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WINDLEMAS d'ORIEN

Code:
WINDLEMAS d'ORIEN

NG Human Male Scout 1

ABILITIES (28 point buy)
S 10 (2pts) +0
D 16 (10pts) +3
C 10 (2pts) +0
I 14 (6pts) +2
W 12 (4pts) +1
Ch 12 (4pts) +1

SAVES
Fort 0 (+0)
Ref 2 (+5)
Will 0 (+1)

BAB: +0
Grapple: +0
Speed: 30'
Action Points: 5
Initiative: +3
HP: 8
AC: 15 (Leather, Dex), Tch 13, FF 12

COMBAT
Handaxe Att: +0; Dam: 1d6; Crit: x2
Throwing Axe Att: +3; Dam: 1d6; Crit: x2; Range: 10'

SKILLS
Balance 2 (+5)
Climb 3 (+3)
Escape Artist 3 (+6)
Hide 4 (+7)
Jump 2 (+2)
Knowledge: Nature 2 (+4)
Knowledge: Geography 4 (+6)
Listen 4 (+5)
Move Silently 4 (+7)
Search 4 (+6)
Sense Motive 2 (+3)
Spot 4 (+5)
Survival 2 (+5)
Tumble 4 (+7)

FEATS
Least Dragonmark of Passage; Expeditious Retreat 1/day; +2 Survival
Favored in House; 1 favor/week; +1 to check

CLASS FEATURES
Skirmish +1d6
Trapfinding

RACIAL FEATURES
one extra skill point/level

EQUIPMENT
Backpack
Flint and Steel
Belt Pouch x2
Rations, 1 week
Rope, Silk 50'
Torch x5
Climber's Kit
Traveler's Outfit

MONEY
77 gp

LANGUAGES
Common
Gnome
Goblin

APPEARANCE/PERSONALITY
Windlemas (usually shortened to "Windle") is short and compact, with long dark hair and thick eyebrows. He keeps his body slung low to the ground, similar to a predatory animal. He's quick with a smile and a quip, and he keeps his bushy moustache carefully trimmed. He loves maps, and can easily spend hours poring over the smallest fragment.

BACKGROUND/REASON FOR ACCEPTING RUGREW'S JOB
Windlemas is a true-blooded scion of House Orien, born in the Aundairian city of Passage and brought up within the Transportation Guild. His father was a house member, and his mother was an unaffiliated Passage local. Windlemas is the youngest of seven, and the only marked. His father has always been determined to see his lone marked son rise high within the house hierarchy. The opportunity presented itself when the Orien patriarch decided to send the young scout to New Cyre, with the task of ensuring Orien interests in the small colony.

House Orien has a keen desire to help New Cyre in its quest to purge the Mournland, because the house has the ultimate goal of breaching Old Cyre and reestablishing lightning rail transportation through the area. This would single-handedly reunite the entire southern half of Khorvaire, put milions in Orien coffers, and deal a strong blow to rival Lyrandar travel operations.

Thus, Sir Rugrew's proactive work in provisioning New Cyre ties directly into House Orien's plans.

Windle's immediate superior is an unmarked Orien employee named Soodem. He's a mid-level expert who was a lightning rail engineer and conductor many years ago, based out of Metrol. He professes to be loyal to House Orien only, but it is widely known that the man is fiercely proud to be Karrnathi. Take that for what it's worth...

Soodem tolerates the young d'Orien heir, but harbors some resentment because of his mark. He fears that Windle is actually an inside agent for House Orien, sent to check up on him.

ADVANCEMENT
I would like to mold this PC around his dragonmark in every way possible. This may involve sacrificing combat-utile feats for "flavor" feats. So his role in the party would be much more in the skill arena, especially wilderness-based ones. I plan for him to move into either the Dragonmarked Heir or the Blade of Orien prestige classes. Whatever the path, he will be dedicated to a steady rise within the house hierarchy.
 

[sblock=Background and Personality]Dandy. Fop. Neer-do-well. All of these have been ascribed to Gavrin numerous times during his life. When said to his face, they're met with laughter. As a Dragonmarked scion of House Lyrandar, Gavrin has been...disappointing to his elders. Rebellious even.

It's all so frustrating, considering how brilliant Gavrin was as a child. He was a natural at swordplay and his studies. When he manifested his dragonmark at age 13, it was just another sign among many that Gavrin was destined for greatness. But something went wrong. Perhaps Gavrin's family spoiled him with their expectations of greatness, perhaps Gavrin was just unmotivated. The end result was the same.

After the umpteenth drunken tavern brawl, the numerous innocent daughters, Gavrin was out. He wasn't excoriated--that punishment is reserved for the truly criminal Dragonmarked scions--but he was cut off from the family fortune and exiled from Stormhome. They said it was for his own good, that being on his own would bring Gavrin maturity and responsibility for his own actions.

Forced to rely on his own sword, wit, and meager purse, Gavrin has made his way to New Cyre. A place for new beginnings. Low on funds, Gavrin is willing to take on any job that offers enough coin for another month of debauchery...and freedom. Sir Rugrew's coin is as good as any.

Description: Gavrin is a handsome half-elf with an athletic build and a cocky, mischievous smile. He has shoulder-length, loose brown hair and stormy blue eyes. He's dressed in worn, once fine clothes. His weapons are equally unimpressive, being of average quality only. Gavrin's armor, however, makes a statement. It is tailored to his build, and crafted from fine black leather with shining steel studs. He looks good in it, and knows it. Gavrin's dragonmark appears on the back of his right hand (his sword hand). He doesn't wear gloves to hide it.

Party Role: Gavrin is a competent melee fighter who specializes in precision and mobility rather than toe-to-toe hacking. His skills and decent Charisma also make him a decent party face... assuming the rest of the party trusts him in that role.[/sblock]

[sblock=Level 1 Character Sheet]
Gavrin d'Lyrandar
CN Medium Half-Elf Swashbuckler 1
Init+2; Senses Low-Light Vision; Listen +0, Spot +0
Languages: Common, Elven, Goblin, Draconic
---------------------------------------------------------------
AC 15, 13 flat-footed, 12 touch (+2 Dex, +3 studded leather)
hp 11
Immune sleep and similar effects
Fort +3, Ref +2, Will -1; +2 vs. enchantment spells/effects
---------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 rapier (1d6+1/18-20/x2) or +3 dagger (1d4+1/19-20/x2) or +3 sap (1d6+1*/x2)
Ranged +3 dagger (1d4+1/19-20/x2)
Base Atk +1; Grp +2
Atk Options gust of wind once/day (DC 14)
---------------------------------------------------------------
Abilities Str 12, Dex 15, Con 12, Int 14, Wis 8, Cha 14
Feats Weapon Finesse, Least Mark of Storm (gust of wind)
Skills Balance +6 (4 ranks), Bluff +6 (4 ranks), Diplomacy +8 (4 ranks), Jump +5 (4 ranks), Sense Motive +3 (4 ranks), Tumble +6 (4 ranks)
Possessions rapier, masterwork studded leather, 5 daggers (belt, thigh, boot, small of back, off-hand upper arm; all are visible), sap, identification papers with portrait, backpack, whetstone, bedroll, belt pouch, flint and steel, wineskin, small steel mirror

42 lbs. total, light encumbrance (barely). 13gp, 8sp, 8cp. Max starting gold for swashbucklers is 240gp--see the official WotC errata.
[/sblock]

[sblock=Planned Progression to Level 6]2nd (Swashbuckler 2)

3rd (Swashbuckler 3): Storm's Riposte (regular)

4th (Fighter 1): +1 Dex (16); Weapon Focus (rapier) (class bonus)

5th (Fighter 2): Improved Initiative (class bonus)

6th (Storm Sentry 1): Lesser Mark of Storm (wind wall) (regular)

Gavrin will use feats and a prestige class from the Dragonmarked Eberron book. Should the game make it past 6th level, Gavrin will likely finish Storm Sentry and then stick with Fighter, with the Daring Warrior feat from Complete Adventurer. As you can see, he really starts to shine in combat at 3rd level, with the gain of Insightful Strike (Int to damage). After that, the Storm Sentry abilities really take off. He should be very flashy in combat, and a whole lot of fun to play.[/sblock]
 

[size=+2]Hermal Vown d'Cannith[/size]

[sblock=Background & Appearance]The Twelve, arcano-scholastic adjunct of the dragonmarked houses, prides itself on the research and development of magical technologies that contribute to the general well being of society. Keeping with the profit-seeking interests of the houses, some allowances are made in favor of particularly lucrative projects that may be less than philanthropic in their applications, but there are certain avenues of inquiry that are simply forbidden. So it was, that when Hermal Vown d’Cannith and a number of his peers were brought before a disciplinary committee, charged with practicing magics that posed an explicit threat to the safety of all concerned – including, it was implied, the corrupting arcana of the daelkyr – they were quickly and quietly expelled from the institution, and their families spared the embarrassment of a scandal. The defendants argued that their work was purely academic, and that a rigorous study of planar metaphysics such as they were carrying out, necessitated an understanding of such realms as Mabar, Dal Quor, and, yes, even Xoriat. The committee would hear none of it, of course.

Not willing in the least to abandon his studies (whatever their true nature…), Hermal drew upon what little of his house’s influence that was at his disposal, and secured a recommendation from a sympathetic professor to the more… open minded… Atur Academy. Now practically disowned and cut off from his family’s support, however, he realized that he would be unable to afford the Academy’s tuition fees for long. So, taking an extended sabbatical, he set out to accumulate sufficient wealth to complete his schooling, continue his personal research, and keep from starving to death. Luckily, he soon learned of a caravaneer in distant Breland looking for long-term employees. Resignedly paying the fees for transport from Korth to New Cyre, lugging his meager worldly possessions on his back, Hermal has now finally, weary but optimistic, arrived at the Three-Colored-Dog, looking for a job.

Hermal is fascinated by the vagaries of the multiverse, and the possibilities he perceives in harnessing the forces of planar conjunctions. He would like nothing more than to one day return to Karrnath, his theories validated, and force The Twelve's faculty to acknowledge his brilliance.

Hermal is a tall, gaunt figure, who, at first glance, appears oddly monochromatic. His flesh, more often illuminated by spell-light than sun, is rather pasty, his short-cropped hair has prematurely turned entirely silver, and his strikingly commanding glare is effected by eyes a matching shade of gray. He dresses austerely, in robes various shades of black, and the overall effect is completed by the black housecat, named Tenebrant, that constantly shadows him or, more rarely, deigns to sleep across his shoulders.[/sblock]
Code:
Male Human Conjuror 1
True Neutral
Strength	8	(-1)
Dexterity	12	(+1)
Constitution	10	(+0)
Intelligence	16	(+3)
Wisdom	        12	(+1)
Charisma	15	(+2)

Size:	Medium
Height:	5' 11"
Weight:	130 lb
Skin:	Pale
Eyes:	Gray
Hair:	White
Age:     22 

Total Hit Points: 4 
Speed: 30 feet 

Armor Class: 11 = 10 +1 [dexterity] 
Touch AC: 11
Flat-footed: 10
Initiative modifier:	+1	= +1 [dexterity] 

Fortitude save:	+0	= 0 [base] 
Reflex save:	+1	= 0 [base] +1 [dexterity] 
Will save:	+3	= 2 [base]  +1 [wisdom]

Attack (handheld):	-1	= 0 [base] -1 [strength] 
Attack (unarmed):	-1	= 0 [base] -1 [strength] 
Attack (missile):	+1	= 0 [base] +1 [dexterity] 
Grapple check:	-1	= 0 [base] -1 [strength] 

Light Crossbow [1d8, crit 19-20 x2, range incr. 80 ft., 4 lb, ranged, piercing]

Light load:26 lb. or less; Medium load:27-53 lb.; Heavy load:54-80 lb.; 
Lift over head:80 lb.; Lift off ground:160 lb.; Push or drag:400 lb.

Region of Origin: Karrnath 
Dragonmarked House: Cannith [Mark of Making] 
Languages:	Abyssal Common Infernal Daelkyr  

Cat familiar 
Specialty: Conjuration 
Gave up: Necromancy Illusion

Feats: 
Augment Summoning	
Spell Focus (Conjuration)	
Scribe Scroll	[free to wizard] 

Action Points: 5 (this level)
Skill Name/KeyAbility/Total/AbilityModifier/Ranks/Misc.Modifier		
Concentration	       Con	4 = 	+0	+4		
Knowledge (arcana)	Int	7 = 	+3	+4	
Knowledge (dungeon)	Int	5 = 	+3	+2	
Knowledge (history)	Int	5 = 	+3	+2	
Knowledge (nature)	Int	5 = 	+3	+2	
Knowledge (religion)	Int	5 = 	+3	+2	
Knowledge (planes)	Int	7 = 	+3	+4			
Move Silently	       Dex	4 = 	+1		+3 [cat] 		
Spellcraft             Int	7 = 	+3	+4		
	 
If the familiar is within reach, +2 on spot and listen ("alertness").

Spells Known:
0th: all non-illusion and -necromancy
1st: charm person, identify, magic missile, protection from evil,
sleep, summon monster I

Zero-level Conjuror spells: 4 (3+1) prepared:
acid splash, daze, detect magic, prestidigitation
 
First-level Conjuror spells: 3 (1+1+1) prepared:
protection from evil, summon monster I, sleep
 
Human 
·	Extra feat at first level (already included) 
·	Four extra skill points at first level (already included) 
·	One extra skill point at each additional level (already included)
Wizard (Conjuror) 
·	Familiar / Alertness, etc.
·	Bonus Feats (already included)
·	High intelligence gains bonus spells daily
·	Specialist gets 1 extra conjuration spell/level/day	
 	 
Equipment: 56 gp, 4 sp, 9 cp	
Light Crossbow 35 gp, 4 lb
Bolts x10 1 gp, 1 lb
Backpack 2 gp, 2 lb
-Blanket, winter 5 sp, 3 lb
-Rations (1 day) x4 2 gp, 4 lb
-Torch 1cp, 1 lb
-Waterskin 1 gp, 4 lb
-Spellshard x5 15gp, 2.5 lb
Belt pouch 1 gp, .5 lb
-Flint & steel 1 gp
Spell component pouch 5 gp, 2 lb
Scholar's outfit

 
Cat familiar ("Tenebrant"): Str 3 Dex 15 Con 10 Int 6 Wis 12 Chr 7; Hit points: 2; 
Initiative +2 (dex); Speed 30 ft.; AC: 15 (+2 size, +2 dex, +1 level); 
2 claws +4 melee, bite -1 melee; Claw 1d2-4, bite 1d3-4; 
Weapon Finesse (claw, bite); Fort +2, Ref +4, Will +3, Balance +10, Climb +5, 
Hide +17, Listen +4, Move Silently +9, Spot +4 
Alertness feat when in arm's reach; improved evasion; share spells; empathic link
[sblock=projected progression]1:Wizard > 2:Wizard > 3:Wizard > 4:Wizard > 5:Wizard > 6:Alienist

I think it would be fitting and interesting for Hermal to be approached by/join the Manifest Spellshapers (PGtE) at some point. If he did so, I'd probably take some of the "Mastery" feats available to that organization. And the Alienist class, of course, just makes perfect sense :p[/sblock]
 
Last edited:

Toldar Barlom Human Artificer

Toldar Barlom

Representing Drowned Hero

Toldar Has been in new Cyre for some time now scanning for new Infusions he could find in the new established City, that more then often got a party incoming the city from the mournalnd where they like scavenger had plundered the houses. Even he found the scavenging disgusting he did like hte fact to stumble over some powerful Infusion and with a little of luck he could lean how it was made and be able to use it. Some days he even prayed for this to happen.

He had received a letter from his cousin Hilda that asked him to return home when he could to help her out with a Hired Warforged Door guard she had promised to sustain with free repairs, the uttermost stupid idea he though of his sister as that warforged had many injuries from the war. The last days he had been preparing for the long walk home and looking around for any caravan that needed a extra man to the defenses.

Toldar Is a quite practical male that hes whole life has been looking for as many infusions he can get his hands on, learn how tu use them and have his business prospering. He had a stcok of vials in his cousins tavern that had him a steady, even if small, inccome. He had traveled a lot also as he sometimes god som small mission for house Tharashk and participating in some minor buntyhuntig. He often told people that he was in charge of finding a Orc Thief but the truth was that he was he lucky informant that saw the Orc drunk in a low life tavern in The City of Towers.

Toldar seeks to be the best artificer in Sharn and he like adventure all to much believing that he will come across such splendors on the road as he once dreamed at age 12, where the biggest magical secrets was revealed to him. He had seen himself whit white hair from advanced age on his head in this dream.

[sblock]

Male Human Artificer 1
Chaotic Neutral


Strength 8 (-1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 16 (+3)

Size: Medium
Height: 5' 8"
Weight: 175 lb
Skin: Brown
Eyes: Dark Brown
Hair: Gray; Wavy; Thick Beard

HP: 7
Init: +2
Speed: 20 feet [armor]
First-level Artificer infusions: 3 (2+1) per day


- * -

Armor Class: 19 = 10 +5 [breastplate] +2 [heavy steel] +2 [dexterity]

Touch AC: 12
Flat-footed: 17

Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +2 = 2 [base]

Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]

Grapple check: -1 = 0 [base] -1 [strength]

Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]


- * -
Spell list

First-level Artificer infusions: 3 (2+1) per day

LVL 1

*Armor Enhancement, Lesser(Eb p109) – Armor or shield gains special ability with a +1 bonus market price modifier.
*Energy Alteration(Eb p111) – Item using one kind of energy uses another instead.
*Enhancement Alteration(Eb p111) – Magic shield’s enhancement bonus applies to shield bas attacks; or magic weapon’s enhancement bonus apples
*to Two-Weapon Defense, Combat Expertise, Full Defense action, etc.
*Identify(PH p243) – Determines properties of a magic item.
*Inflict Light Damage(Eb p112) – Deals 1d8 +1/lvl (max 1d8+5) to a Construct.
*Light(PH p248) – Object shines like a torch.
*Magic Stone(PH p251) – Three stones become +1 projectiles, 1d6+1 damage.
*Magic Vestment(PH p251) – Armor, shield, or
*clothes gain +1 enhancement per four levels.
*Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
*Natural Weapon Augmentation, Personal(RoE p189) – One of your Natural Weapons gains a special ability with a +1 bonus market price modifier.
*Repair Light Damage(CArc p120)(Eb p114)(DR317 p35) – Restores 1d8 + 1/lvl (max +5) points of damage to a Construct.
*Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus.
*Skill Enhancement(Eb p115) – Item bestows circumstance bonus on skill checks.
*Spell Storing Item(Eb p115) – Store one spell in an item.
*Weapon Augmentation, Personal(Eb p117) – Your weapon gains a special ability with a +1 bonus market price modifier.

- * -

Region of Origin: Breland
Dragonmarked House: Tharashk [Mark of Finding]
Languages: Common Draconic Goblin


Breast plate [medium; +5 AC; max dex +3; check penalty -4]
Heavy Steel Shield [+2 AC; check penalty -1.]

Feats:

Point Blank Shot
Precise Shot
Scribe Scroll [free to artificer]

Traits:

-Artificer Knowledge skill
-Artisan bonus +2 use magic device
-Disable trap Use search as disable trap
-Item creation
-Scribe Scroll

*Craft Reserve 20
Action Points: 5 (this level)

- * -
Code:
Skills

Appraise 	Int 	2 = +2		
Balance 	Dex* 	2 = +2
Bluff 	        Cha 	3 = +3
Climb 	        Str*   -1 = -1
Concentration 	Con 	5 = +1+4 	
Craft_1 	Int 	3 = +2+1 	
Diplomacy 	Cha 	3 = +3
Disable Device 	Int 	3 = +2+1 	
Disguise 	Cha 	3 = +3
Escape Artist 	Dex* 	2 = +2		
Forgery 	Int 	2 = +2
Gather Info     Cha 	3 = +3
Heal 	        Wis 	1 = +0+1 	
Hide 	        Dex* 	3 = +2+1 	
Intimidate 	Cha 	3 = +3
Jump 	        Str*   -7 = -1-6 [speed 20]
Knowledge (arcana) 	Int 	4 = +2+2 	
Knowledge (dungeon)     Int 	3 = +2+1 	
Knowledge (local) 	Int 	3 = +2+1 	
Knowledge (nature) 	Int 	3 = +2+1 	
Knowledge (nobility) 	Int 	3 = +2+1 	
Knowledge (religion) 	Int 	3 = +2+1
Artificer Knowledge     Int     1= +1 	
Listen 	        Wis 	o = +0
Move Silently 	Dex* 	2 = +2		
Open Lock 	Dex 	2 = +1+1 	
Perform_1 	Cha 	3 = +3
Ride 	        Dex 	2 = +2
Search 	        Int 	6 = +2	+4 	
Sense Motive 	Wis 	0 = +0
Spellcraft 	Int 	6 = +2+4 	
Spot 	        Wis 	0 = +0
Survival 	Wis 	0 = +0
Swim 	        Str**  -1 = -1
Use Magic Devic Cha 	9 = +3+4+2 	
Use Rope 	Dex 	2 = +2
		

* = check penalty for wearing armor


Human

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Artificer

* Artificers are entitled to bonus feats every 4 levels, included here.


Toldar's Equipment:
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x10
Arrows (quiver of 20) x10
Backpack
Bedroll
Blanket, winter x1
Candle
Case (for map or scroll)
Grappling hook
Hammer
Ink vial
Ink pen
Lantern (bullseye)
Oil flasks x2
Paper sheets x5
Rations (1 day) x2
Rope (50', hempen) x1
Signal whistle
Signet ring
Torches x1
Vial (for ink or potions) x10
Waterskins x1
Healer kit
Thieves' tools

[/sblock]
 

Code:
[B]Name:[/B]       [COLOR=Red]Massif Dardungren[/COLOR]
[B]Class:[/B]      Barbarian
[B]Race:[/B]       Dwarf
[B]Size:[/B]       Medium
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Neutral Good
[B]Deity:[/B]      Dol Dorn     

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B]    1     [B]XP:[/B] 0
[B]Dex:[/B] 14 +2  (6p.)     [B]BAB:[/B]     +1     [B]HP:[/B] 15 (1d12+3)
[B]Con:[/B] 16 +3  (6p.)     [B]Grapple:[/B] +4     [B]AP:[/B] 5
[B]Int:[/B] 10 +0  (2p.)     [B]Speed:[/B]   30'
[B]Wis:[/B] 12 +1  (4p.)     [B]Init:[/B]    +2
[B]Cha:[/B] 06 -2  (0p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 18              10     +4     +2     +2   +0    --
[B]Touch:[/B] 12
[B]Flat:[/B]  16

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +5              +2    +3   --
[B]Ref:[/B]   +2              +0    +2   --
[B]Will:[/B]  +1              +0    +1   --

[B]Weapon                Attack  Damage  Critical[/B]
Dwarven Waraxe         +4     1d10+4     x3
Handaxe                +3      1d6+3     x3
Javelin                +3      1d6+3     x2

[B]Languages:[/B] Dwarven, Common

[B]Abilities:[/B]
Darkvision 30' (Dwarf)
Stonecunning (Dwarf)
Stability (Dwarf)
Weapon Familiarity (Dwarf)
+2 save vs. poison (Dwarf)
+2 save vs. spells (Dwarf)
+1 to hit vs. orcs & goblinoids (Dwarf)
+4 to AC vs. giants (Dwarf)
+2 to Appraise on stone/metal items (Dwarf)
+2 to Craft on stone/metal items (Dwarf)
Fast Movement (Barbarian)
Rage 1/day - 8 rounds (Barbarian)

[B]Feats:[/B] Powerful Charge

[B]Skill Points:[/B] 16      [B]Max Ranks:[/B] 4/2

[B]Skills:               Ranks  Mod  Misc[/B]
Read/Write              2
Craft (Smith) +4        2     +0   +2
Listen +5               4     +1   --
Spot +5                 4     +1   --
Ride +6                 4     +2   --

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp     2lb
Bedroll                    1sp     5lb
Belt Pouches (2)           2gp     1lb
Flint & Steel              1gp     0lb
Lantern, Hooded            7gp     2lb
Oil (3)                    3sp     3lb
Rations (4 days)           2gp     4lb
Waterskin                  1gp     4lb
Whetstone                  2cp     1lb

Dwarven Waraxe            30gp     8lb
Handaxe                    6gp     3lb
Scale Mail                50gp    30lb               
Shield, Lg Metal          20gp    15lb

[B]Total Weight:[/B] 78lb
[B]Money:[/B] 38gp 5sp 7cp

Appearance: Massif is a little shorter than your typical dwarf, but also a little wider. His dark, gold skin ripples over thick, meaty muscles, and his long blond hair is pulled back into dozens of thick ponytails. His face belies his unhappiness with being away from home as his lips are in a perpetual scowl and his brown eyes are constantly narrowed. Thus he appears much less attractive than he otherwise might. He is always dressed very simply in various earthen colored tunics that he makes no effort to keep clean. His body is unpierced as he finds that particular affectation to be somewhat silly, but he has no problems wearing rings, amulets, or other types of jewelry. In fact, a very large medallion bearing the symbol of House Deneith hangs prominently around his neck.

History: If you move throughout the Mror Holds, you will find thousands upon thousands of well-settled and urban areas filled with dwarven, gnome and human occupants. However, as you reach some of the deeper areas underneath the towering peaks... areas which begin to encroach upon orcish clans... those areas can be pretty deadly indeed. The dwarven Dungren clan has lived for hundreds of years in one small section of caverns that leads further towards several of those orcish outposts, and they have spent their lives keeping watch. These dwarves have lived a simple martial lifestyle, fighting and defending their caverns from humanoid attack. Every child who is raised in this community is taught from an early age whatever skills would be necessary to survive in this environment. Massif Dardungren is one of such children.

The third son of two honest, good-hearted parents, Massif grew up wanting to follow in his father's footsteps of combat and defense of the clan. An extremely healthy boy, Massif would spend hours upon hours running, lifting, and practicing his weaponship so that upon his graduation into adulthood he would assume his place alongside his father and brothers patrolling the tunnels of their clan's lands. This was the life he had chosen for himself, as it was the life most of his male family had chosen for themselves for several generations. However, upon his ascension to manhood, his plans were changed by a most unlikely source. With two sons having already joined as defenders of the clan, his father decided that Massif might better serve both the clan and himself by in fact LEAVING the caverns from which he had grown up, and instead plying his trade as a protector to other people who would pay handsomely for his services.

Needless to say, Massif was not pleased with this idea, as he had never any desire to leave the warm embrace of the Dungren clan. However, his respect for his elders was strong enough that when select members of House Deneith arrived to collect a number of the younger dwarven warriors to add to their protection staffs, Massif went without complaint. Thus began his stint as a member of House Deneith, working as a defender and protector for anyone who was willing to pay the House's fees. Thus far he's guarded a few caravans here and there as he's made his way slowly across Khorvaire. Although not yet a member of the Defender's Guild, he figures it's just a matter of time that he earns his stripes. Because at that point the House can charge clients more for Massif's services.

Massif tends to be quiet and unassuming, however when it appears as though the people around him are acting in a manner that he finds stupid or foolish, he will willingly point that out to everyone else around him. This has given him the reputation of being somewhat of a whiner, but in truth he just does not suffer fools gladly. As long as everyone acts to the best of their abilities, he won’t put up much of a fuss. The one advantage of his getting riled up is that he can easily channel that rage into his fighting, and once he’s worked up it is hard to knock him back down.

If you were to speak to Massif, he would tell you he is just putting in his time with House Deneith until he is able to return home and rejoin his family. However, based on the money House Deneith is undoubtedly paying the Dungren clan for the "loan" of several of their warriors, it might very well be some time before the clan asks for him to come home. So until that happens, he will travel where the House asks him travel and protect whomever it is that is willing to pay the fees.
 

Van Maricore
Chaotic Good Rogue 1

Str 10 +0 base 10 (2 pts)
Dex 16 +3 base 16 (10 pts)
Con 14 +2 base 14 (6 pts)
Int 14 +2 base 14 (6 pts)
Wis 10 +0 base 10 (2 pts)
Cha 10 +0 base 16 (2 pts)

Age 19
Height 5'10"
Weight 156 lbs

Description: Wiry and dark, Van is wound a bit tighter than most. Frenetic and high strung, he appears just about to spring into action, even when at rest.

History: Van is a refugee from the destruction of Cyre and a resident of New Cyre since its founding. His parents died in the war, and he has been looking after himself for some time, and doing whatever it takes. Recently, however, he's made a few too many enemies in what passes for the New Cyran underworld, and is looking to get out of town before anyone decides to do something about him.

HP 8 (6 + 2 con)
AC 26 (10 base + 3 dex + 3 armor + 1 shield)
Init +3 (+3 Dex)
Move 30 ft

Fortitude 2 (0 base + 2 con)
Reflex 5 (2 base + 3 dex)
Will 0 (0 base + 0 wis)

Attack Bonus +0 BAB
Melee Attack +0 (0 BAB + 0 str)
Ranged Attack +3 (0 BAB + 3 dex)

Melee: short sword +0 (1d6, 19-20/x2) or dagger +0 (1d4, 19-20/x2)
Ranged: short bow +3 (1d6, 20/x2, 60 ft) or dagger +3 (1d4, 19-20/x2, 10 ft)

1 rogue 1 able learner, human: point blank shot


Skills:
* appraise +4 (2 ranks + 2 int)
* balance +3 (2 ranks + 3 dex - 2 ACP)
* bluff +4 (4 ranks + 0 cha)
* climb +0 (2 ranks + 0 str - 2 ACP)
* disable device +6 (4 ranks + 2 int)
* hide +5 (4 ranks + 3 dex - 2 ACP)
* intimidate +2 (2 ranks + 0 cha)
* jump +0 (2 ranks + 0 str - 2 ACP)
* knowledge (local) +3 (1 rank + 2 int)
* move silently +5 (4 ranks + 3 dex - 2 ACP)
* open locks +7 (4 ranks + 3 dex)
* search +6 (4 ranks + 2 int)
* sleight of hand +3 (2 ranks + 3 dex - 2 ACP)
* spot +3 (3 ranks + 0 wis)
* tumble +5 (4 ranks + 3 dex - 2 ACP)

Class Abilities:
Rogue:
* sneak attack: +1d6 damage
* trapfinding (ex): can search for traps with DC higher than 20. can disable magical traps.

Equipment:
* 93 gp
* studded leather armor (25 gp, 20 lb.)
* short sword (10 gp, 2 lb.)
* short bow (30 gp, 2 lb.)
* arrows (40) (2 gp, 6 lb.)
* dagger (2 gp, 1 lb.)
 

CØ-H7, True Neutral Warforged Warblade

[sblock=Character]
Name: CØ-H7
Class: Warblade 1
Race: Warforged
Alignment: TN
Age: Unknown
Weight: 330 Lbs
Height: 6’7”
Gender: Male personality

HP: 15 / 15 (1d12+3)

Abilities
STR 16 (+3)
DEX 10 (+0)
CON 16 (+3)
INT 14 (+2)
WIS 8 (-1)
CHA 8 (-1)

Statistics

AC 18 (+8 Armor)

DR 2/ Adamantine

Light Fort (25%)

FORT +5 (2 Base, +3 Con)
REF +2 (0 Base, +0 Dex, +2 Int)
WILL -1 (0 Base, -1 Wis)

Speed: 20ft
INIT +0

Melee (+1 Bab, +3 Str)
+4 Heavy Flail (1d10+4, 19-20 x2, +2 Disarm, Trip)
+4 Slam (1d4+3, x2)

Feats
Adamantium Body (+8 ac, Max Dex +1, -5 AC check, DR 2/ Adamantine)

Racial Features
Living Construct, Construct Immunities, Light Fortification, Slam 1d4

Class Features
Battle Clarity, Weapon Aptitude

Maneuvers Known (3 1st)
Steel Wind (Iron Heart), Charging Minotaur (Stone Dragon), Stone Bones (Stone Dragon)

Stances Known
Stonefoot Stance (Stone Dragon)

Skills (4+2x4) = 24
Balance -1 (4 ranks, +0 Dex, -5 AC)
Climb +2 (4 Ranks, +3 Str, -5 AC)
Craft (Armorsmithing) +6 (4 ranks, +2 Int)
Intimidate +3 (4 Ranks, -1 Cha)
Knowledge (History) +6 (4 Ranks, +2 Int)
Knowledge (Local) +6 (4 Ranks, +2 Int)

Languages
Common
Elven
Halfling

Equipment 43 Lbs; 51 GP, 9 SP, 8 CP
Heavy Flail (15 GP, 10 Lbs)
Backpack (2 GP, 2 Lbs)
-Chain (10ft) (30 GP, 2 Lbs)
-Rope (Hempen, 50ft) (1 GP, 10 Lbs)
-Grappling Hook (1 GP, 4 Lbs)
-Crowbar (2 GP, 5 Lbs)
-10 Sunrods (20 GP, 10 Lbs)
-Whetstone (2 CP, 1 Lb)
-Identification Papers (2 GP, - Lbs)
[/sblock]

[sblock=Character Progression]
(2)Fighter 1; Feat: Power Attack
(3)Warblade 2; Feat: Weapon Focus (Flail)
(4)Fighter 2; Feat: Cleave
(5)Warblade 3
(6)Warblade 4; Feat: Weapon Specialization (Flail)

He’ll dip into Fighter just for the feats, and then go straight Warblade.[/sblock]

[sblock=Background]
The CØ series were Warforged specifically made to be more than mindless fighters. They were made to think on the battlefield, to use complex maneuvers most other Warforged couldn’t handle. CØ-H7 was one of these Warforged. He served valiantly with Cyre during The War, gaining recognition throughout his officers as being the finest specimen of the CØ series.
After his country’s destruction he was left without a purpose, without order. So he did what he knew best. He fought. He worked as a mercenary on and off, roughing up those who needed it. He was well suited as a mercenary. As a machine trained for war, he knew nothing of the emotional stress of constant fighting. It was natural to him, the air being cut by a blade, the clanging of metal on metal, the hard crunch as weapons connected with bone.
He was off to see about getting another job (after just returning from one which involved many angry goblins, a broken shield, and a flying cow. But that’s a different story), he noticed Sir Rugrew’s flier about wanting hired hands for a trip to Sharn. He needed the money, and Sharn was one of the only places in Breland he had never been to. So he grabbed the flyer, and went on his way to the 3-Colored-Dog Inn to find this “Ms. Kot’diana”[/sblock]

[sblock=Appearance / Personality]
CØ-H7 is not particularly talkative, usually keeping to himself and listen and conversations unfold. When he does talk, it is usually blunt and well thought out. He towers above most people, his height making him duck in most public places. He always carries his pack, a dirty, ripped, and worn-out mess of fabric and metal that carries all of his possessions, everything he needs on his journeys. He wears an imposing heavy flail on a belt at his waist, and no other clothing. His “skin” is a mass of armor plates that were magically attached moments after his forging. His eyes are Emeralds, cut into spherical shapes and placed into his metal skull. Where there is no armor, such as around his neck and joints, a dark cherry wood can be seen. Having known nothing but war, CØ-H7 is quick to fight and slow to question why. Some do not get along with him and his ways, but he is handy to have on your side for a fight.

He never saw the need to get a more socially acceptable name, and instead just refers to his serial number.

His “name” is usually shortened by his employers and colleagues to C or H, sometimes H7 or a combination of some sort. [/sblock]
 

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