The Gray King - A game of morally gray fear - Calling Zurai!

pathfinderq1

First Post
Some capsule ideas

I'm interested in this as well- I've been toying with a few concepts, but the longer I think about it, the more ideas I come up with (rather than narrowing things down). So I figured I would toss a couple of ideas out in capsule form- if any of them seem interesting I can put a background together. Here they are:

1. Warforged warlock 3: An "experimental model", powered by Khyber dragonshards, Zara (formerly Zaranthyr 6) has become firmly convinced that she has a soul, and she seeks to explore the ramifications of such a unique situation (both good and bad). Whether she actually has a soul is irrelevant (unless the GM wants it to be releveant)- the important thing is that she believes she has one. Probably interested in the Enlightened Spirit PrC- might be a little too "Good" for this group...

2. Shifter barbarian 1/ranger 2: Not in control of his bloodlust, a very feral and brutal fighter. Haunted by the prophecies of his tribe's Moonspeakers, who foresaw great carnage and destruction in his future and cast him out of the tribal lands- too young to have fought in the War. Probably interested in either Weretouched Master or Bear Warrior PrCs, but mentally closer to a Frenzied Berserker.

3. Khorvaire elf beguiler 2/warlock 1(fey): One of the last of her tribe, whose forests were burned during the war, she wanders in search of the true keys to her powers and heritage. Would be taking Fey Heritage feats from CMage, and probably the Eldritch Theurge PrC.

4. Human rogue 3 (using UA "feat rogue" variant): Orphaned by the war, she began life as a street rat in Sharn but has raised herself up to the level of swashbuckling freelance adventurer. Quick and clever, she is both emboldened and haunted by the growing aberrant dragonmark which is the only clue to her true heritage. Would be looking at the "Child of Khyber" PrC from the Dragonshards articel on the WoTC website- basically the aberrant version of Dragonmark Heir.
 

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FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
A few questions...

Considering my history would it be OK to have my Favored Class to be Ranger or Scout instead of Rogue? I am considering going either Ranger/Scout or Ranger/Rogue. I am not sure yet.

What do you think about having the Favored Enemy bonus apply to Gather Info when used for Urban Tracking?

Hopefully, I will have a fully fleshed out character tonight.
 

FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Arrgha'n of the Fell Veil

Done... ;)

Code:
[COLOR=DarkOrange][SIZE=4][B]Arrgha'n of the Fell Veil[/B][/SIZE][/COLOR]
[I]Medium Abberation (Half Daelkyr: MoE pg 37)[/I]

[b]Race:[/b]   Half Daelkyr   [b]Profession:[/b] Daelkyr Hunter/Scout
[b]Gender:[/b] Male           [b]Classes:[/b]    Rogue 2/ Ranger 1
[b]Align:[/b]  Neutral        [b]Party Role:[/b] Light Support/Scout

[b]Speak:[/b] Com, Daelkyr    [b]Mvmt:[/b] 30'	[b]Action Die:[/b] 5 (d6)

					[b]Carrying Capacity[/b]
[b]Str[/b] 14 (+2) [10 pts]			Light 	0   - 58 lbs
[b]Dex[/b] 16 (+3) [ 6 pts]			Medium 	59  - 116 lbs
[b]Con[/b] 12 (+1) [ 4 pts]			Heavy	117 - 175 lbs
[b]Int[/b] 12 (+1) [ 4 pts]			Overhead      175 lbs
[b]Wis[/b] 12 (+1) [ 4 pts]			Stagger       350 lbs
[b]Chr[/b] 10 (+0) [ 2 pts]			Drag	      875 lbs

[COLOR=DarkOrange][u][b]Skills[/b][/u][/color]

[b]Hide[/b]		9     	   = 6 [+3 Dex]
[b]Move Silently[/b]	9     	   = 6 [+3 Dex]

[b]Spot[/b]		7/6 - 9/8  = 6 [+1 Wis] [+2 vs Aberrations] [-1 bright light]
[b]Listen[/b]		7/9        = 6 [+1 Wis] [+2 vs Aberrations]

[b]Know. (Dung)[/b]	7     	   = 6 [+1 Int]
[b]Know. (Local)[/b]	6     	   = 5 [+1 Int]
[b]Gather Info[/b] 	7/9   	   = 5 [+0 Chr] [+2 Know(Local)] [+2 vs Aberrations]
[b]Search[/b]  	7    	   = 6 [+1 Int]
[b]Survival[/b]	7/9/11/13  = 6 [+1 Wis] [+2 vs Aberrations] 
				        [+2 when underground (Know: Dung)]
					[+2 when searching for tracks (Search)]

[COLOR=DarkOrange][u][b]Feats[/b][/u][/color]

[i]Armor (Light, Shields) Weapons (Simple, Martial, Symbiont)[/i]

[HD] [b]Symbiont Mastery[/b] (MoE pg 51)
[L1] [b]Urban Tracking[/b] [L3] [b]Pure Soul[/b] (HoH pg. 124)
[R1] [b]Tracking[/b]

[COLOR=DarkOrange][u][b]Combat[/b][/u][/color]

[b]BAB:[/b]  +2           [b]Melee[/b] +4        [b]Ranged[/b] +5
[b]Init:[/b] +3 [+3 Dex]  [b]HP:[/b]   28 (6 +1d6+1d8) [+3 Con] 
[b]AC:[/b]   19		 [+4 Symbiont Mastery] [+5 Breed Leech]
    [Mithril Shirt +4] [+3 Dex] [+2 Darkwood Heavy Shield]


[b]Fort[/b]    +4     = +2 [+1 Con] [+1 Breed Leech]
[b]Ref[/b]     +7     = +5 [+3 Dex] [-1 Detached]
[b]Will[/b]    +2/+6  = +0 [+1 Wis] [+4 vs Symbiont Ego] [+1 Detached]

[U][b]Weapons[/b][/U]	  

    [B]Long Sword (MW) [/B] +5 d8+2    (+d6 SA) (+2 vs Aberrations)
    [B]Throwing Scarab[/b]  +5 d6+2/d6 (+d6 SA) (+2 vs Aberrations)
    

[b][u]Options[/u][/b]

    [u]Attack[/u]
    Favored Enemy (Aberrations) +2 
    Sneak Attack (1d6)

    [u]Defense[/u]
    Evasion
    Unbalanced Mind

[COLOR=DarkOrange][u][b]Special Abilities[/b][/u][/color]

[Racial] Darkvision 70', Unbalanced Mind
[Racial] Personal Symbiont (Breed Leech), Symbiont Dependency

[b]Traits[/b]
Detached (+1 Will Save, -1 Ref Sav)
Night Sighted (+10' Darkvision, -1 Spot in Bright light)

[COLOR=DarkOrange][u][b]Equipment:[/b][/u][/color]

  [b]Long Sword[/b] (MW)     [1d8, 19-20/×2, 4 lb, 315 gp]
  [b]Symbiont [Personal]:[/b] Breed Leech  (+5 HP and +1 Fort Save, MoE pg154)
  [b]Symbiont:[/b] Throwing Scarab[/B] (1d6[S, Magic]/1d6[A], 19-20x2, 20', 1000gp)
  [b]Mithril Shirt[/b] [+4, +6, --, 30', 10 lb, 1100gp]
  [b]Darkwood Heavy Shield[/b] [+2, --, --, 30', 5 lb, 257gp]

[b]Backpack[/b] (2lbs, 2gp), 
    10 candles (0.1gp), Flint and Steel (1gp), Small Steel Mirror (.5lbs, 10gp)
    Everburning Torch (1 lb,110gp), 3 Sunrods (3 lbs, 6gp)
    Grappling Hook (4 lbs., 1gp), 100' Silk Rope (10 lbs., 20gp)
    3 sacks (1.5lbs, 0.3gp), Healers Kit (1 lb, 50gp)
    Explorer’s outfit (wearing, 8 lb, *), Shovel (8lbs, 2gp)

Waterskin (1 lbs, 1gp)

[b]Belt Pouches (2)[/b] (1lbs, 2gp)
    2 Smoke Sticks  (1 lb, 40gp)
    4 Potions Cure Light Wounds (250gp)


[COLOR=DarkOrange][u][b]Money and Other Tender[/b][/u][/color]
[b]GP[/b] 46.6


[COLOR=DarkOrange][u][b]Physical Description[/b][/u][/color]
[B]Height:[/B] 6'2"        	[B]Weight:[/B]     180 lbs
[B]Age:[/B]    20	   	[B]Handedness:[/B] Right
[B]Hair:[/B]   Black   	[B]Eyes:[/B]       Dark Brown
[B]Stature:[/B]Lean and Wiry   [B]Skin Color:[/B] Tan with mottled grey and black

Arrgha'n appears strangely as a human and strangely as a Hobgoblin as his 
ancestry would bear. His skin is tanned and his eyes are deep pools of a 
crimson and brown. His hair is a short bristly brown. 

[COLOR=DarkOrange][u][b]History[/b][/u][/color]

[b]Allies:[/b] Reverend Mother (Female Goblin) of the Dhakaani Clans; 
        Other Project Progeny
[b]Enemies:[/b] Former leaders of the Project; Any civilized folk that know of my 
        origins; other members of other clans that suffered by our hands if they 
        somehow found out about the project and who/what was responsible.
[b]Fears:[/b] Losing myself to the Xoriat or to his symbionts, and becoming one of 
        their minions

I was there as was any other progenic agent of the Project was. We were trained
from birth to detect and destroy the spawn of Xoriat - the Daelkyr. We all had 
plenty of chances to practice on live Daely's that the Project had captured and 
studied with ruthless efficiency. Project Fell Heir was the Dhakaani Tribes' 
method of taking advantage of 'The Cave' which, for some reason, was always 
coterminus with Xoriat. The Project's scientists were never able to determine 
why, but with that unknown, notwithstanding, they attempted to use it to their 
advantage.

The Cave had certain areas where Spawn would occasionally pop through the weak 
points in the planar veil and those well mapped areas were cordoned off and the
Spawn were contained as soon as it emerged from its transfer point. The 
screaming and raging creatures of madness were quickly subdued and imprisoned
by magic or force until it was needed for practice or study. This process was 
repeat until the Project had a consistent stable of Spawn to practice and study 
from. If needed Project leaders would authorize the weakening of the planar 
veil via a specific magic device to allow more spawn through. These were tense 
times as they never knew what would come through.

The Project maintained a stable of a breeding females of various races. Some 
were willing and most were not. The ones that really resisted were kept either 
chained up or sedated throughout the rest of their short lives. Most breeders 
would not last through one or two gestation periods. Many of them were driven 
mad from the continuous exposure to Xoriat's influence and maddening babble or 
from having a spawn of Xoriat continually being birthed from them. The most 
common form of insemination was from captured or farmed Breed Leeches, though 
sometimes they was attempt to force Spawn to copulate with the breed stock to 
see if natural insemination was possible. They are pretty sure that it isn't. 
Some of the breed stock spontaneously became pregnant from the continuous 
exposure to coterminous areas where the breed stock was kept. As the breeding 
stock went mad or were needed to be destroyed it was our duty as progenic 
agents to destroy them. It was more of a mercy killing than outright murder as 
many of them screamed for death for months prior to birthing. Once they progeny 
was borne Project leaders thought about granting them their wish. Usually the 
breeders had one more birthing left in them before they were granted a 
permanent reprieve from their spawning duties.

We were called or referred to as Progeny, the Progeny, 'progenic agents', or 
'agents of the veil'. There were other phrases that were used, but in the end 
we were given a grudging respect for we did the jobs that were required of us 
to help advance the Dhakaani Tribes' influence and to advance their goals. We 
kept their passages clear of the influence of the Daelkyr so they did not have 
to worry about it as the other tribes did. Sometimes The Project would 
sometimes purposefully loose Spawn upon their rival tribes to weaken them. Us 
Progeny were in charge of carrying out those missions. It was our duty. 
Sometimes we were told to kill any who stood in the way of the havoc that was 
to be caused by the Spawn. We were to do our work in the darkness and cover of 
the shadows. If we were seen or were identified for our true natures by those 
outside of the project we were authorized to kill.

Most of our work was in-house and we did a little bit of work with others 
outside The Project. When there were moments during the Last War where the 
Dhakaani Tribes' leaders could ensure that they had all Dhakaani troops in a 
given area we were brought in to work with them as special agents assigned to 
leaders who were in-the-know. Often we would transport Spawn to battle grounds 
and unleash them on our enemies. We Agents would support the Spawn as best we 
could from the shadows while the hordes of babbling spawn went about wreaking 
havoc on our enemies. When the creature's work was done they would be 
recaptured if they could or slain outright if they could not.

There was only one person that was allowed to enter and tour The Project and 
that was the goblin female they referred to as the Reverend Mother. We do not 
know why they called her that. She was respected and revered as a leader. She 
did censure Project management and force their immediate execution, on occasion, 
if they upset her. She was strangely kind to us progeny and I fear that she 
bore some sort of a maternal instinct towards us. It was a very unusual. All 
members of the project kept themselves at arms length, never investing 
themselves in us beyond what was required. We lived. We died. We were an 
expendable resource that could be farmed, albeit, slowly, but farmed 
nonetheless.

[b]The Fallen Veil[/b]
The fateful day came when the Reverend Mother was visiting as was many of the 
high level Dhakaani heirs. The Project leaders were an initiating a weakening 
of the planar veil with the magic device which we were never allowed to see. 
The planar veil was weakened and all manner of fell creatures came through in 
an unexpected torrent of writhing madness.

In this maddening moment most of the breeding stables were shifted to Xoriat or 
were warped and twisted by the plane's effects. Many were killed and infected 
outright with a horrible madness as creatures borne on the wings of madness and 
insanity appeared and ripped some of them of the them apart. Some of the 
breeders were warped into fell creatures immediately breaking their bonds and 
attacking all those prime planar creatures that they encountered. The numbers 
of the Spawn were greatly increased with this effect and so was the efficacy of 
their attack on The Project.

We were unprepared for the onslaught that was about to befall. The Spawn 
pierced through the magical protections and started to eviscerate the Project's 
workers and unleashing a maddening bey that warped their fragile minds. The 
weaker Spawn followed in its wake to kill as many as they could. Some were not 
killed and were dragged screaming back through the planar veil to the realms of 
madness to gods know what ends.

Project workers ran and screamed for their lives as the Spawn killed,maimed, 
and bayed causing all sorts of mayhem and death. Progenic Agents, all of us, 
went forth and did our job killing and slaying the Spawn as best we could. 
Former workers and progenic tender warped and twisted to an alien and malevolent 
end, as well as standard Spawn found from beyond the veil. You can always tell 
a prime planar that has been twisted and warped by the the influence ofXoriat.  
They have an intelligent and mourning malevolence in their eyes. Wishing your 
death while simultaneously begging for their release.

The most we could accomplish in the few moments that followed was to save some 
of the upper management. Most of the common workers were warped and/or killed 
outright. We killed as many as we could ourselves but concentrating on helping 
the management to escape as our orders dictated. We left many of the workers 
behind to be slaughtered and enslaved. Project casters sealed of the are for a 
little while to allow us progeny to lead an offensive into the newly 
quarantined area. It took us a few days and the lives of many of my brethren 
and others, but we cleared out the Project's compound so very deep underground.

Once we finished cleaning out the Project's compounds the coterminus points 
were sealed as best they could and then the compound was sealed. The Project's 
management were soon involved in an argument with people that I was not 
familiar with and the final word was that the Project was canceled and all 
evidence of it must be eliminated. The guards that were present with these new 
leaders turned their eyes to us and the Reverend Mother was not at all happy 
with this turn of events. The guards attacked and she protected us as best as 
she could. None of the guards would willingly strike or attack her directly. 
She as well as us killed many of those present. We were not discriminate in how 
or who we hewed. The only person we did not attack was the Reverend Mother. 
All others were fair game. we struck first out or self preservation and then 
out of anger for our betrayal. Once the Project's leaders and others gained 
their feet we fled under the cover of the Reverend Mother's magical protection.

[b]Following the Storm[/b]
In the ensuing battle many of us were terminated. I was one of the lucky few 
that survived. Once I escaped I made for the border lands of Darguun and Cyre 
and I spent a few months there working as a scout for Cyran units. I found 
myself especially useful as there was an unusual amount if Daelkyr activity in 
the area. I did not feel beholden to their Cyran command, but found the work 
they offered useful. I was able to put my skills to work and make a living 
doing what I was trained to do. It was a strange thing  to have to work for a 
living and to work for this thing called money in order to buy things.

In my time there I found a military commander whose wife was was unknowingly 
infected with a Breed Leech and he was an agent of the Daelkyr. That night I 
killed the mother in her sleep and then I have been tracking the zealous Cyran 
leader-father across the border lands of Cyre into Breland. The Day of Mourning 
happened as I reached the Brelish settlement where the Cyran fled to.

[b]Postlude[/b]
I will always be looking behind me not only for servants of the Daelkyr or 
those that hate and fear my kind, but the leaders and minions of Project Fell 
Heir from the Dhakaani tribes.

I am [b]Arrgha'n[/b]. I am alone, and I will do what it takes to survive. 
Hunting the Daelkyr and ending their influence amongst the civilized land is 
what I do. It is all I have ever known. There was no childhood or crying. There 
was only kill the Daelkyr and be vigilant in watching for them. Kill and hunt. 
I do what I must even if some think the price is too high. My Symbiont is my 
closest companion throughout the years. I spend much of it without a true 
companion of any sort and it helps me to keep my sanity even as I battle 
within myself over the madness that stirs inside. My symbiont is my connection 
to what I am, a direct link the madness that spawned me and that which stirs 
inside me. I look to collect other Symbionts that may help me to battle the 
Daelkyr that I may find. Others may find this distasteful or reprehensible, but 
why would you not use your arm or that sword over there, if it is a tool 
available to you. Symbionts are my tools and are tools of the enemy that I will 
uses against them. 


[COLOR=DarkOrange][b][u]Advancement[/u][/b][/color][sblock]
4	Rog 3
5	Ran 2
6	Imp Pr 1 
7	Imp Pr 2 
8	Imp Pr 3 
9	Imp Pr 4 
10	Imp Pr 5 
11	Imp Pr 6 
12+	Ran 3[/sblock]
 
Last edited:

frostrune

First Post
Isida - would you consider re-working the hobgoblin race to an ECL of +0?

I have an idea for a Deneith trained hobgoblin mercenary (probably FTR 3) but I'm not fond of the +1 ECL. I assume it stems from (2) bonuses to ability scores and only (1) minus but it seems a bit harsh.
 

Zurai

First Post
Good lord this filled up fast. If you'd consider it, I'd like to submit a character, but if the game's already got too many applicants that's fine. For the record, I'd want to play an Archivist going towards Alienist (that off-beat enough for you? :D).
 

ShaggySpellsword

First Post
My concept- A Talenta halfling whose mother ran afoul of a vampire while pregnant with him, causing him to be born with very unusual qualities. These unusual characteristics have allowed him to excel as a Shaman in his tribe...though his unusual parentage has influenced his focus in a decidedly unusual direction.

As far as classes go, there are a number I would be interested in picking as a "shaman." Including druid (with any number of class substitutions), spirit shaman, warlock, sorcerer, or shadow mage. I will likely also have a Vampire blood-line from Unearthed Arcana.
 

Bloodweaver1

First Post
A rather unknown but successful smuggler who may or may not have had a hand in The Day of Mourning. Those that contracted him have turned him over as a scape goat. Which now makes him a man who might know the biggest secret in all the land and is also in hiding and on the run. [sblock=Cole Armstrong]
Code:
Name:  Cole Armstrong
Class: Thief 3                Age: Unknown
Race:  Changeling             Height: Unknown
Size:  Medium                 Weight: Varies
Gender: Unknown               Eyes: Unknown
Alignment: Lawful Evil        Hair: Unknown
Deity:                        Skin: Unknown

Class & Racial Traits:
Changling                             Character
Minor Change Shape: +10 Disguise      1 Feat @ First & Third Level 
Natural Linguist
+2 Bluff, Intimidate & Sense Motive

Changling Substitution Thief
Sneak Attack: +2d6
Social Intuition
   Gather Infomation: 1d4+1x10 Min
   Gut Sense Motive: FUll Round
   Take 10 One: Bluff, Diplomacy, Gather Info, Intimidate, Sense Motive
Minor Lore: +1 All Knowledge Checks

Str: 08 (-1)      Level: 3        XP: 4000
Dex: 14 (+2)      BAB: +2         HP: 12  (3d6-3)
Con: 10 (+0)      Grapple: +1     Dmg Red: -/-
Int: 16 (+3)      Speed: 30'      Spell Res: -
Wis: 10 (+0)      Init: +2        Spell Save: - 
Cha: 16 (+3)      ACP:  -1        Spell Fail: 15%

         Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:   10     +4    +1    +4    +0    +0    +1     21
Touch: 15      Flat-Footed: 16

         Base   Mod  Misc  Total
Fort:      1    +0    +0   +1 
Ref:       3    +2    +0   +5
Will:      1    +0    +0   +1 (+2 vs Charms & Sleep effects)

Armor            Bonus   Dex   ACP   ASF  Weight    Cost
Chain Shirt MW    +4     +6    -1    10%   12lbs    350gp
Buckler MW        +1     -      0     5%    5lbs    265gp

Weapon     Attack   Damage    Critical   Range   Weight  Cost  
Rapier MW    +1       1d6     18-20/x2     -      2lbs   20gp
Long Bow     +4       1d8        x3       100ft   3 lbs  75gp
    20x Arrows             


Equipment                Cost / Weight
Explorers Outfit         (10 gp / 0 lb)
Travelers Outfit         (0 gp / 0 lb)
Monk's Outfit            (5 gp / 0 lb)
Flint & Steel            (1 gp / 0 lb)
Belt Pouch               (1 gp / .5 lb)
Backpack                 (2 gp / 2 lb)
Rations x6               (3 gp / 6 lb)
Sunrods x1               (2 gp / 1 lb)
Waterskin x1             (3 gp / 4 lb)
Disguise Kit             (50 gp / 0 lb)
Hat of Disguise          (1800 gp / 0 lb)
Shiftweave               (500 gp / 0 lb)
Potions:
CL Wounds x3             (150 gp / 0 lb)

Total Gold Spent: 3160
Total Gold Remaining: 40

Current Capacity: Light (49)
Carrying Capacity:  Light: 0 – 66 Med.: 67 – 133 Heavy: 134 – 200 
                             Lift: 400 Drag: 1000

Languages: Common, Argon, Orcish, Elven, Giant, Drow,
Halfling, Dwarven, Gnome

Feats: (2)
Racial Emulation, Persona Immersion

Skill Points: 62     Max Ranks: 6/3 
Skills               Abil Ranks  Mod  Misc  Total
Appraise             Int    0    +3           3
Balance              Dex    0    +2     2     4
Bluff                Cha    6    +3     2     11
Climb                Str    0    -1           -1
Concentration        Con    0     0           0
Craft                Int    0    +3           3
Decipher Script      Int    0    +3           3 
Diplomacy            Cha    5    +3     2     10
Disable Device       Int    0    +3           3
Disguise             Cha    6    +3    24     33
Escape Artist        Dex    0    +2           2
Forgery              Int    0    +3           3
Gather Information   Cha    5    +3     2     10
Handle Animal        Cha    0    +3           3
Heal                 Wis    0     0           0
Hide                 Dex    0    +2           2
Intimidate           Cha    5    +3     4     12
Jump                 Str    0    -1           -1
Knowledge (Local)    Int    5    +3     1     9
Knowledge (Geogr)    Int    5    +3     1     9
Listen               Wis    0     0           0
Move Silently        Dex    0    +2           2
Open Lock            Dex    0    +2           2
Perform              Cha    0    +3           3
Profession           Wis    0     0           0  
Ride                 Dex    0    +2           2
Search               Int    5    +3           8
Sense Motive         Wis    5     0     2     7
Sleight of Hand      Dex    0    +2     2     4
Speak Languages      Int    5    +3           8
Spellcraft           Int    0    +3           3
Spot                 Wis    0     0           0
Survival             Wis    5     0     2     7
Swim                 Str    0    -1           -1
Tumble               Dex    5    +2           7
Use Magic Device     Cha    0    +3           3
Use Rope             Dex    0    +2           2
[/sblock][sblock=Description]Appearance: Varies. It all depends on the location, his mood and the job. Currently his appearance is that of a middle aged average human male.

Personality: True to any Believer, Cole truly loves experience other people’s lives and customs. When visiting a city he will often observe the local populace and attempt to either create a new identity to blend into the crowd or copy a certain individual that had captured his interest. On a side note; he is quite disappointed that he can no longer assume his legitimate identity as weapons broker. He has put a lot of time and energy into that alias and just to have washed away in a heart beat is very irritating to him. [/sblock][sblock=History]What was your character doing during the Last War and how did it affect them?
He ran a small legitimate business as a traveling weapons broker that trade between the major cities, Houses and independent parties. But in truth that business was just a front. His real occupation was a rather successful and lucrative smuggler. Whether it was gems, shards, spices, powders, magical equipment/weapons/armor or even people, Cole knew who to contact and how move it. He did not care who needed, or what it was. And he preferred it that way. All that mattered to him were the dimensions of the cargo, where it was going and most importantly how much was he going to get paid.

Everything was going fine until The Day of Morning….

Tell me about your unusual practice. How did you get into it? Are you comfortable with it? Are other people? Do you bruit it about or keep it quiet?
Cole is truly a ‘Becomer’ (RoB pg 43). His addiction and it truly is an addiction, is to experience and if possible live as many different people and races as one can in ones life time. Over the years he has taken on so many different identities that he sometimes wonders if he has an identity of his own anymore. Other Changeling might be able to notice this quirk but to the rest of the world, they are oblivious. At least he hopes so.

So far, to his knowledge, no one outside a selected few individuals know of his true origins. And he has a completely separate persona for each one of those individuals so that no two of them could link him as the same Changeling.

Where do you see your character going (both mechanics and role-playing-wise)?
His grand plan, like every other black market dealer, is to accumulate enough wealth so that he can buy himself a nice Keep and blissfully retire. However until then he is going to do what he feels he does best, smuggling (con, lie, steal, cheat and if need be, kill.)

There is a PrC in Eberron’s Explorer’s Handbook called Thunder Guide that has a lot of similar abilities that I thought would be kin to this character’s background. Although he would not be trumping through exotic jungles for gold he would however have unique business relationships with foreign and not so foreign races, tribes, empires, and regions. Maybe some kind of hybrid PrC can be created.

Why would you be willing to go to New Cyre for a shot at a slightly vague power?
With almost all of his holdings seized, his illegal smuggling operation busted and his old identity wanted for questioning he does not have really much going for him. He still has some of his contacts and what is left of his legitimate weapons business, which is quit literally nothing, just a name. Why would pass up a chance that very well lead out of this mess?

Tell me about at least one enemy
Unknown. Two weeks prior to the Day of Mourning Cole met a person named Arrakus who offered him a series of lucrative smuggling deals into Old Cyre. The stranger told him that the materials are extremely sensitive and if discovered would peak the interests of highly ranked individuals. The payoff offered in return was something that he simple could not have refused. Throughout the weeks the shipments and the deliveries were proceeding as expected and payment was promptly being made. On the last morning that Old Cyre would ever see, Cole had just transferred his delievery and was headed off on the last electric rail car to leave the city.

Two days later while he was conducting business in Thranee, Sentinel Marshals by the order of an unknown entity showed up and confiscated all of his wares and attempted to place him in irons. They claimed that he was suspect in the total detruction of Cyre. He would be still in there custody if it were not for some friends and a whole lot of deceit.


one ally (neither have to be huge and/or world-shaking).
Due to his vast traveling during the war the list of known contacts and allies are long. However since his run in with the Sentinels, how many of them are still willing to do business or even associate with him.

And let me know if you have any phobias or fears.
Being caught and probably executed by this unknown entity that claims he had something to do with the destruction of Cyre. Or even worse, everyone one of his identities dissolves and everyone knows what he truly is.[/sblock]
 
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Isida Kep'Tukari

Adventurer
Supporter
Well, I'm not even going to close submissions until Thursday or so, so I don't mind how many people want to sign up.

Shaggy Spellsword - Interesting concept there. I like the vampire blood-line too, those are cool.

Zurai - Yup, that's totally weird enough for this game.

frostrune - The current hobgoblin has all pluses with no minuses. A normal hobgoblin, according to page 154 in the MM, has a +2 to Dex and Con, darkvision 60 ft., and a +4 racial bonus on Move Silently checks. All other PHB races have no more than a +2 racial bonus to any skill, and anyone that has a bonus has at least one negative. This is closest to the half-orc in terms of mechanics. So, if you would care to drop your +4 racial bonus to a +2, and take some penalties to Wisdom and Charisma, that would, I think, bring it in line. Unless you had a different idea?

FreeXenon - You could apply your favored enemy bonus to Urban Tracking, provided, logically, that you are tracking a favored enemy. As for changing the favored class of the daelkyr half-blood, I'll have to say no. They're sneaky little devils, and rogue seems a very apt favored class. Preliminary character sheet looks good.

pathfinderq1 - Several interesting ideas indeed. The ensouled warforged sounds pretty cool, I like the concept of a Khyber shard-powered warforged. Though going for the Enlightened Soul would be pretty... unlikely considering where I know this adventure is going.

The shifter concept sounds fine, though I'm not quite seeing him as quirky enough for this group's theme.

The beguiler/warlock sounds pretty solid. I likes me my fey, so those feats are shiny.

The variant rogue also sounds cool, as does the aberrant dragonmark angle. Could you drop me a link to the Child of Khyber PrC?

Eidalac - That does answer my questions, thanks.
 



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