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Blood's Eberron Game (Closed)

mcnathan80

First Post
[sblock=Kaelas][sblock= Physical description] Lv.1 Elf Crusader
Al: CG Age: 133 Ht: 5’1” Wt: 109[/sblock]

[sblock=Abilities]
Str 14 +2
Dex 14 +2
Con 12 +1
Int 12 +1
Wis 10 +0
Cha 14 +2

HP: 11 BAB: +1 AC:18/16/12 (10 + 2 Dex + 4 Armor + 2 Shield)

Saves:
F/R/W: +3/+2/+0

Skills:
Diplomacy: +6 4 Ranks +2 Cha
Intimidate: +6 4 Ranks +2 Cha
Know (History): +5 4 Ranks +1 Int
Know (Religion): +5 4 Ranks +1 Int
Ride: +6 4 Ranks +2 Dex
Languages:
Common, Elvin, Goblin

Feat:
Extra granted maneuver (Bo9S): Crusaders begin encounter with one extra maneuver granted to them

Racial Abilities: Elven abilities

Class Abilities:
Steely Resolve: “Save” 5 damage in a “damage pool” that “hits” at the end of character’s next round.
Furious Counterstrike: For each 5 damage “saved” in “damage pool” (rounded down, minimum 1), character gains +1 to hit and damage
[sblock=Maneuvers]
Crusaders Strike (strike): 1 std action; As part of maneuver make an attack, if attack is successful character or ally within 10’ heals 1d6+1 damage
Vanguard Strike (strike): 1 std action; As part of maneuver make an attack, if attack is successful all allies gain a +4 bonus on attacks against target
Stone Bones (strike): 1 std action; As part of maneuver make an attack, if attack is successful gain DR5/adamantine for 1 round
Douse the Flames (strike): 1 std action; As part of maneuver make an attack, if attack is successful target can not make attacks of opportunity for 1 round.
Leading the Attack (strike): 1 std action; As part of maneuver make an attack, if attack is successful all allies gain a +4 bonus on attacks against target[/sblock]
[sblock=Stances]
Martial Spirit: While in stance, character or ally within 30’ heals 2 points of damage for every successful attack.
Changing stances is a swift action.[/sblock][/sblock]

[sblock=Equipment]
Scimitar: +3 atk 1d6+2 18-20/x2 S 4lb
Dagger : +3/+3 atk 1d4+2 19-20/x2 P/S 1lb (can throw 10’)
Morningstar: +3 atk 1d8+2 x2 P/B 6lb
Shortbow: +3 atk 1d6 x3 P 2lb (80’)
20 arrows 3lb

Scale Mail: 20’ Movement, +4 Armor +3 Max Dex -3 AP 25lb
Heavy Wooden Shield: +2 Shield -2 AP 10lb

Backpack 2lb
Rations x8 8lb
Silk rope 950’) 5lb
Sunrod x2 2lb
Waterskin 4lb
Pouch N/A
Caltrops 2lb
Alchemist fire x2 2lb
Coins
6p27g10s N/A
Total Encumbrance: 76 lb
Weight limit: 58 lb light
116 lb Medium
175 lb Heavy[/sblock]
[sblock=Character Progression] Kaelas is going straight crusader al the way through, at some point I'll want to buy a valenar warhorse and take mounted combat as a feat. If we hit 10th level I'll PrC into Eternal Blade from Bo9S[/sblock]
[sblock=Background] Almost 30,000 years ago Arneas was an elven slave toiling for his giant masters in ancient Xendrik. One day a fellow slave named Aren revealed a plan that would help win the elves their freedom. This plan would require the sacrifice of many elves, but their sacrifice would allow countless others to survive and escape their masters and tormentors. Arneas was the first to volunteer. As he willingly give his spirit to help fuel the spell that would rock the continent with explosive force at several key locations he prayed that his ancestors would receive him. This was the story told to Kaelas by his mother every night so that he would better know his ancestor and the sacrifice he made to ensure the freedom of the Elvin people. Not just know him, but revere him. Thus, it was a great honor and a day of celebration when Kaelas's ancestor, Arneas, began to speak to him; not through words, but through insight and emotion. Arneas began to grant Kaelas insight into combatative maneuvers that had not been seen for thousands of years. He was destined for greatness, his family believed that one day he would take his place in the Undying Court as his his ancestor had been unable to. Then The Last War began. The elves watched with only slight interest as the humans of Korvaire fought for scraps of land an power. That was until a Cyran Noble approached Vadallia, a powerful noble within the Tairnadal, and brokered a deal. The nation of Cyre would pay handsomely for elven mercenaries. As more and more elves were sent to fight, Kaelas longed to be considered worthy of joining the Valaes Tairn. Then one day his dream came true, he was called to Korvaire and received his first mission: drive out the Cyrans, kill if necessary and reclaim the land of the Valaes Tairn. He was told that the land had always belonged to the Tairnadal and they had bought it back with their blood. This made Kaelas uneasy, but he was raised to obey his superiors and so he drove out the Cyrans with the rest of the Valenar army. Finally The Day of Mourning happened and thousands of Cyran fled from their blighted land only to be slaughtered in cold blood by the Valaes Tairn. For Kaelas and Arneas this was too much, from that day Kaleas rejected his people and vowed to make right the wrongs of his people.[/sblock]

[sblock=Recently]King Boranel of the human land of Breland has annexed a portion of land for Cyran refugees. Kaelas, hearing this account, traveled across the Mournlands as a sign of penance and atonement. During his travels he battled horrid monstrosities, and abominations of nature. He was forced to slay his beloved warhorse for nourishment and considers that to be the last tie to his old life with the Valaes Tairn. He arrives in New Cyre with a burning desire to right the wrongs of the Valenar and bring honor to his ancestors. Perhaps this Kot’diana may be able to provide opportunity to help the Cyrans and reclaim his honor.[/sblock]

[sblock=Personality]Kaelas is not one to mince words, why speak a sentence when a word can accomplish as much? However, he was trained to be a leader of elves, and his training shows through when it is time to sheath swords and begin discussions. Kaelas has a strong sense of honor that he believes the Valenar corrupted with their treacherous behavior towards the Cyrans. He is driven to reclaim that honor, almost to a point of obsession. He will often be found conversing with his spirit seeking wisdom in times of crisis, or in quiet moments of reflection[/sblock]
[/sblock]

Here's my character. Lemme know if anything needs to be changed.
 

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Bloodcookie

Explorer
I've yet to play in an Eberron campaign, and this looks like a promising opportunity :)

[sblock=Hermal Vown d'Cannith]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 candle-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 varying shades of black.[/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: 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]

Suggested organization names: Rugrew's Crew, or The Mottled Dogs :D
 
Last edited:

DEFCON 1

Legend
Supporter
Bloodweaver1 said:
Defcon1: Since everyone is starting out at level one, I am having a hard time allowing Massif to have such a colorful resume under House Denieth. For the feel of this campaign, it would make more sense for this to be his trial run just before the House accepts him as one of their own. Thoughts? Does Massif have his eyes set on any particular guild within House Denieth (Marshal, Defenders, Blademarks)?

If it's a issue, I have no problem deleting a few of his previous excusions from the bio. No big deal. And he's a member of the Defender's Guild. I personally don't think being an actual member of the guild and only 1st level is really that big of a deal, because Eberron's whole setting is low-powered. So pretty much 85% of all people in Khorvaire are 1st level, military or non. But removing most of the previous work should bring the character more in line for you.
 


Bloodweaver1

First Post
Drowned Hero: Yes there is. I have yet to select a final members so by all means submit a character.


All: I apologize for my absence and will attempt to catch up as quickly as possible. Thank you for your patience.


-Blood
 

Timothy

First Post
Moiro, Hafling, Ftr 1

I've been absent for a long while, but recently my D&D blood started flowing again and I started reading some 3.5 books. I was pleasantly surprised with Eberron. Therefor I'd like to play in this game.

Character:
Code:
[B]Name:[/B] Moiro
[B]Class:[/B] Fighter 1	[b]Starting Level[/b]: 1
[B]Race:[/B] Halfling
[B]Region of Origin:[/b] Talenta
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Action Points:[/B] 5
[B]Deity:[/B] Balinor

[B]Str:[/B] 14 +2 (10p.)	[B]Level:[/B] 1 	[B]XP[/B]: 0
[B]Dex:[/B] 16 +3 (06p.)	[B]BAB:[/B] +1		[B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 14 +2 (06p.)	[B]Grapple:[/B] -1	
[B]Int:[/B] 10 +0 (02p.)	[B]Speed:[/B] 20'	
[B]Wis:[/B] 10 +0 (02p.)	[B]Init:[/B] + 3	
[B]Cha:[/B] 10 +0 (02p.)	[B]ACP:[/B] -1		

[B]		Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+3	+0	+3	+1	+0	+X	17
[B]Touch:[/B]	14	[B]Flatfooted:[/B] 14

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]		Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+5	+2	+2	+1
[B]Ref:[/B]	+4	+0	+3	+1
[B]Will:[/B]	+1	+0	+0	+1
[B]Notes:[/B] +2 to fear (Will)

[B]Weapon		Attack					Damage	Critical	Range[/B]
Talenta Sharrash	+4 (+1 BAB, +2 Str +1 Size)		1d8+3	19-20/x2	------
Talenta Boomerang	+6 (+1 BAB, +3 dex +1 Size +1 Racial)	1d3+2	x2		30 ft
Shortspear (Melee)	+4 (+1 BAB, +2 Str +1 Size)		1d6+3	X2		------
Shortspear (Ranged)	+6 (+1 BAB, +3 Dex +1 Size +1 Racial)	1d6+2	X2		20 ft
[B]Notes:[/B] When mounted, +1 attack on Talenta Weapons (Talenta Warrior)

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

[B]Abilities:[/B] Halfling, noted on character sheet.

[B]Feats: [/B] Talenta Warrior, Mounted Combat

[B]Skill Points:[/B] (2)X4= 8 [B]Max Ranks:[/B] 4/2
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Climb			+4	-	+2	+2
Jump			+4	-	+2	+2
Move Silently		+5	-	+3	+2
Listen			+1	-	0	+2
Ride			+7	4	+3
Handle Animal		+4	4	0
[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Sharash, Talenta (S)	 18gp	 5lb
Boomerang, Talenta (S)	 15gp	 1lb
Short Spear		  1gp	 3lb
Studded Leather	(S)	 25gp	10lb
Beltpouch (S)		  1gp	.5lb
Flint and Steel		  1gp	--lb
Signal Whistle		  8sp	--lb
Waterskin (S)		  1gp	 1lb
Whetstone		  2sp	--lb
Caltrops X3		  3gp	 6lb

Clawfoot (Mount)	150gp	--lb
Riding Saddle		 10gp	25lb
Bit and Bridle		  2gp	 1lb
Saddlebags		  4gp	 8lb
Rations (trail, S) X10	  5gp  2.5lb
Bedroll (S)		  1sp	 2lb
Winter Blanket 		  5sp	 3lb
Torches x 3		  3cp	 3lb
Rope, Hemp 50'		  1gp	10lb

[B]Total Weight:[/B] 20.5lb	[B]Mount:[/B] 60.5
[B]Money:[/B] 1gp 3sp 7cp

[B]			Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	1-43	44-87	88-131	263	656

[B]Age:[/B] 25
[B]Height:[/B] 2'10''
[B]Weight:[/B] 32lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Tanned

Appearance:
Moiro is a young halfling, who is short, even for a halfling. He has blue eyes, fair hair and a grin on his face. He tries to look clean whenever possible and takes good care of his equipment. His equipment is brightly painted, as are the scales on Grinbeak, his Clawfoot.

Personality:
Moiro is a young, naieve and enthousiastic halfling. He likes to frollic around with Grinbeak, jumping and tumbling all around him. Grinbeak enjoys this too and will jump along with him. Sometimes he even wags his tail...

Background:
Moiro comes from the Talenta Plains, where he learned al the typical abilities that a halfling warrior would learn. His inquisitive mind pushed him to say goodbye to his tribe and go abroad. First he wanted to go to Sharn, the greatest city of all, and marvel at it's wonders. Then he heard about New Cyre and decided that in a newly found town there would be even more opportunities for adventure. After arriving at New Cyre, he was disappointed by the gritty environment that New Cyre was. He decided he made a bad choice and started seeking for opportunities to go to Sharn and follow his original plan.

[Sblock=Advancement and notes]
Equipment wishlist:
Talenta Tangat
Chain Shirt
Military Saddle
Barding (Padded or leather)

Possible advancement:
Straight-up fighter, maxing out mounted combat and weapon feats.
OR a multi-class with druid/ranger and PrC as wild plains outrider (complete adventurers handbook)

Notes:
Both personality scores and background are very genreal, because this character concept is based on being a happy, naieve halfling. IMO, somebody who is naieve has had a decent youth and is not extraordinary in most regards. I will allow the campaign to shape the background and personality further.
[/sblock]
 

Drowned Hero

First Post
Toldar Barlom Human Artificer

Toldar Barlom

Representing Drowned Hero

Toldar Has been innew Cyre for some time now scaning for new Infusions he could find in the new established City, that more then offen got a party inccoming the city from the mournalnd where they like scavanger had plundred the houses. Even he found the scavanging discusting he did like hte fact to stumble over som powerfull Infusion and with a little of luck he could lean how it was made and be able to use it. Somedayss he even prayed for this to happend.

He had recieved a letter from his cusin Hilda that asked him to retunr home when he could to help her out with a Hired Warforged Door guard she had promised to sustain with free repairs, the utermost stupid idea he though of his sister as that warforged ahd many injuries from the war. The alst days he had been preparing for the loong 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 ofr as many ifusions he can get his hands on, learn how tu use them and have his buisness prospering. He had a stcok of vials in his cusins taverna 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 ofen 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 adventue 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]
 
Last edited:

Bloodweaver1

First Post
I will be posting my comments through out the day. It looks like there is a good size number of people interested (Yipee!) so there should be no problems with closing recruiting tomorrow. If people want to edit or submitt another toon they are welcome to do so by tomorrow (17 sept).

-Blood
 

Eryndur

Explorer
I'm just collecting my various posts about my character into one cohesive whole, so Bloodweaver can find all the pertinent info. Here ya go:

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.

POSSIBLE GROUP NAMES
- The Weeping Knives
- The Empty Scabbards
 

Bloodweaver1

First Post
Ok, First, I want to thank EVERYONE who took the time to not only read what I had to offer but also to submit a characters and backgrounds. I know it is not always easy to put something together. Second, again I want to apologize for my unexpected absence but as we all know, such is life.

With that, I have carefully reviewed everyone’s submissions and the following personnel have been ‘hired’.

Enforcer: Gavrin d'Lyrandar Chaotic Neutral Half-Elf Swashbuckler from House Lyrandar
defcon1: Massif Dardungren True Neutral Dwarven Barbarian from Clan Dungren
Necro-Kinder: C0-H7 True Neutral Warforged Warblade from New Cyre
Blood Cookie: Hermal Vown d’Cannith True Neutral Human Conjuror from House Cannith
Drowned Hero: Toldar Barlom Chaotic Neutral Human Artificer from Sharn
Brother Allard: Van Maricore Chaotic Good Human Rogue from New Cyre
Eryndur: Windlemas d’Orien Neutral Good Human Scout from New Cyre

I went with seven with the presumption that if one person has to drop, there will still be six people around to continue with things. For the remaining non-hires, you are all on the infamous ‘alt’ list; again I appreciate all of your time and energy.

New Hires Click here!


-Blood
 

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