A dwarf in time- OOC

Here's a look at Revek as a Scout 3 going into Ranger and picking up Swift hunter on the way. Still have to fill in most of the details and equipment but the crunch of the character is done. Need to create a good background too, anyone want to let me build off of them? I love having previous relationships with other characters before the game starts. Also, could i use the Arcane Hunter class feature variants for Ranger? And also trade out Ride (Or any other skill) for tumble so I can continue progressing that?

[sblock]Name: Revek Kundarak
Class: Scout
Race: Dwarf
Gender: Male
Alignment: Lawful neutral
Deity:

Age: 75
Height: 4' 6"
Weight: 190
Eyes: Brown
Hair: Brown

Str: 14 +2 (06p.) Level: 3 XP: 4,000
Dex: 18 +4 (16p.) BAB: +2 HP:23 (3d8+3)
Con: 12 +1 (02p.) Grapple: +4 Dmg Red: 0/-
Int: 10 +0 (02p.) Speed: 30' Spell Res: 0
Wis: 12 +1 (04p.) Init: +4 Racial Modifiers: +2 Con, -2 Cha
Cha: 06 -2 (00p.) ACP: -0

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +4 +0 +0 +0 17
Touch: 14 Flatfooted: 13
Armor: AC Bonus: Penalty: Weight:
MW Studded Leather +3 0 20lb

Base Mod Misc Total
Fort: +1 +0 +1 +2
Ref: +3 +4 +0 +7
Will: +1 +1 +0 +1

Weapon Attack Damage Critical
MW Shortbow +7 1d6 x3
Battle-ax +4 1d8 x3

Languages:
Dwarven
Common

Feats:
Point Blank Shot
Precise Shot

Special Qualities:
Skirmish +1d6, +1 AC
Trapfinding
Battle Fortitude +1
Uncanny Dodge
Fast Movement +10'
Trackless Step
Darkvision 60'
Stonecunning
Stability
+1 attack rolls vs orcs
+4 AC vs. giants
+2 Craft (stonework/metalwork), Appraise(stone/metal), Search for unusual stonework, saving throws vs spells and poison

Skills: SP:48 Max Ranks: 6/3
Skill: Total: Rank: Ability: Misc:
Balance +10 6 +4(Dex)
Climb +8 6 +2(Str)
Hide +10 6 +4(Dex)
Knowledge(Dungeoneering)+6 6 +0(Int)
Move Silently +10 6 +4(Dex)
Spot +7 6 +1(Wis)
Tumble +10 6 +4(Dex)
Use Rope +10 6 +4(Dex)


Equipment: Cost Weight
MW Shortbow 330gp 2lb
--Arrows (20) 3lb
Battleaxe 10lb 6lb
MW Studded Leather 175gp 20lb
Backpack 2gp 2lb
--Bedroll .1gp 5lb
--Sunrod 2gp 1lb
--50ft Silk rope 10gp 5lb
--Grappling Hook 1gp 4lb

Total Weight: 46lb Money:

Lgt Med Hvy Lift Push
Max Weight: 58lb XXX XXX XXX XXXX[/sblock]

Appearance: [sblock] Revek had a very serious demeanor. He is always on the lookout for danger and has difficulty trusting anyone but himself although he understands the need to act as if one trusts others. His dark brown hair is almost all shaved but for a topknot on the top of his head. His bear is braided into numerous dreads, a style he picked up while performing military service in the south. He has several piercings in each ear filled with gold rings. Revek dresses in a simple leather hauberk and breeches. He carries his bow upon his back and a trusty axe at his hip.[/sblock]

Background:[sblock] Revek spent numerous years as a skirmisher, spy and scout amongst the army. He gained expertise in underground operations while spying on a group of gnome wizards who had mysteriously vanished underground. He spent weeks hunting them in the deep caverns and tunnels, following only vague traces of their passing. When he finally caught up with the group he found that they had been simply gathering a rare type of mushroom that was loved in soups. Silly gnomes. That experience has tainted his perceptions of the entire race and sees them as often frivolous or nonsensical. He was chosen to head north into the Reaches because of his skill at guiding and tracking beneath the earth. [/sblock]
 
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Jack of Tales said:
Here's a look at Revek as a Scout 3 going into Ranger and picking up Swift hunter on the way. Still have to fill in most of the details and equipment but the crunch of the character is done. Need to create a good background too, anyone want to let me build off of them? I love having previous relationships with other characters before the game starts. Also, could i use the Arcane Hunter class feature variants for Ranger? And also trade out Ride (Or any other skill) for tumble so I can continue progressing that?

Where is the Arcane Hunter variant? I am perfectly happy with a Ride for Tumble swap.

Couple of questions about the Character sheet. It appears that you didn't apply the dwarven racial traits to your Ability Scores, and I believe that Scouts aren't proficient with Longbows, only Shortbows (not that they need them with the awesome Skirmish.) and the speed is 30' because Dwarves start with 20' not 30'

As some ideas for background, you may want to use the fact that we are playing during the Last War instead of the standard 2 years after. Perhaps some military service might be appropriate, either because you weren't getting along with the House, or because you were spying for the House. House Deneith used all sorts of Mercenaries during the war, perhaps you were spying on Deneith for Kundarak? Feel free to collaborate with other characters as well.
 

Arcane Hunter is from Complete Mage. It replaces the first Favored Enemy with Favored Enemy(Arcanists) which applies your bonus against anyone who can cast arcane spells or uses invocations. It does not include spell-like abilities. Making the other changes now..this is what happens when you through together a character with no books around!
 

I got a bit of backstory on Ulzim Zuccabar, gnome wizard. Dragonmarked heir, favored in the house, proper and obediant... and willing do anything to get himself advanced in the House. He knew the House was needing someone to help with a dragonshard mission fairly early in the planning stages, and studied his tail off to gain the expertise they'd want in order to get sent along. Ulzim's worry is that he's extraordinarily... ordinary. He's done nothing, been nothing particularly special, and the boring don't get noticed. They stay home and do clerking jobs. Ulzim doesn't want to be a clerk, he wants to be on the cutting edge of the House, of the elemental binding and dragonshard research, where fame is made. He hopes this is his big break.
 

Isida Kep'Tukari said:
I got a bit of backstory on Ulzim Zuccabar, gnome wizard. Dragonmarked heir, favored in the house, proper and obediant... and willing do anything to get himself advanced in the House. He knew the House was needing someone to help with a dragonshard mission fairly early in the planning stages, and studied his tail off to gain the expertise they'd want in order to get sent along. Ulzim's worry is that he's extraordinarily... ordinary. He's done nothing, been nothing particularly special, and the boring don't get noticed. They stay home and do clerking jobs. Ulzim doesn't want to be a clerk, he wants to be on the cutting edge of the House, of the elemental binding and dragonshard research, where fame is made. He hopes this is his big break.

House Sivis definitely wants someone they can rely on for this job, it is important enough they would send a heir.
 

I was only planning on making a first draft of the character but I think he's pretty much done as it is. I decided to drop the cloistered cleric idea and assumed that you would be ok if I took Knowledge (dungeoneering) as a class skills (instead of, say, history). Tell me if you need any clarifications or changes.

Code:
[B]Name: [/B] Vonval Faldek
[B]Class:[/B] Cleric 3 
[B]Race:[/B] Dwarf
[B]Region of Origin:[/b] Mror Holds
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] True neutral
[B]Action Points:[/B] 6
[B]Deity:[/B] The Dragon Below ([B]Domains:[/B] Earth, Darkness [SIZE=1]1[/SIZE])
[B]Quote:[/B] "Terror and beauty are only two of the things that await you in the depths of Khyber."

[B]Str:[/B] 12 +1 ( 4p.)	[B]Level:[/B] 3	[B]XP[/B]: 4000 / 6000
[B]Dex:[/B] 10 +0 ( 2p.)	[B]BAB:[/B] +2		[B]HP:[/B] 26 (3d8+6)
[B]Con:[/B] 14 +2 ( 4p.)	[B]Grapple:[/B] +3
[B]Int:[/B] 14 +2 ( 6p.)	[B]Speed:[/B] 20'
[B]Wis:[/B] 16 +3 (10p.)	[B]Init:[/B] +0
[B]Cha:[/B] 10 +0 ( 4p.)	[B]ACP:[/B] -7

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+6	+1	+0	+0	+0	+0	17 (+4 vs. giants)
[B]Touch:[/B]	10	[B]Flatfooted:[/B] 17

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+5	+3	+2	+2 vs poison and spells
[B]Ref:[/B]	+1	+1	+0	+2 vs poison and spells
[B]Will:[/B]	+6	+3	+3	+2 vs poison and spells

[B]Weapon				Attack	Damage	Critical	Range[/B]
Mwk Byeshk [SIZE=1]2[/SIZE] Morningstar	+4	1d8+2	x2		------
Dagger				+3	1d4+1	19-20/x2	10 ft
Light crossbow			+2	1d8	19-20/x2	80 ft

[B]Languages:[/B] Common, Dwarven, Terran, Undercommon

[B]Abilities:[/B] 
Rebuke/Control Undead (3 times/day, +0 to the check, turning damage 2d6+3 HD)
Rebuke/Control Earth and Turn/Destroy Air (3 times/day, +0 to the check, turning damage 2d6+3 HD)
Spontaneous Casting (inflic spells)
Darkvision 60'
Stability
Stonecunning
+2 racial bonus to saving throws vs. poison and spells
+1 racial bonus to attack rolls vs. orcs and goblinoids
+4 dodge bonus to AC vs. giants

[B]Feats: [/B] Blind fighting (Darkness domain bonus), Earth sense [SIZE=1]3[/SIZE], Earth's warding [SIZE=1]3[/SIZE]

[B]Spells prepared[/B] (Save DC 13 + spell level; 4/3+1/2+1):
0 - Cure minor wounds, Detect magic, Guidance, Resistance;
1st - Cure light wounds, Divine favor, Foundation of stone [SIZE=1]1[/SIZE], Obscuring mist (D);
2nd - Blindness/deafness (D), Curse of ill fortune [SIZE=1]1,4[/SIZE], Hold person

[B]Skill Points:[/B] 24	[B]Max Ranks:[/B] 6/3
[B]Skills			Total	Ranks	Mod 	Misc[/B]
Concentration		+8	6	+2	0
Listen			+5	2 (cc)	+3	0
Knw (dungeoneering)	+8	6	+2	0
Knw (the Planes)	+6	4	+2	0
Profession (miner)	+5	2	+3	0
Spellcraft		+4	2	+2	0

[B]Equipment:				Cost	Weight[/B]
Masterwork byeshk morningstar		1808gp	9 lb
Banded mail				250gp	35 lb
Light steel shield			9gp	6 lb
Dagger					2gp	1 lb
Light crossbow				35gp	4 lb
20 bolts				2gp	2 lb
Wand of lesser vigor [SIZE=1]1,4[/SIZE] (50 charges)	750gp	--
Scroll of cure light wounds (x2)	50gp	--
Scroll of sanctuary			25gp	--
Cleric vestments			--	--
Backpack				2gp	2 lb
Scroll case				1gp	1/2 lb
Miner's pick				3gp	10 lb
50 ft. of silk rope			10gp	5 lb
Tanglefoot bag (x2)			100gp	8 lb
Silver 'holy' symbol			25gp	1 lb
Red garnet (gem)			100gp	--

[B]Total Weight:[/B] 83.5 lb	[B]Money:[/B] 28gp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	43	44-86	87-130	260	650

[B]Age:[/B] 78
[B]Height:[/B] 4'1" 
[B]Weight:[/B] 150 lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Black with streaks of grey
[B]Skin:[/B] Pale

Background:
Vonval was born into the Faldek clan, a rather poor band of dwarven miners who live in the deepest caverns of the Mror Holds. During the war, the Karrnathi demand for metal became overwhelming and this drove the clan to dig even deeper in search of rich mineral veins. From a young age, Vonval was put to work in those mines. One day, while digging along a rich vein, the miners encountered an area of rather friable rocks. Caution would have dictated to wait to rehinforce the passage before proceeding forward but the dwarves greedily continued digging. When rescuers cleared the resulting cavein, Vonval was the only one they found still alive. He was a changed dwarf after this experience. Whenever he would return to the deep mines, he would hear voices calling him from the dark or from behind boarded up passages. Eventually, he gave in, fleed the clan and followed the voices into the forbidden passages. He went deep, deeper then he could have ever imagined. Those who knew him thought him dead for he was gone for many years. One day, however, he came back to the clan, looking much older and different. What he had done during all those years he would tell no one but many whisper that he met orcish cultists of the dragon below and that he learned much of the ways of the aberrations from Xoriat. Calling himself the 'Messenger of Khyber', he started preaching that modern dwarves were corrupted by greed and the exterior world. Only in the depths of Khyber could they regain their original purpose. Even if he was unable to gain a great gathering of people, his teaching didn't sit well with the power in place. He was arrested, tried for heresy and banished from the clan. He has wandered here and there since then and has given preaching because of the little success he met. He now seeks power, power to convince others. Recent visions have prompted him to seek shard of his patron, shards of Khyber. Following rumors that house Kundarak was looking for experts on the dragonshards, Vonval was able to convince members of the dragonmarked house to hire him on an expedition seeking Khyber shards. Maybe the other dwarves don't trust him but his knowledge is invaluable to their venture.

Non core sources:
1 Spell compendium (The domains list for the Cults of the Dragon Below in Faiths of Eberron mentions the Darkness domain)
2 Eberron campaign setting
3 Races of stone
4 Complete Divine
 
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The Rolling Man said:
I was only planning on making a first draft of the character but I think he's pretty much done as it is. I decided to drop the cloistered cleric idea and assumed that you would be ok if I took Knowledge (dungeoneering) as a class skills (instead of, say, history). Tell me if you need any clarifications or changes.

I like it, but could you add a sentence or two about how/why you were picked for the mission. I believe you already mentioned it in a previous post, but with your banishment I felt it needed to be mentioned in the background.
 

Shifted gears a bit after some fiddling and re-reading of various Eberron material. I now have two different concepts, both in the "skill monkey" category.

First is a dwarf rogue- locks, traps, and exploration specialist; he has the Noncombatant and Vulnerable flaws, as he is more than a bit twitchy by dwarven standards, at least as far as fighting goes- in sneaky/exploration situations he is daring and sure-handed. Rogue 3, with the Least mark of warding and favored in house- he'll take Silver Key 1 at level 4, Dragonmark heir 1 at 5th and alternate those classes as he progresses.

Second is the flip side of that equation: Gnome rogue/beguiler, a scholar by trade, probably female; also has Noncombatant and Vulnerable. Both an arcane scholar and a trained mapmaker (Craft or profession as appropriate), but also possesses the Whispering Wind least mark of Sivis (and thus can operate a Speaking Stone, if the expedition sends one along).

Does either of these updated ideas work?
 

pathfinderq1 said:
Shifted gears a bit after some fiddling and re-reading of various Eberron material. I now have two different concepts, both in the "skill monkey" category.

First is a dwarf rogue- locks, traps, and exploration specialist; he has the Noncombatant and Vulnerable flaws, as he is more than a bit twitchy by dwarven standards, at least as far as fighting goes- in sneaky/exploration situations he is daring and sure-handed. Rogue 3, with the Least mark of warding and favored in house- he'll take Silver Key 1 at level 4, Dragonmark heir 1 at 5th and alternate those classes as he progresses.

Second is the flip side of that equation: Gnome rogue/beguiler, a scholar by trade, probably female; also has Noncombatant and Vulnerable. Both an arcane scholar and a trained mapmaker (Craft or profession as appropriate), but also possesses the Whispering Wind least mark of Sivis (and thus can operate a Speaking Stone, if the expedition sends one along).

Does either of these updated ideas work?

I think either would be fine, if you are evenly divided between them I would like to request the gnome just because we are a little light on the Sivis side of the equation. That and having recently reread the beguiler, I think it just so darn cool.
 

Karienna Maguen D'Sivis (basically done)

Here is Karienna's character information. It is mostly done, except for equipment weights- most of her heavier camping and travel gear is carried on her donkey when traveling, and she is definitely in the market for a Handy Haversack when monetary resources permit...

Name: Karienna Maguen D'Sivis
Race/gender: Gnome female
Region of origin: Zilargo (Korranberg)
Class/level: Beguiler 3
XP: 4000
AP: 6 (level 3)
Flaws: Noncombatant (-2 melee attack rolls), Vulnerable (-1 AC)
Alignment: CG (tending neutral)
Height: 3'3"
Weight: 45 lbs
Age: 56

HP: 18 (6+2d6: 4/5 +3 CON)
AC: 11 (t 11/ff 10; size +1, DEX +1, flaw -1) OR 15 (t15/ff 14) with Mage Armor
Initiative: +1 (DEX)
BAB: +1 (+1-1-2 melee= -1/+1+1 missile= +3)
+2 FORT: +1 base, +1 CON
+2 REF: +1 base, +1 DEX
+4 WILL: +3 base, +1 WIS (+2 vs. Illusions)
Senses: Low-light vision, Listen +4, Search +4, Spot +2

STR: 9 (-1; 3 pts -2 racial)
DEX: 12 (+1; 4 pts)
CON: 12 (+1; 2 pts +2 racial)
INT: 17 (+3; 13 pts)
WIS: 12 (+1; 4 pts)
CHA: 12 (+1; 4 pts)
(30 pts total)

Feats: Education (ECS, level 1); Jack of all trades (CompAdv, flaw bonus); Least dragonmark (Scribing, Whispering Wind 1x/day; ECS; flaw bonus); Favored in house (Sivis; ECS; level 3)

Languages: Common, Gnome, Giant, Draconic, Goblin, Dwarf

Racial traits: -2 STR, +2 CON; Size small, move 20 feet; low-light vision; +2 bonus to Listen and Craft (alchemy); +2 saves vs. Illusions; +1 save DC when casting Illusions; +1 to attack rolls vs. kobolds and goblinoids; +4 Dodge bonus to AC vs. giant-type creatures

Class traits: Trapfinding; armored mage (light); Cloaked casting (+1 DC); Surprise casting; Advanced learning (Distract, SpComp)

Advancement scheme: Beguiler 4, INT +1 at level 4; Dragonmark Heir 1 at level 5; Beguiler 5, Practiced spellcaster feat at level 6

Skills (total/skill//points/ranks/modifiers):
+5/Bluff//4 pts/4 ranks/+1 CHA
+3/Concentration//2 pts/2 ranks/+1 CON
+6/Craft (mapmaker)//6 pts CC/3 ranks/+3 INT
+11/Decipher script//6 pts/6 ranks/+3 INT +2 dragonmark
+4/Forgery//1 pt/1 rank/+3 INT
+3/Gather information//2 pts/2 ranks/+1 CHA
+6/Hide//1 pt/1 rank/+1 DEX, +4 size
+10/Knowledge- arcana//6 pts/6 ranks/+3 INT, +1 Education
+10/Knowledge- geography//6 pts/6 ranks/+3 INT, +1 Education
+5/Knowledge- history//2 pts/2 ranks/+3 INT
+5/Knowledge- local (Zilargo)//2 pts/2 ranks/+3 INT
+4/Knowledge- nobility//1 pt/1 rank/+3 INT
+4/Listen//1 pt/1 rank/+1 WIS, +2 racial
+4/Search//1 pt/1 rank/+3 INT
+2/Sense motive//1 pt/1 rank/+1 WIS
+2/Speak language//2 pts/2 ranks/+n/a
+8/Spellcraft//3 pts/3 ranks/+3 INT, +2 synergy
+2/Spot//1 pt/1 rank/+1 WIS
+7/Use magical device//6 pts/6 ranks/+1 CHA (+9 total for scrolls)

Can use 'trained only' skills untrained; including Appraise, Craft (any other), Disable device, Knowledge (any other), Open locks, Profession (any)

Beguiler spells per day (CL 3):
B 0: 6 (DC 13/illusion 14)
B 1: 6 (DC 14/illusion DC 15)

Spell-like abilities per day:
Whispering wind (CL 1; 1x/day)(Least dragonmark- Sivis)
Dancing lights (CL 1, 1x/day)(gnome)
Ghost Sound (CL 1, 1x/day)(gnome)
Prestidigitation (CL 1, 1x/day)(gnome)
Speak with animals(Burrowing animals only, 1 minute, 1x/day)(gnome)


History: Both of Karienna's parents worked within the great library at Korranberg as researchers and instructors- members of a relatively minor branch of House Sivis, they were more valuable for their brains than their lineage. Karienna grew up almost entirely within the great library itself- books and pens were her first toys, and she was quickly put upon the path of the scholar. Neither of her parents' families had produced a Dragonmark in generations, so Karienna was raised and taught just like many other unmarked members of the house. She developed a keen interest in mapmaking and geography, and arrangements were made for her to be apprenticed to a highly regarded mapmaker in Trolanport once her basic studies were completed. She was also a very talented student of the arcane arts, though in her case this was more of a serious hobby than a career path.

In the stress of her final exams (combined with the anxiety of leaving her lifelong home), Karienna manifested her Dragonmark. The leaders of the house were quite intrigued, especially at such a mark appearing from a minor branch of the house- and while her scholarship and talent were certainly exceptional, she lacked the cunning (or devious) nature expected of a gnome. Luckily, there was a unique project for which she was rather well-suited, a joint venture with the dwarves of House Kundarak...

Personality: Karienna is a curious and scholarly young woman- she is most at home when surrounded by books or other research material (especially maps, which she also likes to collect). She also enjoys the quiet comforts of civilized life, but agreed to join the expedition because of her loyalty to her House (and the unique scholarly opportunities the trip presented)- her interest in knowledge outweighs her need for amenities. She is kind-heated and honest, not nearly as devious as gnomes are usually believed to be- the House sent her on this expedition both because she is trustworthy and because she is less than ideally suited to the complicated machinations of Zil society. She had also studied with dwarves previously at Drystone college in Korranberg, and is impressed by the technical capabilities of the stout folk.

Description: Karienna is of about average height for a gnome, and a bit over average weight- she is not particularly fond of unnecessary physical activity. She has rather mousy light brown hair that falls just past her shoulders, usually tied back in a plain utilitarian braid. Her eyes are a cheerful, sparkling green behind wire-rimmed spectacles (while she insists they are "just for reading", she tends to be reading something with nearly every waking moment so the glasses are a constant fixture). She tends to dress in a comfortable, rather understated style but she enjoys dressing up in fancy clothes for formal occasions, and can rarely resist the lure of new clothes, especially pretty things. As such, her shiftweave clothing is perhaps her most treasured possession (or at least, most treasured outside of academic and professional items like books and maps).

Possessions (3200 gp starting, 342 unspent):
Speaking Stone (0gp; House Sivis property for official use only)
Shiftweave (small, x2 sets; 1000 gp)
Assorted personal jewelry (100 gp)
Everful mug (MIC; 200 gp)
Everlasting rations (MIC; 350 gp)
Everbright lantern (ECS; 212 gp)
Magebred donkey (16 gp)(primarily to carry bulky/heavy gear, like the Speaking Stone)
Pack saddle, bridle, saddlebags (11 gp)
donkey chow (10 days; 5 sp)

MW Light crossbow (small; 335 gp)
bolts (small, cold iron; x60; 12 gp)
daggers (small; x2; 4 gp)
spell component pouch (x2; 10 gp)
MW thieves tools (100 gp)
Artisans tools (mapping kit; 5 gp)
Artisans tools (scribes kit; 5 gp)
Paper (x200; 80 gp)
Ink (15 vials- 10 black, 2 blue, 2 green, 1 red; 120 gp)
Inkpens (x9; 9 sp)
Artisans tools (grooming kit; 5 gp)
backpack (small; 2 gp)
bedroll (small; 1 sp)
waterskin (small; 1 gp)
steel mirror (10 gp)
map case (x5; 5 gp)
chalk (10 sticks, various colors; 10 cp)
flint and steel (1 gp)
belt pouch (small; 1 gp)
sack (x2; 2sp)
signal whistle (8 sp)
tent (small; 10 gp)
scholar's outfit (small; 5 gp)
Identity papers (with picture; 5 gp)
Arcane signet ring (150 gp)
Traveling papers (Zilargo to western Aundair and back; 4 sp)
Potion of CLW (CL 1; x2; 100 gp)
 
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