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Animus' Eberron Game PC thread

nojiri23 said:
Jem the Mercurial (pretty much done)
Female Changeling Rogue 3
Total Hit Points: 18
.
This should be 14: 6 + 4 + 4 (dice, see my rule on hit point progression) + 3 (con bonus) -3 (frail flaw)

Hit Point Progression:

Before any adjustments for traits of flaws, this is how I'm doing hit points (2nd level and above):
Hit die (HP per level)
d4 (3)
d6 (4)
d8 (5)
d10 (6)
d12 (8)
 

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Lyran Molaes-thasti's story starts with his parents: when Jillya d'Lyrandar found out that she had no innate talents useful to her family’s business in Thrane, and very little desire to take up a life of sailing, she joined the priesthood of The Silver Flame. During the last war she often went out onto battlefields and tended the wounded on both sides, saving lives and souls for the Silver Flame. This is where she met Allusair Molaes-thasti, a Valenar mercenary, wounded and near death. She brought the wounded man to the temple, and as she tended him the two fell in love. When they were married he swore upon his ancestors that he would stay and fight for Thrane on behalf of his new wife and the son she carried within. He went off to the war, leaving a new son and wife behind. He was never seen or heard from again.

Lyran trained in the temple and was an intuitive and bright student. When he was old enough, he enlisted in the army to fight on the Karrnath fronts, where undead and summoned outsiders were common, and he did very well throughout the last quarter of the war.

Lyran, not willing to settle down after war's end, has taken to traveling. Armed with mementos and gifts he accumulated during the war, he has taken the role of a knight-errant of the Silver Flame, traveling from country to country, city to city, meeting people, talking, and helping where he can. His mother, to this day stays at the temple in Nathyrr, and Lyran visits her whenever he is in the area. He steadfastly looks out for word of the fate of his father, whom he holds out hope of being alive and able to explain why he hasn’t returned to his mother.

Lyran is extremely curious about the Valenar religion, and is always interested to find out more about the culture from which part of his heritage hails. Lyran has never had much contact with house Lyrandar.

Lyran has studied demonology, planar theory, and religious matters extensively. His superiors in the church know him to be almost stubbornly focused on tasks set before him, often giving up food and sleep to be successful. He never quite got the hang of his bow training as a Silver Flame initiate, but he has always enjoyed battle from horseback. He is rarely rash and likes to assess all situations before acting.

Lyran is rather ruggedly handsome, and extremely self-assured. He isn't especially strong, but he uses his wits and magic in combat regularly. His hair is always cropped short, but he maintains rather long, well-groomed sideburns: his only vanity.

Stats: Lyran Molaes-thasti: Male half-elf Cleric 3 of the Silver Flame; 3000 XP; Medium humanoid; HD 3d8; hp 18; Init -5; Spd 20 ft/x3.; AC 19, touch 11, flat-footed 18; Base Atk +2; Grp +3; Atk or Full Atk +4 melee (1d8+1/19-20, masterwork cold iron long sword) or +4 melee (1d8/x3, masterwork alchemical silver lance) or +1 ranged (1d4+1/19-20/10 ft., dagger); SA Exorcism Domain, Turn Undead 5/day (+2 from Knowledge (Religion); as level Clr4); SQ immune to sleep spells, +2 save vs. Enchantments, low-light vision, elven blood, spontaneous curing, protective ward 1/day; AL LG; AP 9; SV Fort +3, Ref +2, Will +5; Str 12, Dex 12, Con 10, Int 12, Wis 15, Cha 14.

Skills and Feats: Balance -6, Climb -6, Concentration +7 (+11 casting defensively), Diplomacy +5, Escape Artist -6, Gather Information +4, Hide -6, Jump -12, Knowledge (religion) +7, Knowledge (the planes) +4, Listen +2, Move Silently -6, Ride +2, Search +2, Spot +2, Swim -13; Combat Casting, Heroic Spirit, Mounted Combat, Spell Focus (Abjuration).

Weapon Group Proficiencies: Basic, Spears and Lances, Heavy Blades

Traits and Flaws: Focused, Relentless, Shaky, Unreactive.

Languages: Abyssal, Common, Elven.

Spells per Day (4/4/3) DC 12+spell level (Abjurations DC 13+spell level); Caster Level 3; Domains: Exorcism and Protection; commonly prepared spells: 0- detect magic, light, light, read magic; 1- bless, magic weapon, sanctuary* (DC 15), shield of faith; 2- magic circle against evil* , bear’s endurance, lesser restoration.

Possessions: masterwork cold iron long sword, dagger, banded mail, masterwork heavy wooden shield, Flame-touched Iron Holy Symbol (Silver Flame), spell component pouch, backpack (18 lbs): bedroll, flint and steel, rations (2), ID Papers (Lyran Molaes-thasti), torches (5), water skin, 8pp, 5 gp, 3 sp, 10 cp. Total weight carried: 53.5 lbs.

Age: 43, Height: 5’11”, Weight 132 lbs. Hair: Brown, Eyes: Green.

Scimitar (Heavy Warhorse)
Large Animal; Hit Dice: 4d8+12 (30 hp); Initiative: +1; Speed: 40 ft. ; Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 armor), touch 10, flat-footed 17; Base Attack +3; Grapple +11; Attack: Hoof +6 melee (1d6+4); Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2); Space/Reach: 10 ft./5 ft. Special Qualities: Low-light vision, scent; Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills and feats: Balance -3, Hide -3, Jump +4, Listen +5, Move Silently -3, Spot +4, Sim -4; Endurance, Run.

Possessions: military saddle, bit and bridle, MW alchemical silver lance, scale barding. With rider and all rider’s gear (304.5 lbs.-medium encumbrance)
 

Ash
Warforged Druid 3
STR 14 +2 (6 points)
DEX 14 +2 (6 points)
CON 14 +2 (4 points +2 racial)
INT 9 -1 (1 point)
WIS 14 +2 (10 points -2 racial)
CHA 7 -2 (1 point -2 racial)

Hit Points 24
AC 16 (10+2 dex+2 nat armor +2 heavy wood shield)
AC 18 when in a forrest (per warden initiate feat)
Init +2
BAB +2
Speed 30’
F/R/W 5/3/5

Melee +4

Scimitar 1d6 18-20/x2
Slam 1d4 20/x2

Medium, 6’0" tall, 300 wt
Wooden

Speaks Common

Skills Druid-18 ((4-1)*4+3+3)
Animal Empathy -2
Climb 7 (5 ranks +2 str)
Concentration 2
Handle Animal -1 (-2 cha +1 trait)
Heal 2
Intuit Direction 2
Jump 7 (5 ranks +2 str)
Knowledge Nature 4 (5 ranks -1 int)
Spellcraft -1
Swim 2
Survival 5 (3 ranks +2 wis)

Feats
-Warden Initiate
-Improved Critical (Scimitar)

Weapon Group
Druid Weapons
Basic Weapons

Warforged Traits
-Immune to poison, paralysis, disease, nausea, fatigue, sickness, and energy drain


Druid Abilities
Nature Sense
Woodland Stride
Trackless Step

Spells per Day Known
-0 Level: 5
-1st Level: 3
-2nd Level: 2

Spells Known
-0 Level (DC 12): Detect Magic, Purify Food and Drink, Light, Cure Minor Wounds, Mending
-1st Level (DC 13): Cure Light Wounds, Entangle, Obscurring Mist
-2nd Level (DC 14): Warp Wood, Heat Metal

Gear
Backpack (center back) 2gp
Bedroll (below backpack) 1sp
Waterskin 2gp
2 Torches (backpack) 2cp
Flint & Steel (backpack) 1gp
Warforged Repair Kit (backpack)50gp
50 gold pieces

Flaw- Shaky (suffer a -2 to ranged attack)
Trait- Uncivilized (+1 to handle animal and wild empathy, -1 to bluff, diplomacy, and gather information)

Personality- Ash is quiet. He is trusting of people, often times gullible. He seems to retain his trust in humanity despite his past.

Backround- Ash remembers little prior to the fateful Dravago day when he assisted his owner Klaus in the gathering of wood for the farm. Klaus collapsed lifting a log onto the wagon, when Ash came upon the body it was too late. Fearing he may be blamed for the death of his owner Ash ran deep into the forrest. The next day he was approached a druid. The druid took Ash under his wing culminating into Ash's initiation into the Wardens of the Wood. Ash has left the woodlands to quest upon order of an elder warden.
 
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ShaggySpellsword,

Your numbers look good to me.

IamTheTest,

I'm doing a 28 point buy, so you need to adjust your scores.

How do you get an AC of 18? I only come up with 16 according to the equipment on your sheet.
 

The +2 to AC is from Warden Initate feat, I made it more clear. Sorry for the oversight. The ability modifiers and scores were okay I just made a typo, sorry. I think its all fixed up now though. Let me know if I need to fix anything else.

Also, and I realize this is a bit premature, how would you like to handle wild shape? As a construct Im not sure how I should role play turning into a flesh and bone creature. We have plenty of time to figure things out, I was just wondering if you wanted to handle it differently.
 
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IamTheTest,

Wilderness Lore is now Survival, but everything else looks good. As far as the wild shape thing goes, I need to figure that out.
 


ShaggySpellsword,

Could you do me a favor and change the format of your stats to look more like the others? It makes it easier when I copy-paste to my excel spreadsheet to game prep. Thanks.
 

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