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 He is usually very well dressed, though a bit backwoods and out of date at times.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