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A Tale of two Parties


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EvolutionKB

First Post
[sblock=Sir Jonathan Williams]
Crusader of The Silver Flame 4

Str 16 (+3)
Dex 12 (+1)
Con 16 (+3)
Int 10 (+0)
Wis 12 (+1)
Cha 14 (+2)

Size: Medium
HP: 40
BAB: +4
Init: +0
Move: 20’ (medium load, 94/230, -8acp)

AC: 22 (+8 armor, +3 shield)
Saves:
Fortitude: +7
Reflex: +2
Will: +4

Attacks:
Melee: +8 Longsword+1, 1d8+4, 19-20 x2
Melee: +7 Light mace, 1d6+3, 20/x2,
Ranged: +5 Composite longbow, 1d8, 20/x3, 110’

Feats:

Extra Granted Manuver
Stone Power
Martial Study(Action before thought)

Skills (bonus/ranks):
Balance (-2/5)
Concentration (+10/7)
Diplomacy (+7/5)
Intimidate (+7/5)
Jump (+1/5)
Knowledge (History) (+2/2)
Knowledge (Religion) (+5/5)


Languages Known:
Common

Class Features:
Furious Counterstrike +2
Steely Resolve 10
Indomitable Soul
Zealous Surge

Martial Manuvers:

1st level
Crusader’s Strike(DS)**
Charging Minotaur(SD)
Douse the Flames(WR)
Leading the Attack(WR)**
Leading the Charge*(WR)
Martial Sprit*(DS)

2nd level

Action Before Thought(from Martial Study feat)(DM)**
Battle Leader’s Charge(WR)**
Mountain Hammer(SD)**

*Denotes Stances
**Denotes Typically readied

Racial Features:
Bonus feat
1 extra skill point per level/ four points at first[/sblock]

[sblock=Equipment]
Full Plate (50lb)
Heavy Wooden Shield+1 (10lb)
Longsword +1 (4lb)
Composite Longbow (3lb)
20 arrows (3lb)
Light mace (4lb)
2 Potions of Shield of Faith
2 Potions of Cure Light Wounds
Backpack (2lb)
Bedroll (5lb)
2 Belt Pouches (1lb)
50ft Silk rope (5lb)
Soap 1lb
Waterskin (4lb)
3 Sunrods (3lb)
99 gp
4 sp[/sblock]
 

Necro_Kinder

First Post
Willow, Warforged Druid, and his Clawfoot companion Razor Fang

[sblock=character]
Name: Willow
Class: Druid
Race: Warforged
Alignment: NG
Age: 3
Weight: 306 Lbs
Height: 6’ 7”
Gender: Male personality
Level: 4
HP: 31/31
Experience: 8000

Abilities
STR 12 (+1)
DEX 10 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 17 (+3)
CHA 10 (+0)

Statistics
AC 17 (17 flatfooted, 10 touch)
FORT +6
REF +1
WILL +7
Damage Reduction 4/ slashing
INIT +0
Melee +4
Ranged +3
Speed 30

Feats
Ironwood Body (+3 ac, +4 max dex, -2 armor check, 20% arcane failure)
Improved Damage Reduction

Racial Features
Living Construct
Construct Immunities


Class Features
Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Natures Lure

Skills
Survival +12 (7 ranks, +3 Wis, +2 druid)
Knowledge (Nature) +10 (7 ranks, +1 Int, +2 Druid)
Knowledge (Geography) +3 (2 ranks [cc], +1 Int)
Handle Animal +7 (7 ranks, +0 Cha)
Concentration +9 (7 ranks, +2 Con)
Spot +6 (3 ranks, +3 Wis)

Languages
Common
Druidic
Sylvan

Spells Prepared
0th: Know direction, Detect Magic (2), Light, Mending,
1st: Cure Light Wounds, Produce Flame, Speak With Animals, Entangle
2nd: Flaming Sphere, Warp Wood, Bull’s Strength[/sblock]

[sblock=eqiupment]
Wand of Cure Light Wounds (50 charges)
Mwk Scimitar +5 (1d6+1, 18-20 x2)
Light Crossbow +3 (1d8, 19-20 x2)
40 bolts
Mwk Heavy Wooden Sheild ( +2 ac, -1 armor check, 15 % arcane failure)
Ever Burning Torch
+1 armor enhancement
Amulet of natural armor +1
Banded mail barding for clawfoot (see companion sheet)
Week’s trail rations
Backpack

30 Lbs

Light= 43 lb.
Meduim= 44-86 lb.
Heavy= 87-130 lb.
lift over head= 130 Lbs
Lift off ground= 260 Lbs
Push/Drag= 650

527 Gp, 5 Sp[/sblock]

[sblock=Razor Fang, Animal Companion]

Razor Fang
Medium Animal (Clawfoot dinosaur)

HP: 13/13 (2 HD)
Str: 17
Dex: 17
Con: 15
Int: 2
Wis: 12
Cha: 10
Initiative: +3
Speed: 30ft, run 120ft
AC: 20 (+6 barding, +3 Natural, +1 Dex)
Attack: Talons +4 (1d8+3)
Full Attack: Talons +4 (1d8+3), 2 Foreclaws -1 (1d3 +1) and Bite -1 (1d6 +1)
Special Attacks: -
Special Qualities: Low-Light Vision, Scent
Fort: +5
Ref: +6
Will: +1
Skills: Hide +12, Jump +20, Listen +10, Spot +10, Survival +10
Feats: Run
Tricks: Attack

Possessions: Banded Mail Barding (+6 AC, +1 Dex, -6 armor check, 35 Lbs)

Light Load= 86 Lbs
Medium= 87-173 Lbs
Heavy Load= 174-260 Lbs
Drag= 1300 Lbs[/sblock]
 

pathfinderq1

First Post
Name: Thea (Amalthea Vansair)
Race: Human (Breland)
Class/level: Beguiler 4
Alignment: CG

Description: [sblock]Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair, a fall of soft black tresses she usually keeps pulled back in a simple braid. She has a very pale, almost luminous complexion and her eyes are a very light grey- when she was growing up the other children sometimes taunted her as “changeling girl”, not dreaming how close that was to truth… Her dragonmark is on the back of her left shoulder- a small swirl of red and black surrounded by smooth “scar” tissue that looks like an old burn mark. She is careful to keep it concealed at all times.
She tends to dress in simple, almost severe garb- typically plain trousers and a high-collared coat of darkweave fabric over light armor, with a soft floppy hat and a knee-length cloak (though she does have a suit of fancier glamerweave clothing for more festive times). She carries a small, well-made crossbow and a number of daggers- though she is often loath to rely on physical weapons.[/sblock]


Personality: [sblock]Thea is a perky, upbeat sort of person, generally inclined to see the good side of people or circumstances- she can also be more than a bit reckless. While she often tries to act somber and serious, this act doesn’t fool most people for long. When things take turn for the worse, she may display a streak of sharp-tongued sarcasm, but such bouts are typically short-lived- as soon as get better, she quickly reverts to her cheerful self. Her primary motivation is curiosity- she is often eager to try new things or explore new places. Her curiosity is often strongest when the object or information in question is something that she is supposed to avoid. As a general rule, Thea has always been better at dealing with things (puzzles, books, and tidbits of information) than she is at dealing with people- a trait that is a bit unusual for a beguiler… [/sblock]

History: [sblock]Thea grew up hardly knowing her parents at all- which is a bit odd, considering that she was with them all the time. No one ever seemed to know who her biological father was- in the grand scheme of things it didn’t really matter. Her adoptive father was a changeling named Zyg, and her mother was a human- and more importantly, both of her parents were spies in service to Breland. Throughout the Last War, they traveled all around the world on missions, flitting from place to place and identity to identity. While they seemed to love “their” daughter, it often seemed that her greatest value was as another layer of cover- whether they were displaced nobles or starving refugees, no one seemed to doubt their story with such a convincing “prop”. On the few occasions when their mission was unsuitable or too strenuous for Thea to be included, she was most often left with some of her father’s changeling kin in the chaotic city of Sharn- if her mother had any relatives left, they were never visited or spoken of. As she grew up, Thea’s curiosity and intelligence helped her pick up details from each new locale, and each new identity- she seemed to learn fragments of everything, though her impetuousness often led her into new discoveries before she had fully absorbed the old ones…
As Thea grew, it became apparent that she had a significant amount of magical potential. At first, this was just another amusing distraction- she took her arcane studies no more seriously than any of her other whimsical pursuits, much to her parents’ dismay. As she grew from a girl into a young woman, there were always other distractions, even in the war-torn and troubled world. But one day her parents went off on one of their most secretive and dangerous missions- and they never returned. Thea had been left in the care of one of her father’s kin, who masqueraded as a crazy old man in Sharn. As it happened, Gox was a beguiler of significant power and when it became apparent that Thea’s parents weren’t going to be coming back for her, “he” began to tutor her, as he would have taught his own children. For Thea, the loss of her parents had been a sobering experience, and she leapt into her arcane studies with a whole new outlook. By the time the Last War ended two years later, Thea was well on her way to mastering her magical abilities.
Now that official hostilities were over, Gox and Thea embarked on a lengthy journey- on one hand, it was an attempt to find out what had happened to her parents, and on another level it was both a grand tour and an opportunity to hone her talents. They traveled for nearly two years, wandering all across Khorvaire, tracing down rumors and contacts. Finally, though, they felt that they had found their answer- Thea’s parents had been in Cyre when it was destroyed, along with countless others.
While she and her mentor were badly shaken by that grim news, the journey had, in fact, sharpened Thea’s spellcasting- to the point where Gox felt his young protégé was ready to wander on her own. They returned to Sharn for a few weeks- but Thea found even that grand city was not as intriguing as it had once been. She was ready to make her own way in the world- but at her teacher’s urging, she sought out a few other young fortune-seekers to travel with. The world was a dangerous place after all, and Sharn had plenty of adventurers who might welcome such a talented compatriot… [/sblock]


Game stats:

[sblock]
STR 9 (-1) (1 pt)
DEX 14 (+2) (6 pts)
CON 12 (+1) (4 pts)
INT 18 (+4) (13 pts, +1 at level 4)
WIS 12 (+1) (4 pts)
CHA 14 (+2) (6 pts)
((34 total))

Beguiler 4
XP: 8000

Saves:
Fortitude: +2 (1 base +1 CON)
Reflex: +3 (1 base +2 DEX)
Will: +5 (4 base +1 WIS)

Initiative: +2 (DEX)
AC: 16 (touch 12, Flat-footed 14; DEX +2, armor +4)
Hit points: 22 (6/4/4/4/ +4 CON)
BAB: +2 (melee +1, missile +4)

Feats: 1. Jack of all trades (1st level)
2. Aberrant Dragonmark (Produce flame 1x/day)(racial bonus)
3. Combat casting (3rd level)


Languages: Common, Elvish, Draconic, Daelkyr

Skills (level/skill//points/rank/+att/+other)
+9/Bluff//7/7/CHA +2
+8/Concentration//7/7/CON +1 (+12 total defensive casting)
+5/Decipher script//1/1/INT +4
+13/Disable device//7/7/INT +4/MW tools +2
+3/Hide//1/1/DEX +2 (+4 total with darkweave garb)
+11/Knowledge- arcane//7/7/INT +4
+5/Knowledge- local (Sharn)//1/1/INT +4
+7/Listen//6/6/WIS +1
+3/Move silent//1/1/DEX +2
+8/Open locks//4/4/DEX +2/MW tools +2
+11/Search//7/7/INT +4
+6/Sense motive//5/5/WIS +1
+13/Spellcraft//7/7/INT +4/synergy +2
+4/Spot//3/3/WIS +1
+9/Use magical device//7/7/CHA +2

note: can use Knowledge (any other), Profession (any), and Sleight of hand untrained


Racial abilities: -bonus feat at level 1
-+1 skill point per level (+4 at level 1)
-favored class: any

Class abilities: 1. Spells per day: level 0= 6; level 1= 7; level 2= 4
2. Armored mage (light)
3. Trapfinding (as Rogue ability)
4. Cloaked casting: +1 to save DC (if applicable)
5. Surprise casting: Bluff-based feint for spell use
6. Advanced learning: Distract (level 1, Spell Compendium)

Equipment (5400 gp total)
-Heward’s handy haversack (2000 gp)
-Mithril shirt (1100 gp)
-masterwork thieves tools (100 gp)
-cold iron dagger (x2; 8 gp)
-alchemical silver dagger (x2; 44 gp)
-dagger (x2; 4 gp)
-light crossbow (masterwork; 335 gp)
-bolts (x40; 4 gp)
-bolts (cold iron, x10; 2 gp)
-bolts (alchemical silver, x10; 3 gp)
-explorer’s out fit (darkweave, x2; 220 gp)
-courtier’s outfit (glamerweave; 130 gp)
-potion of Cure Light Wounds (CL 1, x6; 300gp)
-potion of Endure Elements (CL 1, x2; 100 gp)
-wand of Light (used with UMD, CL 1, 50 charges; 300 gp)
-sunrods (x5; 10 gp)
-spell component pouch (x2; 10 gp, 1 worn, 1 in haversack)
-bedroll (1 sp)
-belt pouch (1 gp)
-scroll case (x2; 2 gp)
-flint and steel (1 gp)
-small steel mirror (10 gp)
-trail rations (10 days; 5 gp)
-waterskin (x2; 2 gp)
-signal whistle (8 sp)
-whetstone (2 cp)
-chalk (x8, various colors; 8 cp)
-eyeglasses with smoked glass lenses (2 pair, 10 gp-estimated)
-wooden holy symbol (Sovereign Host) (1gp)

+795 gp (295 gp in various coins, 500 gp letter of credit)
[/sblock]
 

Ivellious

First Post
Ivellious Phiarian
Male Elf Fighter 3 / Wizard 1
True Neutral

[sblock=stats]
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 11 (+0)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 11 (+0)

Size: Medium
Height: 5' 3"
Weight:125 lb
Skin: Pale
Eyes: Green
Hair: Dark Brown; Beardless
Age: 125

Total Hit Points: 22

Speed: 30 feet

Armor Class: 16 = 10 +3 [armor] + 3[dexterity]

Touch AC: 13
Flat-footed: 13

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

Attack (handheld): +5 = 3 [base] +2 [strength]
Attack (unarmed): +5 = 3 [base] +2 [strength]
Attack (missile): +6 = 3 [base] +3 [dexterity]
Grapple check: +5 = 3 [base] +2 [strength]

Weapons
Mw Compistie Longbow (+2 str) +8[normalAB] 1d8+2 x3 110ft Pirecing
Mw Scimitar +6 1d6+2 18-20 x2

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: Valenar

Dragonmarked House: Phiarian [Mark of Shadow]

Languages: Common Draconic Elven Sylvan

Hawk familiar

Feats:

Dodge
Point Blank Shot
Precise Shot
Weapon Focus x1 Weapon(s): Longbow
Scribe Scroll [free to wizard]

Traits:

Action Points: 7 (this level)

Skill Name Key Ability Skill Modifier =Ability Modifier+Ranks+Misc. Modifier (If any)-armor check
Concentration Con 5 = 0 + 5
Hide Dex* 5 = 3 + 2 + 10 [Cloak of Elvenkind]
Listen Wis 6 = 2 + 2 +2 [elf]
Move Silently Dex* 15 = 3 + 2 + 10 [Boots of Elvenkind]
Search Int 9 = 3 + 4 + 2 [elf]
Spot Wis 6 = 2 +2 +2 [elf]
Survival Wis 4 = 2 + 2

* = check penalty for wearing armor

The hawk confers +3 on spot checks in well-lit conditions.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Wizard spells: 3 per day

First-level Wizard spells: 2 (1+1) per day

Spells known
0th lvl
All

1st
Expeditious Retreat
True Strike
Shield
Disguise Self
Identify

Spells Prepared (normally)
0th
Detect Poison
Read Magic
Dancing Lights

1st
Expeditious Retreat
True Strike



Elf

* +2 dexterity / -2 constitution (already included)

* Immune to magical sleep

* +2 racial bonus to saves vs. enchantments

* Low-light vision

* Proficient with longsword, rapier, longbow && shortbow

* +2 racial bonus on listen, search, and spot checks

* Notice secret doors

Fighter

* Bonus Feats (already included)

Wizard

* Familiar / Alertness, etc.

* Bonus Feats (already included)

* High intelligence gains bonus spells daily

Hawk familiar: Str 6 Dex 17 Con 10 Int 6 Wis 14 Chr 6; Hit points: 11; Initiative +3 (dex); Speed 10 ft., fly 60 ft. (average); AC: 18 (+2 size, +3 dex, +2 natural, +1 level); Claws +5 melee, Claws 1d4-2; Fort +3, Ref +5, Will +5, Listen +6, Spot +6, weapon finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;[/sblock]

[sblock=equipment]
Item Cost Weight
masterwork studded leather armor 175gp 20lbs.
masterwork composite long bow (+2 str) 600gp 3lbs.
masterwork Scimitar 315gp 4lbs.
40 arrows 2gp 6lbs.
Cloak of Elvenkind 2000gp 1lb.
Boots of Elvenkind 2000gp 1lb.
Traveling Papers 2sp
Identification papers 2gp
Backpack 2gp 2lbs.
Bedroll 1sp 5lbs.
Flint and Steel 1gp
Belt Pouch 1gp 1/2lbs.
Sack 1sp 1/2lbs.
Signal whistle 8sp
Everburning Torch 110gp 1lb.
Waterskin 1gp 4lbs.
Whetstone 2cp
Spell component pouch 5gp 2lbs.
Wizard's Spellbook 15gp 3lbs.
Ink 8gp
Inkpen 1sp
2 smokesticks 40gp 1lb.
2 Potions of cure light wounds 100gp 2/10lbs
Thunderstone 30gp 1lb
---------------------------------------------------------------------------
total 5389gp 13sp 2cp 57.2lbs

gp9
sp7
cp8
[/sblock]

[sblock=background]
Ivellious Phiarian has lead a pretty boring life, which bugs him to no end. He started traveling when he was 120, and been out on the road for the past five years. Unlike most elves, Ivellious finds excitement being around other races, and was traveling with a group for 2 of them. Then disaster stuck as when one night Ivellious went to scout around the area his group was in, only to find that they were slaughtered when he returned. His only clue to the murder was that one of his companions wrote the word Sharn with his blood. Ivellious has traveled to Sharn in hopes of finding those that killed his friends, and also to find a new adventuring group to join[/sblock]
 

kinem

Adventurer
Abe, warforged artificer

[sblock=stats]Abe (Able) – male personality warforged artificer 4, align N

XP 7,900
hp 26, speed 20’, AC 23 (+9 armor, +1 dex, +3 shield), touch 11, ff 19, init +1

Str 14, Int 14, Dex 12, Wis 12, Con 14, Cha 14

BAB +3, grapple +5; Saves fort +3, reflex +2, will +5

Attack: heavy mace +6 melee (1d8+2) or crossbow +5 ranged (1d8, crit 19/x2, inc. 80’)

Feats: adamantine body (+8 armor, DR 2/adamantine, ACP –5, max dex to AC +1), skill focus (use magic device); scribe scroll, brew potion, craft wondrous item, craft homunculus, extraordinary artisan (25% off craft gp cost)

Skills (ranks/total): use magic device 7/15 (+19 scrolls, +17 potions, +17 wondrous items), disable device 4/6, concentration 4/6, knowledge(arcana) 5/7, search 4/6, spellcraft 5/7, spot 0/1, listen 0/1, craft (armor) 5/7 (+9 to repair warforged), craft (weap) 1/3, open locks 5/6, perform (singing) 1/6

Racial features:
Light fortification (25% chance vs. crit or sneak attack), slam 1d4+2, immune to poison, sleep, nausea, fatigue, exhaustion, sicken, ability drain, ability damage, death effects or necro effects.

Class features:
Artificer knowledge: +6, DC 15, to know if an item is magic after 1 min exam
Artisan bonus: +2 on UMD to activate scrolls, potions, wondrous items
Disable trap: search to find, DD to disable
Item creation, craft reserve

Infusions: 4 1st level, 3 2nd level

7 action points[/sblock]

[sblock=gear]Circlet of persuasion (1,738 gp + 80 craft pool + 100 xp)
Armor plating enhancement +1 (1000 gp)
MW light crossbow (335 gp)
MW heavy mace (312 gp)
+1 heavy wooden shield (1,157 gp)
Wand of repair light damage (375 gp, 1d8+1, 25 chgs, UMD check DC 20, inactivate for 24 h on a natural 1 if it would fail)
50 crossbow bolts (5 gp)
ointment for lesser armor enhancement (x5, 50 gp)
ointment for armor enhancement (50 gp)
ointment for weapon augmentation (x5, 100 gp)
pearls for identify (x2, 200 gp)
warforged repair kit 50 gp
ID papers w/portrait 5 gp
Alchemist’s tools 5 gp
Backpack 2 gp
Ink, pen, paper 10 gp
Lamp + oil 3 sp
Rope, 50’ 1 gp
4 gp, 7 sp[/sblock]

[sblock=background]Able, known as Abe, was forged just as the war was about to end for the purpose of supporting and repairing Breland’s warforged troops, and he didn’t serve in the war. For that matter, he didn’t seem to have any real purpose. He used his skills as an artificer to make some money, and became interested in the origins of the warforged, suspecting that House Cannith was not the whole story. Perhaps the warforged were more than tools built for a pointless war among the other races that was over almost before he was forged, he figured.

For a time, the radical chauvinism of the Lord of Blades appealed to him. However, as he got to know more people, he rejected radical racism but still retains a high racial pride. He generally gives warforged customers a discount on his repair damage services, figuring that they have to help each other to claim their rightful place in society. He believes that warforged have advantages in business, especially as they don’t sleep. He lives in the city of Sharn where he uses the profits from the sale of his infusions to finance his research into the origins of the warforged, and he comes into contact with people of all of the common races.

He got drawn into adventuring when he witnessed a murder, and along with others he pursued the case. He came into conflict with warforged and other agents who were working in the name of the Lord of Blades, and made some contacts in House Cannith as the group sucessfully retrieved an item the House wanted from the ruins beneath Sharn. He found adventuring to be risky but potentially rewarding, and he has not shied away from certain opportunities that required combat. While he looks to his own profit, he also tries to do the right thing and will not take jobs that he deems unethical. His own charitable activities tend to involve rehabilitating violent warforged to become productive members of society.

Currently he has joined a new group of adventurers in Sharn as he has had unusual expenses and is low on cash, and he found himself craving more excitement in his life.[/sblock]
 

Blind Azathoth

Explorer
Faolan
CG human male
Wu Jen 4
XP: 8000

[sblock=Statistics]Str 10, Dex 14, Con 12, Int 21, Wis 12, Cha 10

17 hp (HD 4d4+4)
AC 13 (touch 12, flat-footed 11; +2 Dex, +1 bracers of armor)

Fort +2, Ref +3, Will +5
Initiative +2
BAB +2 (melee +2, ranged +4)
Speed 30 ft.

Languages: Common, Draconic, Elven, Giant, Goblin, Orc, Sylvan, Terran

Feats
- Defending Spirit (1st level) [CMage 41]
- Empower Spell (class bonus)
- Master Linguist (human bonus) [RoE 109]
- Vengeful Spirit (3rd level) [CMage 48]

Racial Traits
- Bonus feat at 1st level
- Bonus skill points

Class Features
- Spellcasting
- Watchful Spirit (can reroll initiative 3/day; after using watchful spirit, gains +2 dodge bonus to AC for the rest of the encounter, and first opponent to damage Faolan in combat takes half the damage given; modified by Defending Spirit and Vengeful Spirit)
- Bonus metamagic feat (Empower Spell)
- Spell Secret (all hold person spells are extended)
- Taboos (cannot cut hair, cannot drink alcohol)

Skills
Concentration +8 (+7 ranks, +1 Con)
Craft (alchemy) +8 (+4 ranks, +4 Int)
Knowledge (arcana) +11 (+7 ranks, +4 Int)
Knowledge (history) +11 (+7 ranks, +4 Int)
Knowledge (nature) +11 (+7 ranks, +4 Int)
Knowledge (the planes) +11 (+7 ranks, +4 Int)
Profession (astrologer) +3 (+3 ranks)
Spellcraft +13 (+7 ranks, +4 Int, +2 knowledge [arcana] synergy)[/sblock]

[sblock=Spells]Spells Known
- 0: arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance
- 1st: charm person, comprehend languages, fiery eyes, ghost light, hail of stone, magic missile, protection from evil, shield, true strike
- 2nd: hold person, ice blast, invisibility, lightning blade

Spells Prepared
- 0: detect magic, light, prestidigitation, read magic
- 1st: fiery eyes, ghost light, magic missile (2), shield
- 2nd: hold person, ice blast, invisibility[/sblock]

[sblock=Gear]Quarterstaff +2 (1d6/1d6, x2)
Light crossbow +4 (1d8, 19-20/x2, 80 ft.)
20 crossbow bolts
Headband of intellect +2
Bracers of armor +1
Backpack
Bedroll
Everburning torch
Flask of acid (2)
Flask of alchemist's fire (2)
Fragments of jade, for use in hail of stone (5)
Spell component pouch
Tanglefoot bag
Trail rations, three days worth
Waterskin
108 gp, 4 sp[/sblock]

[sblock=Background]Faolan is a native of the Eldeen Reaches, the only child of Torin and Cliona, a wizard and druid, respectively, associated with the Greensinger sect. From a young age, Faolan showed a great aptitude for magic, and he became a pupil of both of his parents. They taught him the basics of magic, both the structured wizardry of his father and his mother's more primal magic, before he was placed in the care of an old elf named Kaellwyr. Kaellwyr was a wu jen, an elemental arcanist, who furthered Faolan's instruction in a fusion of bookish wizardry and older, elemental magic.

Faolan learned much from the tutelage of the aging elf, but after truly becoming a wu jen himself, Faolan left his family and the Eldeen Reaches behind to travel Khorvaire, seeking out more knowledge. He studied magic, the planes, the natural world, and the history of the continent, and even learned new languages--and is learning them still--in order to read dusty old tomes on the subjects. He learned the skills of alchemists and became something of an astrologer, studying the heavens and seeking out portents in the movement of stars and moons. He even developed theories that have caused many to label him eccentric, relating the elements to the senses, seasons, emotions, and even the organs of the body; Faolan claims that an imbalance of the internal elements results in everything from an individual's temperament and personality to his current health... And if given half a chance he will spend hours telling you all about this. And I do mean all. Faolan is quite enthusiastic about his research and his theories.

Faolan seeks to experience and learn everything that he can, but he is well aware that much of Eberron is too dangerous for him to traverse alone; thus far, he has mostly traveled through more civilized stretches of the Eldeen Reaches and the human nations. He has now made his way to Sharn, seeking others with whom he may more safely adventure across the continent and experience everything Eberron has to offer.[/sblock]
 

Brother Allard

First Post
Gullivan "Gully" Klubderak;

dwarven scout 3 / ranger 1;
medium humaniod (dwarf);
Alignment: NG
Init +3; Senses Listen +9, Spot +9;
Languages: Common, Dwarven, Gobin, Orc
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AC 17, flatfooted 17, touch 12;
HP 35 (HD 4d8+12)
Fort +7, Ref +7, Will +3;
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Speed 30';
Melee: mw dwarven waraxe +6 (1d10+2/20/x3);
Ranged: mw repeating heavy crossbow +6 (1d10/19-20/x2) Range 120';
Base Atk +3, Grapple +5;
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Abilities: Str 14, Dex 15, Con 16, Int 14, Wis 14, Cha 10.
Class Abilities: battle fortitude +1, fast movement +10', favored enemy (goblinoid) +2, skirmish (+1d6, +1 AC), trackless step, trapfinding, uncanny dodge, wild empathy (1d20+1)
Racial Features: stability (+4 vs being tripped or or bullrushed), stonecunning (+2 to notice unusual stonework), +2 on fort saves vs poison, +2 on saves vs spells and spell-like effects, +1 on attack rolls vs orcs and goblinoids, +4 dodge bonus vs giants, +2 bonus on Appraise and Craft checks dealing with stone or metal.
XP: 6,000
Feats: exotic weapon proficiency (crossbow, heavy repeating), track, action boost (ECS 47)
Skills: Balance +6, Climb +5, Disable Device +8, Hide +8, Knowledge (dungeoneering) +6, Knowledge (geography) +5, Knowledge (monster lore) +6, Knowledge (nature) +7, Listen +9, Move Silently +9, Search +9, Spot +9, Survival +9
Possessions: Mithral chain shirt (1100gp, 12.5 lb.), MW Light Steel Shield (159gp, 6 lb.), MW Dwarven Waraxe (330gp, 8 lb.), MW Repeating Heavy Crossbow (700gp, 12 lb.), Bolts [5x2] (2gp, 2 lb.), Handy Haversack (2000gp, 5 lb.)
Handy Haversack: Bolts [5x10] (10gp, 10 lb.), Bedroll (1sp, 5 lb.), Climber's Kit (80gp, 5 lb.), MW Thieves Tools (100gp, 1 lb.), Blanket, Winter (5sp, 3 lb.), Caltrops (1gp, 2 lb.), Candle [10], (1sp, -), Chalk [10] (1sp, -), Crowbar (2gp, 5 lb.), Fishhook [10] (1gp, -), Flint and Steel (1gp, -), Grappling Hook (1gp, 4 lb.), Hammer (5sp, 2 lb.), Ink [1oz] (8gp, -), Inkpen (1sp, -), Lantern, bullseye (12gp, 3 lb.), Mirror, Small Steel (10gp, .5 lb.), Oil, 1 pt flast [10] (1gp, 10 lb.), Paper, sheet [20] (8gp, -), Pick, miner's (3gp, 10 lb.), Piton [20] (2gp, 10 lb.), Pot, iron (5sp, 10 lb.), Rations, trail [10] (5gp, 10 lb.), Rope, silk [50 ft.] (10gp, 5 lb.), Sealing wax [1 lb.] (1gp, 1 lb.), Sewing needle (5sp, -), Signal whistle (8sp, -), Sledge (1gp, 10 lb.), Shovel (2gp, 8lb.), Money: 848gp, 8sp.
Encumbrance: 45.5lbs; Load: Light (58lbs)
----------------------------

Description:
Blonde and blue-eyed, Gully keeps his hair and beard well-trimmed - a habit left over from his army days. Though he has put on some weight since the end of the war and his return to Sharn, he moves with a grace and economy that defies his expanding frame.

Personality:
Though generally an affable soul, Gully's brow is habitually furrowed in a worried-looking frown. His days scouting for the Brelish army seem to have put his nervous system in a perpetual state of high alert making it very difficult for him to let down his guard. Not that he's aware of it, really. He would, in fact, deny to his last breath that the war had had any particular effect on him at all. Still, he doesn't sleep well, doesn't have many friends, and some times drinks a bit more than he should.

History:
Gully grew up in the Cogs, under-supervised and over-stimulated. A wild child, bereft of discipline, he wrought every manner of havoc he could imagine. That he survived into adulthood is nothing short of a miracle. Adolescence for a dwarf, however, is of long duration, and the charms of absolute freedom, though many, are finite. Above all, Gully longed to belong - to someone, somewhere. The Brelish army seemed just the thing: all those years spent skulking through the dark could finally be put to some higher purpose. Upon enlisting, he was enrolled as a scout, put through a perfunctory training, and sent to the front. Again surviving by his wits, Gully often worked alone and at night, searching out the enemy, and then sneaking away to make his report. During the course of the conflict, he saw many things he wished he had not, and did a few things he wishes he could take back. But he doesn't talk about it. Not ever.

Since the war's end, he's back in Sharn, putting on some weight and trying to make a living. He's been doing some freelance work, mainly as a delver and tracker, and mainly for House Tharashk. He's diligent, thorough, and discrete, and he's making a bit of a name for himself. There's been some indication that the higher-ups in Tharashk might be interested in hiring him on full time, but Gully's not sure he's interested. He's thinking maybe he's had enough of belonging for a while.
 

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