stonegod's PbP Characters

stonegod

Spawn of Khyber/LEB Judge
Looking: Jhen, Changeling Showoff

Concept

Jhen is a light-hearted, boisterious concept---a rough and tumble kid who got lucky and now fights for glory and adventure. The problem is, the more he fights, the more he alienates himself from his cherised "poor brethren." An interesting spin on a non-tragic history.

Versions
[sblock=Jhen, Rogue 1/Swashbuckler 3]Name: Jhen
Class: Rogue (changeling substitution) 1/Swashbuckler 3
Race: Changeling
Hit Dice: 1d6+3d10+4, 31 HP
Initiative: +3
Speed: 30 ft
Armor Class: 18 (10 +5 armor +3 dex)
Base Attack Bonus: +3
Grapple: +4
Attacks: +1 rapier +7 (1d6+1/18-20)
Full Attack: +1 rapier +7 (1d6+1/18-20)
Face/Reach: 5x5/5ft
Special Qualities: changeling traits, grace +1, minor shape change, social intuition
Special Attacks: insightful strike +3, sneak attack 1d6
Saves: Fort +4, Ref +7, Will +0
Abilities: Strength 12, Dexterity 16, Constitution 12, Intelligence 16, Wisdom 8, Charisma 14
Skills: Balance +12, Bluff +11, Escape Artist +10, Intimidate +8, Jump +10, Listen +3, Sense Motive +3, Spot +3, Tumble +12
Feats: Disturbing Visage, Quick Change, Weapon Finesse (B)
Action Points: 7
Languages: Common, Dwarven, Elven, Gnome
Alignment: Chaotic Neutral
Deity: The Traveller
Gender: Male
Age: 22
Height: 5' 5" ft.
Weight: 125 lbs

Inventory:
+1 shirt (1250 gp)
+1 rapier (2320 gp)
2 potions cure moderate wounds (600 gp)
potion bull's strength (300 gp)
potion cat's grace (300 gp)
potion fox's cunning (300 gp)
backpack (2 gp)
courtier's outfit
2 sunrods (4 gp)
identification papers with portrait
419 gp
[sblock=Ability Justification]Jhen fundamentally is a guttersnipe who accidently hit it big, but thinks he is still "one of the guys." Growing up among the mean towers of Lower Sharn, Jhen had to quick, had to be smart, and had to know how to talk his way out of situations (thus the good Dexterity, Intelligence, and Charisma). He was nothing more than a common changeling criminal before he discovered the arena, thus his one level in Rouge. This payed off, however, because his "fight effectively" strategy (i.e., sneak attacks) melds nicely with his swashbuckling style (lots of Balance, Jump, Tumble, etc.).

Though a changeling, Jhen never played any of the common changeling games---he is not interested in pretending to be someone else when he thinks himself is just fine. However, fitting his "fight effectively" style, he learned that changing at the right time could be a tactical advantage in his duels (Disturbing Visage tactical feat). He is not above using this change shape when needed, and his fine tooled skills at deception can assist there (good Bluff).

Reading tales of adventure growing up, Jhen has a strong desire to show off like they did in stories. He hopes it will earn him the admiration of his peers. However, he is a bit too sure of himself and not all that great at understanding others (low Sense Motive, Diplomacy, and Wisdom). Thus, his natural charisma can often backfire, especially with "his boys" that do not consider him one of them anymore (too famous to slum around, they think). This just makes him try harder, which just backfires more.[/sblock]Flavor Quote
Me and me mates, we aren't treated well 'ere in Sharn. When it rains trouble and tha guard are looking for someone ta blame, 'ey blame us. The changelin's. Not tha's always wrong, ya see. I've seen ma share of tha rough an' tumble. Caused it too. But changelin's are pe'ple too.

Yeah, ya've seen ma before: The Tumbler of Hareth's Folly, The Shocker of the Cornerstone Games. I'm the one bouncing off the walls, look'n weak one moment, then with tha face o' horrors tha next. Ya see, sum' of ma kin hide their chang'n, others are always som'th'n else. Me, I know what I am---I'm a changelin', and I'll use everathin' I know to beat ya and humiliate ya. Nothin' personal, its just the sport.
Role
Primary: Skillful melee Secondary: Changeling Imposter

Background
[sblock=Background]Jhen grew up on the mean streets of Sharn. Quite the rogue, he spent his days living hard and fast. He had a quick wit and a quick tongue, but he also had the smarts to stay out real trouble. He avoided the gangs, and only nicked for fun and amusement. Mostly, he'd play daring-do re-enactments of the stories he read in the Korrenberg Chronicles: tales of the Salty Queen or Lanshar, the One Eyed Mercenary. He dreamed of being as dashing and exiting as them, and when he had the chance, starting fighting.

Dueling was sanctioned in some parts of Sharn, but it was the unsanctioned games that Jhen started in. He learned to fight dirty, and learned to fight smart. He daring-do dreams inspired a whole range of tactics, and he discovered his changeling abilities could help in the fight as well. Never one for playing "Be Mrs. Crumble", Jhen discovered he could use his changeling talents to distract or disrupt his opponents. Some say he dueled dirty, Jhen says they're sore losers.

With is wit and tricks, Jhen found his star rising in the local dueling scene. Savvy enough not to win too often, or against the gang's favorites (unless they wanted him too), the changeling's reputation grew fast across the City of Towers. Enough that he would occasionally be offered odd jobs, jobs that entailed adventure! It was the life Jhen always wanted.

Though Jhen plays up his connection to the "lower class" of Sharn, they have become a bit disaffected with him due to his status of darling among the elite. This makes Jhen try harder, which makes him more visible in the eyes of the rich, and thus more disliked in the eyes of the poor. This frustrates the changeling, though he hardly admits it. This further drives his desire to adventure---he hopes that the publicity of doing famous deeds will endear him to his former comrades. Worse comes to worse, he can through the money that he has earned at them. This will likely backfire immensely, but Jhen is not reflective enough to realize this.[/sblock]
Personality and Appearance
[sblock=Personality and Appearance]Jhen is a bit cocky, and enjoys being noticed. He's a quick one with a quip, and will merrily get in a brawl when one breaks out. But he is a cunning one, and knows when some fights are worth it and others are not. He is a solid friend, and will not abandon is comrades for anything.

Jhen, unlike many changelings, revels in his "natural" form, using quick changes from it to discomfort his foes. He does not buy into the "Reality Seeker" philosophy, or any of that philosophy bunk, mainly because he lacks the introspection to do so. He dresses flamboyantly in very polished armor and bright colors; the better to distract a mark with.[/sblock]
Abilities
Prominent Abilities: Dexterity 16, Intelligence 16, Charisma 14
Prominent Skills: Balance +12, Tumble +12, Bluff +11
Prominent Feats: Disturbing Visage
[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Looking: Ghost, Brutal Bruiser

Concept

Created for a d20 Future Firefly game, Ghost is a damanged man willing to work for anyone with enough coin.

Versions
[sblock=Ghost, Tough 4/Strong 2]Terrance "Ghost" Ballard
Tough 4 / Strong 2 - ex-Law Enforcement

Str 16 +3
Dex 12 +1
Con 16 +3 [+1 4th]
Int 10 +0
Wis 8 -1
Cha 15 +2
[Point Buy]

Init +3 (+2 Dex, +2 Trait)
HD 10 + 3d10 + 2d8 + 18 + 4 = 45 (Average 57)
Def 16 (+1 Dex, +3 Tough, +2 Strong, +1 Armor, -1 Trait); Flat-footed 15; Touch 15
Spd 30

BAB +5 (+3 Tough, +2 Strong)
Melee +8
Ranged +9

Attacks
Brass Knuckles +10 melee (1d8+5 lethal) (Improved Brawl)
-- +10 (1d8+1d4+5 lethal) (Improved Brawl, Streetfighting)
Unarmed +10 melee (1d8+4 nonlethal) (Improved Brawl)
-- +10 (1d8+1d4+4 nonlethal) (Improved Brawl, Streetfighting)
Others to come

Fort +7 (+3 Con, +2 Tough, +2 Strong)
Refl +2 (+1 Dex, +1 Tough, +0 Strong)
Will +0 (-1 Wis, +1 Tough, +0 Strong)

Occupation - Law Enforcement (Intimidate, Knowledge (streetwise), Personal Firearms Proficiency)
Home World - Higgin's Moon (Driving, Suvival, Brawl)
Allegiance Himself
Reputation +4
Action Points 9

Traits
Aggressive (+2 Init, -1 Def)
Distinctive (+1 Rep, -1 Disguise)
Intimidatin' Manner (+1 Intimidate, -1 Diplomacy & Gather Information)

Skills 29 (21 Tough + 3 Strong + 5 Daredevil)
Diplomacy +1 (0 ranks, +2 Cha, -1 Trait)
Disguise +1 (0 ranks, +2 Cha, -1 Trait)
Driving +2 (0 ranks, +1 Dex, +1 Homeworld)
Gather Information +1 (0 ranks, +2 Cha, -1 Trait)
Intimidate +13 (9 ranks, +2 Cha, +1 Trait, +1 Occupation)
Knowledge (streetwise) +10 (9 ranks, +0 Int, +1 Occupation)
Profession +8 (9 ranks, -1 Wis)
Survival +0 (0 ranks, -1 Wis, +1 Homeworld)

Feats
Brawl
Frightful Presence (DC 20)
Improved Brawl
Improved Bull Rush
Personal Firearms Proficiency
Power Attack
Reknown
Simple Weapons Proficiency
Streefighting
Tough Plus: DR/2, Second Wind

Abilities
DR 2/-
Melee Smash
Robust
Second Wind

Wealth - 8

Equipment
Brass Knuckles
Leather Jacket
[sblock=Advancement]1: Tough 1 (Talent: Robust), Feats: Renown, Power Attack, Bonus Feats: Brawl, Simple Weapon Proficiency, Personal Firearms Proficiency
2: Tough 2 (Tough Feat:power Attack)
3: Tough 3 (Talent: DR/1), Feat: Tough Plus (DR/2, Second Wind)
4: Strong 1 (Talent: Melee Smash), Con +1
5: Strong 2 (Strong Feat: Improved Brawl)
6: Tough 4 (Tough Feat: Streetfighting), Feat: Frightful Presence[/sblock]Description
Ghost is very tall, standing almost 7 feet, with very obvious scarred features, a disturbin' mixture of pale and dark. Could'a been a fire, could 'a been self a'flicted, main thing is that he's this side of a corpse---or a Reaver. He is impossible to miss in a crowd, and a strong aura of menance surrounds him. His age is indeterminant, but most agree he is somewhere between 25 and 35.

History
There are many whispered stories about the one called Ghost. They all begin the same: He once was a simple guard at the mudworks in Canton. He wasn't Ghost then, though the stories disagree on his name. Most claim he was normal lookin' folk then, not the disfigured monster he is today. He lived this "idyllic life" until the War. Though the War didn't come to Higgin's Moon directly, it did come to Canton in the form of two groups of purchasers---one for the Alliance, the other for the Independants.

Here, the story is different, usually depending on which side you favored durin' the War. In one, the Alliance negotiators, enranged at the toleration of the Browncoats, slaughtered Ghost's family. In other, it was the Browncoats that killed them, and framed the Alliance. Regardless, the man who would be known as Ghost went on a rampage, killin' and maimin', mostly Alliance but really anyone who got in his way. The battle turned bloody once it began to rage across the camp, everyone pretty much fightin' everyone else.

Then some idiot hit the chemical tanks.

That's what made him Ghost, they say, his skin peeling right off. Others claim it what he did that turned him inside out, the madness in him doin' it. Regardless, many died that day, and a man now named Ghost was left a fugitive wanderer.

What Ghost did during the War and afterwards is open to much debate. Most agree he worked for whoever would pay, not really carin' about cause or reason. No one ever asks Ghost though, that's for sure.[/sblock]
 


stonegod

Spawn of Khyber/LEB Judge
Retired: Alin Shipsgood

Concept

I wanted to try out the Dragon Shaman from the PHBII, and a one-shot came along to do so.

Versions

Alin Shipsgood was in Tonk's Salvage Operation.
[sblock=Alin Shipsgood, NG Human Dragon Shaman 2]Alin Shipsgood CR 2 (1300 xp)
Male human gold dragon shaman 2
NG Medium humanoid (human)
Init +3; Senses Listen -1, Spot -1
Aura draconic aura (30 ft.)
Languages Common, Draconic
-----------------------------------------------------------------
AC 17, touch 12, flat-footed 15
hp 19 (2 HD), fast healing 1 (with vigor aura); DR 1/magic (with toughness aura default aura)
Fort +5, Ref +2, Will +2
-----------------------------------------------------------------
Spd 20 ft.
Melee mwk longspear +5 (1d8+4/x3) or
Melee mwk longspear +5 (1d8+5/x3); draconic aura (power) or
Melee dagger +4 (1d4+3/19-20) or
Ranged 3 daggers +4 (1d4+3/19-20)
Base Atk +1; Grp +4
Attack Options draconic aura +1 (power), Power Attack
Special Attacks Combat Reflexes
Combat Possessions 2 potions of cure light wounds, oil of magic weapon, 2 alchemical fires, 2 antitoxins
-----------------------------------------------------------------
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12
SQ draconic aura +1 (power, toughness, vigor), totem dragon
Feats Combat Reflexes, Power Attack, Skill Focus (Swim)
Skills Climb +8 (+5 in armor), Craft (woodworking) +3, Speak Language (Draconic), Swim +11 (+5 in armor)
Possessions combat possessions plus mwk longspear, 3 daggers, mwk breastplate, backpack, belt pouch, bedroll, everburning torch, flint and steel, hempen rope (50ft), hempen rope with grapple (50ft), 6 torches with tindertwigs, trail rations (10 days), waterskin, 68 gp.
-----------------------------------------------------------------
Draconic Aura +1 (Su) As a swift action, Alin can project a draconic aura that affects all allies within 30 ft. He may choose one of the following three auras to be in effect:
- Power: +1 to melee damage roles
- Toughness: DR 1/magic
- Vigor: Fast healing 1 for characters below one-half their hit points.
Alin's default aura is toughness.
Totem Dragon (Ex) Alin's totem dragon are gold dragons. Thus, he gains Disguise, Heal, and Swim as class skills.

[sblock=Advancement]
L1->Dragon Shaman 1 HP: 12 (1d10+2) SP: +12 (2x4+1x4)
Climb +4, Craft (woodworking) +2, Speak Language (Draconic) 2cc, Swim +4
Abilities: Str 16 (10pts), Dex 14 (6pts), Con 14 (6pts), Int 10 (2pts), Wis 8 (0pts), Cha 12 (4pts)
Feats: Combat Reflexes, Power Attack (human bonus)
Other: draconic aura +1 (power, toughness, vigor), totem dragon (gold)

L2->Dragon Shaman 2 HP: 7 (1d10+2, avg down) SP: +3 (2+1)
Climb +1, Craft (woodworking) +1, Swim +1
Feats: Skill Focus (Swim) (dragon shaman bonus)[/sblock]

Appearance and Personality

Alin is a tallish but rail thin very tan young man who has the sense of the sea about him. Remarkably, he has fair hair and eyes in contrast to his complection.

Alin is an affable sort and has a strong desire to be near the sea. He is in awe of anything related to the sea and his patron dragons.

Background

The Shipsgood family have been woodworkers in Sasserine since time began, most folk say. They have a decent reputation and, while not rich, do well enough for themselves. The family does jobs for the town and for the ships which visit.

The Shipsgood's family secret is their worship of dragon. The family has a small shrine to Bahamut, and occasionally one of their own is touched by this relationship. Alin is one of those: An unremarkable carpenter, Alin had a natural love of the sea and gift of might from their patron. Unsatisfied with doing simple bodyguard work for his family or local shipping interests, Alin is seeking adventure that will satisfy his wanderlust.[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Retired: "Mad" Col Tobinson

Concept

What happens to a mind that hunts for knowledge that others know is taboo? Insanity? Depravity? This is the question behind the concept for "Mad" Col---a former sailor driven mad by something he experienced out there; he now seeks answers for what really happened. How much of himself can he maintain?

Versions

"Mad" Col was back in Malvoisin's Savage Tide. Then it died again. :( He is up there w/ Tondrek as my favorite ENWorld PC.
 
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stonegod

Spawn of Khyber/LEB Judge
Looking for a home: Liam Dannal, Psychic Rebel

Concept

When I thought Jon's game died, I wanted to try a psion uncarnate role but with different flavor---a wilder. This is that concept.

Versions

Liam was long-term pending for Ferrix's Ethend Game: Hunt for Cantus until that game was cancelled. Now he is just looking for a home. Unlikely, considering the unique characteristics of that game, but there we are.

[sblock=Liam Dannal, Wilder Freedom Fighter]Liam Dannal
Human Wilder 6/Psion Uncarnate 1

Age: 23
Gender: Male
Height: 6' 2"
Weight: 200
Eyes: Green
Hair: Red
Skin: Sunburnt

STR: 10 [+0] (2 points)
DEX: 14 [+2] (6 points)
CON: 10 [+0] (2 points)
INT: 16 [+3] (10 points)
WIS: 8 [-1] (0 points)
CHA: 18 [+4] (13 points, +1 4th)

Wound Points: 10
Vitality Dice: 6d6 + 1d4 + 6
VP: 42
Armor Class: 17 (10 base + 2 Dex + 3 Class + 2 Armor)
Class Defense Bonus: 3
Damage Resistance: 2/armor
Initiative: +2
BAB: +5
- Melee: +5
- Ranged: +8

Speed: 30’

FORT: +2 (2.33 Base + 0 Con)
REFL: +4 (2.33 Base + 2 Dex)
WILL: +11 (7.5 Base + 4 Cha [Force of Personality])

Abilities:
- Elude Touch: Add Cha bonus to touch armor class
- Incorporeal Touch 1d6: Usable 3/day when corporeal, at will when incorporeal. Incorporeal melee touch attack.
- Human Traits: +2 social skills to non-Mythar, Craft (woodworking) class skill
- Psychic Enervation: 5%/ML chance after wild surge to lose 3pp and be dazed 1 round
- Surging Euphoria +1: +1 morale bonus on attack, damage, and saves for 1 round/ML boosted
- Uncarnate Armor: Armor bonus still apply when incorporeal.
- Volatile Mind: Use of telepathy powers on Liam cost 1pp extra, may disrupt power
- Wild Surge +2: Increase manifester level by 2, augment 2pp free


Feats:
1st Level
- Psionic Body
1st Level (Human Bonus)
- Force of Personality
3rd Level
- Enervation Endurance
6th Level
- Expanded Knowledge: concussion blast


Skills:
Autohypnosis +2 (1 rank, -1 Wis, +2 synergy)
Balance +13 (9 ranks, +2 Dex, +2 synergy)
Bluff +9 (5 ranks, +4 Cha)
Concentration +10 (10 ranks, +0 Con)
Craft (woodworking) +9 (4 ranks, +3 Int, +2 racial)
Diplomacy +8 (0 ranks, +4 Cha, +4 synergy)
Intimidate +11 (5 ranks, +4 Cha, +2 synergy)
Knowledge (geography: Cihairdun) +5 (2cc ranks, +3 Int)
Knowledge (local: Cihairdun) +5 (2cc ranks, +3 Int)
Knowledge (psionics) +13 (10 ranks, +3 Int)
Knowledge (religion) +5 (3cc ranks, +3 Int)
Psicraft +16 (10 ranks, +4 Cha, +2 synergy)
Ride +3 (2cc ranks, +2 Dex)
Sense Motive +9 (10 ranks, -1 Wis)
Tumble +11 (9 ranks, +2 Dex)


Languages:
- Common
- Elven
- Gnome
- Mythar


Psionics:
Manifester Level: 6
Save DC: 10 + 4 Cha + Level
Powers Known – Power Points: 47pp
1st level – force shield, vigor
2nd level – concussion blast, thought shield
3rd level – telekinetic thrust


Equipment:
Melee weapons
-Mwk Darkwood Longspear +6 (1d8/x3, 10 ft. reach) Well-crafted, dark-shafted longspear (396gp, 4.5lb)
-Mwk Darkwood Spear (x3) +6 (1d8/x3) Well-crafted, dark-shafted spear (1086gp, 9lb)

Ranged weapons
-Mwk Darkwood Spear (x3) +9 (1d8/x3, 20 ft.) Well-crafted, dark-shafted spear (1086gp, 9lb)
-Throwing Daggers (x5) +8 (1d4/19-20, 10 ft.) Simple daggers gathered in a small bandolier (10gp, 5lb)

Armor
-Mithral Shirt (+2 AC, DR 2/armor, Max Dex 6, ACP -0) Light, silvery shirt of mail (1100gp, 12.5lb)

Mundane equipment (carried)
-Adventurer’s Outfit (0gp, 8lb)
-Bedroll (1sp, 5lb [horse])
-Flint and Steel (1gp, 0lb)
-Horse, light (75gp, -)
-Sack [for dagger bandolier] (1gp, 0.5lb)
-Saddle, riding (10gp, 25lb [horse])
-Saddlebags (4gp, 8lb [horse])
-Trail Rations x6 (3gp, 6lb [saddlebags])
-Torch x5 (5cp, 5lb [4 on saddlebags])

Weight Carried: 32.5lb (light load)
Remaining money: 315gp, 8sp, 5cp


Description
Liam is a tall man in the flush of his youth. He has a mane of red hair with a well-defined chinstrap beard; it is accented by his piercing green eyes. Liam's skin has obviously spent too long in the sun, with a tan yet leathery appearance. This however does not make him look old so much as athletic. The man's clothing looks slept in, and he caries a clutch of spears slung along his back. And odd oiled bandolier is nestled at his side.

Personality
Liam is playful, daring, and bold while at the same time aggressive, impulsive, and a liar. He has mood swings from the hyperactive to cheerful, and his furor is legendary; all of these vary depending upon the amount of drink he has had. His generally friendly personality is a screen over his deep and abiding hatred of the Mythar and what they have done to his beloved Cihairdun, and anyone who supports them or demonstrates telepathy or clairsentience powers (which he associates with the Mythar) tends to earn his sudden and cold ire.

Anyone who spends time with Liam will discover he has a deep faith in the old spirit ways of Cihairdun. He has somehow reconciled this with his inborn psychic talents and speaks of "becoming one with the spirits" through them.

Background
Laim grew up as a typical Cihairdun youth under the yolk of the Mythar. He was always sullen and rebellious around the Mythar masters, and admired more the Cihairdun rebels than those that toed the line. From the legends of given to him from his father Ballard, he saw these rebels as incarnations of the spirits that mankind once knew.

As a teenager, Liam was taught a craft. In his case, it was woodworking, the traditional craft of this mother Sarah's family. However, even in this he felt uneasy, and would often skip training to hear the latest story of the ever-dwindling resistance or to participate in one of the few and far between protests. He detested those that would not fight back, and hated himself for not being able to.

It was six years ago that his normal life came to an end. Mythar and their agents were infrequent in his village, but not unusual. It was during one of these visits that he got the first taste of their powers. Hidden amongst a crowd of people, he threw a rock at one of those Mythar bastards. While it only bruised it, they turned their mental powers on the crowd, trying to find the perpetrator to make an example of. Liam felt something he never had---their oily presence trying to feel into his mind. It sickened him. It angered him. And more importantly, it made him do something. It made him scream.

"GET OUT OF MY MIND!"

That anger, that raw emotion triggered abilities he did not know he had. Immediately, the presence was gone, and the Mythar staggered, as if stung. Elated and frightened all at once, Liam fled, knowing that there could be reprisals. Spurred by his anger at the Mythar, his fear of them possibly trying to do something to him, and his desire to fight back, Liam became a rebel.

Liam has fought with the Cihairdun resistance for six years. In that time, he has harnessed the powers of his anger, first turning them to defense then offense. He is a voracious study of Mythar and psionic lore, trying to fully understand what is happening to him and trying to reconcile it with this beliefs. He currently feels that he is on a new path of the spirits, one that will allow him to become "one with the spirits" and then truly defeat the Mythar.[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Dead Game: Anders Talbor, Inhuman Investigator

Concept

Anders is another one of my psychic creations, this one a little darker. He is the spawn of a dark daelkyr legacy, and is trying to walk the fine line between madness and power.

Versions
Anders was playing in The Sharn Inquisitive before it sputtered out.
[sblock=Anders Talbor, Daelkyr half-blood seer 3]Anders Talbor, Inhuman Investigator
Male daelkyr half-blood seer 3
N medium aberration (psionic)
Init +0; Senses darkvision 60 ft.; Notice +5
Languages Common, Daelkyr
---------------------------------------------------------------------------------------
AC 16, touch 10, flat-footed 16; +5 inertial armor, +1 natural
hp 25 (3 HD)
Fort +2, Ref +1, Will +5; +1 vs spell/psi, unbalanced mind
---------------------------------------------------------------------------------------
Speed 30 ft.
Melee mwk longspear +2 (1d8/x3) or
Melee dagger +1 (1d4/19-20)
Base Atk +1; Grp -1
Weapon Groups basic weapons, spears
Combat Gear dojre of energy ray (50), 2 psionic tattoos of detect psionics
Psion Powers Known (ML 3th, 17pp):
---------------------------------------------------------------------------------------
Abilities Str 10, Dex 10, Con 10, Int 18, Wis 8 Cha 14
SQ feeble, personal symbiont, symbiont dependency, unbalanced mind
Feats Force of Personality, Illithid Heritage, Illithid Legacy, Illithid Skin, Psionic BodyB
Skills Bluff +2, Concentration +4, Diplomacy +2, Gather Information +6, Intimidate +8, Knowledge (arcana) +6, Knowledge (psionics) +10, Knowledge (the planes) +6, Notice +5, Psicraft +12, Stealth -2
Possessions mwk longspear, dagger, 2 belt pouches, 10 pcs. chalk, identification papers, ink, inkpen, 10 pcs. of parchment, scholar's outfit, scrollcase, 177 gp, 79 sp; 14.5 lbs
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Feeble (Ex): Anders has a -2 to physical ability checks and skill checks.
Force of Personality: Anders uses his Charisma instead of Wisdom for Will saves.
Illithid Heritage: Anders treats Intimidate as a class skill. In addition, he gains a +1 save vs. spells, powers, spell-like and psi-like abilities.
Illithid Legacy: Anders has tapped into his Illithid legacy to gain psionic charm and read thoughts as known powers.
Illithid Skin: Anders has a +1 bonus to natural armor.
Personal Symbiont (Ex): Anders has a personal symbiont (a breed leech). If lost, Anders can regrow it in 2d4 days. The abilities of the symbiont are as follows:
LE Tiny aberration (symbiont)
Init +2; Senses blindsight 60 ft., darkvision 60 ft.; Listen -1, Spot -1
Languages None; telepathy
AC 15, touch 14, flat-footed 13; +2 size, +2 Dex, +1 natural
hp 4 (1 HD)
Fort +0, Ref +4, Will +1
Speed 20 ft.
Melee bite +4 (1d3-2)
Base Atk +0; Grp -10
Space/Reach 2-1/2 ft./5 ft.
Abilities Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 10
SQ bolder body, Ego 2, symbiont traits, telepathy
Feats Lighting Reflexes, Weapon FinesseB
Bolster Body When attached to Anders, the breed leech grants Anders gain 5 temporary hit points and a +1 to Fortitude saves from his symbiont
Symbiont Traits When attached to Anders, the breed leech always acts on Ander's initiative. It is not flat-footed unless Anders is and is aware of any danger Ander's is aware of. If the breed leech is revealed under Ander's clothing, it can be attacked like an object. The breed leech never takes damage from damage inflicted on Anders, including spell effects unless Anders rolls a 1 on his saving throw. The breed leech uses Anders saving throws if they are better than its own.
Telepathy The breed leech can communicate telepathically with Anders.​
Symbiont Mastery: Anders has a +4 bonus on Will saves vs. Ego checks for any symbiont he possesses. In addition, he gains 2 bonus hit points per symbiont.
Symbiont Dependency (Ex): Without daily contact from a symbiont, Anders begins to die. He takes 1 point of Constitution damage per day without a symbiont, and this damage cannot be healed until he regains a symbiont.
Unbalanced Mind (Ex): Anyone who tries to read Anders' thoughts or otherwise study his mind must make a Will save (DC 13) or be dazed for 1 round.
[sblock=Advancement]L1->Seer 1 HP: 17 (1d4+5 breed leech+2 Psionic Body+2 Symbiot Mastery+2 Illithid Heritage+2 Illithid Skin) SP: +24 (2x4+4x4)
Concentration +2, Gather Information +4, Intimidate +4, Knowledge (arcana) +1, Knowledge (psionics) +4, Knowledge (the planes) +1, Notice +4, Psicraft +4
Abilities: Str 10 (2pts), Dex 10 (2pts), Con 10 (2pts), Int 18 (16pts), Wis 8 (0pts), Cha 14 (6pts)
Feats: Psionic BodyB, Illithid Heritage, Illithid Skin

L2->Seer 2 HP:3 (1d4) SP: 6
Concentration +1, Intimidate +1, Knowledge (arcana) +1, Knowledge (psionic) +1, Notice +1, Psicraft +1
Feats: -

L3->Sear 3 HP: 5 (1d4+2 Illithid Legacy) SP: 6
Concentration +1, Intimidate +1, Knowledge (psionic) +1, Knowledge (the planes) +1, Notice +1, Psicraft +1
Feats: Illithid Legacy[/sblock]
History
Most scholars who are knowledgeable would tell you that the power of the mind are associated with Dal Quor, the Realm of Dreams. Its denizens fuel the psionic matrix of most psi-active creatures on Eberron. Pressed even further, you might learn of the eternal war between the Inspired and the Kalashtar. But, they will all agree. All psionics come from Dal Quor.

They are wrong.

Dreams are only part of the mind and spirit; Madness is just as large a part. And the mind-bending powers of the mind flayers, generals of the Xiorat daelkyr, are testament to this darker source of the mental arts. These lords of malfeasance are known for their experiments on the other races of Eberron, and some of these abominations walk the earth, easy to recognize and quick to be put down.

And then there are the half-breeds.

Anders Talbor has put much of this lore together from his secret studies and from the whispers in his head--the whispers from the lumpy mass of flesh which marks his true heritage. How it happened, Anders is unsure. His mother scraped by in the bowels of Sharn for much of his existence, and was barely sane during that time. If it was not for the guidance of the whispers and his innate talent for *knowing* things, Anders' life would have been short. But Anders was touched---gifted or cursed---by his heritage, and using it, he survived the trails of his youth.

When his mother finally died, and Anders made his way into the world, his strange talents served him well. The City of Towers is a city of secrets, and the clarity of madness gave Anders ocular powers that could pierce these obfuscations. Now, Anders lends his abilities to whoever can pay, allowing him more funds for his research into his true roots.

Appearance
Anders appears disturbingly human---he has a handsome, youthful face with clear blue eyes and dark hair without a beard. He is well dressed, and keeps up appearances. But, there is something---off---about the way he moves, and the mass of flesh that it this symbiote would immediately mark him as *wrong* if he ever showed it.

Personality
Anders is an affable fellow, and hides the touch of madness in him as best as possible. He speaks in a soft whisper, supposed due to a throat injury, but it also forces others to pay attention to him.

Role
Anders fits the role of "department psychic," assisting in investigation and finding of clues with his psionics. Mechanically, Anders is a daelkyr half-breed seer focused on Clairsentience and Telepathy powers. Thus, Anders is the go-to guy to know things that are not easily knowable. He will also be a bit of a Controller role with charm-like powers from his Ithillid Heritage (Complete Psionics).[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Dead Game: Lem Sobieski, Polish Space Marine

Concept

A stalwart fighter on Earth-that-was, now lost in space in the future.

Versions

Lem is once again not in lonesolider's The Long Sleep.
 
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stonegod

Spawn of Khyber/LEB Judge
Playing: Thral'k Kos, Lizardfolk Fiend

Concept

Thral'k is planned as a fusion of warlock and scout. Skirmish + eldritch blast have some interesting possibilities. If they are approved, I may explore his fiendish heritage through appropriate heritage feats.

Versions

Thral'k Kos is in Living Eberron.
 
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stonegod

Spawn of Khyber/LEB Judge
Retired: Coldan Ciandra, Forsaken Knight

Concept

A disgraced knight tries to find meaning and purpose in a world without honor.

Versions

Coldan was playing in Malvoisin's War of the Burning Sky.
[sblock=Coldan Ciandra, Knight 1 (WotBS Version)]Coldan Ciandra (CR 1) (0 XP)
Male human knight 1
LG Medium humanoid
Init +0; Senses Listen +0, Spot +0
Languages Common
-----------------------------------------------------------------
AC 18, touch 10, flat-footed 18; +5 armor, +3 shield; Shield Specialization
hp 14 (1 HD)
Fort +2, Ref +0, Will +2
-----------------------------------------------------------------
Spd 20 ft. (30 ft. base)
Melee longsword +4 (1d8+3/19-20) or
Melee morningstar +4 (1d8+3) or
Melee dagger +4 (1d4+3/19-20) or
Ranged shortbow +1 (1d6/x3)
Base Atk +1; Grp +4
Special Actions knight's challenge 3/d (fighting challenge +1), leadership performance 2/d (courage +1)
-----------------------------------------------------------------
Abilities Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16
SQ knight's code
Feats Leadership Performance, Shield Specialization (heavy), Bearer of the Coal TongueB
Skills Diplomacy +4, Knowledge (nobility & royalty) +2, Perform (oratory) +7, Ride +4
Possessions longsword, morningstar, dagger, shortbow with 20 arrows; chainmail, heavy steel shield; backpack, bedroll, rope, waterskin, whetstone; 9 gp, 8 sp, 8 cp; 93 lbs (medium load)
Affiliations Gate Pass Military (Former Ragasian Military)
-----------------------------------------------------------------
Knight's Challenge Coldan uses the force of his fighting spirit to manipulate foes. Even if Coldan lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coldan can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coldan's level, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coldan to 0 or fewer hit points, Coldan losses 2 uses of his knight's challenge. If the duration expires, Coldan can choose another target only if the first is inactive.
Leadership Performance Coldan can inspire others to greatness.
- Courage +1 (Ex): By giving a rousing minute-long speech before combat, if combat begins within the next hour, all allies gain a +1 morale bonus on saving throws vs. charm and fear effects, and a +1 morale bonus on attack and damage rolls. This ability lasts for 5 rounds once combat is engaged.
Shield Specialization (heavy) +1 AC with heavy shields.
Bearer of the Coal Tongue Perform is a class skill. +1 leadership performance per day.
[sblock=Advancement]L1->Knight 1 HP 14 (1d12+2) SP: 12 (2x4+1x4)
Skills: Diplomacy +2cc, Knowledge (nobility & royalty) +2, Perform (oratory) +4, Ride +4
Abilities: Str 16 (10 pts), Dex 10 (2 pts), Con 14 (6 pts), Int 10 (2 pts), Wis 10 (2 pts), Cha 16 (10 pts)
Feats: Shield Specialization (heavy), Leadership Performance [human bonus], Bearer of the Coal Tongue [affiliation bonus]
Other: [/sblock][sblock=Tracking]Start:
  • XP
    • None
  • Gold
    • 9 gp, 8 sp, 8 cp: Start
  • Possessions
    • Staring Possessions: longsword, morningstar, dagger, shortbow with 20 arrows; chainmail, heavy steel shield; backpack, bedroll, rope, waterskin, whetstone;
[/sblock]Background
Morrus used to be a shining beacon of light and justice in the world. Or, that is what the people of Morrus would tell you. Her neighbors---they may have had a different story. But the story now is that of the Empire, and how they crushed her mighty armies with cunning and magic, destroying the Morrusian legacy and leaving it in shambles.

Though he conquered Morrus utterly, Emperor Coaltongue was no fool, and allowed the Morrus military to remain---if in a more controlled form. Thus, they knightly orders remained, if now headed by Ragasian loyalists. Thus, Coldan Ciandra was raised into this new Morrusian order, a proud but now tarnished position of Knight of Morrus.

Coldan was very loyal to the cause of Morrus, but more so to the ideal of knighthood. He was valiant on the battlefield, though inexperienced, and received training that may have one day lead him to command forces of Knights. He campaigned in many skirmishes for the Empire, earning a reputation as a strong-up and comer by the Empire's neighbors. A name to be wary of, for it might have been destined for greatness.

But, then there was the betrayal.

It is unclear exactly what happened. Some say there was a group of resistance fighters that forced Coldan into a compromising position, forcing him to betray his cause. Some say his Ragasian commanders gave him orders that he could not fulfill. Some say that he was a drunkard even then, and performed some action that couldn't be taken back. All that is known is that he betrayed and was betrayed by his former allies and rulers, was stripped of his honor and position, and forced into exile.

Unwanted by Ragasia, tainted by that association to its neighbors, stripped of purpose, a broken Coldan found himself in Gate Pass. Known to take up drink in his sullen moods, he wallowed in town for most of year, scraping by on what money he had hidden away during his years in Morrus. A few months ago, at the bottom of the bottle, he looked at himself in the mirror and was disgusted by what he saw. He vowed then and there to find a new purpose in his life, to find *something* to fill the void in his life.

Coldan now finds himself a member of the Gate Pass militia. Some of his natural talent still remains, and he still follows the Code, even if the Code will not have him. But do his superiors really trust him, or are they use using him for his Ragasian knowledge? Does he even care if he is being used since he is using them for his own sense of worth? These are the questions that plague him in the dark times at night when the call to drink is hardest. But somehow, he preservers.

Appearance and Personality
Coldan is a hale bulwark of a man, built like a brick-house oven. He has a haunted appearance about him, with bags under his eyes and constantly unattended hair and stubble. But those blue-grey eyes have a fierceness of purpose about them, and when he talks, his voice is strong and tends to bring the most out of people.

Coldan is a mess of contradictions. He is a man of honor and principles have have seen those principles betrayed and honor violated. He seeks the betterment of his fellows, but has had that trust betrayed many times. His recovering additions also plague him. He is a man that when he acts, he is decisive and bold, but getting him to act requires getting past the scabs of his defensiveness.

Thoughts on the other PCs
TBD

Role
Coldan is a melee role, aggro specifically. He's LG, but a sour form of it, and unhappy with his life. He'd take any chance to take a cause that feels right to him, just to fill that void in him. Right now, I see his as staying knight, but who knows?

Tactics
Get into the front of the fight and protect the weaker party members.[/sblock][sblock=Coldan Ciandra, Knight 1 (Non-WotBS)]Coldan Ciandra (CR 1) (0 XP)
JacobloRes.jpg

Male human knight 1
LG Medium humanoid
Init +0; Senses Listen -1, Spot -1
Languages Common
-----------------------------------------------------------------
AC 17, touch 13, flat-footed 17; +4 armor, +3 shield; Shield Specialization, Shield Ward
hp 14 (1 HD)
Fort +2, Ref +0, Will +1
-----------------------------------------------------------------
Spd 20 ft. (30 ft. base)
Melee longsword +3 (1d8+2/19-20) or
Melee morningstar +3 (1d8+2) or
Melee spiked heavy steel shield +3 (1d6+2) or
Melee 2 spiked gauntlets +3 (1d4+2) or
Melee dagger +4 (1d4+2/19-20) or
Ranged 5 javelins +1 (1d6+2/x3)
Base Atk +1; Grp +3
Special Actions knight's challenge 3/d (fighting challenge +1)
-----------------------------------------------------------------
Abilities Str 15, Dex 10, Con 14, Int 10, Wis 8, Cha 16
SQ knight's code
Feats Shield Specialization (heavy), Shield Ward, [undecided]
Skills Diplomacy +4, Knowledge (nobility & royalty) +4, Perform (oratory) +7, Ride +2
Possessions longsword, morningstar, dagger, 5 javelins, and 2 spiked gauntlets; scale mail and spiked heavy steel shield; backpack, bedroll, 2 belt pouches, 100 ft. hempen rope, 2 sunrods, waterskin, whetstone; 18gp, 8sp, 9cp; 101lbs (medium load)
-----------------------------------------------------------------
Knight's Challenge Coldan uses the force of his fighting spirit to manipulate foes. Even if Coldan lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coldan can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coldan's level, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coldan to 0 or fewer hit points, Coldan losses 2 uses of his knight's challenge. If the duration expires, Coldan can choose another target only if the first is inactive.
Shield Specialization (heavy) +1 AC with heavy shields.
Shield Ward Adds shield bonus to touch AC and bull rush defenses.
[sblock=Advancement]L1->Knight 1 HP 14 (1d12+2) SP: 12 (2x4+1x4)
Skills: Diplomacy +2cc, Intimidate +4, Knowledge (nobility & royalty) +4, Perform (oratory) +4, Ride +2
Abilities: Str 15 (8 pts), Dex 10 (2 pts), Con 14 (6 pts), Int 10 (2 pts), Wis 8 (0 pts), Cha 16 (10 pts)
Feats: Shield Specialization (heavy), Shield Ward [human bonus], ??? [campaign bonus]
Other: knights challenge (fighting challenge +1)[/sblock][sblock=Tracking]Start:
  • XP
    • None
  • Gold
    • 150gp: Start
  • Possessions longsword, morningstar, dagger, 5 javelins, and 2 spiked gauntlets; scale mail and spiked heavy steel shield; backpack, bedroll, 2 belt pouches, 100 ft. hempen rope, 2 sunrods, waterskin, whetstone; 18gp, 8sp, 9cp; 101lbs (medium load)
    • Staring Possessions:
[/sblock]Background
Cheliax used to be a shining beacon of light and justice in the world. Or, that is what the people of Magnimar would tell you. Those from Korvosa, however, rapidly went with the new diabolical way of their homeland, adopting an honor of a different sort. But inspired by the lower planes or not, Korvosa had its own legions of honorable troops, the Hellknights, bent on enforcing Chelaxian interests. That these interests usually followed those of King and Queen was no matter. It was this new order of knights in which Coldan Ciandra was raised.

Coldan was very loyal to the cause of the Hellknights, but more so to the ideal of knighthood. He was valiant on the battlefield, though inexperienced, and received training that may have one day lead him to command forces of Knights. He campaigned in many skirmishes for Korvosa, earning a reputation as a strong-up and comer in the courts of that decadent city. A name to be wary of, for it might have been destined for greatness.

But, then there was the betrayal.

It is unclear exactly what happened. Some say there was a group of Chelexian traditionalists that forced Coldan into a compromising position, forcing him to betray his cause. Some say his Hellknight commanders gave him orders that he could not fulfill. Some say that he was a drunkard even then, and performed some action that couldn't be taken back. All that is known is that he betrayed and was betrayed by his former order, was stripped of his honor and position, and forced out in disgrace.

Unwanted by the Knights, tainted by that association to others, stripped of purpose, a broken Coldan found himself wandering Korvosa desolate. Known to take up drink in his sullen moods, he wallowed in city for most of year, scraping by on what money he had hidden away during his years. A few months ago, at the bottom of the bottle, he looked at himself in the mirror and was disgusted by what he saw. He vowed then and there to find a new purpose in his life, to find *something* to fill the void in his life.

And then the King died...

Appearance and Personality
Coldan is a hale bulwark of a man in his late twenties, built like a brick-house oven. He has a haunted appearance about him, with bags under his eyes and constantly unattended hair and stubble. He bears a nasty scar from previous engagements that he refuses to talk about. But those blue-grey eyes have a fierceness of purpose about them, and when he talks, his voice is strong and tends to bring the most out of people.

Coldan is a mess of contradictions. He is a man of honor and principles have have seen those principles betrayed and honor violated. He seeks the betterment of his fellows, but has had that trust betrayed many times. His recovering additions also plague him. He is a man that when he acts, he is decisive and bold, but getting him to act requires getting past the scabs of his defensiveness.

Thoughts on the other PCs
TBD

Role
Coldan is a melee role, defender/aggro specifically. He's LG, but a sour form of it, and unhappy with his life. He'd take any chance to take a cause that feels right to him, just to fill that void in him. Right now, I see his as staying knight, but who knows? He has face skills as well.

Tactics
Get into the front of the fight and protect the weaker party members.[/sblock]
 
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