced to incapacitate or run away from his attackers.

Marcus, growing tired of these attempts at his life has decided to get his life back. An orginization, recognizing his extraordinary abilities, has approached him, offering information and resources to protect him from these attackers, and eventually helping find proof that will condemn those who falsely accused him and clear his good name. So long as the goals of this orginization aren't wholly evil, Marcu is willing to play along, working toward the greater good as he sees it: the Clensing of the Church of Thrane, and his restoration as a part of it.

Marcus is a tall, slightly lanky individual with a fairly haunted, but placid look to him. He wears his hair long, tied into a ponytail with spare bowstrings. He keeps his beard close-cropped and neat.
 
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Azreal (Sebastian Parson) [Outsider]
Male Gestalt Half-celestial Paladin 4/War Mage 4

Character level: 4
Alignment: Lawful Good
City: Sharn
Height: 6' 5''
Weight: 224 lbs
Hair:Black, to the shoulder
Eyes: Sky Blue
Age: 24
Experience: 6,000 xps

Str: 15 (+2) [3 points, +4 racial]
Dex: 16 (+3) [6 points, +2 racial]
Con: 18 (+4) [6 points, +4 racial]
Int: 16 (+3) [6 points, +2 racial]
Wis: 18 (+4) [6 points, +4 racial]
Cha: 22 (+6) [13 points, +4 racial +1 level]

Class and Racial Abilities
Base Extras - +2 skill points/level, cross-classes skills only cost 1pt/rank, Hero Feats are gained each level, with a bonus feat (for 2) at 1st level.

Human abilities - One extra feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Half-celestial abilities - Darkvision 60’, Flight 60’ – good maneuverability, Daylight (Su) – at will, Smite Evil (Su) - +4 dmg vs. evil 1/day, Protection from evil 3/day, Bless 1/day, Aid 1/day, Detect Evil 1/day, Immunity to disease, Resistance to acid (10) cold (10) electricity (10), Damage reduction 5/magic, Natural weapons are considered magic, Spell resistance 14, Save vs. poison +4.

Paladin abilities – All armor proficiencies, shield proficiency, simple and martial weapon proficiency, Aura of Good, Detect Evil (sp) - at will, Smite evil (Su) +6 attack +4 damage, divine grace (Su), lay on hands [24 hit points], Divine health, Aura of courage [Immune to fear], Turn Undead [11 times/day as 2nd level cleric], Spells (2nd level caster).

Warmage abilities – Armored Mage (light), Warmage edge, Advanced learning (Shield)

Hit Dice: 10 + 3d10 + 12
HP: 46
AC: 19 (+3 Dex + 5 Armor + 1 shield)
Init: +3 (+3 Dex)
Speed: 30ft / Flight 60 ft

Saves
Fortitude +14 [+4 base, +4 Con, +6 Grace]
Reflex +10 [+1 base, +3 Dex, +6 Grace]
Willpower +14 [+4 base, +4 Wis, +6 Grace]

Save conditionals: Immune disease, +4 vs. poison, Immune fear, Acid 10, Cold 10, Electricity 10.

BAB: +4
Melee Atk: +6 Scimitar (1d6+2/18-20/x2/S)
Ranged Atk: +8 MW Composite longbow (1d8+2/20/x3 110ft/P)

Attack conditionals: Point blank shot, rapid shot.

Skills56 skill points
Concentration +7 [3 Ranks]
Diplomacy +13 [7 Ranks]
Gather Information +9 [3 Ranks-cc]
Handle Animal +8 [2 Ranks]
Heal +7 [3 Ranks]
Intimidate +7 [1 Ranks]
Knowledge Arcana +10 [7 Ranks]
Knowledge Religion +10 [7 Ranks]
Knowledge History +6 [3 Ranks]
Knowledge Nobility +4 [1 Ranks]
Listen +6 [2 ranks-cc]
Ride +5 [1 Rank]
Search +5 [2 Ranks-cc]
Sense Motive +11 [7 Ranks]
Spellcraft +8 [5 Ranks]
Spot +6 [2 Ranks-cc]

Feats:
Point blank Shot [Human]
Rapid Shot [Bonus]
Precise Shot [1st lvl]
Arcane Disciple – (Celerity)[2nd lvl]
Divine Metamagic (Empower)[3rd lvl]
Divine Shield [4th lvl]

Languages: Common, Celestial, Syranian, Draconic, Elven.

Spells Known (cast/day) (Warmage)
Save DC +6
0th – (6) Acid splash, disrupt undead, light, ray of frost
1st – (8) Accuracy, burning hands, chill touch, fist of stone, hail of stones, magic missile, orb (all) lesser, shocking grasp, true strike. Expeditious Retreat (Celerity). Shield (Advanced Learning).
2nd – (5) Blades of fire, continual flame, fire trap, fireburst, flaming sphere, ice knife, melf’s acid arrow, pyrotechnics, scorching ray, shatter, whirling blade. Cat’s Grace (Celerity).
3rd - .
4th - .
5th - .

Spells Known (cast/day) (Paladin)
1st – (2) Divine Sacrifice, Magic Weapon

Equipment
Azure Streak MW Mighty +2 Darkwood Composite Longbow (630gp, 1.5 lbs.)
Arrows [Qty. 60] (3 gp, 9 lbs.)
Scimitar (15gp, 4 lbs.)
Mithral Chain shirt +1 (2,100 gp, 10 lbs., AC +5, MDP +6, ASF 10%, ACP 0)
MW Darkwood Buckler (205gp, 2.5 lbs., ASF 0%, ACP 0)
Bedroll (5sp, 5 lbs)
Backpack (2 gp, 2 lbs.)
Acid (2 flasks) 20gp
Waterskin 1gp
50 ft. silk rope 10gp
Healer’s kit (50 gp, 1 lb.)
Paper (10 sheets) 4gp
Ink (two vials) 16gp
Inkpen 1gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Explorer’s outfit 0gp Total Cost: 3068 gp 5 sp

Money
6gp, 5sp

Appearance: Azreal is a striking, imposing figure at six and a half feet tall, with wings that arch another several feet over his head. The wings are feathery, white fading to tips of light blue. A strange dark wood bow is slung over his shoulder and the glint of shiny metal can be glimpsed beneath a dark blue cloak. Long, black hair curled to his shoulders and piercing sky blue eyes viewed his surroundings from beneath the hair that fell loosely around his face.

Personality: Azreal spends much of his time brooding about life, existence, and fate, when not challenged or on a mission. On a job, or on the streets at night looking for trouble, Azreal is intent, focused and driven. To those he helps, Azreal is friendly, courteous to a fault, and genuinely concerned about their well-being. Azreal has been running solo for several weeks and hasn’t really interacted with teammates and companions.

Early Background/Origins: Noted elsewhere.

Recent Background: Sharn has held many surprises for the ‘half-celestial’ Azreal. He has had some difficulty understanding the motives and reasoning of the criminal mind, as well as dealing with a ‘kill it’ first attitude of the same criminals (which goes against Azreal’s ideals of dealing with a situation). A strong mix of magical talents, clerical gifts and fighting prowess has served his well to deal with these . . . surprises. Those gifts have not helped in obtaining a residence and a normal life, however. Currently, Azreal resides at a local Sharn inn, helping on certain evenings with the more rowdy crowd in exchange for his rather cramped room and two square. The serving (and other) women have teased him incessantly, trying to win some ‘favor’ that Azreal is only just starting to figure out.

Recently, Azreal had lost his favored scimitar (brought with him from Syrania) in a battle with a couple of mages and their minions. One of the mages managed to escape with the blade. Upset and angry at the loss, Azreal brooded for a day or two before breaking down and purchasing another, more common scimitar from one of the Sharn merchants.

Side Notes: None at this time.
 
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Bale Kell

Code:
Name: Bale Kell 
Class: Hexblade/Sorceror
Level:4/4       XP: Not Sure
Race: Cursed Half-Elf
Size: Medium
Gender: Male 
Alignment: Neutral
Deity: to be determined
Speed: 30'      

Str:	14(16)   +2(+3) (Gauntlets of Ogre Power)  
Dex:	15   +2 
Con:	14   +2 
Int:	14   +2 
Wis:	14   +2       
Cha:	16   +3	 Bonus spells per day = One 1st/2nd/3rd       
			     	
Init: +2 +4(Feat) = +6
BAB = +4
Speed: 30'  
HP: 42
Action Dice: 7
    			
                        Base  Armor  Shld               Dex  Misc             Total
Armor: Mithril Shirt+1   10    5     (+4 shield spell)  +2 (+4 Mage Armor)   17 (25) 
10% spell failure
Max Dex +6
No Movement Penalty
Catagory: Light

Fort: +1 +2(Con) +2(feat) = +5 /+8 vs. Spells /+10 vs Enchantments
Ref:  +1 +2(Dex)  = +3 /+6 vs. Spells /+8 vs Enchantments
Will: +4 +2(Wis) = +6 /+9 vs. Spells /+11 vs. Enchantments

Weapons:
Magique'ricerca, darkblade (old/middle English and Italian for Mage-Seeker
or hunter). (Not sure if I am digging the name yet, though.  
Will have to work on it.) A sorcerer-warrior created the
sword of old who was paranoid against other magic wielders
(especially wizards) and wanted a weapon that could be
used against them that would come at a surprise. Later after 
it creator was killed, some powerful good creature 'purge' 
it of its evil taint and now it is a weapon of good. It still seeks
to destroy arcane users but now evil ones...

+1 Adamantine Longsword - Magebane (from Comp Arcane; +3 enchantment
and +2d6 damage vs. arcane spellcasters), Ignore Spell failure chance 5%, with 
AL: NG, Int: 10, Wis: 10, Cha: 16, Telepathy, 60ft dark vision (spot +10) 
and hearing (listen +10), Ego score: 18. 

A 2nd level Wielder can cast Detect Magic and Read Magic each 1 per day/level, 
increase Ignore Spell failure chance to 10%. 

A 4th level Wielder's gains Tenacious Spells
(spells that the wielder casts are difficult to
dispel, adding +6 to the DC to dispel) and 
Dispelling Strike (once per day, with a normal
strike from Magique'ricerca, if it hits, the sword 
deals normal damage and the victim is
subject to a targeted greater dispel magic. 
The dispel check is 1d20 + character level +6),
increase Ignore Spell failure chance to 15%

To Hit: 4+2+1+1= +8/+10 vs Casters
Dmg = 1d8+4 (1d8+2d6+6 vs. arcane casters) Crit 19-20 x2
		

Languages: Common, Elvish, Giant, Gnoll

Abilities: Hexblade Curse 1x/day, Arcane Resistance (Add Cha Bonus to Saving Throws),
Mettle (Any save that allows half damage, becomes no damage), Summon Familiar

Racial Traits: Immune to Sleep, +2 save vs. Enchantments, Low-Light Vision,
+1 to Listen, Spot and Search.

Feats: Action Surge, Improved Initiative, Combat Casting, 
Great Fortitude, Weapon Focus (Longsword)

Spells: 
Hexblade (Per Day = 1st Level/1/2*): 
1st Level: True Strike
Sorcerer (Per Day = 0 Level/7, 1st Level/6/7*, 2nd Level/4): 
0 Level: Resistance, Flare, Light, Message, Ghost Sound, Mage Hand.
1st Level:  Mage Armor, Shield, Shocking Grasp.
2nd Level: Blur.

* Can use the extra Level 1 spell from Cha for either Hexblade
   or Sorcerer spell slot.

 
Skills:
Bluff (Cha): 3 +3(Cha) = 6
Concentration (Con): 3 +2(Con) = 5
Diplomacy (Cha): 1 +3(Cha) +2(Race) = 6
Gather Information (Cha): 1 +3(Cha) +2(Race) = 6
Intimidate (Cha): 3 +3(Cha) = 6
Knowledge Arcane (Int): 3 +2(Int) = 5
Knowledge: Daask (Int) 4 +2(Int) = 6
Listen (Wis): 3 +2(Wis) +1(Race) = 6
Ride (Dex): 3 +2(Dex) = 5
Search (Int): 3 +2(Int) +1(Race) = 6
Sense Motive (Wis): 3 +2(Wis) = 5
Spellcraft (Int): 3 +2(Int) = 5
Spot (Wis): 3 +2(Wis) +1(Race) = 6         

Equipment:                  

Mithril Shirt +1
Gauntlets of Ogre Power
Ring of Sustenance
Potion of Cure Light Wounds x2
Backpack
Bedroll
Blanket, Winter
Case, Scroll x3
Crowbar
Flask
Grappling Hook
Rope, Silk 50ft.
Vial of Ink (1oz.)
Ink Pen
Paper, 8 sheets
Pot, Iron
Belt Pouch x3
Sack x2
Tent
Waterskin x2
Whetstone
Everburning Torch
Sunrod x5
Tindertwig
Flint & Steel
Spell Component Pouch
Spellbook, Blank

[U]Clothes:[/U]
Explorers Clothes
Travelers Clothes
Courtiers Clothes

Weight 98.5 lbs

[U]Lodging:[/U]

6 months Rent in Firelight Distict of Menthis
3 months Rent in Upper Class District of Menthis (Can't remember the name)


Money: 50 gp / 9 sp / 5 cp

Background:

The son of a Half-Elf, Brelish slave, Bale Kell birth was preordained by Sora Katra’s sister Sora Teraza. On her sisters advice Sora Katra went to Bale's mother and laid curses apon him while still in his mothers womb, twisting his form and imparting some of her essence to him. Sora Katra took him from his mother at birth and raised him as her own. Prophesized to be a great general of the Droamm armies, Bale was groomed from birth as a leader of man and monster. He was as cruel and cunning as his adopted Mother, but his father’s blood allowed him to move easily among humans, a perfect tool for the sisters. Bale led surgical strikes into Breland during the Last War to hone his fighting abilities and studied with the monstrous shamans of Droamm to bring out his sorcerous heritage.

After the founding of Droamm after the end of the Last War, the sisters thought to wise to move Bale to Sharn where his ability to blend in aided their work in the city. As one of the founders of Daask in lower Sharn, Bale was Sora Katra’s eyes and ears for her network of thugs and monsters. In the last two years since the end of the war as startling change has overtaken Bale.

Sora Tereza again had a vision, she for saw the son of Sora Katra battling the spirit of Saladar the Pure, Hero of Cyre and Paladin of the Silver Flame, for the dark blade Magique'ricerca in the Temple Flame at Aquirine. Magique'ricerca had been long thought destroyed by the temple of the silver flame when Saladar had slain its creator Malvor the Black.

A message was sent immediately to Bale. He was to leave as soon as possible for the Temple Flame in the ruins of Aquirine. Aquirine was a small city near the border of Cyre. It’s only major building being the Temple Flame, one of the largest temples in Khorvaire devoted to the Church of the Silver Flame. Now located two days travel into the Mournlands the ruins of Aquirine were thought to have been picked clean by fleeing refuges and would be treasure hunters. Gathering a small coterie of Daask members, Bale entered the grey-mists of Mournland and on to Aquirine. The journey to Aquirine and Temple Flame cost Bale half of his party members and the guardians of the temple cost him the rest. There in the inner sanctum of Temple Flame Bale bested the spirit of Saladar and claimed Magique’ricerca for himself.

When Bale’s hand touched the dark blade a deep pain shot through him. I was as if something had cracked his mind open and was prying the worst of his thoughts and memories from him, replaying the grisly scenes from his victim’s perspective. Their pain and suffering was his. With every cut he bled, with every beating he could feel his bones break. Their fear coursed through him. His thoughts were shredded until his mind was laid bear, for the sword to see, but it did not kill him. Somewhere deep inside it had found a spark of humanity, a hint of compassion long thought lost.

Bale crawled from the Temple Flame a shell of the man he was when he arrived. His pride and callousness had been ripped from him. Everything he held to be true had been proven an illusion. He had seen the truth of himself. A monster bred by monsters. He had lost himself, but the sword had given him back something long thought gone…his humanity.

It was that night the dream started. A young, beautiful, human girl came to him and held his head as he cried. The dream continued for a week always the same, until on the seventh night in Aquirine she spoke.

“You must get up, they are coming.” Her voice was urgent but calm.

Bale bolted upright out of his sleep. In the distance he could here the guttural tones of Hobgoblins. Bale waited in hiding until they came into view. The voices were familiar. The sisters must have sent a search party out of Sharn to look for him. The lead Hobgoblin was Grishnak a sorcerer of some skill and head of one of the gangs of Daask. Bale stepped out to where he could be easily seen by the approaching party.

“Bale, there you are! We have been looking for you for days now...you look like sh….,”

‘Kill it!’ screamed the young girls voice inside Bale’s head and with out thinking he struck his former compatriot, shearing the stunned hobgoblins head from his body. The others never had a chance. Three were down before they even thought about reacting and the rest soon followed.

“Who are you?” Bale screamed at the sword.

There was no response.

That night the dreams came again and the young woman spoke this time with a hard edge to her voice.

“My name is Edana, daughter of Malvor the Black and first sacrifice made to the sword Magique’ricerca. When Saladar killed my father, and took his sword, he brought it back here to Aquirine. The priests of the Silver Flame sought to destroy the weapon, but could not, but in doing so unleashed part of me from the blade. I am forever tied to it, but no longer its slave. You will be my wielder, Bale, son of Sorta Katra, grandson of Sorta Kell. You are mine and I am yours.” Her voice softened as the dream apparition took his hands. “We have so much to do Bale, but I will help you.” The apparition smiled slyly and her ghostly lips kissed Bale’s forehead, “Just remember I always get what I want, so it will be easier if you don’t fight me.”

Somehow Bale made it out of the Mournland alive and back to Sharn, where he has since distanced himself from Daask under the guise of studying and unlocking the secrets of Magique’ricerca.

Personality:

Bale's loyalties are conflicted. He is too important a piece of the Sisters plans to be allowed to stray to far and he tries to keep some contact with Daask if only to keep up the illusion of loyalty to Sorta Katra and spy on there plans. Many of which he has managed to disrupt without being caught. Bale knows it is only a matter of time until he is discovered.

His dreams have continued, as well as his conversations with the spirit of Edana. They are at a crossroads and have no way of knowing where to go from here.

Description:

Bale can easily pass for a Human. The only node towards his Hag heritage is a slight greenish tint to his pale skin and the mass of ragged long black hair that he keeps in a multitude of beaded braids. He is 6’ 1” tall and weighs about 220 lbs. Bale tends to ware dark colors for clothes, black being predominant which fits his mood most of the time. When moving around Sharn he keeps a hooded cloak with him to ward off inclement weather and any liquids dropped from bridges and towers above him. His style in clothing has changed from militaristic to casual since returning from Aquirine, but no matter where he goes Magique’ricerca is always by his side. While fighting Bale likes to keep things light, relying on a mithril shirt that he found at the Temple Flame and his spells to keep him safe from harm.
 
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Amon, changeling rogue-telepath 4; medium humanoid [shapechanger]; HD 4d6+8 (24hp); Init +3; Speed 30 feet; AC 18 (+3 Dex, +5 Armor), flatfooted 18, touch 13, ACP -1; Bab +3, Grapple +5; Atk +5 melee (1d8+2, critical x2, claws); SV Fort +7, Refl +7, Will +5; Str 14, Dex 16, Con 14, Int 16, Wis 12, Cha 14.

Skills and Feats: (101 skill points, 7/3.5 max ranks) Concentration +7 (5 ranks), Intimidate +13 (7 ranks), Diplomacy +15 (7 ranks), Bluff +11 (7 ranks), Sense Motive +10 (7 ranks), Disguise +19 (7 ranks), Forgery +8 (5 ranks), Spot +6 (5 ranks), Listen +6 (5 ranks), Escape Artist +8 (5 ranks), Psicraft +8 (5 ranks), Sleight of Hand +10 (5 ranks), Gather Information +11 (7 ranks), Knowledge (local) +9 (5 ranks), Knowledge (nobility) +9 (5 ranks), Hide +11 (3 ranks), Move Silently +6 (3 ranks), Search +8 (5 ranks), Profession (merchant) +2 (1 rank), Knowledge (geography) +5 (1 rank), Knowledge (history) +5 (1 rank), Knowledge (religion) +5 (1 rank), Knowledge (architecture) +5 (1 rank); Psicrystal Affinity, Up The Walls, Psionic Fist, Psionic Endowment, Extend Power, Psionic Meditation.

Class and Race Features: sneak attack +2d6, social intuition, minor lore +1, uncanny dodge, bonus feats, psionics; +2 racial bonus on saving throws against sleep and charm effects, minor shape change, natural linguist, +2 racial bonus on bluff, intimidate and sense motive

Psionics: 23 power points per day, Base Save DC 3 + power level.
1st - Charm, Detect Psionics, Disable, Telempathic Projection, Conceal Thoughts, Mind Thrust.
2nd - Read Thoughts, Detect Hostile Intent, Cloud Mind.

Bonus Abilities:
- Pure Shapechange (true form is that of the current form, basically all this does is mean that true seeing won't see a form other than the one present)
- Morphic Talents (chameleon, spider climb, gills, claws, one additional talent per level)
- Flowing Tongue (bonus languages can be chosen daily from those around him)
- Flashmorph (able to change form as a free action)

Possessions:
- +1 Glamered Chainmail Shirt
- Ring of Mindshielding
- Hand of Casus (special hand crossbow)

Covers:
  • Gherald Preax - Middle Aged Human Male (Breland): Merchant, Stained Teeth & Fingers, Smoker's Cough
  • Cillian Khar - Young Human Male (Thrane): Liveried Servant of the Church of the Silver Flame, Young, Shy
  • Tera Kundarak - Dwarf Female (Mror Holds): Minor Noble of House Kundarak, Silver Concordian of the Aurum
  • Kael al'Shara - Old Gnome Male (Zilargo): Lecturer and Researcher at the Library of Korranberg
  • Harrow - Human Male (The Eldeen Reaches): Contracted Relic Hunter for the Morgrave University, Connections to the Wardens of the Wood
  • Liera - Elf Female (New Cyre): House Servant for Oargev ir'Wynarn

Description:

History:

Hand of Casus - Under Construction
Masterwork Deepcrystal Handcrossbow
Base DC 10 + Int. modifier (+2 on a critical hit)
Poison Effects, choice of 1 primary, 1 secondary:

Conditional Effects:
1pp: Shaken, Sickened, Fatigued, Deafness, Dazzled, Amnesia, Dazed
2pp: Exhausted, Frightened, Blindness, Confused, Stunned
3pp: Panicked, Cowering, Fascinated, Nauseated
4pp: Unconsciousness, Paralyzed

Ability Damage:
1pp: Other ability damage (1d2)
2pp: Constitution damage (1d2)

Augmentations:
2pp: +1 to save DC, increase duration die size or damage die by one step
Double cost: increasing duration effect (rounds to minutes, etc.), adding another damage die
Triple cost: Change to ability drain or a permanent effect

Ammunition
- Delivery Darts: 1 subdual, piercing, 20/x2
- Standard: 1d4, 19-20/x2, piercing

Maha, psicrystal; diminutive construct; HD 4d6+8/2 (12hp); Init +2; Speed 30 feet, Climb 20 feet; AC 17 (+2 Dex, +1 Natural, +4 Size), flatfooted 15, touch 16; Bab +3, Grapple -14; Atk -; Full Atk: -; SA: -; SQ: Construct traits, Hardness 8, psicrystal granted abilities (alertness, hero personality, improved evasion, self-propulsion, sighted, telepathic link, deliver touch powers); SV Fort +5, Refl +7, Will +5; Str 1, Dex 15, Con -, Int 7, Wis 10, Cha 10.
 
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Taran Varnodel d’Phiarlan

Ranger/ Sorcerer (Gestalt 4)
Medium Dragon (Half-Dragon/Elf)
Alignment: Chaotic Good
Deity: Undying Court
Region: Valenar (Taer Shantara)
Height: 5' 9''
Weight: 150lbs
Skin: Caucasian
Eyes: Blue
Hair: Blonde
Age: 124

Action Points: 7 [Used:6]

Str: 20 (+5) [4 Points, +8 HD Racial]
Dex: 18 (+4) [10 Points, +2 Elf Racial]
Con: 14 (+2) [6 Points, -2 Elf Racial, +2 HD Racial]
Int: 18 (+4) [10 Points, +2 HD Racial]
Wis: 14 (+2) [6 Points]
Cha: 15 (+2) [4 Points, +2 HD Racial, +1 Lvl]

Class and Racial Abilities:
Elven Blood, Gold Dragon Blood, Low-Light Vision, Darkvision (60 Ft.), Immunity – Fire/Paralysis/Sleep Effects, +2 vs. Enchantment Effects, [+2] Listen/Search/Spot, Secret Door Detection, Racial Martial Weapon Proficiency – Valenar Double Scimitar, Natural Armor +4, Natural Weapons – Claw (d4)/Claw (d4)/Bite (d6), Breath Weapon – Cone of Fire [6d8 Dmg.] (30 Ft.) DC 14, Light Armor Proficiency, Shield Proficiency, Martial Weapons Proficiency (All), Simple Weapons Proficiency (All), Track, Wild Empathy [+ 8], Favored Enemy [Undead], Combat Style – Two Weapon Fighting, Endurance, Animal Companion - None Currently, Spells, Familiar – Azure [Hawk]

Hit Dice: 4d8+8
HP: 34
AC: 18 (+4 Dex, +4 Natural) Touch – 14, Flat-footed – 14
ACP: +0
Init: +4 (+4 Dex)
Speed: 30ft

Saves:
Fortitude +6 [4 base, +2 Con]
Reflex +8 [+4 base, +4 Dex]
Will +6 [+4 base, +2 Wis]

BAB: +4
Melee Atk: +10 (+1 Valenar Great Sword – 2d6+6 [19-20 x2] S)
Melee Atk: +9 (Claw Strike – 1d6+5 [20 x2] S)
Melee Atk: +9 (Light Mace – 1d6+5 [20 x2] B)
Ranged Atk: +9 (+1 Composite Longbow (Str +5) – 1d8+6 [20 x3] 110 ft. Piercing)

Skills:
Climb +10 [5 Ranks, +5 Str]
Concentration +9 [7 Ranks, +2 Con]
Diplomacy +11 [7 Ranks, +2 Cha, +2 Synergy]
Gather Info +5 [1 Ranks, +2 Cha, +2 Dragonmark]
Handle Animal +7 [5 Ranks, + 2 Cha]
Heal +4 [2 Ranks, +2 Wis]
Hide +10 [6 Ranks, + 4 Dex]
Jump +10 [5 Ranks, +5 Str]
Know [Arcana] +10 [6 Ranks, +4 Int]
Know [Nature] +9 [3 Ranks, +4 Int, +2 Synergy]
Listen +9 [5 Ranks, +2 Wis, +2 Racial]
Move Silent +10 [6 Ranks, +4 Dex]
Search +11 [5 Ranks, +4 Int, +2 Racial]
Sense Motive +7 [5 Ranks, +2 Wis]
Spellcraft +8 [2 Ranks, +4 Int, +2 Synergy]
Spot +9 [5 Ranks, +2 Wis, +2 Racial]
Survival +9(+11) [7 Ranks, +2 Wis, +2 Synergy (Follow Tracks)]
Swim +7 [2 Ranks, +5 Str]

Feats:
1st – Point Blank Shot
Bonus – Least Dragonmark of Shadow (Darkness 1/Day)
2nd – Precise Shot
3rd – Eschew Materials
4th – Improved Natural Attack

Languages: Common, Elven, Draconic, Dwarven, Halfling, Orc

Ranger Spells Per/Day
DC - 12 + Spell Level
1st Lvl - 0+Bonus
Spell Memorized - Entangle

Sorcerer Spells Per/Day
DC – 12 + Spell Level
0 Lvl – 6, 1st Lvl – 7, 2nd Lvl - 4

Sorcerer Spells Known
0 Lvl – Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Read Magic
1st Lvl – Identify, Magic Missile, Shield
2nd Lvl – Melf’s Acid Arrow

Equipment
Wearing or carrying at hand
Black Explorer Outfit Free Free
Valenar Great Sword [+1] 2,350 Gp (8 lbs)
Light Mace 5 Gp (4 lbs)
Dagger [2] 4 Gp (2 lbs)
Composite Longbow [+1] (+5 Str) 2,900 Gp (3 lbs)
Arrow [20] 1 Gp (3 lbs)


Money Pouch 1 Gp (0.5 lbs)

In or on containers
Bandolier 0.5 Gp (0.5 lbs)
~Flint/Steel 1 Gp (0 lbs)
~Whetstone 0.02 Gp (1 lbs)
~Chalk [10] 0.1 Gp (0 lbs)
~Candle [6] 0.02 Gp (0 lbs)
~ID Paper 2 Gp (0 lbs)
~Travel Papers 0.2 Gp (0 lbs)

Potion Belt (Empty) 1 Gp (1 lbs)
Potion of CLW (x3) 50 Gp (0.3 lbs)

Handy Haversack 2,000 Gp (5 lbs)
~CP - Explorer Outfit 10 Gp (8 lbs)
~CP - Bedroll 0.1 Gp (5 lbs)
~CP - Arrow [20] 1 Gp (3 lbs)
~CP - Arrow [20] 1 Gp (3 lbs)
~RP - Water Skin [2] 2 Gp (8 lbs)
~RP - Trail Rations [4] 2 Gp (4 lbs)
~LP - Sack [3] 0.3 Gp (1.5 lbs)
~LP - Silk Rope – 50’ 10 Gp (5 lbs)
~LP - Grappling Hook 1 Gp (4 lbs)
~LP - Scroll Case 1 Gp (.5 lbs)
~LP - Sun Rod [6] 12 Gp (6 lbs)


Total weight carried – 28.3 lbs, Light Load.
Money
40 Gp, 7 Sp, 6 Cp
~~~~~
Name: Azure
Race: Hawk
Level: 4
HD: 4
Hit Points: 15
Initiative: +3
Speed: 10
Fly: 60(Avg.)
AC: 19/ 15/ 16
Attack: +5
Damage: 1d4 –2

Str – 6
Dex – 17
Con – 10
Int – 7
Wis – 14
Cha – 6

Fort +4
Ref +6
Wil +5

Sex: Male
Age: 2
Height: 24”
Color: Black and Gray
Eye Color: Gold
Weight: 6lb

Skills -
Listen +7
Spot +7

Familiar Abilities
Low-Light
Darkvision – 60’
Alertness
Improved Evasion
Shared Spell
Empathic Link
Touch Spell

Appearance:
Taran is only slightly taller than average for his race, standing at 5'9" and weighs about 150 lbs. His build is probably best described as wiry like someone who runs constantly. While attractive his attitude and presence has intimidated more than one rival. Taran wears his long blonde hair gathered in a ponytail and braided at his temples. A gift from his mother’s people his eyes are of the palest blues. It is said the eyes are the windows to the soul, and his show like those of a hunting animal.

He normally wears an explorer's outfit, consisting of a shirt, vest, pants, and knee high boots. The outfit is loose but not baggy, to maximize comfort without affecting his movement whether he travels the forest or the desert. The vest, pants, and knee-high boots are made of black Guar (lizard) hide known for its waterproof qualities. The shirt is made of a dark blue silk. He is known to carry a metal baton (light mace), covered in arcane symbols, on his left belt and a pair of daggers on his right. He also carries a two-handed blade for a right draw across his back, and a composite longbow in his right hand with a quiver over his back for a left-hand draw. For ease with his smaller items he wears a bandoleer crossing from left to right, and a shoulder bag on a thong that crosses right to left. His final item is a rather simple leather backpack bleached into the lightest shades of tan.

Personality:
Taran is a young man that relishes the opportunities his blood affords him. He has managed to meld the best traits of his parents into an identity that is both stronger and more deadly than any would imagine. He carries the warrior spirit and honor of his fathers’ people (Valenar), and the deviousness and arcane might of his mothers (House Phiarlan). While he keeps much to himself upon first meeting, if you manage to gain his trust he would follow a person into Khyber.

Background: [sblock]
The man known as Taran Varnodel d’Phiarlan was born 978YK (Current Age – 20) in the city of Taer Shantara, in the lands of Valenar. He is the only child of Dargath Varnodel [Elf Ranger] and Sela d’Phiarlan [Elf Sorceress] now both deceased.

From a very early age Taran listened to the tales of the war and battles of the Valeas Tairn, with an intellect far beyond his years. Taran began his training when he was barely bigger than the blade with which he learned. While raised in the relative safety of the clans, the horror’ of the War were never far from their home. This was never more evident when the families’ existence was shatter with violence of the most heinous sort. While still a child (Age 11) Taran and his mother traveled to a nearby Phiarlan Enclave to visit family. When they returned their lives would be forever changed. The hold had been ransacked and Dargath killed by raiding lizard men.

Shortly thereafter young Tarans’ training would intensify in ways he never imagined. While he continued his lessons as a ranger it was also discovered that he carried the gift of sorcery. It was also at this time that Taran developed his dragonmark (Mark of Shadow). While many in the family carried the Dragonmark it was years before most had manifested their own Mark. And after little debate it was decided he would be placed with an old family friend, Gedarus Tannabar. Initially young Marek was nervous about leaving home. But the chance to learn and see so much became a possibility the boy could not let pass. So shortly after his birthday that year (Age – 12) Taran began his apprenticeship and took his first steps into a much larger world. Over the next 8 years he honed his craft and learn all he could of what Master Tannabar had to offer. But when Taran (Age – 20) had mastered the basics of his craft and passed all the trials set before him, he was told that his time there had come to an end.[/sblock]
 
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