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Eberron: Curse of the Cold Sun (OCC thread)
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<blockquote data-quote="Kaodi" data-source="post: 6132889" data-attributes="member: 1231"><p>[sblock=Sark]</p><p>[sblock=Game Info]</p><p>Race: Changeling</p><p>Class: Fighter 1/Rogue 1/Wizard 3</p><p>Level: 5</p><p>Alignment: Chaotic Neutral</p><p>Languages: Common, Dwarven, Goblin, Elven</p><p>Deity: The Traveller[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 15</p><p>DEX: 15</p><p>CON: 12</p><p>INT: 16</p><p>WIS: 10</p><p>CHA: 11[/sblock]</p><p>[sblock=Combat]</p><p>HP: 35 = [1d10+1d8+3d6=27] + 5 (CON) + 0 (misc) + 3 (favored class)</p><p>AC: 17 = 10 + 4 (armor) + 0 (shield) + 2 (DEX) + 1 (misc)</p><p>AC Touch: 13 = 10 + 2 (DEX) + 1 (misc)</p><p>AC Flatfooted: 15 = 10 + 4 (armor) + 0 (shield) + 1 (misc)</p><p>INIT: +6 = +2 (DEX) + 4 (misc)</p><p>BAB: +2 = +1 (fighter) +0 (rogue) +1 (wizard)</p><p>CMB: +4 = +2 (STR) + 2 (BAB)</p><p>CMD: 16 = 10 + 2 (STR) + 2 (DEX) + 2 (BAB)</p><p>Fort: +5 = +3 (base) + 1 (CON) + 1 (misc)</p><p>Reflex: +6 = +3 (base) + 2 (DEX) + 1 (misc)</p><p>Will: +4 = +3 (base) + 0 (WILL) + 1 (misc)</p><p>Speed: 30 ft.</p><p>Damage Reduction: None</p><p>Spell Resistance: None</p><p>Spell Failure: 10% (0% w/swift action)[/sblock]</p><p>[sblock=Weapon Stats]</p><p>+1 Shortsword (melee): +5 = +2 (BAB) + 2 (STR or DEX) + 1 (misc)/ DMG = 1d6+3(P), CRIT 19-20x2</p><p>MW Composite Shortbow [+2 Str] (ranged): +5 = +2 (BAB) + 2 (DEX) + 1 (misc)/DMG = 1d6+2(P), CRIT 20x3</p><p>Dagger (melee): +4 = +2 (BAB) + 2 (STR or DEX)/ DMG = 1d4+2(P or S), CRIT 19-20x2</p><p>[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 Int</p><p>+2 Racial Saves vs. Sleep and Charm Effects</p><p>+2 Racial Bonus on Bluff, Intimidate, Sense Motive</p><p>Natural Linguist</p><p>Minor Shape Change (Su)</p><p>[/sblock]</p><p>[sblock=Class Features]</p><p>Proficient w/ All Simple and Martial Weapons, Armour, and Shields</p><p>Sneak Attack +1d6, Trapfinding</p><p>Arcane Bond (Ring)[/sblock]</p><p>[sblock=Feats & Traits]</p><p>1st lvl- Quick Change</p><p>Bonus Ftr- Weapon Finesse</p><p>Bonus Wiz- Scribe Scroll</p><p>3rd lvl- Improved Initiative</p><p>5th lvl- Arcane Armour Training</p><p></p><p>Traits:</p><p>a) Magical Knack</p><p>b) Fast-Talker[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 31 = [0 (class) + 03 (INT)] x 00 (LvL) + 00 (misc) + 00 (Favored Class)</p><p>Max Ranks: 05 </p><p>ACP: -0</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>+02 = Acrobatics +02 +00 +0 +00 -0 DEX</p><p>+03 = Appraise +03 +00 +0 +00 INT</p><p>+11 = Bluff +00 +05 +3 +03 CHA</p><p>+02 = Climb +02 +00 +0 +00 -0 STR</p><p>+03 = Craft:_____ +03 +00 +0 +00 INT</p><p>+04 = Diplomacy +00 +01 +3 +00 CHA</p><p>+07 = Disable Device^ +02 +02 +3 +00 -0 DEX</p><p>+08 = Disguise +00 +05 +3 +10 CHA</p><p>+07 = Escape Artist +02 +02 +3 +00 -0 DEX</p><p>+02 = Fly +02 +00 +0 +00 -0 DEX</p><p>+na = Handle Animal^ +00 +00 +0 +00 CHA</p><p>+04 = Heal +00 +01 +3 +00 WIS</p><p>+06 = Intimidate +00 +01 +3 +02 CHA</p><p>+09 = Know:Arcana^ +03 +03 +3 +00 INT</p><p>+na = Know:Dungeoneering^ +03 +00 +0 +00 INT</p><p>+na = Know:Engineering^ +03 +00 +0 +00 INT</p><p>+na = Know:Geography^ +03 +00 +0 +00 INT</p><p>+na = Know:History^ +03 +00 +0 +00 INT</p><p>+07 = Know:Local^ +03 +01 +3 +00 INT</p><p>+07 = Know:Nature^ +03 +01 +3 +00 INT</p><p>+na = Know:Nobility^ +03 +00 +0 +00 INT</p><p>+na = Know:Planes^ +03 +00 +0 +00 INT</p><p>+07 = Know:Religion^ +03 +01 +3 +00 INT</p><p>+na = Linguistics^ +03 +00 +0 +00 INT</p><p>+04 = Perception +00 +01 +3 +00 WIS</p><p>+00 = Perform:_____ +00 +00 +0 +00 CHA</p><p>+na = Profession^:_____ +00 +00 +0 +00 WIS</p><p>+06 = Ride +02 +01 +3 +00 -0 DEX</p><p>+06 = Sense Motive +00 +01 +3 +02 WIS</p><p>+na = Sleight of Hand^ +02 +00 +0 +00 -0 DEX</p><p>+09 = Spellcraft^ +03 +03 +3 +00 INT</p><p>+06 = Stealth +02 +01 +3 +00 -0 DEX</p><p>+04 = Survival +00 +01 +3 +00 WIS</p><p>+02 = Swim +02 +00 +0 +00 -0 STR</p><p>+na = Use Magic Device^ +00 +00 +0 +00 CHA</p><p>[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Caster Level 5, Concentration +6, DC 13 + Spell Level</p><p>Spells per Day 0 - at will, 1 - 3, 2 - 2</p><p>Spells in Book</p><p>2 - Alter self, Bull's Strength, Cat's Grace, Detect Thoughts, Fox's Cunning, Glitterdust, Invisibility, Protection From </p><p></p><p>Arrows, Resist Energy, Scorching Ray, See Invisibility</p><p>1 - Charm Person, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Identify, Jump, </p><p></p><p>Magic Aura, Magic Missile, Protection From Evil, Reduce Person, Shield, Shocking Grasp, True Strike</p><p>0 - All Standard Cantrips</p><p>Standard Spells Prepared</p><p>2 - Alter Self, Scorching Ray</p><p>1 - Magic Missile x 2, Shield</p><p>0 - Acid Splash, Detect Magic, Light, Mage Hand[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Bonded Ring -- --</p><p>Mithral Chain Shirt 1100 gp 12.5 lbs. </p><p>Ring of Protection +1 2000 gp --</p><p>+1 Shortsword 2310 gp 2 lbs.</p><p>MW Comp. Shortbow [+2] 525 gp 2 lbs.</p><p>Quiver w/20 Arrows 1 gp 3 lbs.</p><p>2 Daggers 4 gp 2 lbs.</p><p>Cloak of Resistance +1 1000 gp 1 lb.</p><p>Handy Haversack 2000 gp 5 lbs.</p><p>- Spellbook -- 3 lbs.</p><p>- Waterskin 1 gp 4 lbs.</p><p>- 14 Rations 7 gp 14 lbs.</p><p>- MW Thieves' Tools 100 gp 2 lbs.</p><p>- 50' Silk Rope 10 gp 5 lbs.</p><p>- Grappling Hook 1 gp 4 lbs.</p><p>- Bedroll 1 sp 5 lbs.</p><p>- Whetstone 2 cp 1 lb.</p><p>- Crowbar 2 gp 5 lbs.</p><p>- Spade 2 gp 8 lbs.</p><p>- 2 Sacks 2 sp 1 lb.</p><p>Belt Pouch 1 gp .5 lbs.</p><p>Sleeves of Many Garments 200 gp 1 lb.</p><p>Explorer's Outfit -- --</p><p></p><p></p><p>Total weight carried: 28.5 lbs.</p><p>[/code]Treasure: 219 gp, 63 sp, 38 cp Gems:</p><p></p><p><u>Carrying Capacity:</u></p><p>light- 66</p><p>medium- 133</p><p>heavy- 200[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 26</p><p>Height: 5'10"</p><p>Weight: 170</p><p>Hair Color: White</p><p>Eye Color: White</p><p>Skin Color: White</p><p>Appearance: Pale</p><p>Demeanor: Neutral[/sblock] </p><p>[sblock=Background]For a magician like Sark it should come as no surprise that he calls Aundair home. But his path to the arcane power and eldritch secrets was not like most of the academy wizards there. Despite a gifted intellect he was never tested or enrolled in one of the great schools in Fairhaven. At least not as a child or young man.</p><p></p><p>Sark grew up as one of the common folk. Well, that might not be quite correct: being a changeling he grew up as <em>several</em> common folk. His father was a general labourer and handyman who used his shapeshifting abilities as part of finding diverse work rather than as part of his work. His mother was sometimes a housewife and sometimes a maid depending on her state of mind, easily able to abandon an identity along with a job as her whims permitted. Her habits could be something of a consternation for Sark's father, but they managed to get by and provide for their three children. </p><p></p><p>Sark and his two siblings grew up dreaming of something more. While their parents had not provided a very inspiring example of the practical uses of changeling abilities, another way out was ever present on a continent wracked by war: military service. Sark and his younger brother enlisted in the Aundairian military. Actually, they enlisted several times as different people until they were both assigned to the same unit. Their older sister was not as keen on fighting so she instead enlisted in the medical corps to be a nurse. At least that is what she was doing when they last heard of her It can be difficult to keep track of folks when they change who they are from time to time.</p><p></p><p>In any case, Sark and his brother saw combat several times in their first year. They formed bonds with their fellows soldiers, but unfortunately those bonds were not strong enough to avoid suspicion when they eventually revealed themselves to be changelings. Things changed overnight, and now they were the objects of distrust. But word came down from the higher ups that their dedication to Queen and country would not be overlooked as their talents had practical military use. They were transferred to a special forces unit and trained in new forms of warfare. </p><p></p><p>Sark and his brother lasted for almost two years in the special forces before tragedy struck: while on a mission, Sark was wounded and his brother captured by enemy soldiers. He never saw him again, and his commanders told him his brother had died in the enemy stockades. Distraught, Sark took his and his brother's belongings and back pay and deserted.</p><p></p><p>Aundair may be one of the nations most steeped in magic, but in the military Sark had had a chance to see wizards and sorcerers at work much closer than he had growing up, and he was envious of their abilities. Using his special training for petty crime turned out to be easier than he would have thought, and he scraped together enough money to adopt a new identity and buy an apprenticeship from a wizard who cared more about the money than any potential holes in his story. With his natural smarts and the discipline he had learned in the military he learned quickly.</p><p></p><p>Sark's training as an apprentice wizard was successful enough that when he was done, hurting for cash by this time, there was still enough time to re-enlist in the military, this time as a part of the mages' contingent. He briefly got to see how the other side lived (remarkably like any other soldier except superficially) before the Day of Mourning occurred and the road to the end of the Last War began. He remained as a soldier until the Treaty of Thronehold was signed, after which he mustered out. </p><p></p><p>With all of his experience, the changeling was not able to adapt to the prospects of full time ordinary study of the arcane arts, or to settling down much at all. In the two years between the Day of Mourning and the end of the war though he met many diverse people and made several contacts, including with some officials from House Orien who often accompanied diplomats travelling on the Lightning Rail to and from various summits. After the War he re-established contacts with some of those officials revealed his secret as a changeling. They were able to offer him work, well, <em>suitable</em> to his abilities. </p><p></p><p>This delivery to New Galifar is but the latest task Sark has received. Delivery man is not exactly the ideal use of shapeshifting, but lately Sark has been feeling guilty about what happened to his brother and the fact that he never had the courage to tell his parents. Not to mention he has never seen (to his knowledge) his sister again either. So he thought that perhaps getting away to somewhere far away from battlefields and old soldiers would be something of a vacation. A dangerous vacation, but nothing he should not be able to handle. </p><p></p><p>Sark is currently travelling under the name of Arthun Logale, a newly assumed identity. His story is that his widowed mother married into a rich family, but he never saw eye-to-eye with his stepfather and thus left the household to join a mercenary company. He saw enough combat during the Last War, but most of it was far away from the front lines.</p><p>[/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 6</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="Kaodi, post: 6132889, member: 1231"] [sblock=Sark] [sblock=Game Info] Race: Changeling Class: Fighter 1/Rogue 1/Wizard 3 Level: 5 Alignment: Chaotic Neutral Languages: Common, Dwarven, Goblin, Elven Deity: The Traveller[/sblock] [sblock=Abilities] STR: 15 DEX: 15 CON: 12 INT: 16 WIS: 10 CHA: 11[/sblock] [sblock=Combat] HP: 35 = [1d10+1d8+3d6=27] + 5 (CON) + 0 (misc) + 3 (favored class) AC: 17 = 10 + 4 (armor) + 0 (shield) + 2 (DEX) + 1 (misc) AC Touch: 13 = 10 + 2 (DEX) + 1 (misc) AC Flatfooted: 15 = 10 + 4 (armor) + 0 (shield) + 1 (misc) INIT: +6 = +2 (DEX) + 4 (misc) BAB: +2 = +1 (fighter) +0 (rogue) +1 (wizard) CMB: +4 = +2 (STR) + 2 (BAB) CMD: 16 = 10 + 2 (STR) + 2 (DEX) + 2 (BAB) Fort: +5 = +3 (base) + 1 (CON) + 1 (misc) Reflex: +6 = +3 (base) + 2 (DEX) + 1 (misc) Will: +4 = +3 (base) + 0 (WILL) + 1 (misc) Speed: 30 ft. Damage Reduction: None Spell Resistance: None Spell Failure: 10% (0% w/swift action)[/sblock] [sblock=Weapon Stats] +1 Shortsword (melee): +5 = +2 (BAB) + 2 (STR or DEX) + 1 (misc)/ DMG = 1d6+3(P), CRIT 19-20x2 MW Composite Shortbow [+2 Str] (ranged): +5 = +2 (BAB) + 2 (DEX) + 1 (misc)/DMG = 1d6+2(P), CRIT 20x3 Dagger (melee): +4 = +2 (BAB) + 2 (STR or DEX)/ DMG = 1d4+2(P or S), CRIT 19-20x2 [/sblock] [sblock=Racial Traits] +2 Int +2 Racial Saves vs. Sleep and Charm Effects +2 Racial Bonus on Bluff, Intimidate, Sense Motive Natural Linguist Minor Shape Change (Su) [/sblock] [sblock=Class Features] Proficient w/ All Simple and Martial Weapons, Armour, and Shields Sneak Attack +1d6, Trapfinding Arcane Bond (Ring)[/sblock] [sblock=Feats & Traits] 1st lvl- Quick Change Bonus Ftr- Weapon Finesse Bonus Wiz- Scribe Scroll 3rd lvl- Improved Initiative 5th lvl- Arcane Armour Training Traits: a) Magical Knack b) Fast-Talker[/sblock] [sblock=Skills] Skill Ranks: 31 = [0 (class) + 03 (INT)] x 00 (LvL) + 00 (misc) + 00 (Favored Class) Max Ranks: 05 ACP: -0 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +02 = Acrobatics +02 +00 +0 +00 -0 DEX +03 = Appraise +03 +00 +0 +00 INT +11 = Bluff +00 +05 +3 +03 CHA +02 = Climb +02 +00 +0 +00 -0 STR +03 = Craft:_____ +03 +00 +0 +00 INT +04 = Diplomacy +00 +01 +3 +00 CHA +07 = Disable Device^ +02 +02 +3 +00 -0 DEX +08 = Disguise +00 +05 +3 +10 CHA +07 = Escape Artist +02 +02 +3 +00 -0 DEX +02 = Fly +02 +00 +0 +00 -0 DEX +na = Handle Animal^ +00 +00 +0 +00 CHA +04 = Heal +00 +01 +3 +00 WIS +06 = Intimidate +00 +01 +3 +02 CHA +09 = Know:Arcana^ +03 +03 +3 +00 INT +na = Know:Dungeoneering^ +03 +00 +0 +00 INT +na = Know:Engineering^ +03 +00 +0 +00 INT +na = Know:Geography^ +03 +00 +0 +00 INT +na = Know:History^ +03 +00 +0 +00 INT +07 = Know:Local^ +03 +01 +3 +00 INT +07 = Know:Nature^ +03 +01 +3 +00 INT +na = Know:Nobility^ +03 +00 +0 +00 INT +na = Know:Planes^ +03 +00 +0 +00 INT +07 = Know:Religion^ +03 +01 +3 +00 INT +na = Linguistics^ +03 +00 +0 +00 INT +04 = Perception +00 +01 +3 +00 WIS +00 = Perform:_____ +00 +00 +0 +00 CHA +na = Profession^:_____ +00 +00 +0 +00 WIS +06 = Ride +02 +01 +3 +00 -0 DEX +06 = Sense Motive +00 +01 +3 +02 WIS +na = Sleight of Hand^ +02 +00 +0 +00 -0 DEX +09 = Spellcraft^ +03 +03 +3 +00 INT +06 = Stealth +02 +01 +3 +00 -0 DEX +04 = Survival +00 +01 +3 +00 WIS +02 = Swim +02 +00 +0 +00 -0 STR +na = Use Magic Device^ +00 +00 +0 +00 CHA [/code][/sblock] [sblock=Spellcasting] Caster Level 5, Concentration +6, DC 13 + Spell Level Spells per Day 0 - at will, 1 - 3, 2 - 2 Spells in Book 2 - Alter self, Bull's Strength, Cat's Grace, Detect Thoughts, Fox's Cunning, Glitterdust, Invisibility, Protection From Arrows, Resist Energy, Scorching Ray, See Invisibility 1 - Charm Person, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Identify, Jump, Magic Aura, Magic Missile, Protection From Evil, Reduce Person, Shield, Shocking Grasp, True Strike 0 - All Standard Cantrips Standard Spells Prepared 2 - Alter Self, Scorching Ray 1 - Magic Missile x 2, Shield 0 - Acid Splash, Detect Magic, Light, Mage Hand[/sblock] [sblock=Equipment] [code] Equipment Cost Weight Bonded Ring -- -- Mithral Chain Shirt 1100 gp 12.5 lbs. Ring of Protection +1 2000 gp -- +1 Shortsword 2310 gp 2 lbs. MW Comp. Shortbow [+2] 525 gp 2 lbs. Quiver w/20 Arrows 1 gp 3 lbs. 2 Daggers 4 gp 2 lbs. Cloak of Resistance +1 1000 gp 1 lb. Handy Haversack 2000 gp 5 lbs. - Spellbook -- 3 lbs. - Waterskin 1 gp 4 lbs. - 14 Rations 7 gp 14 lbs. - MW Thieves' Tools 100 gp 2 lbs. - 50' Silk Rope 10 gp 5 lbs. - Grappling Hook 1 gp 4 lbs. - Bedroll 1 sp 5 lbs. - Whetstone 2 cp 1 lb. - Crowbar 2 gp 5 lbs. - Spade 2 gp 8 lbs. - 2 Sacks 2 sp 1 lb. Belt Pouch 1 gp .5 lbs. Sleeves of Many Garments 200 gp 1 lb. Explorer's Outfit -- -- Total weight carried: 28.5 lbs. [/code]Treasure: 219 gp, 63 sp, 38 cp Gems: [U]Carrying Capacity:[/U] light- 66 medium- 133 heavy- 200[/sblock] [sblock=Details] Size: Medium Gender: Male Age: 26 Height: 5'10" Weight: 170 Hair Color: White Eye Color: White Skin Color: White Appearance: Pale Demeanor: Neutral[/sblock] [sblock=Background]For a magician like Sark it should come as no surprise that he calls Aundair home. But his path to the arcane power and eldritch secrets was not like most of the academy wizards there. Despite a gifted intellect he was never tested or enrolled in one of the great schools in Fairhaven. At least not as a child or young man. Sark grew up as one of the common folk. Well, that might not be quite correct: being a changeling he grew up as [I]several[/I] common folk. His father was a general labourer and handyman who used his shapeshifting abilities as part of finding diverse work rather than as part of his work. His mother was sometimes a housewife and sometimes a maid depending on her state of mind, easily able to abandon an identity along with a job as her whims permitted. Her habits could be something of a consternation for Sark's father, but they managed to get by and provide for their three children. Sark and his two siblings grew up dreaming of something more. While their parents had not provided a very inspiring example of the practical uses of changeling abilities, another way out was ever present on a continent wracked by war: military service. Sark and his younger brother enlisted in the Aundairian military. Actually, they enlisted several times as different people until they were both assigned to the same unit. Their older sister was not as keen on fighting so she instead enlisted in the medical corps to be a nurse. At least that is what she was doing when they last heard of her It can be difficult to keep track of folks when they change who they are from time to time. In any case, Sark and his brother saw combat several times in their first year. They formed bonds with their fellows soldiers, but unfortunately those bonds were not strong enough to avoid suspicion when they eventually revealed themselves to be changelings. Things changed overnight, and now they were the objects of distrust. But word came down from the higher ups that their dedication to Queen and country would not be overlooked as their talents had practical military use. They were transferred to a special forces unit and trained in new forms of warfare. Sark and his brother lasted for almost two years in the special forces before tragedy struck: while on a mission, Sark was wounded and his brother captured by enemy soldiers. He never saw him again, and his commanders told him his brother had died in the enemy stockades. Distraught, Sark took his and his brother's belongings and back pay and deserted. Aundair may be one of the nations most steeped in magic, but in the military Sark had had a chance to see wizards and sorcerers at work much closer than he had growing up, and he was envious of their abilities. Using his special training for petty crime turned out to be easier than he would have thought, and he scraped together enough money to adopt a new identity and buy an apprenticeship from a wizard who cared more about the money than any potential holes in his story. With his natural smarts and the discipline he had learned in the military he learned quickly. Sark's training as an apprentice wizard was successful enough that when he was done, hurting for cash by this time, there was still enough time to re-enlist in the military, this time as a part of the mages' contingent. He briefly got to see how the other side lived (remarkably like any other soldier except superficially) before the Day of Mourning occurred and the road to the end of the Last War began. He remained as a soldier until the Treaty of Thronehold was signed, after which he mustered out. With all of his experience, the changeling was not able to adapt to the prospects of full time ordinary study of the arcane arts, or to settling down much at all. In the two years between the Day of Mourning and the end of the war though he met many diverse people and made several contacts, including with some officials from House Orien who often accompanied diplomats travelling on the Lightning Rail to and from various summits. After the War he re-established contacts with some of those officials revealed his secret as a changeling. They were able to offer him work, well, [I]suitable[/I] to his abilities. This delivery to New Galifar is but the latest task Sark has received. Delivery man is not exactly the ideal use of shapeshifting, but lately Sark has been feeling guilty about what happened to his brother and the fact that he never had the courage to tell his parents. Not to mention he has never seen (to his knowledge) his sister again either. So he thought that perhaps getting away to somewhere far away from battlefields and old soldiers would be something of a vacation. A dangerous vacation, but nothing he should not be able to handle. Sark is currently travelling under the name of Arthun Logale, a newly assumed identity. His story is that his widowed mother married into a rich family, but he never saw eye-to-eye with his stepfather and thus left the household to join a mercenary company. He saw enough combat during the Last War, but most of it was far away from the front lines. [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 6 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [/sblock] [/QUOTE]
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Eberron: Curse of the Cold Sun (OCC thread)
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