stonegod's PbP Characters

stonegod

Spawn of Khyber/LEB Judge
Herein is a cache of my active, retired, and looking-for-a-game characters. Active characters are linked to their respective games; others are stored here.

Have a look; and if you like one of my "yearning for home characters" and think they'll fit in your game, let me know.
 

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stonegod

Spawn of Khyber/LEB Judge
Dead Game: Vardrin Theese, Fiend Tainted

Concept

Vardin takes the concept "fight evil with evil" very literally. He was betrayed or harmed by fiends in the past, and now is harnessing their power to get back at them. This causes a conflict, of course, since the power he gains tempts him to use it for evil uses.

Vardrin would be adventuring to search for more ways to punish his tormentors or to protect those who are suffering from similar woes. He would fill an arcane role.

Versions

There are three versions of Vardrin: A warlock, bard/acolyte of the skin, and an evoker/acolyte of the skin. They all fill the concept, but have different flavors---the former has his taint inborn while the latter two has picked it up recently. The backgrounds are all currently from the Forgotten Realms, but that is not necessary to the character.

Vardrin was playing in Adventures in Cormyr.

[SBLOCK=Vardrin Theese, LN Human Evoker 5/Acolyte of the Skin 1]Vardrin Theese CR 6 (23634 xp)
Male human evoker 5/acolyte of the skin 1
LN Medium humanoid (human)
Patron Deity Ogmah
Init +4; Senses darkvision; Listen -1, Spot -1
Languages Abyssal, Common, Chondanthan, Infernal, Orc, Undercommon

AC 20*, touch 15, flat-footed 16*; * includes mage armor
hp 30 (6 HD) Current 19
Fort +6, Ref +6, Will +6

Spd 30 ft.
Melee +1 rapier +7 (1d6/18-20)
Base Atk +2; Grp +2
Attack Options Weapon Finesse
Combat Gear 3 potions of cure moderate wounds, 2 scrolls of fly, wand of Snilloc's snow swarm (CL 3, 49), wand of magic missiles (CL 7, 4 1d4+1 missiles, 6 charges), wand of true strike (50 charges)
Wizard Spells Prepared (CL 5, +6 melee/ranged touch attack):
~ 3rd (2+1): fireball [uttercold] x1+S (CL 6, DC 17), unused
~ 2nd (3+1): fireburst [uttercold] (CL 6, DC 16), protection from arrows, scorching ray [uttercold] (S, CL 6), Snilloc's snow swarm [uttercold] (CL 6, DC 16),
~ 1st (4+1): burning hands [uttercold] (CL 6, DC 16), ice dagger [uttercold] x1+S (CL 6), mage armor*, shield
~ 0 (5+1): detect magic, flare, ray of frost x2 [uttercold] (CL 6), resistance
(S) Specialist Spell. Specialization: Evocation. Prohibited Schools: Enchantment, Illusion
* Already cast

Spell-Like Abilities:
~ 1/day: poison (CL 8, DC 17, +6 melee touch)

Abilities Str 10, Dex 18, Con 14, Int 18, Wis 8, Cha 12
Special Qualities energy affinity (cold), wear fiend
Feats Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse
Skills Concentration +11, Decipher Script +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13
Possessions combat possessions and +1 rapier, headband of intellect +2, ring of protection +1, cloak of resistance +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with explosive runes), spell component pouch, traveler's outfit, waterskin, 1957.5 gp.
Wizard Spells Known: 0-all; 1st-burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike; 2nd-blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb; 3rd-dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall

Energy Affinity: cold (Ex): Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher.
Wear Fiend (Su): The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision.

Concept

Vardrin uses evil to fight evil; in this case, the power of the Uttercold fiends to fight other scourges of evil. This of course comes at a price, and he must fight his urges in order to make a positive mark in the world.

Background

Vardrin Theese was once a young up-and-comer in the Cormyr War Wizards. Born in Arabel, he felt a sense of duty to his kingdom after all the previous troubles that Cormyr had weathered. In his training, he was among an elite cadre of specially trained evokers; these special wizards were trained in the expert manipulation of energy. Vardrin's arcane thesis and focus was on the use of cold energies, a sometimes under-appreciated element among his peers.

After graduating from his training, Vardrin requested to be stationed in Arabel, close to home. There we worked for several years, furthering his extra-planar and energy-based studies and protection Cormyr's citizens. That was all to change in 1371 DR, and the invasion lead by the "Devil Dragon."

Vardrin Theese stayed for the defense of the city, letting others escape via magic to Suzail. He was to retreat later, but he was captured by orcs that he swore bore the mark of fiends. They tortured him---destroyed his hands, cut out his tongue, did worse things---for days. It was only through the efforts of a rearguard force of Purple Knights that he was eventually rescued. But, by then, Vardrin had changed. His physical wounds could be healed, but not his mental ones.

Vardrin swore revenge, and joined Myrmeen Lhal's quest for vengeance to reclaim Arabel. He sought more power, the arcane power to defeat the fiendish orcs. He withrew into himself, began exploring dark lore normally forbidden to the War Wizards. This is when he discovered the Lords of the Uttercold, and saw a way to power.

Vardrin's arcane might grew; his arcane cold could not be stopped. He was present when Arabel was reclaimed, but it was soon after that his superiors found his taboo studies and expelled him from the War Wizards. Disgraced, and still not satisfied with his revenge (many orcs, probably the fiendish-allied ones that tortured him, escaped), Vardrin began wandering, seeking dark places, gaining more power, but at the cost of his goodness.

Vardrin does not recall exactly when he found and committed to the Ritual of Bonding. He believed the ritual would grant him even more control over the uttercold, allowing him more assured victory over his enemies. He was more than convinced that the ends justified the means, and thought he would firmly be in control.

He was wrong.

Vardrin lost himself for a while. When he controlled himself once more, he recalled only partly the things he had done. He was sickened, ashamed, lost. But it was too late---the ritual was complete, and it was permanent.

Vardrin has spent the time since regaining himself wandering Cormyr, trying to fight off evil, right wrongs, and make up for his past. Revenge still smolders---revenge against the ones who tortured him, revenge against the ones that fooled him with the ritual---but he keeps it low, knowing that it can consume him. He seeks redemption for himself, but only he will know when he has reached it.

Personality

Vardrin is outgoing, and prefers the company of others. He was trained to work in groups, and feels at home there. However, ever since the Fall of Arabel, there has been a more secretive and angry side as well. He occasionally has dark mood swings, and can be very aggressive in doing "what needs to be done" when fighting evil. He talks little about his past, however, preferring to focus on the future.

Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.

Appearance

Vardrin is a man approaching middle age (30) and there are marks of a hard life in his green eyes and the white interlacing his red hair and goatee. His hands are calloused and appear to have been severely broken at some time. Though dressed as a common traveller, he carries a weapon by his side and appears to have some familiarity with it. At first glance, nothing about Vardrin speaks to his arcane power or former membership in the War Wizards, but on closer look, there is this otherness---his very pale skin, a coldness to the eye---that sets him apart.[/SBLOCK]
[SBLOCK=Vardrin Theese, CG Human Warlock 6]Vardrin Theese
Male Human Warlock 6th lvl
Chaotic Good
Str 11 +0 (3 pts)
Dex 16 +3 (10 pts)
Con 10 +0 (2 pts)
Int 16 +3 (10 pts)
Wis 8 -1 (0 pts)
Cha 19 +4 (10 pts, +1 at 4th, +2 from cloak of charisma +2)

Hit Points 21; DR 1/cold iron
AC 19, Touch 13, Flat 16
Init +3
BAB +4, Grap +3
Speed 30 (base 30, load 20/38, light armor); climb 20*; spider walk* (*: From spiderwalk invocation)
Fort +2, Ref +5, Will +4

Attacks
No carried weapons
eldritch blast +8 ranged touch, 3d6 magic damage, 60' range, CL 6
helrime blast +8 ranged touch, 3d6 cold damage, 60' range, DC 18 Fort save or -4 Dex for 10 min., CL 6

Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, white eyes*, pale skin
* effect of the see the unseen invocation; green normally

Speaks Abyssal, Common, Damaran, Infernal, Undercommon

Skills
+13 Bluff (3 + 6 from beguiling influence invocation)
+9 Concentration (9)
+11 Diplomacy (1.5 cc + 6 from beguiling influence invocation)
+13 Intimidate (3 + 6 from beguiling influence invocation)
+12 Knowledge: arcana (9)
+12 Knowledge: the planes (9)
+12 Spellcraft (9)
+13 Use Magic Device (9)
-1 Listen (0)
-1 Spot (0)

Feats
-Extra Invocation: least
-Point-Blank Shot (+1 to ranged attacks within 30')
-Precise Shot (Ignore -4 penalty when ranged target is in melee)
-Weapon Focus: ray (+1 to hit with ray attacks)

Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any

Warlock Abilities
-Eldritch Blast (Sp): 3d6 damage, 60' range
-Invocations (Sp): Vardrin possesses a range of spell-like abilities. They may be cast as a standard action that provokes an attack of opportunity; they can be cast without penalty in light or no armor. They typically last 24 hours and may be used at will.
-Detect magic at will
-DR 1/cold iron
-Deceive Item (Ex): Can take 10 on Use Magic Device checks in stressful situations
-See Invisible: From see the unseen invocation
-Darkvision: From see the unseen invocation
-Spider Climb: From spiderwalk invocation
-Immune to webbing: From spiderwalk invocation
-+6 to Bluff/Diplomacy/Intimidate: From beguiling influence invocation

Invocations Known
Least- baleful utterance (as shatter, DC 16 Fort or creature dazed for 1 round, deafened for 1 min), beguiling influence, eldritch blast, see the unseen, spiderwalk
Lesser- hellrime blast (3d6 edritch blast cold damage, Fortitude DC 18 or -4 Dex for 10 min.)


Background

The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.

The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.

Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.

After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied their ways, and bound lesser creatures in order to created the pact which awoke his otherness. Some say the otherness was always there, dormant from the time of the benefactors. Regardless of the source, Vardrin has been wandering Faerun trying to avenge is family's faults and seeking the weakness of their mysterious benefactors.

Personality
Vardrin has a very intense personality---it is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind.

Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.

Appearance
At first glance, Vardirn appears to be an unarmed, common traveler with a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange whiteness of his eyes, and the intensity of his gaze. It is when he speaks that the otherness about him is most clear: it is a clear timbre that somehow resonates in your mind.

Equipment
Glamered mithral breastplate +1 (worn, 15 lbs), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)

Beltpouch (equipped, belt right, 0.5 lb)

-inkpen
-vails of ink (2, 0.2 lbs)
Scroll case (equipped, belt left, 1 lb)
-scroll of invisibility
-Parchment (4 sheets)
Wand of cure light wounds (50 charges, wand sheathe in left-sleeve)

Cloak of charisma +2 (worn)

Waterskin- water (left rear belt, 4 lbs)

Coins- 179 gp, 1 sp (pouch)[/SBLOCK]
[SBLOCK=Vardrin Theese, CN Human Bard 5/Acolyte of Skin 1]Vardrin Theese
Male Human Bard/Acolyte of Skin 5th/1st lvl
Chaotic Good
Str 11 +0 (3 pts)
Dex 18 +3 (10 pts, +2 from Acolyte of the Skin)
Con 10 +0 (2 pts)
Int 16 +3 (10 pts)
Wis 8 -1 (0 pts)
Cha 17 +3 (10 pts, +1 at 4th)

Hit Points 24
AC 20, Touch 14, Flat 16
Init +4
BAB +3, Grap +3
Speed 30 (base 30, load 20/38, light armor)
Fort +2, Ref +8, Will +7

Attacks
+8 Melee, cold iron rapier +1, 1d6, 18-20/x2
+7 Ranged Touch, wand of melf's acid arrow, 2d4 acid for 2 rounds, CL 3

Description
Medium, 5'11" tall, 180 wt, 25 yrs old
Red hair, green eyes, pale skin

Speaks Abyssal, Common, Damaran, Infernal, Undercommon

Skills
+7 Bluff (4)
+9 Concentration (8 + 1)
+11 Diplomacy (8)
+11 Gather Information (8)
+12 Intimidate (8 + 1)
+12 Knowledge: arcana (8 + 1)
+12 Knowledge: the planes (8 + 1)
+11 Perform: oratory (8 + 1cc)
+12 Spellcraft (8 + 1)
+3 Sense Motive (4)
+11 Use Magic Device (8)
-1 Listen (0)
-1 Spot (0)

Feats
-Iron Will
-Spell Focus: Enchantment
-Greater Spell Focus: Enchantment
-Weapon Finesse

Human Traits
-Extra skills: +4 skill points at 1st, +1 skill point thereafter
-Extra feat: Bonus feat an first level
-Bonus Languages: Any
-Favored Class: Any

Bard Abilities
-Bardic Music, 5/day
-Inspire Courage: +1 morale bonus to saves vs. charm/fear, +1 attack/damage
-Fascinate: Fascinate up to 2 people in 90', Will save, fascinated for up to 5 rounds
-Countersong: 10 rounds, perform check replaces DC on sonic/language-dependent effects, 30'
-Inspire Competence: One ally, 30', +2 competence bonus to skill, up to 2 min.
-Bardic Knowledge: +8

Acolyte of the Skin Abilities

-Poison: 1/day, as the spell, DC 17 Fort, +7 ranged touch
-+2 Dex
-+1 natural armor
-dDarkvision

Spells Per Day 4/4/1, CL 5
0th- daze (DC 15), detect magic, flare (DC 13), message, message, read magic, resistance
1st- cause fear (DC 14), comprehend languages, hypnotism (DC 16), Tasha's Hideous Laughter (DC 16)
2nd- shatter (DC 15), summon monster II, tongues

Background

The Theese family is an ancient family from Phlan, probably present at its founding over a thousand years ago. The Theese family possessed some minor nobility, allying itself with Valjevo, but they had a secret: they were demon worshipers.

The Theese family grew powerful from these links, but it came a cost. This cost was usually bared by some innocent, but during the second destruction of Phlan by the fiend Tyranthraxus, it was borne on the Theese family itself. By this time, they had been neglecting their duties, and their benefactors believed a they sought treasonous joining with the draconic-like fiend. Thus, the Theese family was cursed, stripped of their power and place, and hounded by evil.

Such was the history of Vardrin's family. He thought he had escaped it; he grew up reasonably safe with is mother elsewhere in the Moonsea and was ready to start a new life. But then the fiends came, slaughtered his family and the other villagers. Cruelly, they left Vardrin alive, the lone witness to the destruction.

After the "incident", Vardrin burned with a new purpose---to destroy the fiends who ruined his family and to avenge similar "crimes" elsewhere. He studied the ways of fiends, excavating obscure lore in eclectic places. He came to know of their tales of evil, and used them to find out everything he could about them. The tales could fascinate or harrow, but they lead him on the path towards his fateful decision.

After discovering some lost reference to the Ritual of Bonding through his summoning of fiends and his research---all aided by a secret patron in Twilight Hollow---he came to a decision he would later regret: He would fight evil with evil. He would turn the power of the fiends against them by binding them to his flesh and soul.

The painful ritual awoke in him some otherness. The otherness gave him insight into the fiends and access to power he had not imaged. But it was corrupting; the taint of it was strong and threatened to swallow him. This price was not made clear to him until after the ritual was done and it was too late. After a dark time, he came to control himself again, and a new goal was added: He now seeks to punished his family's tormentors in addition to his false "patron."

Personality
Vardrin has a very intense personality---he is prone to acting impulsively and quickly, as if time was precious. He speaks forcefully and passionately, and his voice is strangely enthralling. However, he has a secretive side as well as indicated by the way his hides his abilities under simple and sometime glamered clothes. The otherness of his past is something his avoids discussing, though he will discuss the proclivities of fiends and the best way to combat abominations from the outer planes with a fervor and knowledgeable mind. This vast knowledge can be used to grant strength to his allies or to enrapt crowds at the lonely dinner table.

Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. His decision to use these tools comes at a cost, and his is occasionally tempted by the same power he fight. He is a stalwart friend and implacable foe.

Appearance
At first glance, Vardirn appears to be an common traveler armed with a rapier and dressed in a well worn dark cloak, pale linen shirt with a somewhat worn black vest, dark breeches, and sturdy boots. At second glance, the power which touches Vardrin is apparent in his pale skin which contrasts his ample red hair and goatee, the strange intensity of his gaze. In addition, his rapier is not of normal metal, but of a darker iron that draws the eye.

Equipment
Glamered chain shrit +1 (worn, 25 lbs, 3700 gp), appears as well-worn vest
Traveler's outfit (worn, 0 lbs)

Medium cold iron rapier +1 (belt front left, 2 lbs, 4040 gp)
Beltpouch (equipped, belt front right, 0.5 lb)
Wand of Melf's acid arrows (50 charges, wand sheathe in left-sleeve)
Wand of cure light wounds (50 charges, wand sheathe in right-sleeve)
Bedroll (equipped, belt rear, 5 lbs)
Scrollcase (equipped, belt rear left, 0.5 lbs)
Waterskin- water (equipped, belt rear right, 4 lbs)

Coins- 6 gp (pouch)[/SBLOCK]
 
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stonegod

Spawn of Khyber/LEB Judge
Looking: Weapon and Forged, the Construct Conundrums

Concept

These two warforged are a matched set (though they do not have to play together); their backgrounds are designed to play in a world that does not normally have warforged. Weapon allows me to play the conept of the "perfect killing machine" while Forge explores the more magical side of their creation.

Versions

Weapon is currently playing Living Eberron

These versions were designed for a SCAP game; the background could be adjusted. In an Eberron game, their background would have to be significantly changed.

[SBLOCK=Weapon, Warforged Fighter 1]Weapon CR 1 (0 xp)
Male-personality warforged fighter 1
LN Medium living construct
Init +1; Senses Listen -2, Spot -2
Languages Common

AC 19, touch 11, flat-footed 18; light fortification
hp 13 (1 HD); DR 2/adamantine
Immune poison, sleep effects, paralysis, nausea, fatigue, exhaustion, sickness effects, energy drain
Fort +5, Ref +1, Will -2

Spd 20 ft.
Melee cold iron heavy flail +5 (1d10+7/19-20)
Melee alchemical silver bastard sword +5 (1d10+6/19-20)
Melee slam +5 (1d4+6)
Base Atk +1; Grp +5
Attack Options Power Attack
Combat Gear oil of repair light damage

Abilities Str 18, Dex 13, Con 16, Int 13, Wis 6, Cha 6
Feats Adamantine Body, Power Attack
SQ Warforged traits
Skills Climb +5, Craft: Armorsmithing +5, Jump +5
Possessions combat gear plus cold-iron heavy flail, alchemical silver bastard sword, scroll of repair light damage, backpack, artisan tools (armorsmithing), 5 torches[/SBLOCK]
[SBLOCK=Forge, Warforged Artificer 1]Forge CR 1 (0 xp)
Male-personality warforged artificer 1
N Medium living construct
Init +3; Senses Listen -2, Spot -2
Languages Common

AC 19, touch 11, flat-footed 18; light fortification
hp 6 (1 HD); DR 2/adamantine
Immune poison, sleep effects, paralysis, nausea, fatigue, exhaustion, sickness effects, energy drain
Fort +0 Ref +3, Will -+0

Spd 20 ft.
Melee longspear +0 (1d8/x3)
Melee morningstar +0 (1d8)
Melee slam +0 (1d4)
Base Atk +0; Grp +0
Combat Gear oil of repair light damage, scroll of repair light damage

Abilities Str 10, Dex 16, Con 10, Int 16, Wis 6, Cha 14
Feats Adamantine Body, Scribe Scroll
SQ artificer knowledge, artisan bonus, craft 20 xp, disable trap, infusions, infuse self, item creation, warforged traits
Skills Appraise +7, Concentration +4, Craft: Armorsmithing +7, Craft: Weaponsmithing +7, Knowledge: Arcana +7, Spellcraft +7, Use Magic Device +6
Possessions combat gear plus longspear, morningstar, dagger, backpack, artisan tools (armorsmithing), 3 sunrods, 37 gp[/SBLOCK]
[SBLOCK=Weapon/Forge Background]Two years ago, quite a stir was created in Cauldron when a group of explorers, supposedly "reclaiming" artifacts from a supposed ruin tied to the famous Surabar Spellmason, master crafter and archmage, discovered two massive adamantine boxes. Both were ornately carved, one with a stylized solider, the other with a stylized smith. The boxes, found in some sort of laboratory, could not be opened, so the explorers hefted them back to Cauldron, hoping to gain fame and glory from their unveiling.

Through the efforts of the group's bard, a large crowd gathered at the Cusp of Sunrise. Anyone who was anyone was their; the common rabble were not to be present at such an important event as the unmasking of the founder's great works. The party's mage had finally determined how to open the contraptions, and on that day, Cauldron would be surprised. Tension built, a big show was made, and finally, the boxes were opened!

Each swung open ponderously, the grating of metal on metal filling the room. Stale air from days past temporarily choked up the front row, but then the light finally illuminated what was inside. And what was inside? Two humanoid looking constructs, crafted from metal, wood and other materials. One was larger than the other, more "muscular" if such a thing could be said, both they seemed otherwise the same. The crowd clapped and cheered at such a site. Then, the unthinkable happened.

They talked. "Weapon Unit #3F ready." "Forging Unit #3E ready."

Such a thing was unheard of! Talking constructs! And indeed, after the initial shock wore off, the men and woman of high society discovered that these creations were sentient---they had memories (though very limited, impressions only of their creation), could feel emapthy, and even pain (though the longsword used to harm the one was quite damaged as well).

The Construct Conundrums (as they were called) were the talk of high-society for the next few months. It was discovered that they could be healed and thus were partially living, though reconstruction spells worked better. One, "Weapon", was much more adept at the military arts, while the other, "Forge", was a master crafter, able to infuse magic for a limited time into its creations. The adventuring party which discovered them became quite rich through arranging of shows, demonstrations, and the like.

Things would not remain that way. High society can only caught by one diversion for so long. In addition, the local churches, realizing that these "creatures" seemed to be feeling and perhaps possessing a soul, petitioned for their release from their effective captivity. Through a series of events, this was eventually granted. The adventuring group left town, high society stopped caring, and Weapon and Forge were left on their own.

This was a difficult transition period for the two contructs, but eventually they found employment elsewhere---Weapon as guard and Forge as a crafter, both for Penryn's Creations. Their presence helped business, of course, but both had a deep down feeling that they were not fulfilling their greater purpose, whatever that was. They would often wonder about who created them, how, and why, and where they others like them elsewhere?[/SBLOCK]
[SBLOCK=Weapon/Forge Appearance and Personality]The two Construct Conundrums are easy to tell apart. Weapon, the martial one, is easily taller and bulkier than Forge, the crafting one. Weapon holds "himself" more stiffly, and can easily lift very heavy loads and perform repetive tasks for long periods of time. Forge has a more relaxed stance, and can often be found fidgeting. There is another distinction between the two---Weapon has a very obvious scar in his adamantine plating where his "handlers" first demonstrated that he could feel pain.

Weapon and Forge are both new to the world. They have few experiences in it, and thus come off a bit naive (thus, their low Wisdom). Of the two, Forge has the stronger personality---"he" is curious and openly questions others about life and philosophy. Weapon is significantly more introverted, and rarely starts a conversation by his own. However, both have a keen intelligence, though Forge is by far the more eurdite.

Though new to the world, both have appearantly created memories pertinent to their design---Weapon has a keen grasp of tactics and weaponplay, and Forge intuitively understand the creation of things. They have a deep seated need to display these skills, and enjoy their usage.

Weapon is a dedicated protector, and will not stop performing his tasks or duties one started until completed. He does not know how to lie, and this can cause some problems. Forge is more creative, and more easily distracted by his "art"; this creative spark also gives him creative license in some of his "truths." Forge is by no means flighty, however.[/SBLOCK]
 
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stonegod

Spawn of Khyber/LEB Judge
Retired: Tobias Terranhart, Holy Warrior

Concept

My first gestalt concept, the idea was to explore the true holy warrior---a cleric/paladin combination. I focused on feats/abilities/spells that enhance his undead destruction and melee capabilities---thus the large amount of divine feats. He would fill secondary melee/primary healing roles.

Versions

Tobias was playing in Rayex's The Standing Stone, Game 2.
[sblock=Tobias Terranhart, Cleric 6//Paladin 6][SBLOCK=Tobias' Stats]Tobias Terranhart CR 6
Male human cleric (Heironeous) 6//paladin 6
LG Medium humanoid (human)
Aura strong good, courage 10'
Init +0; Senses Listen +2, Spot +2
Languages Common

AC 23, touch 11, flat-footed 23
hp 46 (6 HD)
Immune disease, fear
Fort +12, Ref +7, Will +13

Spd 20 ft.
Melee +1 cold iron longsword +11/+6 (1d8+3/11-20) or
Melee mwk alchemical silver morningstar +10/+5 (1d8+3)
Base Atk +6; Grp +9
Attack Options smite evil 2/day (+4 to hit, +6 damage)
Special Abilities Disciple of the Sun, Divine Shield (+4 AC, 3/min), Divine Vigor (Spd 30', +12 hp, 4/min), lay on hands (24 hp), spontaneous casting (heal spells), turn undead 11/day (+8, 3d6+10, 6th)
Combat Gear holy water (4), scroll of sanctuary (4), silversheen (4), wand of cure light wounds (50)
Cleric Spells Prepared (CL 6th, +9 melee touch, +6 ranged touch):
~~3rd: flame of faith, magic circle against evil, searing light (D)
~~2nd: aid, bull's strength (3), spiritual weapon (D)
~~1st: bless, distrupt undead (D), divine favor (3)
~~0: guidance (5)
(D): Domain Spell. Domains: Glory, War
Paladin Spells Prepared (CL 3rd, +9 melee touch, +6 ranged touch):
~~1st: bless weapon (2)
Spell-like Abilities:
~~At Will: detect evil
~~1/week: remove disease

Abilities Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 18
SQ aura of courage, divine grace, divine health, lay on hands, special mount, strong aura of good
Feats Disciple of the Sun, Divine Shield, Divine Vigor, Extra Turning, Weapon Focus: longsword (B)
Skills Diplomacy +15, Knowledge: religion +5, Ride +4, Sense Motive +11
Possessions combat possessions plus +1 cold iron longsword, mwk alchemical silver morningstar; +1 full plate, +1 everburning heavy steel shield; ring of protection +1, cloak of charisma +2, vest of resistance +1; backpack, bedroll, scrollcase, silver holy symbol, spell component pouch, waterskin; noble outfit, signet ring, court jewelry; 146.9 gp[/Sblock]
[sblock=Tobias' Mount]Heironeous' Lightning
Male heavy warhorse
N Large magical beast
Init +1; Senses low-light vision, scent; Listen +6, Spot +5

AC 23, touch 10, flat-footed 22
hp 45 (6 HD)
Fort +8, Ref +6, Will +6; improved evasion

Spd 40 ft.
Melee hoof +7 (1d8+4) or
Melee 2 hooves +7 (1d8+4) and bite +2 (1d4+2)
Base Atk +4; Grp +12

Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
SQ empathic link, improved evasion, share spells, share saving throws
Feats Endurance, Improved Natural Attack, Run
Skills Listen +6, Spot +5
Possessions bit and bridle, mwk chainmail barding, military saddle[/sblock]
Appearance and Personality

Tobias feels that he is an emissary for glorious Heironius, and thus everything about him is resplendant: his gleaming full plate armor, the clean light eminating from this well polished steel shield, the well maintained arms, and the spotless barding of his holy mount. Out of his armor (which is rarely; he even attends state functions in it), Tobias is a broad shouldered young man with close-cut brown hair and brown eyes. He has a perpectual curl of a smile to his face with strong dimples that make him seem younger than he thirty years.

Rough Background

Tobias is a holy warrior of the Valorous One, and was taught to be an personification of his faith. As such, he was trained in rigorous team tactics and in courtly manners. His parents offered him to the Church at a young age when a paladin saved their village; thus, he feels it is his duty to walk the world, bringing the light of Heironeous to the world. He does this not through preaching but through example.

Tobias has been travelling with is other boon companions for several years. He sees their "adventures" as a way of living Heironeous' teachings. While there have been a few conflicts in the past (a minor disagreement over a course of action, a dispute over which "jobs" to take), he has not let his faith play an "iron hand" in his relationship with his collegues.

Role

Since Tobias believes he is a personal embodiement of his god, he is comfortable in the front lines of combat and in the palace throneroom. In combat, he wades in, using his clerical spells and divine feats to bolster himself and his allys. He also a fierce foe of undead and a decent healer (has both sponteneous cures and lay on hands). In social situations, his winning ways complement that of a bard, and his priestly connections provide some legitimacy that less noble compainions lack.[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Playing: Tondrek, Idiot Savant Artificer

Concept

Tondrek is a character I have been toying with since Arcanum: an idiot savant who literally creates his own friends. In the Eberron setting, his backstory is more interesting as I have cast him as the damaged and discarded offspring of two of the important Dragonmarked houses---Cannith (Makers) and Tharashk (Finders). He plans on creating an army of automaton companions.

Versions

Tondrek was in play in Isida's The Secret Scion. He is now in Living Eberron.
[sblock=Tondrek, Half-Orc Artificer 2]Tondrek
Male Half-Orc Artificer 2

XP:
2,700
Medium Humanoid (orc)
Alignment: Neutral
Deity: None (He doesn't understand the concept)
Region: Breland, Sharn
Height: 5' 11''
Weight: 190 lbs
Hair: Tussled Black
Skin: Molted Green
Eyes: Watery Brown
Age: 17

Action Points: 6

Str: 10 (+0) [0 points, +2 racial]
Dex: 12 (+1) [4 points]
Con: 10 (+0) [2 points]
Int: 16 (+3) [16 points, -2 racial]
Wis: 8 (-1) [0 points]
Cha: 14 (+2) [10 points, -2 racial]

Class and Racial Abilities: +2 Str, -2 Int, -2 Cha, darkvision 60', orc blood. Bonus feats, proficient in light and medium armor and shields (except tower) as well as simple weapons, infusions, artificer knowledge, craft reserve 40, disable traps, item creation, artisan bonus.

Hit Dice: 2d6
HP: 12
AC: 16 (+1 Dex, +4 chain shirt, +1 shield) Touch – 11, Flat-footed – 15
ACP: -3
Init: +1 (+1 Dex)
Speed: 20ft (30ft base)

Saves:
Fortitude +0 [+0 base, +0 Con]
Reflex +1 [+0 base, +1 Dex]
Will +2 [+3 base, -1 Wis]

BAB: +1
Melee Atk: +2 (1d8/B+P, MW morningstar)
Melee Atk: +1 (1d4/19-20/P or S, dagger)
Ranged Atk: +2 (1d8/19-20/80 ft./P, light crossbow)

Skills:
Craft: alchemy +6 [3 ranks, +3 Int]
Craft: blacksmithing/metalworking +8 [5 ranks, +3 Int]
Disable Device +10 [5 ranks, +3 Int, +2 MW thieves' tools]
Knowledge: arcana +6 [3 ranks, +3 Int]
Knowledge: architecture and engineering +8 [5 ranks, +3 Int]
Listen: +0 [0 ranks, -2 Wis, +2 Sparky]
Open Lock +8 [5 ranks, +1 Dex, +2 MW thieves' tools]
Search +6/+8 to find secret doors/compartments [3 ranks, +3 Int]
Spellcraft +6 [3 ranks, +3 Int]
Spot: +0 [0 ranks, -2 Wis, +2 Sparky]
Use Magic Device +7 [5 ranks, +2 Cha]

Feats:
Aberrant Dragonmark: detect secret doors (1st level)
Alertness (when Sparky is near)
Scribe Scroll (1st level artificer bonus feat)
Brew Potion (2nd level artificer bonus feat)

Languages: Common, Draconic, Giant, Goblin, Orc

Infusions
1st – 4/day

Spell-Like Abilities
1/day – detect secret doors (CL 1)

Equipment

Wearing or carrying at hand
MW morningstar – 308gp (6 lbs)
dagger – 2gp (1 lb)
light crossbow – 35gp (4 lbs)
20 bolts – 2gp (6 lbs)
chain shirt - 100 gp (25 lbs)
light wooden shield – 5gp (5 lbs)
spell component pouch - 4gp
3 Belt pouches - 3gp (3.5 lb)
potion bracer - 100gp (1.5 lb)
scrollcase - 1 gp (1/2 lb)
commoner's clothes

In belt pouches
~2 noxious smokesticks (DC 15 fort save or nauseated 1 round) - 160 gp (1 lb)
~2 vails of acidic fire (1d4/1d4 fire/acid, then 1d4 fire) - 90 gp (3 lbs)
~vail of antitoxin - 50 gp (* lbs)
~2 thunderstones - 60 gp (5 lbs)
~MW thieves' tools - 100 gp (2 lbs)
~Identification Papers - (* lb)
Name: Tondrek

Place of Birth: Unknown (War Orphan)

Family/Parents/Clan: Unknown (War Orphan)

Place of Residence: None

Profession/Place of Business: Tinkerer/Freelance

Appearance: Black hair, green eyes, medium half-orc height

Unusual Characteristics: Obvious mental deficiency

In potion bracer
~Nothing

Familiars, Homunculi, or Constructs
~Sparky, Mechanical Rat

Stored Elsewhere
~Pile of junk, Fallen
Mostly completed bits of a junk golem

Total weight carried – 63.5 lbs, medium load.

Money
5gp, 20sp

[SBlock=Sparky, Mechanical Rat]Scrap, Salvage Rat friend, companion, and familiar
Salavage Rat (Dragon #341)
Tiny Construct
Alignment: Neutral

Str: 6 (-2)
Dex: 15 (+2)
Con: --
Int: 6 (-2)
Wis: 12 (+1)
Cha: 2 (-6)

Class and Racial Abilities: Construct traits (low-light vision; darkvision out to 60 feet; immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects; immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot heal damage on their own,; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; immediately destroyed when reduced to 0 hit points or less; since it was never alive, a construct cannot be raised or resurrected; bonus hit points; proficient with its natural weapons only; proficient with no armor; constructs do not eat, sleep, or breathe), familiar traits (improved intelligence, Alertness to master, improved evasion, share spells/infusions, bonus intelligence, bonus natural armor), rust (reduce armor bonus by -1 per hit until destroyed; DC10 reflex save for magic armor to avoid), +4 bonus on Hide and Move Silently, +8 bonus on Balance and Climb, can always chose to take 10 on Climb, uses Dex instead of Str for climb.

Hit Dice: 1d10
HP: 5
AC: 18 (+2 Dex, +4 natural, +2 size) Touch – 14, Flat-footed – 16
ACP: 0
Init: +2 (+2 Dex)
Speed: 15ft, burrow 5ft (metal only), climb 15ft

Saves:
Fortitude +0 [+0 base, +0 Con]
Reflex +2 [+0 base, +2 Dex]
Will +4 [+3 base, +1 Wis]

BAB: +1
Melee Atk: +5 (1d4-2/P + rust, bite)

Skills:
Balance +10
Climb +10
Hide +8
Move Silently +8

Feats:
Weapon Finesse

Languages: Common

Equipment

Wearing or carrying at hand
~ Rat tail amulet

Background: Scrap was made by Tondrek during his repeated foreys into the Depths of Sharn while on the run. Though Scrap couldn't talk or move, Tondrek still got some comfort out of tweaking his construction and simply talking out loud to him. Then one day, Scrap vanished. A small token of iron stamped with a rat's tail was left behind in his place. For a week, Scrap remained stubbornly gone (though what one would do with a statue of a rat, Tondrek wasn't quite sure). One morning, Tondrek awoke with a heavy weight on his chest, only to find Scrap crouched there, waiting for him to wake. "Will you sleep all day?" he asked impatiently. Through some strange events, Scrap had become both mobile and intelligent. He kept the token of the rat's tail hung around his neck and steadfastly refused to elaborate on his week of absence. However, he showed remarkable loyalty to his master, and has awoken or alerted him several times in order to avoid agents of House Tharashk and House Cannith
[/SBlock]
~~~~~

Appearance:
Tondrek appears hunched and unkempt---his black hair is greasy and unruly, and he does not look like he takes care of himself. His gear, however, is well taken care of--there is no damage or smudges anywhere. Over his armor, he wears some commoner's clothing that he's obviously slept in.

Personality: Tondrek constantly mutters to himself, hunching back and forth, and can be found playing with some odd mechanical bit of something in his hands. If talked to directly, he will not look directly at the talker, but answer indirectly. Of most subjects, he is not too very helpful. But when it is something he knows about (buildings, magic, etc.), we will drone on without stop. He is generally oblivious to the outside world when not talked to directly, unless something catches his fancy. Obviously magical, mechanical, or alchemical things always catch his fancy.

Background: Tondrek does not comprehend his background. He does not fully understand that his mother Hordreth d'Tharask, a House Tharashk heir, somehow conceived him by a willful and brash House Cannith heir named Tannith Vown d'Cannith. All he knows is that the humans named Canith and the orcs named Tharashk are after him, and will probably hurt him.

[Sblock=Longer, Secret Background]Tondrek grew up in the slums of High Walls in an orphanage for refugees from the Last War. He did not fit there, however. First, he wasn't human, he was half-orc. Second, he was obviously "damaged"---he muttered to himself and had a severe time interacting with others. He did have a natural knack for mechanisms; he broke into the headmaster's office several time in his youth, and could be found rocking on the master's desk, muttering to himself.

One day, when Tondrek was in his teens, he was given to a stranger, a Marsher half-orc. The Marsher did not talk to Tondrek, not that Tondrek tried; he only interacted with him once---he searched for and found the strange, sickly green-blue mark that twisted beneath Tondrek's skin. Tondrek knew that he could do things with that mark; but not why.

For some time, Tondrek lived with the Marsher. The Marsher never spoke to him, though he had several arguments with visitors he never showed Tondrek. One regualr visitor, a greybeard human named Maraan, did spend time with Tondrek. He seemed to see the knack the half-orc possesed, and while the Marsher spent months searching for something in the upper reaches of Sharn, the greybeard taught Tondrek the basics of artificing. Tondrek loved the lessons, especially the times he was able to play with the greybeard's homunculus.

Then, only a few weeks ago, the Marsher took Tondrek on a journey to the highest towers of Sharn. He did not say why; all he did was dress the boy well. He was lead to some gathering---fancy dressed folks flittered about the warforged gaurded palace. It was a party for a returned Cannith heir, long gone on an exploration of Xen'drik. It was supposed to be a celebration, until the Marsher thrust Tondrek at the man and accosted him.

"Tannith Vown d'Cannith! Here is the mistake you tried to forget! Here is what your wrought when you thought none would know! My sister Hordreth d'Tharashk died from your seed, and now all shall know your shame!" With that, the Marsher ripped off Tondrek's fancy shirt, exposing the aberrant dragonmark for all to see!

Needless to say, things went chaotic after that. Tondrek does not fully understand, but he knows that the humans with the name Cannith and the half-orcs with the name Tharashk now chase him. He has fallen in with low-life after low-life who has used his skills and then run when Cannith or Tharask agents show up; but so far he has eluded the seekers.[/SBLOCK]
Current Names for the Party (so stonegod doesn't forget)
Ryani: Strange Eyes Elf
Mel: Playful Elf
Shenystari: Silent "Elf"
Harolk: Big Long Sword Man
Hxaptös: Silent Lumpy Man
Bail: Less Sour But More Confused Man
Arimat: Missing Throat Man[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Retired: Saalin Cornelius, Arcane Defender of the Faith

Concept

Saalin is an arcane/divine combination build, specifically tailored for Eberron. He was an ex-Aundarian Arcane Knight, but left after the abandonment of Thailost. He now worships the Flame and tries to do good for the people left behind during the War.

Versions

Saalin was in drothgery's Shards of the Silver Flame
[sblock=Saalin, wizard 5/cleric 1/silver pyromancer 1]Saalin Corleius CR 7 (21245 XP)
Male elf wizard 5/cleric 1/silver pyromancer 1
LG Medium humanoid (elf)
Init +2; Senses low-light vision, Listen +7, Spot +7
Action Points 7
Languages Common, Draconic, Elven, Gnome, Sylvan
________________________________________________________
AC 16, touch 12, flat-footed 14
hp 25 (7 HD)
Immune Magical sleep
Resistances +2 save vs. enchantment effects
Fort +3, Ref +3, Will +11
________________________________________________________
Spd 30 ft.
Melee +1 flametouched iron rapier +5 (1d6/18-20) or
Melee mwk cold-iron dagger +5 (1d4-1/19-20) or
Ranged mwk shortbow +5 (1d6/19-20)
Base Atk +2; Grp +1
Attack Options Weapon Finesse, Spontaneous Casting
Special Abilities purge undead, spontaneous casting (heal spells), turn undead 4/day (+2, 2d6+2, 2nd)
Combat Gear wand of scorching ray (DC 17, CL 3, 50), wand of cure light wounds (49)
Wizard Prepared (CL 5th, DC 14+lvl, 15+lvl [Evocation]):
3rd-blessing of Bahamut, fireball (CL 7, DC 18)
2nd-false life, fireburst (CL 7, DC 17), scorching ray (CL 7, DC 17)
1st-burning hands (CL 7, DC 16), flamebound weapon, mage armor*, shield
0-daze, flare (DC 15), mage hand, message
* bonuses already applied
Cleric Prepared (CL 1st, DC 13+lvl):
1st-divine favor (2), sanctuary (D)
0-detect magic, guidance, light
(D): Domain Spell. Domains: Good, Protection
__
Abilities Str 8, Dex 14, Con 10, Int 18, Wis 16, Cha 12
SQ faint aura of good, familiar (raven), elf abilities
Feats Craft Wand, Martial Weapon Proficiency: Longsword, Martial Weapon Proficiency: Rapier, Martial Weapon Proficiency: Longbow, Martial Weapon Proficiency: Shortbow, Scribe Scroll, Spell Focus (Evocation), Spontaneous Casting, Weapon Finesse
Skills Concentration +10, Heal +8, Knowledge (arcana) +14, Knowledge (religion) +14, Listen +7, Ride +5, Search +6, Spot +7, Spellcraft +16
Possessions amulet of health +2, belt pouches, chalk (10 pcs.), eternal lantern, +1 flametouched iron rapier, flametouched iron holy symbol, identity papers with portrait, masterwork cold-iron dagger, masterwork shortbow, 10 arrows, quiver, scroll of phantom steed, scroll of dispel magic, scroll of fly, scroll of protection from arrows, scrollcase, scholar's outfit, spell components, spellshards (3, 53/60 pages used), wand of cure light wounds (50), wand of scorching ray (CL 3, DC 17), waterskin, whetstone, 489 gp
Wizard Spells Known 0-all; 1st-arcane mark, bless weapon, burning hands (CL 7, DC 16), color spray, flamebound weapon, identify, mage armor, magic weapon, orb of fire (CL 7), protection from evil, shield, true strike; 2nd-blur, false life, force hammer (DC 17), fireburst (CL 7, DC 17), protection from arrows, scorching ray (CL 7, DC 17); 3rd-blessing of Bahamut, daylight, dispel magic, fireball (CL 7, DC 18), flame arrow (CL 7), fly, magic circle against evil, phantom steed
__
Purge Undead (Su) 30-ft radius, 7d6, Will DC 14 half.


[SBLOCK=Showing my Work]Attributes
Saalin is a middle-aged elf. His initial stats were Str 9 (1 pt), Dex 15 (5 pt, +2 for elf), Con 9 (3 pts, -2 for elf), Int 17 (13 pts), Wis 15 (8 pts), Chr 10 (2 pts). At fourth level he increased his Charisma. When he turned middle-aged (between 5th and 6th level), he lost 1 in each physical stat while gaining 1 in each metal. He wears an amulet of health +2 to bring is Constitution up.

Classes
Saalin took his classes in the order listed: Wizard 5, Cleric 1, Silver Pyromancer 1 (FN). From his class levels and original Con, Saalin has 18 hp. His amulet of health +2 brings his hp to 25.

Skills
As an arcane knight for Aundair, Saalin initially took ranks in Ride (levels 1-3) in addition to Concentration, Knowledge (arcane and religion), and Spellcraft. When he stayed behind in Thaloist, he started learning Heal to tend to those remaining (level 4 onwards). Note, since he gained an Int at level 6, he had one extra skill-point per level for levels 6 and 7.

Breakdown:
Concentration: 10 = 10 ranks​
Heal: 8 = 1 rank from Wiz 4--5, 2 ranks from Clr 1, 2 ranks from SilPyr 1, +3 Wis
Knowledge (arcana/religion): 14 = 10 ranks, +4 Int mod.
Ride: 5 = 3 ranks from Wiz 1--3, +2 from Dex mod.
Spot/Listen: 7 = 0 ranks, +3 Wis mod., +2 elf bonus, +2 Alertness (familiar)
Search: 6 = 0 ranks, +4 Int mod., +2 elf bonus
Spellcraft: 16 = 10 ranks, +4 Int mod., +2 synergy (arcana)[/Indent]

Feats
1: Weapon Finesse
1: Scribe Scroll (Bonus: Wizard)
1: Martial Weapon Profeciency (Longsword, Rapier, Longbow, Shortbow) (Bonus: Elf)
3: Spell Focus (Evocation)
5: Craft Wand (Bonus: Wizard)
6: Spontaneous Casting (ECS)​

Equipment
Wand of cure light: 375 gp and 30 xp
Wand of scorching ray: 2250 gp and 180 xp
1 2nd level arcane scroll: 124 gp and 10 xp
3 3rd level arcane scrolls: 187 * 3 (561) gp and 15 * 3 (45) xp
Flame-touched holy symbol (ECS): 750 gp
3 spellshards (ECS): 9 gp
Id w/ portrait (ECS): 5 gp
+1 flame-touched rapier: 3315 gp (+1000 for flame-touched (ECS), 2000 for +1, 315 for mwk rapier)
mwk cold-iron dagger: 304 gp (300 for mwk, 2*2 gp for cold-iron dagger)
everbright lantern (ECS): 212 gp
amulet of health +2: 4000 gp
Misc. other equipment: 6gp
Copying fees for 4 first level spells, 2 2nd level spells, and 6 3rd level spells (50 gp/level/spell): 1300 gp
Scribing fees for 5 0th, 12 1st, 6 2nd, and 8 3rd level spells (100 gp/level/spell): 5300 gp

Total equipment cost: 18511 gp and 265 xp

Spells
Non-core spells used are: flamebound weapon (Pal 1, FN), orb of fire (Wiz 1, CompArc), force hammer (Wiz 2, Sharn), Blessing of Bahamut (Pal 3, CompDiv). Recall that Silver Pyromancers add Paladin spells to their spell known list.

Sources
ECS: Eberron Campaign Setting
CompDiv: Complete Divine
CompArc: Complete Arcane
FN: Five Nations​
[/SBLOCK]

Concept

Saalin Corleis is an Khorvaire Elf Wizard 5/Cleric 1/Silver Pyromancer 1. Originally from Aundair (when Thaliost was part of that Nation), he feels no ties to it since it abandoned Thaliost. He has found faith in the teachings of the Flame, and is a devoted arcanist in its name.

Description

A middle-aged, simply dressed elf that carries his well-crafted, flametouched iron rapier like he has used it once before. A holy symbol on his robes shines brightly, identifying him as part of the Church, tough not apparently a knight or cleric. There is a knowledgable air about him, like he has seen most of this before somewhere. He is fairly tall for an elf (5' 5"), though on the frail side (109 lbs.). His eyes are a serene blue with a steely fire behind them; his blonde hair gathered tightly at his nape.

Background

Saalin Corleis was once a loyal son of Aundair. Raised in Thaliost, an accomplished student at Arcanix, he joined the ranks of the Knights Arcane in defense of his beloved city. But all that changed in 926 YK, the year Thrane seized beloved Thaliost.

Saalin loved Thaliost. He loved the people, the city. When Thrane initially seized control, they were not cruel. Yes, there was conflict, but it was war. Saalin, separated from his unit during the fighting, was drawn more to helping the remaining Thaliosts, not to fighting the war for Aundair. It was during this time he realized that he did not feel himself to be Aundarian; he was just a citizen of Thaliost.

It was during this time that Saalin first met the cleric of the Silver Flame, Lycia Neskdros. Attached to the Thrane military detachment, she found Saalin tending to the wounded as best as his he could. She saw this care as a sign from the Silver Flame as to Saalin's devotion. She took the fledgling mage under her wing and brought him into the fold. Aundair has abandoned him and Thaliost; the Flame gave him and the city what it needed. That was enough for Saalin.

Of course, things were not so simple in Thaliost during the rest of the war. There was significant unrest, atrocities committed by both sides. But Saalin came to view this as a weakness of sentient spirit, and tended to the Thaliost as best as he could. Some of his former neighbors called him traitor; they spit on him for abandoning the country that had abandoned them. But Saalin accepted them all, confident in his newfound faith.

For most 50 years, Thaliost worked with Lycia. While not nominally part of the Church hierarchy, he tended to the faithful and protected them from threats both Aundarian and Thranish. Eventually Lycia passed, but he maintained contact with the Church through her associates, such as Reverend ir'Indari. But Thaliost was turning ugly. The appointment of Solgar Dariznu as Archbishop and the continued unrest soured Saalin to the ongoing war. He started wondering if he was best serving his faith in this land separated from the heart of the Church. When the Treaty of Thronehold was signed, Saalin felt that it was a sign for him---a sign to move on a truly begin to serve the Flame.

Before passing, Lycia shared with him the knowledge of a group of fervent Flame followers who were also arcanists---Silver Pyromancers. Though not large, they were an elite group attached to the Order of the Pure. Saalin had seen corruption from all angles in Thaliost. He felt a calling to the Order to stop such defilement, and he followed.

Saalin moved quickly through the ranks of the Order, his knightly training serving him well. He is now an Adept in the Fourth Circle. Though he sees the zealotry that burns within many of his fellows, he sees the good they do as well. He is most comfortable defending the faith afield with those in need, and the Reverend ir'Indari has used his services several times in the past. Now it seems he is needed again.

Tactics
Generally, Saalin will keep to his wand of scorching ray or using his shortbow for initial confrontation, bringing the big guns of fireball and his CR 7 scorching ray to bear only with large numbers. If numbers seem to press, he tries to get so that he can utilize cover and the more combative of his peers; he'll switch to using shield with false life and divine favor---a flameburst is ideal for this situation if no allies are adjacent. For all the aforementioned spells, he will cast on the defensive if needed. In serious melee situations, he'll use blessing of Bahmut, flamebound weapon, and other protective spells if available (such as blur or protection from arrows); however, though he is trained in combat, he will normally stay behind. That is where he can focus using his ray spells and wands. He may have been an arcane knight, but he knows he is still an elf wizard and thus fragile. In addition, if he stays out of the immediate fray, he can utilize his wand of cure light wounds to assist the party.

Saalin's familiar tends to stay with Saalin, using him as cover when needed (using Saalin's Ride skill). Since the familiar is close, it benefits from Saalin's mage armor (usually pre-cast) and other protections such as shield.

Saalin would tend to use action points if he absolutely needs a spell that he knows but is not prepared (using his Spontaneous Casting feat) or to penetrate the SR of a very tough BBEG (though not every round). He would not tend to use them in melee unless he is dire straights (such as to confirm a critical when surrounded and out of spells).[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Dead Game: Jon Telnbalm, Touched by the Voices

Concept

An ex-priest who discovers he can hear voices. Seeking out answers, is discovered by the Elan. They offer to train him, but to do so, he must give up his old life and become one of them. He does so and doesn't look back.

Versions

Jon was playing in Malvoisin's The Shackled City
[sblock=Jon Telnbalm, N Elan Telepath 2]Jon Telnbalm, CR 2 (XP 1475)
Male elan psion [telepath] 2
N medium aberration (psionic)
Init -1; Senses Listen +0, Spot +0
Languages Celestial, Common, Draconic, Elven, Infernal
---------------------------------------------------------------------------------------
AC 13*, touch 9, flat-footed 14*; *includes inertial armor
hp 10 (2 HD)
Fort +0, Ref -1, Will +4; resistance, touched in the head
---------------------------------------------------------------------------------------
Speed 30 ft.
Ranged light crossbow +0 (1d8/19-20) or
Melee club +0 (1d6-1) or
Melee dagger +0 (1d4-1/19-20)
Base Atk +1; Grp +0
Special Actions resilience, resistance
Combat Gear thunderstone
Psion Powers Known (ML 2th, 12pp):
  • 1st—attractionA (DC 15), energy rayA (+0 ranged touch), inertial armorA, mind thrustA (DC 15), mindlinkA
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Abilities Str 8, Dex 8, Con 10, Int 18, Wis 12, Cha 14
SQ naturally psionic, repletion
Feats Focused Skill user (Bluff, Diplomacy, Sense Motive), Psionic Body
Skills Bluff +6 (+8 while psionically focused), Concentration +5, Diplomacy +6 (+8 while psionically focused), Knowledge: psionics +9, Knowledge: religion +6, Knowledge: the planes +5, Psicraft +9, Sense motive +4 (+6 when psionically focused)
Possessions club, dagger, light crossbow with 20 bolts, 2 belt pouches, courtier's outfit with jewelry, 10 pcs. chalk, flint and steel, ink, inkpen, 10 sheets parchment, scroll case, 3 torches, 16 gp, 13 sp, 17 cp; 14.5 lbs
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Resilience (Su): When Jon takes damage, he can, as an immediate action, reduce the damage he is about to take by 2 hit points for every 1 power point he spends (4 hp/2pp maximum).
Naturally Psionic (Ex): Jon, as an elan, gains +2pp
Resistance (Su): Jon, as an immediate action, can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next action.
Repletion (Su): If Jon spends 1 power point, he does not need to eat or drink for 24 hours.
Touched in the Head (Ex): Jon gains a +1 bonus on all saving throws against mind-affecting effects, save for those that cause confusion or insanity. Due to his inability to concentrate for long periods, he suffers a -1 penalty to all Wisdom based skill checks.

[SBLOCK=Showing My Work]Init: -1 Dex

AC: +4 from inertial armor, -1 Dex

HP: 4+2 from class + 4 from Psionic Body (2 psionic feats)

Fort: 0 base + 0 Con, Ref: 0 base - 1 Dex, Will: 3 base + 1 Wis

PP: 6 from class + 4 from race + 2 from Int

Abilities: Str 8 (0pts), Dex 8 (0pts), Con 10 (2pts), Int 18 (16 pts), Wis 12 (2 pts), Chr 16 (10 pts) -2 race

Feats: Psionic Body (1st: Gives +2 hp/psionic feat), Focused Skill User (Psion 1 bonus:+2 to 3 skills when psi focused)

Skills: Bluff: 4 ranks + 2 Chr, Concentration: 5 ranks + 0 Con, Diplomacy: 4 ranks + 2 chr, Knowledge: Psionics 5 ranks + 4 Int, Knowledge: Religion 2 ranks + 4 Int, Knowledge: The Planes 1 rank + 4 Int, Psicraft: 5 ranks + 4 Int, Sense Motive: 4 ranks + 1 Wis - 1 Touched in the Head[/SBLOCK]
Development

Jon is interested in exploring the full potential of his powers; since he wants to master the voices, he'll probably go for the Thrallheard PrC.

Concept

A priest who is suddenly touched in head---can hear voices. Eventually learns of his psionic power, and travels to understand it more. Is chosen to become an Elan, and returns home many years after leaving. Still trying to understand and master his power.

Background

Jon was born and raised in Cauldron. His family was not wealthy, but not poor either. From birth, something marked Jon as different. He could sense things about people. This oddness eventually forced his parents to send him to the Temple of Wee Jas, who assumed he was touched by magic.

Jon was well on becoming a priest. No one knew (or told him) why he had strange gifts, and he adjusted to his priestly life well. But, as he grew older, the voices in his head became stronger and stronger until he could hardly hear anything else. He spent more and more of his time delving into the Church's secret lore, trying to find out what had happened to him. He found it in books forbidden---we was touched by psionic power.

Jon left the order, trying to find others like him who could train him to control the voices. He find them---a secretive group of immortal psions, elans. They agreed to teach him, but he would have to become like them to do so. Jon never looked back.

That was 25 years ago. Jon has finally brought the voices mostly under control, and now returns to the place of his birth to began life were he started off. Much has changed, not only himself. Since he has not apparantly aged since leaving, he doubts his former "collegues" at the Temple of Wee Jas or his family would recognize him, but he is taken no chances. He poses as a itinerant tutor and companion to the wealthy, using their wealth and resources to delve more into his abilities.

Personality and Appearance

Jon looks like he did 25 years ago---he appears to be a young, red-headed man in his mid-twenties with sharp green eyes. He has a warm and trusting face that makes you want to trust him. He always seems just a bit distracted, as if noticing something at a distance. He speaks in a soft, but entracing voice.

Jon tends to dress well, and carries a well made walking stick that doubles as a club when needed. He also has a small crossbow which he carries for his protection or to amuse his "friends" during archery competitions (he tends to lose badly). Nothing marks him out as an adventurer or something other than a common courtier.

Tactics

Jon is catious by nature, and stays in the back away from conflict. If he cannot talk it down, he will make sure his is protected first (inertial armor), then either snipe with a crossbow at a distance, assualt his aggressor's mind directly (e.g., mind thrust), or try to distract them (e.g., attraction).

Immediate Actions: Jon will use his elan abilities if he feels he is utterly threatened---he identifies a spell/effect that he needs to save against or be greviously injured (< 25% hp), or if he is damaged by a similar attack.[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Looking for a Home: Vin, Psionics Special Ops

Concept

Vin is a psionically trained commando---he moves in quietly, does the job, and then gets out. He appears unarmored and unarmed, and thus is great for infliltration.

Versions

This version was designed for lonesoldier's Keeping the Blade.

[SBLOCK=Vin, Fighter 4/Soulknife 8]Vin CR 12 (68,000 xp)
Male human (Tansar) fighter 4/soulknife 8
LN Medium humanoid
Init +9; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Common, Krysor Silent Code

AC 23, touch 16, flat-footed 18; Dodge, Mobility
hp 100 (12 HD)
Fort +8, Ref +13, Will +7

Spd 40 ft.; Up the Walls
Melee +2 psychokinetic mind blade (bastard sword) two-handed +18/+13 (1d10+11/17-20+1d4) or
Melee +2 psychokinetic mind blade (short sword) +18/+13 (1d6+9/17-20+1d4) or
Melee +1 mind blades (dual short swords) +13/+9/+8 (1d6+8/17-20) or
Ranged +2 psychokinetic mind blade +4 (1d10+9/17-20+1d4)
Base Atk +10; Grp +15
Attack Options free draw, psychic strike +2d8, Spring Attack
Special Actions shape mind blade, throw mind blade
Combat Possessions 3 potions of cure moderate wounds

Abilities Str 20, Dex 22, Con 16, Int 12, Wis 10, Cha 10
SQ +2 mind blade, mind blade enhancement +1
Feats Dodge (B), Guerilla Scout, Guerilla Warrior (B), Improved Critical (Mind Blade), Improved Initiative, Mobility (B), Speed of Thought (B), Spring Attack, Up the Walls, Weapon Focus (Mind Blade) (B), Weapon Specialization (Mind Blade) (B), Wild Talent (B)
Skills Autohypnosis +11, Hide +31, Listen +15, Move Silently +31, Spot +15, Tumble +17
Possessions combat possessions plus +2 glamered silent moves shadow mithral breastplate; belt of giant strength +4, circle of sound (linked with team), gloves of dexterity +4, googles of night, ring of protection +1, sack, 50 gp

Free Draw (Su): Vin can manifest his mind blade as a free action, but still can only manifest it once per round.

Mind Blade (Su): As a free action, Vin can create a semi-solid blade of psychic energy. The blade can be broken (hardness 10, 10 hp), but can be recreated using a free action. If Vin relinquishes the blade (other than to throw it), it dissipates. It has a +2 enhancement bonus. Vin can attempt a DC 20 Will save to maintain it or manifest it in an area where psionic effects do not normally function.

Mind Blade Enhancement (Su): Vin can enhance his mind blade with one of the following effects as long as it is a single blade: defending, keen, luck, mighty cleaving, psychokinetic, sundering, or vicious. It retains this enhancement even if dissipated. He can choose a different enhancement after 8 hours of meditation. His blade is current psychokinetic.

Psychic Strike (Su): As a move action, Vin can charge his mind blade with destructive psychic energy. This energy does 2d8 damage to the next living, non-mindless creature Vin hits; creatures immune to mind-affecting effects are immune to this damage. This charge remains even if the mind blade is dissipated.

Shape Mind Blade (Su): Vin can change the shape of his mind blade. It can do damage as a +2 bastard sword, +2 longsword, or a +2 short sword. He may also form it into two identical +1 short swords to wield two handed.

Throw Mind Blade (Su): Vin can throw his mind blade as a ranged weapon with an increment of 30 ft.; if it misses, it dissipates. He can enhance the thrown blade with a psychic strike.

[SBLOCK=Showing My Work]Progression: Fighter (2-5), Soulknife (1, 6-8)

Initiative: +4 (Dex) + 4 (Improved Initiative) + 1 (Guerilla Scout)

AC: +5 Dex max, +7 armor (light armor, +7 AC, +5 Dex, -0 ACP), +1 deflection

hp: 10 (1st level) + 11 * 6 (2--12 level) + 3 * 12 (Con)

Abilities: Str 15 (8 pts) + 1 level + 4 item, Dex 16 (10 pts) + 2 level + 4 item, Con 14 (6 pts) , Int 12 (4 pts), Wis 10 (2 pts), Cha 10 (2 pts)

Feats: Guerilla Scout (1st), Guerilla Warrior (Human Bonus), Weapon Focus (Mind Blade) (Soulknife 1), Wild Talent (Soulknife 1), Guerilla Warrior (Human Bonus), Dodge (Fighter 1 Bonus), Mobility (Fighter 2 Bonus), Up the Walls (3rd), Weapon Specialization (Mind Blade) (Fighter 4th), Spring Attack (6th), Improved Initiative (9th), Speed of Thought (Soulknife 6), Improved Critical (Mind Blade) (12th)

Skills: Autohypnosis +11, Hide +11 + 4cc + 6 Dex - 0 ACP + 10 shadow armor, Listen +11 + 4cc, Move Silently +11 + 4cc + 6 Dex - 0 ACP + 10 silent moves armor, Spot +11 + 4cc, Tumble +11 + 6 Dex - 0 ACP

Possessions: belt of giant strength +4 (16000), gloves of dexterity +4 (16000), circle of sound (2000), ring of protection +1 (2000), googles of night (12000), +2 glamered silent moves shadow mithral breastplate (40700), 3 potions cure moderate wounds (900), 50 gp[/SBLOCK]
Background
Vin's family was never very respected; Tansarian expats living near the Tansar/Kysor border were never treated well. But Vin's father hated what was becoming of his country, and his wife's family was Kysorian. Being once a member of the Tansarian militia, Vin's father was able to give his new homeland some useful information---until the day he was killed in an "accident" with his mount.

Vin grew to dispise his former kinsmen, assuming they were responsible for his father's death. He was trained in the secret operation force for the country, the ones that would take him deep into Tansar and strike at them the hardest. And when the Palace job came, he was more than prepared...

Personality and Appearance
Vin is a gruff, corse solider. He follows orders and gets the job done. He has an almost unreasonable hatred of the Tansarians, and relishes missions against them (though he will not endager them due to his personal vendetta).

Vin looks to be in his early thirties with salt-and-pepper hair and piercing blue eyes. As a veteran, there are scars on his hands and face that he wears with pride. At first glance, he does not appear threatening (no armor, no weapon), but looks are greatly decieving.


Role
Vin is a special ops front line fighter. He quickly and silenty moves in and the kills anything between him and his target. A common tactic is to begin from a hiding position, move in, attack, and keep on moving. He can also perform deep inflitration as he does not appear armed or armored.[/SBLOCK]
 
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stonegod

Spawn of Khyber/LEB Judge
Retired: Vhir, Kobold Manipluator

Concept

Continuing my quest to play a warlock, I wanted to take a spin on the Dragon-flavor of kobolds in Eberron. This one was touched by both the Dragon Between and the Dragon Below. Thus, his powers have persuasive elements, but elements of madness as well.

Version

Vhir played in Ringmereth's The Game of Kings.

[sblock=Vhir, Warlock 6]Name: Vhir
Class: Warlock 4
Race: Kobold
Hit Dice: 4d6+4, 21/22 HP
Initiative: +3
Speed: 30 ft
Armor Class: 21 (10 +5 armor +3 dex +1 natural +1 size +1 deflection), 15 touch, 18 flat-footed
Base Attack Bonus: +3
Grapple: -4
Attacks: Ranged Touch +7, mwk club -1 (1d4-3)
Full Attack: Ranged Touch +7, mwk club -1 (1d4-3)
Face/Reach: 5x5/5ft
Special Qualities: DR 1/byeshk*, darkvision 60 ft., deceive item, detect magic at will, flaw (noncombantant), kobold traits
Special Attacks: eldritch blast 2d6
Saves: Fort +2, Ref +4, Will +8
Abilities: Strength 4, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 18
Skills: Bluff +17, Concentration +7, Diplomacy +12 (+13 in glammerweave), Intimidate +19 (+15 vs. Medium size), Hide +7, Knowledge (arcana) +3, Knowledge (the planes) +3, Search +4, Spellcraft +3 (+5 for scrolls), Sense Motive +6, Use Magic Device +10
Feats: Ability Focus (voice of madness) [Flaw bonus], Force of Personality [1st], Sudden Still [3rd]
Action Points: 7
Languages: Draconic, Common, Undercommon
Alignment: Neutral Evil (Eberron-style)
Deity: None (respects the Progenitor Dragons)
Gender: Male
Height: 2 ft.
Weight: 35 lbs

Lesser Invocations Known: beguiling influence, summon swarm, voice of madness* (DC 18, 3 rounds)
* Vhir currently uses the Khyber-tained warlock modifications from Dragon 332; it changes the DR from cold iron to byeshk and introduces the voice of maddness invocation. Voice of madness replicates lesser confusion, but with a duration of 1 round + 1 round/2 levels.

Inventory:
mwk darkwood club/walking-stick w/ small Eberron-shard (300 gp, 0.75 lbs)
+1 mithral shirt (2250 gp, 6 lbs)
ring of protection +1 (2000 gp)
shaders (1 sp)
4 potions of cure light wounds (200 gp)
2 oils of shillelagh (100 gp)
identification papers (portrait, 25 gp)
glammerweave courtier's outfit (135 gp)
belt pouch (1 gp, 0.126 lbs)
traveler's outfit (1.25 lbs)
letter of credit for 364 gp
Copy of several Korrenberg Chronicles and Sharn Inquisitives
25 gp (0.5 lbs)
9.4 lbs, light load (9.75 lbs medium, 19.5 lbs heavy, 30 lbs max)
[sblock=Ability Justification]Vhir has a unusually compelling presence, which is indicated by his high Charisma and beguiling voice invocations. He is very weak, though a bit hardy (low Strength and a bit above average Constitutation), and does not fight particularly well (Non-Combative flaw). However, he learned to defend himself using his mind, particularly using his natural charisma. He favors lying and coersion, but can be nice as appropriate (full ranks in Bluff and Intimidate, none in Diplomacy---though naturally, he has quite a talent for it). Vhir is sharp, however, and knows how to judge when others try to deceive him (good Intelligence and Sense Motive).

Being touched by Khyber has given Vhir unusual talents, the foremost the ability to cause madness is others (voice of madness invocation); this talent is particularly strong in him (Ablity Focus feat). From his time in Darguun, he learned to use words as weapons (see above) and to value his freedom (thus high Concentration and Sudden Still feat for when grappled and such). His strong personality and belief in himself makes it hard for others to sway him (Force of Personality feat).

Vhir's tribal past only reflects itself in his rudimentary training in the arcane arts retained from his failed tutelage as a blood seer (1 rank in Knowledge (arcana) and (the planes) and Spellcraft). What he doesn't formally know, he can inherently fake (high Use Magic Device).[/sblock]
[sblock=Showing My Work]Hit Dice: 4d6+4 = 6 + (3/4*6)*3 + 4 = 6 + 4 * 3 + 4 = 22

Initiative: +3 from Dex

Armor Class: 21 = 10 + 5 mithral shirt +1 + 3 Dex + 1 natural + 1 size + 1 ring of protection +1

Grapple: +3 BAB - 3 Str - 4 size

Attacks: Ranged +7 = +3 BAB + 3 Dex + 1 size
Club -1 = +3 BAB - 3 Str - 2 Flaw + 1 Size

Saves: Fort +2 = +1 base + 1 Con, Ref +4 = +1 base + 3 Dex, Will +8 = +4 base + 4 Cha (Force of Personality Feat)

Abilities: Str 4 = 8 [0pts] - 4 race, Dex 16 = 14 [6pts] + 2 race, Con 12 = 14 [6pts] - 2 race, Int 14 = 14 [6pts], Wis 10 = 10 [2pts], Chr 18 = 17 [13pts] + 1 4th

Skills: Bluff +17 = 7 ranks + 6 beguiling influence + 4 Cha, Concentration +7 = 6 ranks + 1 Con, Diplomacy +12 = 0 ranks + 6 beguiling influence + 4 Cha + 2 synergy (Bluff), Intimidate +19 = 7 ranks + 6 beguiling influence + 4 Cha + 2 synergy (Bluff), Hide +7 = 0 ranks + 4 size + 3 Dex, Knowledge (arcana) +3 = 1 rank + 2 Int, Knowledge (the planes) +3 = 1 rank + 2 Int, Search +4 = 0 ranks + 2 race + 2 Int, Spellcraft +3=1 rank + 2 Int, Sense Motive +6 = 6 ranks, Use Magic Device +10 = 6 ranks + 4 Cha

Invocations: voice of madness save: 18 = 10 + 2 spell level + 4 Cha + 2 Ability Focus feat

Equipment:
Cost: 2250 (armor) + 300 (mw club) + 2000 (ring) + 200 (potions) + 100 (oils) + 25 (id papers) + 135 (outfit) + 1 (pouch) + 364 (credit) + 25 gp = 5400 gp

Weight: 0.75 lbs (3lbs (club) * 0.5 (Small) * 0.5 (darkwood)) + 6 lbs (25lbs (chain shirt) * 0.5 (Small) * 0.5 (mithral)) + 0.6 (6 * 1/10 (potions)) + 0.126 (0.5lb (pouch) * 1/4 (Small)) + 1.25lbs (5lbs (traveller's outfit) * 1/4 (Small)) + 0.5lbs (25 (coins) * 1/50) = 9.22lbs
[/sblock]
Flavor Quote
Yes. I know what you expect. Should I sssslur my essess for you? No. Not I. I am not some tribal newcomer filled with naivety, forced to lisp and whine at your feet. My kind are the blood of the Dragon's, and I have been touched by two of them. Can you say as much?

My barbaric kin and their "ancient" ways are a trap, a trap of complacency. Not even the irvhir truly seek to free themselves, to truly seek what they want. I have seen the marks of the Dragon's in the earth, and I have walked the slave markets of Darguun. The towers of Sharn are well known to me, and the madness in the depths of Khyber whisper around me. If you have business for me, let us begin. Otherwise, my time will not be wasted.
Background
Vhir was always an odd one in his kobold tribe. For one thing, there was the coloring---a dusky, midnight blue the color of Khyber. Secondly, there was always an odd smell around him. To kobolds, the smell of home was that of comfort, of tribe, of stability. But Vhir smelled... wrong. It was not quite the stench of the irvhir, the hated kobold-kin that claimed descent from the Dragon Below, but an aroma that was... unsettling. It was this scent that earned him the name Vhir---he smelled like "One Below".

The blood seers were unquiet around Vhir, but, since he was so obviously marked by The One Between, the seers had little choice but to raise them as one of their own. But it was poor going---though Vhir's mind was sharp, he could not master the sorcerous ways of his kin. Occasionally, however, strange things would happen---rocks would shatter, smaller kobolds would occasionally go mad, that sort of thing---when Vhir was around. Over time, the blood seers became convinced that Vhir was not touched by The One Between, but The One Below---Khyber.

Thus, Vhir found himself exiled, left abandoned in the mountains of Zilargo. Unluckily for him, these were the Seawell mountains---and he chose the Darguun side to descend. Needless to say, when the bugbear slavers tried to take him, it was not pleasant. He managed to slay two of them with his gifts of Khyber, but there were too many. He became a slave.

A year passed. Vhir was passed from master to master. Transitions happened so often since odd things kept occurring when Vhir was around---madness, swarms of bugs, that sort of thing. None could point at the kobold directly, but they knew he was responsible somehow. Others tried to kill him several times, but, by this time, Vhir had learned to ingratiate himself, and always had someone bigger and meaner looking out for him. Eventually, when his last master died---it was never quite discovered how---Vhir was "free." As free as a frail looking kobold could be in a nation of strength and barbarism.

Vhir had learned much in his time. He learned the power of the cold voice, the intimidating look, how the refined seem to draw power. He learned how to make people do things, and how to find out what he needed to know. He learned the lessons of power, and strength, and the weakening tribalism that gripped his clan. Most of all, he learned enough to know that Darguun was not the place to be. From traveling merchants, he knew about a place he could get lost, and never worry about such brutality again. Sharn. And thus, he hid himself in the first transport to the City of Towers. There, he could find misfits like himself and patrons who could benefit from his... abilities.

Appearance and Personality
The kobold known as Vhir has a reputation of being a competent negotiator. He has a civilized voice with an odd timbre that makes people uneasy and willing to help him all at once; the rumors of madness and other oddities that follow him also lend his presence some weight. His impeccable manners and well dressed appearance (nice clothes, fine Eberron-shard tipped darkwood walking stick) distinguish him from others of his kind. Shady, and some not-so shady characters, seek Vhir out when they need deals brokered in a discrete manner. Sometimes Vhir sent to bring a message; sometimes he sent is to scare. Vhir does not care about the details. As he learned in Darguun, the only thing that matters is comfort and survival.

Vhir works remarkably well with others. He is a fine judge of talent, an ability that he developed when playing the strong against each other in Darguun. He appreciates the skills that others bring. However, he doesn't care for any who hold him to kobold stereotypes or try to weaken his position, comfort, or freedom.

Vhir is very short for kobold, barely standing 2 feet tall. His skin, which his fine glammerweave clothes accent, is a dusky purple; his eyes glow a deep red when his shaders are not worn. He speaks with a deep voice for a kobold, in a very refined and assured manner. His actions and motions are very measured.

Tactics
Vhir prefers others fight for him, as he knows his physical frailities would fail in him in melee. If confronted by one bully alone, he will drive them mad with his voice of madness; if confronted by several, he tries to flee or talk them out of it (via a quick Intimidate or Diplomacy check as appropriate).

When fighting with a group, Vhir stays way to the back. He prefers to drive the strong or spellcasters insane with his voice, or, if the enemy is in a bunch, summons a swarm to harry them. Eldritch blasts are used as appropriate.

Summonable Creature Statistics
[/sblock]
 
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