The Sharn Inquisitive

mcnathan80

First Post
Okay guys, post your full character sheet here. Please be as descriptive as possible with your characters abiliies and such (i.e. try to link as much as you can to the SRD, list your encumberance, and include small descriptors of class and racial abilities, as well as with feats and spells) I know it seems like a lot, but that will me not have to continually look stuff up outside of the site for your characters.
Remember: you only get 1,350 GP, but you get two feats at 1st level. Try to stick to the house rules, I'll be happy to answer any questions you may have. I'll give you guys about a week to get posted up, and then we'll dive into this :D
 

log in or register to remove this ad

DEFCON 1

Legend
Supporter
POHL D’VELDERAN – Human Urban Ranger

Code:
[B]Name:[/B]       [COLOR=PaleGreen]Pohl D’Velderan[/COLOR]
[B]Class:[/B]      Urban Ranger
[B]Race:[/B]       Human
[B]Size:[/B]       Medium
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Neutral
[B]Deity:[/B]      Dol Dorn
[B]Region:[/B]     Sharn

[B]Str:[/B] 14 +2  (6p.)     [B]Level:[/B]    3     [B]XP:[/B] 
[B]Dex:[/B] 14 +2  (6p.)     [B]BAB:[/B]     +3     [B]HP:[/B] 24 (3d8+6)
[B]Con:[/B] 14 +2  (6p.)     [B]Grapple:[/B] +5     [B]AP:[/B] 6
[B]Int:[/B] 12 +1  (4p.)     [B]Speed:[/B]   30'
[B]Wis:[/B] 12 +1  (4p.)     [B]Init:[/B]    +2
[B]Cha:[/B] 10 +0  (2p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 18              10     +4     +2     +2   +0    --
[B]Touch:[/B] 12
[B]Flat:[/B]  16

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +5              +3    +2   --
[B]Ref:[/B]   +5              +3    +2   --
[B]Will:[/B]  +2              +1    +1   --

[B]Weapon:               Atk  Dual  Damage  Crit[/B]
Warhammer              +6    +4   1d8+2   x3
Spiked Shield          +5    +3   1d4+2   x2
Shortbow               +5         1d6     x3

[B]Weapon Groups:[/B] Basic, Bows, Maces & Clubs, Picks & Hammers

[B]Languages:[/B] Common, Orc

[B]Abilities:[/B]
Favored Enemy (Humans +2) [Rgr 1]
Wild Empathy [Rgr 1]

[B]Feats:[/B]
Least Dragonmark (locate object 1/day) [Gen 1]
Favored In House [Bon 1]
Powerful Charge [Hum 1]
Urban Tracking [Rgr 1]
Two-Weapon Fighting [Rgr 2]
Improved Shield Bash [Gen 2]
Endurance [Rgr 3]

[B]Skill Points:[/B] 48      [B]Max Ranks:[/B] 6/3

[B]Skills:               Ranks  Mod  Misc[/B]
Diplomacy +5            3     +0   +2  (synergy)
Gather Info +8          6     +0   +2  (synergy)
Know Local (Sharn) +7   6     +1
Notice +7               6     +1
Search +9               6     +1   +2  (dragonmark)
Sense Motive +7         6     +1
Stealth +7              6     +2   -1  (acp)


[B]Equipment:            Cost  Weight[/B]
Backpack               2gp    2lb
Bedroll                1sp    5lb
Belt Pouches (2)       2gp    1lb
Caltrops               1gp    2lb
Case, Map/Scroll       1gp    1lb
Flint & Steel          1gp    0lb
Grappling Hook         1gp    4lb
Lantern, Hooded        7gp    2lb
Oil (3)                3sp    3lb
Rations (6 days)       3gp    6lb
Rope, Silk 50’        10gp    5lb
Sunrods (5)           10gp    1lb
Tanglefoot Bag        50gp    4lb
Tent                  10gp   20lb
Tindertwigs (10)      10gp    0lb
Waterskin              1gp    4lb
Whetstone              1sp    1lb

MW Warhammer         312gp    5lb
Shortbow              30gp    2lb
Arrows (40)            2gp    6lb
MW Chain Shirt       250gp   25lb
MW Lt Spiked Shield  169gp   11lb

P. Bull’s Strength   300gp   
P. Cure Light x2     100gp
            
             Total  1272.5

[B]Total Weight:[/B] 110lb
[B]Money:[/B] 77gp 5sp
Appearance: Pohl is tall and bulky, with muscles that lack definition but have a lot of mass. His parents claim his arms and thighs are like treetrunks, and Pohl will back up those statements. His blond hair is cut very short, his skin is tan and smooth, and his face has a ruggedness that does not instantly scream out "gorgeous", but many a young girl has swooned at the sight of him. His dragonmark is prominent on his left forearm, and he makes every effort to keep his arm open so that everyone he meets will see it. His dress is very stylish of the times, and he makes sure to keep his chain shirt sparkling and clean.

History: House Tharashk has moved into positions of power through the continent because of their abilities to find things that people need... whether that be people or things. The humans, orcs, and halforcs together have set up a guild of exceeding necessity in this day and age, and Pohl d'Velderan has been right there at the forefront of his family's expansion. A young man of intellect and strength, Pohl grew up in the City of Towers in the warm confines of the House... fully expecting to be a success. An only child, his parents (both dragonmarked members of the House as well) raised him with the expectation that he would be a strong, priviledged, and important member when he grew up. Being raised with this incredibly strong support system, Pohl firmly believed in himself and his future. Upon reaching adulthood, there was no one within the House that didn't believe he was destined for greatness... including and especially himself.

However, Pohl learned a very hard lesson once he left the warm, comforting grasp of his loving family and House Tharashk... people just don't like an arrogant, self-centered jerk. This of course came as a shock to him, as his entire life he was looked upon as a shining star. But now, without the glow of his parents to reflect his "greatness", he is considered nothing more than an obnoxious, self-congratulating, blowhard, but who (unfortunately) can in fact back up a lot of his self-serving claims. As he himself says... "it's not bragging if you can back it up"... but that doesn't keep people from getting pissed at him. But he deals with it with a smile and a condescending nod, because after all... lesser people should be jealous of him. It's only human nature.

Pohl specializes in tracking down other people... and he works hard as a bounty hunter for House Tharashk. If you need someone found, you could do worse by hiring him. He has spent his entire life in Sharn, learning the streets and wards like the "back of his hand" (or so he claims), and is always ready to take a job when it is offered to him. He knows it's just a matter of time before he steps into a place of importance within the House, and he looks forward to the day when his name is known throughout the city.
 
Last edited:

Enforcer

Explorer
Kalserath

Class: Soulknife 3 (Kalashtar Soulknife substitution levels at 1st and 3rd)
Race: Kalashtar
Hit Dice: 3d10+6 28hp
Initiative: +6
Speed: 30 ft.
Armor Class: 16 (10 base, +2 Dex, +3 Armor, +1 Shield)
Base Attack Bonus: +2
Grapple: +4
Attack: Mind Blade +5 melee (1d6+2, 19-20/x2), Mind Blade +5 ranged (1d6+2, 19-20/x2, 30 ft. increment)
Full Attack: Mind Blade +5 (1d6+2, 19-20/x2)
Face/Reach: 5ft. x 5ft./5 ft.
Special Qualities: Kalashtar Traits (+2 on saves vs. mind-affecting abilities; +2 racial bonus to Bluff, Diplomacy, Intimidate; +2 racial bonus to Disguise as human; immune to dream, nightmare, and other effects that rely on the target's ability to dream; naturally psionic--1pp/character level; mindlink once/day, Manifester Level 1st)
Special Attacks: Align Mind Blade, Psionic Weapon, Psychic Strike +1d8, Purifying Strike, Throw Mind Blade
Saves: Fort +3, Ref +5, Will +5
Abilities: Strength 14, Dexterity 14, Constitution 14, Intelligence 12, Wisdom 14, Charisma 8
Skills: Concentration +8 (6 ranks), Knowledge (history) +2 (1.0 ranks), Knowledge (psionics) +6 (5 ranks), Notice +8 (6 ranks), Stealth +8 (6 ranks), Tumble +7 (5 ranks)
Weapon Groups: Basic, Heavy Blades, Mind Blade, Exotic Weapons (Heavy Blades)
Feats: Improved Initiative, Mind Cleave, Mind Empowerment, Psionic Weapon, Weapon Focus (mind blade)
Action Points: 6
Power Points: 3
Languages: Common, Quori, Riedran
Alignment: Lawful Good
Religion: il-Yannah (Path of Light)
Gender: Male
Age: 30
Height: 6' 0"
Weight: 190 lbs.

Inventory:
-Traveler's Outfit
-Masterwork Studded Leather (175gp)
-Masterwork Buckler (165gp)
-Psionic Tattoo of Biofeedback (1st level Psychic Warrior power, ML 1st, 50gp)
-Psionic Tattoo of Body Adjustment (as 2nd level Psychic Warrior power, ML 3rd, 300gp)
-Psionic Tattoo of Animal Affinity (as 2nd level Psychic Warrior power, ML 3rd, 300gp)
-360gp
Total Weight: 25 lbs.

Appearance: Like all kalashtar, Kalserath looks human, but disturbingly so. His face is flawlessly handsome, his build slender but athletic, and he walks with a flowing grace that's the result of years of physical and mental training--too perfect to be fully human. He has straight black hair that's shoulder-length and haunting green eyes that seem to pierce the soul of whomever gazes into them. Kalserath carries no obvious weapons or armor--he wears a custom-fitted suit of studded leather armor over his plain but sturdy clothing and Kalserath is a weapon. His mind blade appears to be a razor-sharp shard of pure light in a roughly shortsword shape.

Personality: Kalserath is an intense person, fully committed to his path, but part of that path is to enjoy life. When not hunting the Dreaming Dark or working on behalf of innocent people, he can be found in Overlook, meditating or conversing with his people. Kalserath has worked with adventurers of other races from time to time, and finds most of them to be good people who seek to help others, if too often they have financial incentive for doing so. His people's war with the Dreaming Dark remains a kalashtar affair to him, however, and Kalserath hasn't shared his life's mission with anyone outside of his race. Others find Kalserath to be too serious, though none have regreted having him fight at their side.

History: Trained in an Adaran monastery from birth to focus his natural psionic energy into a mind blade, Kalserath is a Shadow Watcher, an active agent in service of il-Yannah and opposed to the Dreaming Dark wherever he may find it. If it can be said that the kalashtar has holy warriors, Kalserath is one who walks that path. Trained in combat, stealth, and observation, he is a one-man force for the Path of Light.

Kalserath arrived in Sharn two years ago, as the seers of his people told him that he could accomplish much good there. He has since involved himself with the adventuring population of Sharn, as Kalserath believes this will be the best way to expose and destroy agents of the Dreaming Dark. While he has not yet found any evidence of Dreaming Dark activity, Kalserath has still done many things he is proud of: recovering stolen cargo for simple merchants, rescuing lost children from the depths of the city, and finding murderers and other violent criminals and bringing them to justice. Kalserath often works on behalf of those who don't have the money or influence that justice in Sharn usually requires.

Party Role: While the soulknife class itself isn't as good of a warrior class as many others, Kalserath will be able to hold his own during a fight. He'll be focused on quickly taking down the most dangerous threat that presents itself. Soulknives do have excellent scouting and recon skills, however, and so I envision Kalserath to be the investigative team's silent blade that strikes from the shadows. The Psionic Weapon feat will help with this sort of "first strike" philosophy. Also, his serious nature and foreign ways will provide some interesting interaction with the rest of the party. Mechanically, he'll be a LG Kalashtar Soulknife 3, and assuming the game gets that far, he'll multi-class into either Atavist (Races of Eberron) or War Mind (Expanded Psionics Handbook).
 
Last edited:

mcnathan80

First Post
Congratulations you are the first people to post your characters huzzah!!!
just a couple of addendums:
Defcon: I'm gonna need your weapon group proficiencies, you can find those at d20srd.org
Enforcer: I've always thought the substitution levels for the soulknife were not good enough to warrant the penalties so here's what I'm gonna do: you get d10's for the sub levels, and you get to keep psionic strike at 3rd level how does that sound?
thanks for the speedy post everyone
 

Enforcer

Explorer
mcnathan80 said:
Enforcer: I've always thought the substitution levels for the soulknife were not good enough to warrant the penalties so here's what I'm gonna do: you get d10's for the sub levels, and you get to keep psionic strike at 3rd level how does that sound?
Sold!
 

stonegod

Spawn of Khyber/LEB Judge
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
---------------------------------------------------------------------------------------
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).
 
Last edited:

bento

Explorer
Presenting: Zenthil Haverstone

Zenthil Haverstone

Class: Bard 3
Race: Gnome (Rock)
Hit Dice: 3d6+3; hp 17
Initiative +2
Speed 20 ft

Armor Class 17 (10 base, +3 armor, +2 dex, +1 size, +1 Dodge feat), touch 13, flat-footed 14;
Base Attack: +2
Grapple: -2

Attack: +4 melee (1d4;18-20/x2, Masterwork rapier), +5 ranged (1d6;19-20/x2, Light Crossbow), +3 melee (1d3;19-20/x2, Dagger)
Full Attack: +4 melee (1d4;18-20/x2, Masterwork rapier)

Special Qualities: Gnome traits, Bardic Knowledge(Ex), Bardic Music, Countersong(Su), Fascinate(Sp), Inspire Courage(Su)
Special Attacks: You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.

Saves: Fort +2, Ref +5, Will +4;
Abilities: Str 10(+0), Dex 14(+2), Con 12(+1), Int 14(+2), Wis 12(+1), Cha 14(+2);

Skills: Balance¹ +10, Bluff¹ +6, Gather Information¹ +10, Knowledge (local) +6, Notice +7, Perform (Oratory) +6, Search¹ +8, Sense Motive¹ +5, Tumble +8.
Feats: Dodge, Talented (Gather Info & Search), Investigate

Spells Prepared
0-Level: Daze, Detect Magic, Ghost Sound, Light, Message, Read Magic
1-Level: Comprehend Languages, Cure Light Wounds, Expeditious Retreat
Class Spells: Countersong, Fascinate, Inspire Courage
Caster Level 3
Spell Save: Spell Level +2


Action Points: 6
Languages: Common, Gnome, Dwarven, Goblin
Alignment: Chaotic Good
Religion: None
Gender: Male
Age: 57 years old
Height: 3’6”
Weight:48 lbs.

Inventory:
- Courtier’s Outfit (everyday clothes)
- Jewelry (25 gp worth)
- MW Studded Leather
- MW Rapier
- Dagger
- Light Crossbow
- Small book, pen & ink
Total Weight: 10 lbs
Remaining GP: 746

Encumbrance
Light: 1 to 24.75 lbs.
Medium: 24.75 to 49.6 lbs
Heavy: 49.6 to 75 lbs

Lift Over: 75
Lift Off: 150
Push/Drag: 375

Appearance: Zenthil is a 3'4" male gnome with sandy blond hair and green eyes. He looks to be in the prime of life (57 years old) and dresses in a professional manner - dark suits with a long black raincoat. Small scars can be seen around his face and hands, although they don't mar his general appearance.

Personality: Zenthil has the bearing of a street-beat journalist. At times he can be as hard as nails when grilling a source for a story, while other times he knows its best to sit back and observe. He is cautious, taking time to size up a person or situation before diving in. He’s no coward though, but thinks of himself as a survivor.

Philosophy: Zenthil values personal freedom most of all and rails against those who try to shackle others through intimidation and threats. He feels that the refugees from Cyre are in this situation and often goes out of his way to help them by providing tips on jobs and handouts.

Party Role: Zenthil knows Sharn, having lived their most of his life and covering as a journalist for almost a decade. While he isn't a celebrity, he does have a way of knowing someone who knows someone, if you know what I mean. He serves as a face, helping get through social encounters with tact and grace. In a pinch, he knows his way around a sword, but his size prevents him from serving as muscle.
 
Last edited:

Cthulhudrew

First Post
Code:
Name:       [B][COLOR=SlateGray]Reech[/COLOR][/B]
Class:      Rogue
Race/Type:  Changeling (Humanoid: Shapechanger)
Size:       Medium
Gender:     None (born male)
Alignment:  Lawful Neutral
Deity:      None
Region:     Sharn

Str: 10 -  (2 pt)     Level:    3     XP: 
Dex: 12 +1 (4 pt)     BAB:     +2     HP: 14 (3d6)
Con: 11 -  (3 pt)     Grapple: +2     AP: 6
Int: 13 +1 (5 pt)     Speed:   30'
Wis: 16 +3 (10 pt)    Init:    +1
Cha: 12 +1 (4 pt)

                      Base  Armor  Shield  Dex  Size  Misc
Armor: 11              10     -     -      +1    +0    --
Touch: 11
Flat:  10

                      Base  Mod  Misc
Fort:  +1              +1    -   --
Ref:   +4              +3   +1   --
Will:  +4              +1   +3   +2 vs. [I]sleep[/I] and [I]charm[/I] effects

Weapon:               Atk       Damage  Crit      Rng
MW silver dagger      +3 melee  1d4-1   19-20/x2 
                      +4 ranged 1d4-1   19-20/x2  10 ft
Dagger                +2 melee  1d4     19-20/x2
                      +3 ranged 1d4     19-20/x2  10 ft
Sling                 +3 ranged 1d4       x2      50 ft

[B][COLOR=SlateGray]Languages[/COLOR][/B] Common, Dwarven, Elven

[B][COLOR=SlateGray]Racial Abilities[/COLOR][/B]
+2 Racial bonus on saving throws against [I][URL=http://www.d20srd.org/srd/spells/sleep.htm]sleep[/URL][/I] and [I][URL=http://www.d20srd.org/srd/spells/charmPerson.htm]charm[/URL][/I] effects
+2 Racial bonus to: Bluff, Intimidate, and Sense Motive rolls
Natural Linguist: Speak Language is a Class skill for any class
Minor Change Shape: Can change shape as [I]disguise self[/I] spell

[B][COLOR=SlateGray]Class Abilities[/COLOR][/B]
Weapon Groups: [URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupBasicWeapons]Basic Weapons[/URL], [URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupLightBlades]Light Blades[/URL], [URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupSlingsandThrownWeapons]Slings and Thrown Weapons[/URL]
Armor prof: [URL=http://www.d20srd.org/srd/feats.htm#armorProficiencyLight]Light Armor[/URL]
[URL=http://www.d20srd.org/srd/classes/rogue.htm#trapSense]Trap Sense[/URL]: +1 to Reflex saves and AC versus traps
[URL=http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion]Evasion[/URL]: No damage on successful Reflex save vs. magical attack
[URL=http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack]Sneak Attack[/URL]: +2d6
[URL=http://www.d20srd.org/srd/classes/rogue.htm#trapfinding]Trapfinding[/URL]: Use Search to find traps with DC higher than 20, use Disable Device on magic traps.

[B][COLOR=SlateGray]Feats[/COLOR][/B]
Able Learner (Gen 1) (RoD p. 150)
Skill Focus (Sense Motive) (Bon 1)
Investigate (Gen 2) (ECS p. 55)

[B][COLOR=SlateGray]Skills[/COLOR][/B]
Skill Points: 54 {(8+1x4) + 18}     Max Ranks: 6/3

                      Ranks   Mod  Misc
Bluff +7                4     +1   +2  (+2 race)
Decipher Script +3      2     +1   +0
Diplomacy +4            1     +1   +2  (synergy)
Disable Device +3       2     +1   +0
Disguise +6             5     +1   +0
Escape Artist +3        2     +1   +0
Gather Info +9          6     +1   +2  (synergy)
Knowledge (history) +4  3     +1   +0
Knowledge (local) +6    5     +1   +0
Notice +9               6     +3   +0
Search +6               5     +1   +0
Sense Motive +14        6     +3   +5  (+3 skill focus, +2 race)
Sleight of Hand +3      2     +1   +0
Speak Lang *            1              (elven)
Stealth +6              5     +1     

[B][COLOR=SlateGray]Inventory[/COLOR][/B]
                       Cost  Weight
Backpack               2 gp    2 lb
Belt Pouches (2)       2 gp    1 lb
Candle (x3)            3 cp    -
Case, Map/Scroll       1 gp    1 lb
Chalk (5 pieces)       5 cp    -
Explorer's outfit      3 gp    - (worn, 8 lb otherwise)
Ink, 1 oz. (x2)        16 gp   -
Inkpen                 1 sp    -
Inquisitive's kit      300 gp  4 lb (ECS 121)
Paper (15 sheets)      6 gp    -
Peasant's outfit       1 sp    2 lb
Sealing wax            1 gp    1 lb
Sunrod (x3)            6 gp    3 lb
Thieve's tools         30 gp   1 lb
Tindertwig (x3)        3 gp    -
Traveler's outfit      1 gp    5 lb
Vial (x5)              25 gp 1/2 lb
Waterskin              1 gp    4 lb



MW silver dagger       322 gp  1 lb
Dagger (x2)            4 gp    2 lb
Sling                     -    0 lb
Bullets, sling (10)    1 sp    5 lb

[I]Unguent of timelessness[/I] (x2)     300gp   
[I]Potion, cure light wounds[/I] (x3)     150gp
            
             Total  1173.38

Total Weight: 32.5 lb
Money: 176 gp, 6 sp, 2 cp

Appearance
Reech is slightly shorter than average for a changeling (5' 4"), slim of build, and with the pale-gray complexion of the rest of its kind. It wears its hair long, but maintains a genderless appearance. Reech almost always stays in its natural state, only using its disguise self ability to enhance its investigative skills. However, Reech often unconsciously alters its appearance to reflect the developing mental image it forms of the criminals it tracks down.

Background
Reech was born into a small group of changelings some 19 years ago. The gypsy-like group would travel from community to community, making their way as day laborers and merchants, and often scam artists and thieves. When the Last War concluded, and the forces of law were able to concentrate more fully on maintaining order in their communities, life became more difficult for the changeling group.

During a con gone wrong in the city of Sharn two years past, Reech was caught and imprisoned. Confusion over its incarceration was soon followed by curiosity, as Reech had never before been exposed to such circumstances. Upon its release, Reech didn't return to its commune, but remained in Sharn, where it began to educate itself about the Galifar Code of Justice in the great libraries. Reech would also trail the City Watch in their criminal investigations, fascinated by the implementation of a formal justice system, but moreso by those who would willingly and knowingly act in opposition of it. Since then, Reech has grown from being considered a nuisance by the City Watch to a tolerated asset, as it focused its natural, chameleon-like nature on the criminal mindset; in short, it has a talent for getting inside the heads of those who would break the law.

Personality
Reech is very single-minded for a changeling. Having grown up in a culture where standards of behavior (not to mention appearance) were constantly in flux, adapting to new conditions, it has become fascinated by the notion of codified and regulated laws and morality. Further to that, that people exist who act against such laws and standards of behavior. Reech has devoted itself to uncovering the mysteries behind the interaction of such contradictory elements, to discover the "inner truth" behind them.

The downside, of course, is that its focus on studying law and criminal behavior has led Reech to ignore other aspects of social interaction, and it often finds itself unable to communicate effectively with others, or form significant bonds with people.
 
Last edited:

Mr_Spicoli

Explorer
Code:
Name:       [B][COLOR=Cyan]Zadrius “Zade” Karrex[/COLOR][/B]
Class:      Wizard school of Divination
Race/Type:  Human (Humanoid: )
Size:       Medium
Gender:     Male
Alignment:  Neutral
Deity:      The Fury
Region:     Sharn

Str: 10 -  (2 pt)     Level:    3     XP: 
Dex: 12 +1 (4 pt)     BAB:     +2     HP: 16 (3d4)
Con: 14+2 -  (6 pt)     Grapple: +2     AP: 6
Int: 16 +3 (10 pt)     Speed:   30'
Wis: 10    (2 pt)    Init:    +1
Cha: 12 +1 (4 pt)

                      Base  Armor  Shield  Dex  Size  Misc
Armor: 11              10     -     -      +1    +0    --
Touch: 11
Flat:  10

                      Base  Mod  Misc
Fort:  +3              +1    +2   --
Ref:   +2              +1   +1   --
Will:  +4              +3   -   -- 

Weapon:               Atk       Damage  Crit      Rng
 Quarterstaff      +1 melees 1d6      20/x3
                      +1 ranged 1d4-1   19-20/x2  10 ft
dagger              +1 melee  1d4     19-20/x2
                      +2 ranged 1d4     19-20/x2  10 ft

light crossbow     +2 ranged 1d8       x2      80 ft
 
[B][COLOR=Cyan]Languages[/COLOR][/B] Common, Draconic, Elven

[B][COLOR=Cyan]Racial Abilities[/COLOR][/B]

[B][COLOR=Cyan]Class Abilities[/COLOR][/B]
Weapon Groups: [URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupBasicWeapons]Basic Weapons[/URL], [URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupLightBlades]Light Blades[/URL], [URL=http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupSlingsandThrownWeapons]Darts and Thrown Weapons[/URL]
Armor prof: 

Spells:
Spells Known: 
0: all
1-6: comprehend languages, indentify, detect secret doors, detect undead, charm person, disguise self
2-2: locate object, see invisibility
3

Spells Memorized/Spell Slots: +1 divination/lvl
0 4
1-2 +1+1 div.
2 1 +1 +1 div.
3
[B][COLOR=Cyan]Feats[/COLOR][/B]
Summon Familiar-Raven
Scribe scroll
Brew potion
Craft wondrous item
Extend Spell
Investigate (Gen 2) (ECS p. 55)

[B][COLOR=SCyan]Skills[/COLOR][/B]
Skill Points:26   {(2+3x4) + 6}     Max Ranks: 6/3

                                Ranks   Mod  Misc
Appraise               +7        1         +3    +3 (familiar)
Bluff +                                       +1       
Craft alchemy        +4        1        +3
Decipher Script      +4        1         +3   +0
Diplomacy             +4        1         +1     
Disguise +                             +1    +0
Escape Artist +1                    +1    +0
Gather Info           + 5            4        +1    +2   
Knowledge (arcana)+8   3        +3    +2
Knowledge (history) +5  2        +3    +0   
Knowledge (local)   +6     3        +3    +0
Knowledge nobility  +5    2        +3
Knowledge planes  +4    1        +3
Knowledge religion  +4   1         +3
Notice                +  4                  1        +3   +0
Search                + 2                  2        +1   +0
Sense Motive        + 4          1       +3   +   
Speak Lang *        +4           1       +3     (draconic)
Spellcraft:             +5               2     +3
Use magic device                 +3

[B][COLOR=SlateGray]Inventory[/COLOR][/B]
                       Cost  Weight
Backpack               2 gp    2 lb
Belt Pouches (2)       2 gp    1 lb
Candle (x3)            3 cp    -
Case, Map/Scroll       1 gp    1 lb
Chalk (5 pieces)       5 cp    -
Explorer's outfit      3 gp    - (worn, 8 lb otherwise)
Ink, 1 oz. (x2)        16 gp   -
Inkpen                 1 sp    -
Inquisitive's kit      300 gp  4 lb (ECS 121)
Paper (15 sheets)      6 gp    -
Peasant's outfit       1 sp    2 lb
Sealing wax            1 gp    1 lb
Sunrod (x3)            6 gp    3 lb
Tindertwig (x3)        3 gp    -
Traveler's outfit      1 gp    5 lb
Vial (x5)              25 gp 1/2 lb
Waterskin              1 gp    4 lb



quarterstaff     322 gp  1 lb
Dagger (x2)            4 gp    2 lb
Darts   (30)               -    0 lb
 

[I] scroll of identify                       25 gp
[I] scroll of levitate                    150 gp                                                      
[I]scroll, cure light wounds[/I] (x3)     75gp
 Scroll of charm person x2           50 gp
Scroll of reduce        25 gp
Scroll of see invisibility    150 gp

    1 potions of cure dises 150 gp*        
             Total  1173.38

Total Weight: 32.5 lb
Money: 176 gp, 6 sp, 2 cp


Appearance
He is a streetwise man in his early 20's wearing fine garments of a well off appearance on the dangerous streets of Sharn.


Background
Zadrius was raised by a family of "enlightened" free-thinkers who espoused all the questionable moralities associated with deities of knowledge. A merchant family of information seekers for sages, psions, & mages, they were well to do with a pleasant villa in the mountains outside of Sharn. He immediately learned of the joy of exploration and discovery growing up in such a unique family. He would traverse the local mountains with friends in search of herbs & minerals as well as documenting the flora & fauna for his studies. As he grew up, this translated into a restlessness to seek out the greater world, and a lust for excitement and romance.

When Zade was 19 he set out with his friends to find themselves and the world.
He traveled all the way across Khorvaire by hitching rides on wagons and carts. He became quite a good caravan worker as well as guard. When his caravan was waylayed by bandits, they took all the merchants captive as slaves. Here he was indoctrinated into the Cult of the Fury, the old deity of Art, Revelry & Pleasure. He found an unexpected secret of wisdom from this cult. That knowledge was also pleasure instead of just power. The secrets of knowledge were close to this cult and they hired their services to other orders, sages, and mages for recordkeeping and book copying. The activities of the cult interwove with arcane pursuits as well. He entered the Collegia Arcanus in Sharn where he learned the ways of arcane secret.

It is there that he was introduced to a secret sect of the cult of the Fury. As an initiate he learned of the Mystic Thuerges who were priest mages that excelled in the combination of arcane & divine study to the attainment of their wishes. He met and briefly became engaged to a rogue cultist of the Fury who taught Zade about the back alleys and cutthroats of the city. She took him on many adventures along shadowy walkways and rooftops. They had a romantic affair but her best friend decided to take Zade for herself and set up a redezvous in which he would be caught by his wife with her best friend. Now he is an aspiring Mystic thuerge of the Fury, awaiting his training to become a full member of the Order.

His schooling at the Collegia Arcanus in Sharn, friendships with bards and sages, and connections to the slums, underworld, as well as social elite put him in a unique situation in the city. As an investigator for hire, he has plenty of offers from the wardens as well as the waylayers of the city. He picks and chooses his clients carefully, with personal interests utmost, yet the good of his friends not far behind. But even when he takes a job on pure profit and/or pleasure, he always remembers the dark city nights and its streets are his home.

He is all about making connections through observation. He connects his estranged wife’s relationship events with his personal obssessiveness. He is emotionally restrained, up to a point. When it gets to a boil he overdoes it with opium, drinking, and women. He doesn’t like himself sober, and thinks he is a crass brute without the sweet leaf and drink to soften him around the edges. It may be an excuse to rationalize his addiction.

He is obsessed with the muse. He needs opium to fuel his imagination and persona. He will spend 10-25 gp a week on opium. When using opium he will play the violin to get inspiration. The soothing music will give him ideas and help him make connections. He finds harmonic enchindirons delineate logical paths through the maelstrom of the world.
He has been involved in private and public investigations ranging from the mystical to the mundane, divine, arcane, and supernatural.

Of late he has been studying how warforged interact with organic beings. Hes seen a fair share of the warforged act very emotional, not unlike their creators. Who says warforged don’t care, that their emotionless arcane machines? Or when the servant becomes the master.

Personality
He has seen his fair share of fights and been in many of them. He even considered joining the guard, but the uniforms, discipline, and constantly taking orders wouldn't be for him. But he has done the city a service many times, and when it hasn’t asked, nor known of it. He is a free-willed spirit who likes infiltrating the underbelly of parts of Sharn for the pure thrill of it. Loyal to those loyal to him, he can be trusted to the end. Screw him over once, or threaten his companions and you have yourself an enemy.
 
Last edited:

mcnathan80

First Post
Okay looks like we're just about ready, just got some questions and suggestions, and we'll get this show on the road.

Defcon: Everything looks good, couple of things though, you get 6 AP's not 5, and if you could put the stats on your weapons when fighting 2 weaponed that would be great

Enforcer: All right just a few things to clean up here. Soulknives gets the mindblade proficiency for free, however, you still get 2 more profs. plus basic. Also could you give me a writeup on what the 2 feats from CPsi do?

Stonegod: Everything seems in order, thanks for giving me a description of your CPsi feats. Also, you get weapon groups as a sorceror so that needs updating, and maybe you might want to buy some stuff :p . I don't want to tell you how to design your character, nor do I want to give anything away in the game but the powers object reading and sensitivity to psychic impressions will be of great value in this game. However, if you don't possess these powers you can always find someone willing to use those powers for price.

Bento: Alright some minor things to update: dodge provides a constant +! to AC so your AC would be 17, not 16; Spot and listen are rolled into Notice so your Notice skill will be +7, and you'll have 2 skill points to mess around with; Investigator would be replaced with Talented (Gather Information, Search); and small items are 3/4 the weight of normal items so adjust your encumberance. Other than that you're good.

Cthuludrew: Everytings in order, but I have one suggestion. I know you're all into the profiler role in the party which I think is very interesting and am intrigued to see how you play that up, with that in mind I figured profiling is a mix of knowing popular culture and historical statistics i.e. Knowledge (history, and local). Since know(hist) isn't a class skill for rogues maybe you'd be better served taking educate in place of one of your other feats. Just a thought.

Mr spicoli: There's a lot that needs to be done to your sheet. In fact it looks like you copied and pasted Reech's sheet but didn't change anything. If you could update this that would help out a lot. However, I give wizards one bonus feat instead of a familiar if they don't want one, and you can buy scrolls at 3/4 price to put in your book along with the two spells per level you normally learn. But once you update I'll have a better feel for what you're tryingto do with your character.

Everyone: The characters look good and I'm excited to see how this all plays out. I'm a little surprised not more people took advantage of the flaws, but oh well. You can still update. I'll have the IC post set up by this weekend so any tweaking can be done until then, btu once that's set up all characters are locked in. See ya'll until then.
 

Remove ads

Top