In Breland's Name: The Xen'Drik Expedition Explorers


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Isida Kep'Tukari

Adventurer
Supporter
Trigessa Screep
Female halfling ranger 4

Alignment: Chaotic Neutral
Deity: Balinor
Height: 3' 3''
Weight: 41lbs
Hair: Black
Eyes: Brown
Age: 36

Str: 14 (+2) [10 points, -2 racial]
Dex: 18 (+4) [8 points, +2 racial, +1 level]
Con: 14 (+2) [6 points]
Int: 12 (+1) [4 points]
Wis: 14 (+2) [6 points]
Cha: 15 (+2) [8 points]

Class and Racial Abilities: +2 Dex, -2 Str, +2 racial bonus to Climb, Jump, Move Silently, and Listen checks, +1 racial bonus on all saving throws, +2 morale bonus on saving throws versus fear, +1 racial bonus on attack rolls with throws weapons and slings. Favored enemy (vermin +2), Track, wild empathy (+8), archery combat style (Rapid Shot and Manyshot), animal companion, divine spells, proficient in all simple and martial weapons, light armor, and shields (excluding tower shields).

Hit Dice: 4d8 + 8
HP: 38
AC: 19 (+4 Dex, +4 armor, +1 size)
Init: +4 (+4 Dex)
Speed: 20ft
Action Points: 7

Saves:
Fortitude +8 [+4 base, +2 Con, +1 racial, +1 mantle]
Reflex +10 [+4 base, +4 Dex, +1 racial, +1 mantle]
Will +5 [+1 base, +2 Wis, +1 racial, +1 mantle]

BAB/Grapple: +4/+2
Melee Atk: +7 (1d8+4/19-20/x4/S, +1 Talenta sharrash)
Mounted Melee Atk: +7 (1d8+5/19-20/x4/S, +1 Talenta sharrash)
Melee Atk: +7 (1d8+3/18-20/x2/S, MW Talenta tangat)
Mounted Melee Atk: +7 (1d8+4/18-20/x2/S, MW Talenta tangat)
Ranged Atk: +10 (1d3+2/x2/30 ft./B, MW Talenta boomerang)
Mounted Ranged Atk: +10 (1d3+3/x2/30 ft./B, MW Talenta boomerang)
Mounted (double move) Ranged Atk: +6 (1d3+2/x2/30 ft./B, MW Talenta boomerang)

Skills:
Climb +4 [0 ranks, +2 Str, +2 racial]
Handle Animal +9 [7 ranks, +2 Cha]
Hide +9 [1 rank, +4 Dex, +4 size]
Jump +5 [0 rank, +2 Str, +2 racial]
Knowledge (geography, Talenta Plains) +2 [1 rank, +1 Int]
Knowledge (nature) +8 [5 ranks, +1 Int, +2 synergy]
Listen +11 [7 ranks, +2 Wis, +2 racial]
Move Silently +7 [0 rank, +4 Dex, +2 racial]
Ride +15 [7 ranks, +4 Dex, +2 military saddle, +2 synergy]
Search +8 [7 ranks, +1 Int]
Spot +9 [7 ranks, +2 Wis]
Survival +9 [7 ranks, +2 Wis] (+11 in aboveground natural environments, +11 when following tracks, +13 when following tracks in aboveground natural environments)

Feats:
Track (ranger bonus 1st level)
Mounted Combat (1st level)
Ride-By-Attack (ranger combat style bonus 2nd level)
Talenta Warrior (RaE) (3rd level)

Languages: Common, Halfling, Goblin

Spells Per Day
Save DC +2
1st - speak with animals.

Equipment:
Mithral chain shirt – 1,100gp
+1 Talenta sharrash – 2,318gp
MW Talenta tangat – 340gp
MW Talenta boomerang – 315gp
2 daggers – 4gp
Traveler’s outfit (Free)
Mantle of resistance +1 – 1,000gp
Backpack - 2gp
Everburning torch – 110gp
Military saddle – 20gp
Identification papers – 2gp
Bedroll - 5sp
Waterskin - 1gp
50 ft. silk rope - 10gp
Trail rations (20 days worth) - 10gp
Belt pouch - 1gp
Cold weather outfit - 8gp
2 potions of cure light wounds – 100gp

Money
58gp, 5sp

Grassglider, fastieth animal companion: Medium animal; HD 2d8+2: hp 11; Init +1; Spd 50 ft.; AC 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; Base Atk +1; Grp +3; Atk: bite -2 melee (1d3+1); full Atk: bite -2 melee (1d3+1); Space/Reach 5ft./5ft.; SQ low-light vision, link, share spells, scent; AL N; SV Fort +4, Ref +3, Will +0; Str 15, Dex 13, Con 12, Int 2, Wis 11, Cha 4.

Skills and Feats: Jump +11 Listen +6, Spot +6; Run.


Tricks Known: Defend, Stay, Fetch, Guard, Come, Down, Assist Track

~~~~~

Appearance: Trigessa is compact and muscular, with a lithe and animated grace. Her skin is tanned and scarred in places, and she wears a battered leather jerkin over a fine mithril shirt. Her scimitar-like Talenta tanget is sheathed on her back, while the scythe-like Talenta sharrash dangles easily from her fingers. Her curved Talenta boomerang is stuck in her belt, and all three weapons show both exquisite workmanship and signs of frequent use. Her seat on Grassglider, her fastieth dinosaur, is one of ease, earned from years of scouting on the Talenta plains.

Personality: Trigessa is a bright and cheerful woman, very intense about things that interest her, and given to impulsive action. She has great love for Grassglider, often inquiring of his needs through her link, her skills, and her spells. Her skill in hunting vermin does not reveal itself in the gloomy bloodlust of some other hunters, but with care and a terrifying swiftness. There is little rancor in her fight against them, only a need to exterminate those that threaten her friends.

Background: Trigessa is the oldest of a half-dozen siblings, a born adventurer. The leader of her own little band, her and her sisters and brothers were the local terrors of their village. They raised their own dinosaurs, all from the same nest, and gleefully held races of speed and jumping, agility and obstacles, rearranging their pecking order according to their wins and losses. Trigessa grew very strong from playfully wrestling with Grassglider, her fastieth, and took to warrior’s training as soon as she could.

While some of her siblings preferred to stay closer to home to ply their trade, Trigessa’s love of challenge and strength were leading her from the plains. It was clear that to sate her wanderlust, she would be leaving them entirely. Despite her dreams, she didn’t want to give up her happy memories of her childhood, and brought with her the exotic weapons of the Talenta Plains. Few could use them well, and almost none could outside of her homeland. While the tiny woman and dinosaur didn’t seem threatening, one only had to see them in action to realize they were much more than the sum of their parts.
 

Nalfeshnee

Explorer
Bel
Male changeling beguiller 4

CG (with neutral tendencies) medium humanoid (shapechanger)
Init[/b[ +3; Senses Listen +4; Spot +4
Languages Common, auran, elven, halfling.

AC 16 (+3 studded leather armour, +3 Dex); Touch 13; Flat Footed 13
Hp ? (4d6+8)
Resistances +2 on saves Vs sleep and charm effects
Fort +3 (+1 base, +2 Fort)
Ref +4 (+1 base, +3 Dex)
Will +4, +6 Vs sleep and charm effects (+4 base)

Speed 30 ft.
Melee mwk dagger +2 (1d4-1)
Ranged mwk light crossbow +6 (1d8)
Base Atk +2; Grp +1
Combat Gear potion of cure light wounds (x4),

Spells known: level 0 – dancing lights, daze, detect magic, ghost sound, message, open/close, read magic.
Level 1st – charm person, colour spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armour, obscuring mist, rouse*, silent image, sleep, undetectable alignment, whelm*.
Level 2nd – blinding colour surge*, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo*, whelming burst*.
Spells Per Day level 0 – 6; level 1st – 7; level 2nd – 4.
Spell DC: 14 + spell level

Abilities Str 9; Dex 16; Con 14; Int 16; Wis 10; Cha 18

SQ Changeling racial traits (+2 on saves against sleep and charm; +2 Bluff, Intimidate, Sense Motive; Speak language as class skill; minor shape change [Su])

Class abilities: Armoured Mage: can cast spells while in light armour without incurring arcane spell failure chance
Trapfinding: as rogue
Cloaked casting: +1 spell save DC against flat-footed opponents
Surprise casting: when you successfully use the feint action in combat, your target is denied his Dex bonus to AC for the next melee attack or spell cast against it.
Advanced Learning: add +1 illusion/enchantment sor/wiz spell to spell list.

Feats Persona Immersion, urban tracking
Skills Balance 0 (+5), Bluff 6 (+12), Concentration 3 (+5), Decipher Script 1 (+4), Diplomacy 4 (+10), Disguise 1 (+5, +7 acting in character), Escape Artist 1 (+4), Forgery 1 (+4), Gather Information 5 (+9), Hide 5 (+8), Intimidate 0 (+8), Jump 5 (+6), Knowledge (arcana) 3 (+6), Knowledge (local: Sharn) 2 (+5), Listen 4 (+4), Move Silently 5 (+8), Open Lock 1 (+4), Search 1 (+4), Sense Motive 2 (+4), Sleight of Hand 1 (+6), Spellcraft 3 (+6), Spot 4 (+4), Tumble 5 (+10).

Possessions
mwk light crossbow 335 gp
Mwk dagger 302 gp
Mwk studded leather armour 175 gp


Appearance like all changelings, Bel’s features are indistinct and somewhat sinister, especially to non-changelings. When not in his natural aspect, he usually adopts the guise of a dark-haired male, attractive, though not overly-so (his race changes wit his mood and need).

background Bel was always a troubled person. His youth was wasted in the streets of Sharn, where he was part of various gangs in the years he spent there, and his knowledge of the city is quite extensive. But as he grew older, and local shop owners got used to his modus operandi and his hunting grounds grew farther and farther apart, until he found himself leaving the city.
Unfortunately for him, he was conscripted into the Brelandish army as an irregular foot-trooper, though his skills were quickly noted and within a few months of his indoctrination, he was moved to a new regiment – the Brelandish 302nd, infiltrator and intelligence division. He spent a few years in training, developing his already manifesting talent for Spellcraft to appoint that it was serviceable to the army. This, coupled with his street-smart attitude and his innate ability to absorb whatever shown, made him a good trooper. In theory.
Despite his natural skills, he hated the role he was forced to serve and deserted, adopting whatever guise was best for him at the time, forging documents where necessary, and making his way across Khorvaire, doing odd jobs in small towns to buy him passage and lodging.
Recently, his wanderlust has brought him back to Sharn, where the glittering thought of X’endrik has enthralled his imagination…

Character despite his knack with words, he speaks only when necessary and in a character fitting of the persona he is currently adopting. He prefers to listen to stories than to recount them, and his best friend is most likely a mug of ale at the end of the day (his race, along with his vagabond nature means he fins it hard to make friends, though he has always wanted to belong to a group of like-minded individuals, which explains his past with street-gangs in the City of Towers).
Despite his chaotic nature, he is good person and will help others when it does not imperil him greatly.
 
Last edited:

devrimk

First Post
[sblock=Appearance] War Machine is a large warforged covered mostly in adamantine. Some of his plates have ornaments and his eyes are yellow.
[/sblock]
[sblock=Personality] It's hard for him but he has to play the "insensitive construct", however his actions speak more than his words. He is a loyal companion. Never judges other people, protects the weak, and tries to help them immediately.
[/sblock]
[sblock=Background] Katana was a loyal soldier in Breland army. A few years ago he met an elf maiden named Lessien Oronrá. He desperately fell in love with this beatiful elf. He couldn't name his feelings, but he knew his dreams would never come true. His mood was deppressive for a long time but then he faced the truth: He was a "War Machine" created to fight. Thereafter he changed his name, Katana to War Machine. He took permission to leave his duty, and decided to find out if he is human... or construct.
The times when everybody sleeps under his guard, he tries to get rid of his dreams where he is flesh and blood, and together with his Lessien.
[/sblock]
[sblock=Character Sheet]
Code:
[B]Name:[/B] War Machine
[B]Class:[/B] Samurai 1/Fighter 3
[B]Race:[/B] Warforged
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] None

[B]STR[/B]	19 (+4)	(+1 Level)			
[B]DEX[/B]	12 (+1)	
[B]CON[/B]	18 (+4)	(+2 Race)		
[B]INT[/B]	14 (+2)			
[B]WIS[/B]	12 (+1)	(-2 Race)		
[B]CHA[/B]	 6 (-2)	(-2 Race)	

[B]Class and Racial Abilities:[/B]							
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, 
exhaustion and energy drain.
Cannot heal damage naturally.
Does not need to eat, sleep, or breathe.
25% chance ignore critical hits.

[B]Armor:[/B]		Total	Base	Armor	Shield	Dex	Size	Nat	Misc
AC		20	10	9	0	1	0	0	0
Touch		11							
F.Foot		19							
[B]HP:[/B]		4d10+16-4							
[B]Init.:[/B]		1							
Speed		30 ft.											
BAB		4											
Grapple		8											

[B]Saves Total	Base   Mod  Misc[/B]								
Fort:	9	5	4									
Ref:	2	1	1									
Will:	2	1	1									

[B]Weapon		Attack	Damage	Critical[/B]								
Katana +1	+10	1d10+6	19-20x2									

[B]Languages[/B] Common

[B]Feats[/B] 
Quick 			(Trait)
Adamantine Body	
Ex.Weapon (B.Sword)	(Samurai Bonus)
P.Attack 		(Flaw:Shaky)	
W.Focus (B.Sword)	(Fighter Bonus)			
Imp.Bull Rush	
Imp.Sunder		(Fighter Bonus)			
				


[B]Skills		Rank	Stat	Syn	Total[/B]								
App.	0	2		2								
Balan.	0	1	-5	-4								
Bluff	0	-2		-2								
Climb	4	4	-5+2	5								
Conc.	0	4		4								
C.(Wpn)	5	2	2	9								
C.(Arm)	7	2	2+2	13								
D.Sc.	0	2		-								
Diplo.	0	-2		-2								
D.Dev.	0	2		-								
Disg.	0	-2		-2								
E.Art.	0	1	-5	-4								
Forgery	0	2		2								
G.Info	0	-2		-2								
H.An.	0	-2		-								
Heal	0	1		1								
Hide	0	1	-5	-4								
Intim.	5	-2		3								
Jump	7	4	-5	6								
Know.	0	2		2								
Listen	0	1		1								
M.Sil.	0	1	-5	-4								
O.Lock	0	1		-								
Perform	0	-2		-2								
Prof.	0	1		-								
Ride	0	1		1								
Search	0	2		2								
S.Mot.	0	1		1								
S.Hand	0	1		-								
Spellc.	0	2		2								
Spot	0	1		1								
Surv.	0	1		1								
Swim	0	4	-5	-1								
Tumble	0	1	-5	-								
U.M.D.	0	-2		-								
U.Rope	0	1		1

[B]Equipment		Cost	Weight[/B]
Katana*			335	6
A.Body Enchanted +1	1000	0
Warforged Repair Kit	50	1
A.Tools (Armorer)*	55	5
A.Tools (W.Smith)*	55	5
Climber Kit		80	5
			1575	22
*Masterwork
[/sblock]
 

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smoky

First Post
Rax

Male Warforged Cleric 4
Lawful Neutral
Representing Smoky


Domains: Healing Necromancer
Total Hit Points: 37
Speed: 20 feet [adamantine]
Armor Class: 18 = 10 +8 [adamantine plating]
Touch AC: 10
Flat-footed: 18

Strength 14 (+2)
Dexterity 11 (+0)
Constitution 18 (+4)
Intelligence 13 (+1)
Wisdom 17 (+3)
Charisma 8 (-1)

Size: Medium
Height: 6' 8"
Weight: 310 lb
Skin: Silvery
Eyes: Grey
Hair: None

Energy: Positive [Healing / Turns Undead]

Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +8 = 4 [base] +4 [constitution]
Reflex save: +1 = 1 [base]
Will save: +7 = 4 [base] +3 [wisdom]
Attack (handheld): +5 = 3 [base] +2 [strength]
Attack (unarmed): +5 = 3 [base] +2 [strength]
Attack (missile): +3 = 3 [base]
Grapple check: +5 = 3 [base] +2 [strength]

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Region of Origin: Mournland
Languages: Common & Daelkyr

Weapons
Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

Feats:
Adamantine Body
Combat Casting

Traits: Focused

Action Points: 7 (this level)

Skills
Appraise Int 1 = +1
Balance Dex* 0 = +0
Bluff Cha -1 = -1
Climb Str* 2 = +2
Conc Con 10 = +4 +5 +1 [focused]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplom Cha -1 = -1
Disguise Cha -1 = -1
Escape Dex* 0 = +0
Forgery Int 1 = +1
Gathr In Cha -1 = -1
Heal Wis 10 = +3 +7
Hide Dex* 0 = +0
Intimi Cha -1 = -1
Jump Str* -4 = +2 -6 [speed 20]
Know(rlgn)Int 3 = +1 +2
Listen Wis 2.5 = +3 +0.5 -1 [focused]
Move Silently Dex* 0 = +0
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 0 = +0
Search Int 1 = +1
Sns Motv Wis 4 = +3 +1
Spellcraft Int 3 = +1 +2
Spot Wis 2 = +3 -1 [focused]
Survival Wis 4 = +3 +1
Swim Str** 2 = +2
Use Rope Dex 0 = +0
* = check penalty for wearing armor

Spells:
Zero-level Cleric spells: 5 per day

First-level Cleric spells: 4 (3+1) per day +1 from a domain:

Second-level Cleric spells: 3 (2+1) per day +1 from a domain:

Warforged
•+2 constitution, -2 wisdom, -2 charisma (already included)
•Composite plating makes armor unusable, 5% arcane spell failure
•Does not eat, sleep, breathe
•25% chance to avoid criticals and sneaks
•-1 to -9 hp, inert but not progressing to death
•Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
•Slam for 1d4 bludgeoning
•Adamantine body gives -5 armor penalty on certain skill checks.

Cleric
•Alignment Aura
•Spontaneous Casting (heal)
•Turn Undead (2x/day)
•High wisdom gains bonus spells daily
•Domain choices give additional abilities

Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 4
Level 3: Cleric 5
Level 4: Cleric 4 +1 to wisdom

Rax's Equipment:
16 lb Weapons / Armor / Shield (from above)
10 lb Crossbow bolts (quiver of 10) x10
1 lb Case (for map or scroll)
5 lb Crowbar
0 lb Flint and steel
5 lb Rope (50', silk) x1
3 lb Torches x3
1 lb Whetstone
1 lb Healer kit
1 lb Holy symbol (silver)
2 lb Spell component pouch
_____
Total 45 lb


History
[sblock]
Rax was originally forged in Moreland and sold to forces in Breland during the Last War. At least that's as much as he could glean from the records of a sales manifest he uncovered in Moorland ruins a couple of years back.
Ten years before he was trapped under a boulder trying to remember who he was. A nasty thunderstorm had forced a young paladin off the road in search of shelter. It was this paladin named Janod who accidentally discovered Rax.
When he was pulled from the ground, he was in pretty bad shape with an arm nearly amputated and a neck that was fused to the left. He didn't remember it happening or when it happened, but evidently he'd been run over by a giant boulder thrown by a siege weapon during a battle. The boulder was still on his legs and had been for some time. He'd tried to remove the boulder for a couple of years but leafs kept falling turning to mulch and pretty much after a year or two, he was resigned to the fact that this was his life he was slowly drowning in decay. He wondered if he had done something terrible to deserve that fate.
He was pondering just that (and the fact that the raven's nest was precariously leaning off the branch) when the Paladin accidentally stepped on his chest.
Rhag! Screamed Rax startled by the pressure of the foot, in turn startling the young Paladin. A couple hours later Rax was free, thanks to the Paladin's horse and few half-terrified townspeople from the local church.
In town, a local gnome artificer fixed Rax's arm and neck. Quite surprisingly his legs worked fine despite being trapped under a boulder for many years.
The Paladin, knowing Rax was without memories PB (pre-boulder) introduced Rax to the order of the Silver Flame. Rax tried to stay in the order but wasn't into all that happy singing. He did however enjoy the role of healing and helping and it was some years later that he joined the more agreeable divinity of Aureon, where he studied and soon excelled as a healer, despite his large adamantine frame, obviously forged to suite a warrior.
Rax still remained friends with Janod despite Janod's growing zealot-ness toward the Silver Flame. It was during many battles spurned on by Janod's zealot-ness that Rax found himself fairly confident in the role of combat caster and especially healer. Indeed over the years, Rax had pulled Janod out of the fire many a time.
But Janod his constant "you should come back to Silver Flame" was getting boring. It was this zealot-ness that led Rax to seek new lands. Why not Xen'Drik, asked the barking salesman at the docks in Breland. "Why not," said Rax. [/sblock]
 
Last edited:

Nalfeshnee

Explorer
just reserving my space until i can get all the details ironed out :)

Edit: oh... i fel like a right idiot. My character sheet was posted by me some time ago. so this was all a waste of time. :eek:

heheh... [skulks off in the shadows hoping no one notices]
 

DrZombie

First Post
Noham The Hunter

Noham the Hunter

Male Shifter (Beasthide)Barbarian 3 / Ranger 1
Chaotic Good
Representing Dr Zombie


Strength 16 (+3)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: 5' 11"
Weight: 140 lb
Skin: Tan
Eyes: Gray
Hair: Black; Curly; Thick Beard / Hirsute




Total Hit Points: 51 (63 when raging + shifting)

Speed: 40 feet [barbarian]

Armor Class: 18/22/20 = 10 +3 [studded] +3 [dexterity] +2 [shield] (+4 beasthide) (-2 Rage)

Touch AC: 13
Flat-footed: 16 [uncanny dodge]

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +9 = 5 [base] +4 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +2 = 1 [base] +1 [wisdom]

Attack (handheld): +7 = 4 [base] +3 [strength]
Attack (unarmed): +7 = 4 [base] +3 [strength]
Attack (missile): +7 = 4 [base] +3 [dexterity]
Grapple check: +7 = 4 [base] +3 [strength]

Rage + Shift:
+9 Battleaxe 1D8+5 (x3)
+9 Greataxe 1D12+7 (x3)
Hit points : 63 AC 20/22 (shield)
Duration 9 rounds
Will save +4

Light load:76 lb. or less
Medium load:77-153 lb.
Heavy load:154-230 lb.
Lift over head:230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb.



Region of Origin: Eldeen Reaches

Languages: Common Sylvan


Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]

Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]

Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]

Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]


Feats:

Beast Hide Elite
Shifter Instincts
Track [free to rangers]

Traits:


Action Points: 7 (this level)

Appraise Int 1 = +1
Balance Dex* 7 = +3 +2 +2 [shifter]
Bluff Cha -1 = -1
Climb Str* 7 = +3 +2 +2 [shifter]
Concentration Con 4 = +4
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 3 = +3
Forgery Int 1 = +1
Gather Infor Cha -1 = -1
Handle Animal Cha 2 = -1 +3
Heal Wis 1 = +1
Hide Dex* 8 = +3 +5
Intimidate Cha -1 = -1
Jump Str* 11 = +3 +2 +2 [shifter] +4 [speed 40]
Knowle (nature) Int 8 = +1 +5 +2 [survival]
Listen Wis 5 = +1 +4
Move Silently Dex* 9 = +3 +6
Ride Dex 3 = +3
Search Int 4 = +1 +3
Sense Motive Wis 1 = +1
Spot Wis 4 = +1 +3
Survival Wis 8 = +1 +7
Swim Str** 4 = +3 +1
Use Rope Dex 3 = +3


* = check penalty for wearing armor


Know Nature >=5 ranks gives +2 on survival checks above ground.


Shifter


Eberron character race.

+2 dexterity, -2 intelligence, -2 charisma (already included)

Shifting Beasthide

Low-light vision

+2 on balance, climb, and jump


Barbarian

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Ranger

Favored enemies

Track as bonus feat (already included)



Favored Enemies:


Aberrations +2

This ranger chose the two-weapon combat track.


Class HP
Level 1: Ranger 12
Level 2: Barbarian 14
Level 3: Barbarian 12
Level 4: Barbarian 13 +1 to strength




Noham 's Equipment:

Arrows (quiver of 20) x2
Backpack
Bedroll
Blanket, winter x1
Caltrops
Canvas (10 x 10)
Fishhook
Flasks x3
Flint and steel
Pouch x2
Rope (50', silk) x1
Sacks x2
Sewing needle
Signal whistle
Spade / shovel
Waterskins x4
Whetstone

More about Noham :

Noham the hunter is the sole survivor of his tribe. His parents, brothers, friends, wife and children got wiped out by a group of Cultists from the Dragon Below, with their abberation helpers. Rather then lose himself to the rage welling up inside him, he went and studied with the druids of the gatekeeper sect, learning all he can about his hated foes. A month ago Lorrn the Elder had a vision, that within the jungles of Xendric an artifact could be found to help him in the battles ahead. So off he went to Sharn, and then on to Xendric, hiring himself out to expeditions, in the hope of finding whatever it is that needs finding, assured by the words of Lorrn that he would recognise it when he saw it.

Noham is tall for his race. He is muscled and tough. His hair is braided in the traditional shifter way, and half of his face is tattood in swirly patterns (for those who can 'read' shifter tattoos, they are in honour of his dead wife and two daughters).

He is dressed in loose leathers, fitted to accomodate his shifting form. He has his greataxe strapped to his back, and carries a waraxe and a large wooden shield.

He keeps a tight leash on his emotions, saving his anger for the battlefield where he spews out all his bottled-up anger in a fountain of rage that is frightening to behold.
 
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