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The Heroes of House Tharashk


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First Post
Gulo, Shifter Bar 1/Rgr 1

Gulo the Hunter

Neutral Male Shifter
Barbarian 1/Ranger 1

STR 16 (+3)
DEX 18 (+4)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 8 (-1)


Combat Stats:
Base Attack Bonus: +2
Melee: +5 [+2 BAB, +3 STR] (+6 with MW Falchion)
Ranged: +6 [+2 BAB, +4 DEX]
Hit Points: 13(12+1) +6(4+1+1)=19
Armor Class: 18 [10 + 4 (DEX) + 4 chain shirt
Initiative: +4 [+4 DEX]
Movement Rate: 40 feet (30 +fast movement)


Class Features: Fast Movement, Rage 1/day (+4 Str, +4 Con, +2 Will, –2 AC for 6 rounds; then fatigued for duration of encounter), Illiteracy, Favored Enemy (Animals), Track, Wild Empathy

Shifter Traits: Low-light vision, Shifting:Wildhunt (+2 bonus to Con and gains scent ability, shifting lasts 4 rounds)



Saving Throws:
Fort: +5
Ref: +6
Will: +0


Feats: Raging Luck ( 1 additional action point while raging)


Skills:
Balance +6 (+4 dex+2 racial)
Climb +5 (+3 str+2 racial)
Handle Animal +2( 3 ranks-1 cha)
Heal +4 (4 ranks +0 wis)
Intimidate +2 (3 ranks -1 cha)
Jump +6 (+4 dex+2 racial)
Knowledge (nature) +3 (3 ranks+ 0 int)
Listen +2 (2 ranks+0 wis)
Ride +6 ( 2 ranks+4 dex)
Survival +7 (5 ranks+0 wis+2 lingering scent ability)
Swim +3 (+3 str)


Languages(Speak only): Common


Action Points: 6


Equipment:

2 Throwing Axes 16 gp 1d6 x2 10 ft. 4 lb. Slashing
Flint and Steel 1 gp
Masterwork Falchion 375 gp 2d4+4 18–20/x2 — 8 lb. Slashing
+1 Composite Longbow 200 gp 1d8+1 x3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lb.
Rations, trail (3 days worth) 15 sp 3 lb.
Sunrod 2 gp 1 lb.
Waterskin 1 gp 4 lb.
Whetstone 2 cp 1 lb.
Caltrops 1 gp 2 lb.
Backpack (empty) 2 gp 2 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp 1/2 lb.
2 Cure light wounds potion 100 gp

Coin: 90 gp

Physical Description: Gulo is 30 years old and stands a little under 6 feet tall. Weighing about 240 pounds, the shifter is stocky, with a barrel chest, broad shoulders and a bit of a paunch. He has long brown hair and sideburns typical of most shifters, and a tan, sunworn complexion. He often wears a painted tribal mark on his face given to him from his time amongst the goblin clans. Gulo has a definate feral aspect to him, possessing pointed ears that seem set far back on his head, and eyes with yellow-green pupils.


Background: Born in Droaam, Gulo has survived the recent chaos of that land to become a valued employee to the House Tharashk. For the last 3 years the shifter has acted as hunter, guide, bodyguard, and occasionlly muscle to the House in and around Greywall. Having caught the eye of Lord Khundran d'Tornn, Gulo has been sent to the Shadow Marshes to help protect the interests of the House in their endeavors there.

Fiercely independent( and a bit ambitious), Gulo is not simply a mercenary to the House- yet, as a shifter he is not totally accepted either. However, he possesses valuable skills for the wild lands of Droaam and the Marshes.

Eager to escape the lawlessness of Droaam, Gulo hopes his new position in the Marshes will allow him a way to seek his fortune in the dragonshard rich land.
 

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Old Fezziwig

a man builds a city with banks and cathedrals
Cazanjan d’Kundarak

Cazanjan d’Kundarak
Male Dwarf Clr2 of Kol Korran; Size M; HD 2d8+6; hp 19; Init –1 (-1 Dex); Spd 20 ft.; AC 16 (-1 Dex, +5 breastplate, +2 heavy steel shield); BAB +1; Grp +2; Atk +2 melee (masterwork heavy mace, 1d8/x2), +0 ranged (light crossbow, 1d8/19-20/x2); Full Atk as Atk; SA See below; SQ See below; AP 6; AL NG (lawful tendencies); SV Fort +6, Ref -1, Will +6; Str 12, Dex 8, Con 16, Int 14, Wis 16, Cha 12.

Skills and Feats: Appraise +4/+6 (0 ranks, +2 Int, +2 Dwarf, +2 synergy with vaults), Concentration +6 (3 ranks, +3 Con), Craft: Vault-making +7/+9 (5 ranks, +2 Int, +2 Dwarf with stone and metal), Diplomacy +6 (5 ranks, +1 Cha), Knowledge: History +4 (2 ranks, +2 Int); Knowledge: Religion +5 (3 ranks, +2 Int), Listen +2 (0 ranks, +2 Wis), Profession: Diplomat +4 (5 ranks, +3 Wis), Search +4 (0 ranks, +2 Int, +2 Feat), Spot +2 (0 ranks, +2 Wis); Least Dragonmark of Warding (misdirection 1/day, +2 on Search checks).

Dwarf Traits: Base speed 20 ft. even with a medium or heavy load, darkvision 60 ft., stonecunning, weapon familiarity (dwarven urgrosh, dwarven waraxe), stability (+4 bonus to resist bull rushes and trip attacks), +2 racial save bonus against poison, +2 racial save bonus vs. spells and spell-like effects, +1 racial attack bonus against orcs and goblinoids, +4 dodge bonus to AC against giant types, +2 racial bonus to Appraise checks, +2 racial bonus to Craft checks with stone or metal.

Cleric Abilities: Turn undead, spontaneous casting (cure spells), divine spells (bonus spells: 0/1/1/1), domain abilities (Charm: +4 boost to Cha 1/day for 1 minute; Commerce: +10 competence bonus to Profession checks made to earn a living, Appraise as class skill).

Spells
Domains: Charm, Commerce
Spells per Day 4/3+1

Typical Spell Lists [* = domain spell]

Non-adventuring
0-level: detect magic, detect poison, light, purify food and drink
1st-level: charm person*, command, comprehend languages, detect evil

Adventuring: Offensive
0-level: detect magic, guidance, inflict minor wounds, resistance
1st-level: bless, charm person*, divine favor, magic weapon

Adventuring: Defensive
0-level: detect magic, detect poison, resistance, virtue
1st-level: bless, charm person*, entropic shield, shield of faith

Equipment: masterwork heavy mace, breastplate, heavy steel shield, traveler's outfit, noble's outfit [not taken on adventures], silver holy symbol of Kol Korran, House brooch (seal of House Kundarak), signet ring (House Kundarak Diplomatic Corps), backpack [masterwork artisan's tools (+2 circumstance bonus to Craft checks), silk rope (50 ft.), healer's kit (+2 circumstance bonus to Heal checks), bedroll, winterblanket], belt pouch [thunderstone, 1 flask of holy water, identification papers, 13 gold pieces, 4 silver]

XP: 1,150 xp / 3000 xp

Description and Personality: Short for a dwarf and with prematurely greying hair, Cazanjan d'Kundarak has the manner and demeanor of a man constantly trying to make up for other people's lowered expectations. Overly serious, although not gruff, and well-prepared, yet flexible and pragmatic, Cazanjan sometimes surprises even himself with his solutions to problems. Despite his height, he is well-muscled and in excellent health, his body tuned to a high level of efficiency in effort and design.

Height, Weight, Age: 4 ft. 2 in., 172 lbs., 78 years old.

Background: A vault-maker sent from the Mror Holds to House Tharashk as part of what might loosely be called an embassy, Cazanjan d'Kundarak helps with the construction and design of Tharashk's vaults per the requests of the House and the orders of his superiors in House Kundarak. His faith — his abilities are the direct result of a physical manifestation of his religious beliefs rather than his participation in a large scale church hierarchy (in other words, although he does work within the churches of Kol Korran, he feels that his personal faith trumps any official church dogma and that his devotion to House Kundarak is of equal importance) — has always complemented his professional abilities, and he spends equal time meditating on his faith as he does perusing blueprints and texts on diplomacy. Cazanjan is under instruction to follow all dictums of House Tharashk until such a time as his elders tell him not to follow them.
 
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Hoog

First Post
Dox
Changling Rogue 2 Neutral

Str 12(+1)
Dex 14(+2)
Con 14(+2)
Int 14(+2)
Wis 12(+1)
Chr 14(+2)


Combat Stats:
Base Attack Bonus: +1
Melee: +2 [+1 BAB, +1 STR]
Ranged: +3 [+1 BAB, +2 DEX]
Hit Points: 14 [6 + 4 (levels) + 4 (CON)]
Armor Class: 15 [10 + 2 (DEX) + 3 (Master Crafted Studded Leather)
Initiative: +2 [+2 DEX]
Movement Rate: 30 feet

Attacks per round:
Rapier (+2 to hit 1d6+1 dam 18-20*2 crit)
Hand Crossbow (+3 to hit 1d4 dam 19-20*2 crit)
Dagger +2/+3 to hit m/r 1d4+1 dam 19-20*2 crit)

Armor:
Master Crafted Studded Leather (light armor +3 AB +5 max dex 0 Armor penalty 15% spell failure 30 speed 20lbs)

Saving Throws:
Fort: +2 [+0 base, +2 CON]
Ref: +5 [+3 base, +2 DEX]
Will: +1 [+0 base, +1 WIS]


Feats:
Combat Reflexes 1st level feat


Skills:
Bluff +9 (5 ranks, +2 CHR, +2 Racial)
Decipher Script +3 (1 rank, +2 INT)
Diplomacy +3 (1 rank, +2 CHR)
Disable Device +7 (3 rank, +2 INT, +2 MW Tools)
Disguise +17 (5 rank, +2 CHR, +10 racial)
Gather Information +6 (4 rank, +2 CHR)
Hide +4 (2 rank, +2 DEX)
Intimidate +9 (5 rank, +2 CHR, +2 racial)
Jump +2 (1 rank, +1 STR)
Knowledge (local) +4 (2 ranks, +2 INT)
Listen +3 (2 rank, +1 WIS)
Move Silently +4 (2 rank, +2 DEX)
Open Lock +6 (2 rank, +2 DEX, +2 MW Tools)
Search +4 (2 rank, +2 INT)
Sense Motive +7 (4 rank, +1 WIS, +2 racial)
Sleight of Hand +3 (1 rank, +2 DEX)
Spot +3 (2 rank, +1 WIS)
Tumble +7 (5 rank, +2 DEX)


Languages:
Common, Orc, Goblin


Special Abilities:
Disguise Self at will
+2 Bluff, Intimidate, Sense Motive
Sneak Attack Dam 1d6
Trapfinding
Evasion

Action Points: 6

Equipment:
Backpack: (2 gp)
- Inquisitive Kit(300 gp)
- Disguise Kit (50 gp)
- Courtiers Outfit (30 gp)
- Robes Reversible (5 gp) (one side Priest, other side Wizard)
- Wooden Holy Symbol to Soverign Host (1 gp)
-Trail Rations 10 days (5 gp)
Belt Pouch: (1 gp)
- Master Work Thieves Tools (100 gp)
Wearing / Carrying:
- Travelers Outfit Reversible (3 gp)
- Belt (1 gp)
- Hand Crossbow (100 gp)
- Bolts (20) (4 gp)
- Rapier (20 gp)
- Dagger (2 gp)
Identification Papers
-Jarkan Dilb Human Male, Soldier, From Karanath, Nobles Son
---- has Portrait (25 gp)
-Samantha Nerull, Humsn Female, Priest of Soverign Host, From Breland
---- has Portrait (25 gp)
-Herman Shnell, Human Male, Peasant, From Aundair (10 gp)
Wealth:
-GP (90)
-PP (20)
Total Weight Carried: ?? lb
Load: ????


Current XP:
Current: 1,150 Next Level: 3,000

Dox is Currently traveling as Jarkan he very rarely goes back to his own form wishing to keep it quite that he is a changling. The group of course knows as they are his trusted allies.
 
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Jarval

Explorer
Gamil
Warforged Artificer 2, Neutral Good

STR 14 (+2)
DEX 12 (+1)
CON 14 (+2)
INT 14 (+2)
WIS 8 (-1)
CHA 14 (+2)


Combat Stats:
Base Attack Bonus: +1
Melee: +3 [+1 BAB, +2 STR]
Ranged: +2 [+1 BAB, +1 DEX]
Hit Points: 14 [6 + 4 (levels) + 4 (CON)]
Armor Class: 21 [10 + 1 (DEX) + 8 (Adamantine Body) + 2 (Heavy wooden shield)]
Damage Reduction: 2/Adamantine
Initiative: +1 [+1 DEX]
Movement Rate: 20 feet

Attacks per round:
Masterwork morningstar (+4 to hit, 1d8+2 dmg, Crit 20/x2)
Light crossbow (+2 to hit, 1d8 dmg, Crit 19-20/x2)
Slam (+3 to hit, 1d4+2 dmg, Crit 20/x2)

Armor:
Adamantine Body (+8 AC, +1 Max Dex bonus, -5 penalty to skills that suffer an ACP, 35% arcane spell failure chance).
Heavy wooden shield (+2 AC, -2 ACP, 15% arcane spell failure chance).


Saving Throws:
Fort: +2 [+0 base, +2 CON]
Ref: +1 [+0 base, +1 DEX]
Will: +2 [+3 base, -1 WIS]


Feats:
Adamantine Body (1st level feat)
Scribe Scroll (bonus Artificer feat)
Brew Potion (bonus Artificer feat)


Skills:
Appraise +7 (5 ranks, +2 INT)
Concentration +7 (5 ranks, +2 CON)
Craft (armoursmithing) +9 (5 ranks, +2 INT, +2 Masterwork artisan’s tools)
Knowledge (arcana) +7 (5 ranks, +2 INT)
Spellcraft +9 (5 ranks, +2 INT, +2 Synergy)
Use Magic Device +7 (5 ranks, +2 CHA)


Languages:
Common.


Special Abilities:
Living Construct Subtype.
Composite Plating (upgraded by Adamantine Body feat).
Light Fortification.
Natural slam attack (1d4 dmg).
Favored Class: Fighter.
Artificer Knowledge (+4).
Artisan Bonus.
Disable Traps.
Item Creation.


Magic:
Infusions per day: 4


Action Points: 6
Craft Reserve: 40


Equipment:
Backpack:
- Masterwork artisan’s tools (55 gp)
- Flint and steel
- Grappling hook
- 4 Oils of Light Repair Damage (200 gp)
- Potion of Enlarge Person (50 gp)
- Potion of Protection from Evil (50 gp)
- Potion of Sanctuary (50 gp)
- Potion of Shield of faith +2 (50 gp)
- 50' silk rope
- 5 sunrods
- Warforged repair kit (50 gp)
Wearing / Carrying:
- Explorer's Outfit
- Heavy wooden shield
- Masterwork morningstar (308 gp)
- Light crossbow
- 20 crossbow bolts
- Dagger
- 17 gp

Total Weight Carried: 41 lb
Load: Light


Current XP:
Current: 1,000
Next Level: 3,000

**********

Height: 6' 7"
Weight: 306 lbs
Age: 3


Background: Crafted only a few months before the War's end, I saw very little of the battlefields I was created to tour. Trained in the artificer's skill, I was sold to House Tharashk to act as a "medic" to their few warforged.

With the end of the war, I was freed from my service, but I chose to stay with House Tharashk. I had no other place to go, and in their employ I could continue to improve on the skills needed by my calling. Now I wait for the next event freedom might throw at me, so I may learn yet more of the world.


Personality: Gamil has a great deal to learn about the world, and is driven by a great deal of curiosity. Rather nieve, Gamil was spared many of the horrors of the war thanks to late construction and remote location.
 



Zephyrus

First Post
Hate to burst the Warforged Artificer's bubble... but Artificers are not profient with Heavy Armor and that will cause a conflict with the Admantine Body.

Two ways of solving this is to take a Level of Fighter and get Heavy Armor Profiency (and a bonus fighter feat) which thanks to Warforged Favored class wont cause XP penalties but will slow down the Artificer advancement.... That or suffer their Armor Check Penalty to ALL Strength and Dexterity based skills and all Attack rolls (See Non-Profiecent with Armor Worn, Pg 122 3.5 PHB) Until 3rd level and you used a Feat to gain Heavy Armor Profiency.

These routes are not as inhibiting as it might have been thanks to the character already being 2nd level. In the case of the fighter route, it would be a matter of which class was taken first for skill point selection. In the latter case... the Attack, STR and DEX penalties could (maybe/maybe-not) put a real crimp on the char's playability.
 

cdsaint

First Post
Zephyrus said:
Hate to burst the Warforged Artificer's bubble... but Artificers are not profient with Heavy Armor and that will cause a conflict with the Admantine Body.

Two ways of solving this is to take a Level of Fighter and get Heavy Armor Profiency (and a bonus fighter feat) which thanks to Warforged Favored class wont cause XP penalties but will slow down the Artificer advancement.... That or suffer their Armor Check Penalty to ALL Strength and Dexterity based skills and all Attack rolls (See Non-Profiecent with Armor Worn, Pg 122 3.5 PHB) Until 3rd level and you used a Feat to gain Heavy Armor Profiency.

These routes are not as inhibiting as it might have been thanks to the character already being 2nd level. In the case of the fighter route, it would be a matter of which class was taken first for skill point selection. In the latter case... the Attack, STR and DEX penalties could (maybe/maybe-not) put a real crimp on the char's playability.

Actually, we've been over this once already, and I was under the same impression you are. We've got it straight from the cows mouth (Hellcow that is, Keith Baker) that warforged are considered to be proficient with their bodies regardless of the type of armor it's counted as for other purposes. The fifth post on this page gives the explanation. Luckily Jarval was able to find it, I couldn't.
 

Ashy

First Post
[smallcaps]Knaught[/smallcaps]
Male personality Warforged Drd2; Size M; HD (1d8+1)+(1d8/2+2); hp 15; Init +1 (+1 Dex); Spd 30 ft.; AC 18 (+1 Dex, +2 Composite Plating, +5 Mithral Body); BAB +1; Grp +0; Atk +0 melee (scimitar, 1d6, crit 18-20/x2, 4 lb., one-handed, slashing OR quarterstaff, 1d6/1d6, crit x2, 4 lb., double-weapon, bludgeoning), +1 ranged (N/A); Full Atk as Atk; SA See below; SQ See below; AP 5; AL NG; SV Fort +4, Ref +1, Will +6; Str 13 (+1), Dex 13 (+1) Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 6 (-2).

Skills and Feats: Animal Empathy 2 (4 ranks, -2 Cha), Concentration 3 (2 ranks, +1 Con), Handle Animal 2 (4 ranks, -2 Cha), Heal (8 ranks, +3 Wis), Knowledge (nature) 4 (2 ranks, +2 Int), Listen 6 (3 ranks, +3 Wis), Spellcraft 4 (2 ranks, +2 Int), Spot 6 (3 ranks, +3 Wis), Survival 5 (2 ranks, +3 Wis); Mithral Body

Warforged Traits: Living Construct Subtype (immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain; cannot heal damage normally; can be affected by spells targeting constructs; healing spells heal only ½ damage; physical construction makes warforged vulnerable to spells such as heat and chill metal; warforged become inert when they drop below 0 hp; cannot be raised or resurrected; does not need to eat, sleep, or breathe), Composite Plating (+2 armor bonus), Light Fortification (25% chance that critical hits or sneak attack is negated and damage is thusly rolled normally), Natural slam attack (1d4 damage).

Druid Abilities: Druids are proficient with the club, dagger, dart, longspear, quarterstaff, scimitar, sickle, shortspear and sling. They can use light and medium (but not metal) armor and can use shields, so long as they are wooden. Cannot cast spells of an alignment opposite of her own. Druids have nature sense (can identify plants and animals – their species and special traits with perfect accuracy) and can tell if water is safe to drink. Druids begin play with one or more animal companions (total HD cannot exceed 2). Druids gain woodland stride at 2nd level. Bonus spells: 1-1st, 1-2nd, 1-3rd.

Spells
Typical Spell Lists
Non-adventuring
0-level: detect magic, light, purify food and drink
1st-level: comprehend languages, detect evil, longstrider*

Adventuring: Offensive
0-level: detect magic, inflict minor wounds, resistance
1st-level: divine favor, summon monster I, longstrider*

Adventuring: Defensive
0-level: detect magic, resistance, virtue
1st-level: bless, disguise self*, obscuring mist

Equipment: Detailed and embroidered cloak, scimitar, quarterstaff, backpack [healer's kit (+2 circumstance bonus to Heal checks), sunrods (20), tindertwigs (19), tanglefoot bags (4), alchemists fire (4), acidic fire flasks (2), alchemist frost (1), alchemist spark (1), noxious smokestick (2), thunderstone (4), sacks (2 – empty), oil (2 flasks), warforged repair kit], belt pouch [caltrops, 49 gold pieces] = Light load (49 lbs.)

XP: 1001 xp / 3000 xp

Description and Personality: Knaught is, at once, alike his living construct brethren and yet drastically different. While his base appearance is that of a standard warforged, there is a striking feature that is wholly unlike any warforged ever created: Knaught has a living tree growing out of his innards. Sprouting from his wooden insides and winding its way out from under metal and stone plates and fissures, a living, breathing tree is slowly, but gradually growing. To Knaught, this is proof positive of his faithful march towards his ultimate destiny and while it garners him many odd looks and the occasional problem, Knaught bears it all stoically (some say smiling inwardly). Clothed in the cloak and trappings of a druid, Knaught is somewhat of a shocking site for those accustomed to seeing the “standard” warforged.

Knaught is quiet and introspective, the warforged druid often can be found alone, musing on his purpose in the grander scheme of things or communicating with whatever creatures are nearby. However, once he waxes philosophical, it is quite difficult to get the druid to hush. Knaught is always accompanied by his follower, a perky and boisterous blue-jay by the name of Prattle.

Height, Weight, Age: 6 ft. 7 in., 990 lbs., 1 years old.
Region of Origin: The Mournlands, The Eldeen Reaches
Languages: Common, Druidic, Sylvan, Auran

Background: Knaught (whose original designation was "-", i.e. Naught) is believed to have been the first warforged ever created by the Lord of Blades (although Knaught hasn't even the slightest inkling of this whatsoever, though it is suspected by Oalian). Knaught's first memory is stepping out of a hazy mists and seeing a small blue-jay standing still on a field of perfect green. The blue-jay seemed to be waiting for him, looking directly at him with one eye and its head set in a slightly tilted and angled manner. The bird flew away and Knaught, having no other purpose, yet being intensely interested, followed it for what seemed like months. Day after day he would follow where ever the bird flew, somehow finding it every night where he would simply sit and watch the bird sleep.

Knaught did not know what drove him to act in this manner, but he saw no reason not to, and so, he continued. Day after day and night after night until at last the bird alit into the most incredible tree the warforged had ever seen - had ever thought possible. This tree turned out to be none other than the awakened great pine Oalian, quite possibly the most powerful druid on the planet. Knaught sat in reverence at this creature and did not move for several months - he somehow learned to hear the words of Oalian and soon became a initiate into the wardens of the wood.

Knaught, for some reason, had an intense connection to Oalian and remained with him for many seasons - it is believed that during this time is when the warforged himself started to bud, thus giving him a whole new perspective as well as a reforged sense of purpose as a druid. Finally, Knaught was given his new name (which he consideres his real name, "Knaught", a combination of his old name and a symbol of his new calling and life (i.e. a knot of wood). With this, his new name, his new purpose, and his faithful companion, Prattle, Knaught set out to make the world around him a better place than when he found it.

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