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Kamvul ir'Vadaya
Male, Human
Fighter: 1
Alignment: Neutral Good
Deity: Sovereign Host (Dol Dorn)
Region of Origin: Cyre, Metrol (Displaced); Breland, New Cyre(family), Sharn
Current Experience: 3001 xp

Next Level: 6,000 xp
Funds: 573 gp 5 sp

16 Strength (+3)
15 Dexterity (+2)
12 Constitution (+1)
10 Intelligence (+0)
10 Wisdom (+0)
10 Charisma (+0)

Hit Points:22
Action Points: 6
Action Die: 1d8
Fortitude save: +4 = 3 [base] +1 [con]
Reflex save: +3 = 1 [base] +2 [dex]
Will save: +1 = 1 [base]

Spot: +1
Languages: Common, Elven
Initiative: +6 (Improved Initiative +4, +2 Dex)
Speed: 40' Move (+10, Quick)

BAB: +3
Grapple: +4
Armor Class:16 = 10 +4 [chain shirt] +2 Dex
Touch AC: 12, Flat-footed: 14

Melee Attack Bonus: +6
Two Weapon Fighting:Atk +4 (1d8+4)/Atk +3 (1d8+1)
Masterwork Longsword Atk +8 (1d8+3)
Longsword Atk +7 (1d8+3)
Ranged Attack Bonus: Atk +5 (1d8, Range 110')
Composite Longbow (+2 Str) Atk +5 (1d8+2, Range 110')


Class Feats:
Basic Weapon Proficiency
Heavy Blades Weapon Proficiency
Light Blades Weapon Proficiency
Spears and Lances Weapon Proficiency
Bows Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Tower Shield Proficiency

Chosen Feats:
Action Boost
Improved Initiative
Power Attack
Two Weapon Fighting (Two Longswords)
Weapon Focus (Longsword)

Traits:
Quick (+10 feet on movement, -1 hp/level)


Skill Name
+0 Appraise [0] X Int
+3 Balance [1] X Dex +2
+0 Bluff [0] X Cha +0
+3 Climb [0] Str +3
+1 Concentration [0] X Con
+0 Craft_1 [0] Int
+0 Craft_2 [0] Int
+0 Craft_3 [0] Int
+0 Diplomacy [0] X Cha
+0 Disguise [0] X Cha + 0
+2 Escape Artist [0] X Dex +2
+0 Forgery [0] X Int
+0 Gather Information [0] X Cha+0
+1 Heal [1] X Wis
+4 Hide [2] X Dex +2
+1 Intimidate [1] Cha +0
+6 Jump [1] Str +3 (+2 speed of 40')
+1 Knowledge (Royalty & Nobility) [2] Int
+2 Listen [2] X Wis
+4 Move Silently [2] X Dex +2
+0 Perform_1 [0] X Cha+0
+0 Perform_2 [0] X Cha +0
+0 Perform_3 [0] X Cha +0
+0 Perform_4 [0] X Cha +0
+0 Perform_5 [0] X Cha +0
+3 Ride [1] Dex +2
+1 Search [0] X Int
+2 Sense Motive [2] X Wis
+1 Spot [1] X Wis
+1 Survival [0] X Wis
+3 Swim [0] Str +3
+3 Tumble [1] X Dex +2
+2 Use Rope [0] X Dex +2


Weapons and Armor: (22 lbs)
Anathros, Masterwork Longsword (1d8+1, 19-20/x2, 4lbs)
Longsword (1d8, 19=20/x2, 4lbs)
Dagger (1d4, 19-20/x2, 1lb)
Composite Longbow +2 Str (1d8+2, 20/x3, 110' range, 3lbs)
Mithril chain shirt [light; +4 AC; max dex +6; check penalty -0; 10 lb]


Gear:
22 lbs of Weapons / Armor / Shield
3 lb Arrows (quiver of 20)
2 lb Backpack
5 lb Bedroll
1 lb Flask
1 lb Mirror
1 lb Pouch
3lb Rations (1 day) X3
10 lb Rope (50', hempen)
1 lb Sealing wax
1 lb Soap
2 lb Torches x2
4 lb Waterskin
10 lb 3 Sets of clothing (shirts & pants)
3 lb Hooded cloak
1 lb Whetstone
1 lb 3 potions of cure light wounds and 1 potion of Bull's strength
-- Magnifying glass
-- Flint and steel
-- Ink pen
-- ID papers w/ portrait
-- Traveling papers
-- Signet ring (ir'Vadaya seal)
_______
71 lb

Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb

General:
Size: Medium
Age: 23
Height: 6' 2"
Weight: 185 lb
Skin: Tan
Eyes: Green
Hair: Dark Brown, clean shaven

Description and Personality:
Kamvul is a tall, lean, handsome man. He has middle length dark brown hair that is usually kept neat. He is usually seen in rustic clothes, prefering the comfort of leather and cotton to the silk robes of the wealthy. And he is wealthy. Well somewhat. Kamvul is reserved, and not given to loudmouthing and boasting. He mostly keeps to himself - he has few friends. The few friends he does have are true friends. On a typical Zor or Far night he can be found at the Drunken Dragon (pg 53 S:COT). One of his rare friends, an elf named Elros Arcamenel works as a bartender there. He sometimes drinks a little too much, but on his own time never while he is working. He has been linked to Hendra ir'Kavay (pg 40 S:COT), the liason to the Wayfinder Foundation in Sharn.

Kamvul is still extremely loyal to Cyre. He will help refugees from his old country, especially those from his fathers barony, before all others. Kamvul would like to see his country reclaimed and empowered.

History:
Kamvul is not an overly friendly man. Years of war and blood has made him somewhat bitter. He has lost much over the past decade. He proudly served his beloved country of Cyre as a soldier in it's army.

His father, Baron Arvus ir'Vadaya, died in 988 YK in the Battle of the Burning Hills. His father's death caused his mother, Baroness Mairan d'Deneith, to move to her families holdings in Metrol.

When Kamvul's older brother Donvul came of age he joined the Cyran army, and after a few years made Captain. Kamvul followed Donvul's example, much to his mother's dismay. Mairan left Metrol with her youngest children Myrna and Kimbrel, to live in Eston, as the skirmishes with Karnath were edging closer and closer.

Kamvul eventually transfered to Donvul's division as a scout. Kamvul was on a reconnaissance mission in Karnath, for Donvul when his regiment was wiped out by Karrnathi undead. When he returned to the encampment the next day he found his brother's body surrounded by slain zombies and skeletons. In Donvul's outstretched hand was their great grandfather's longsword, Anathros. The sword had been passed to Donvul after their father's death. Taking the venerable blade, he left on the trail of the undead soldiers. Days later he caught up with them. Under the cover of darkness Kamvul slipped into camp and killed the human commander in charge,as well a few of the skeletal guards. Ever since Kamvul has an intolerable hatred of skeletons and zombies.

On his way to Metrol to report the loss of his brother's regiment the sky was rent with a greenish light. The ground shook and Kamvul was knocked to the ground cold. Awakening sometime later the air was thick with a dead gray fog. He would later discover that his beloved country had been utterly destroyed. Though amazingly enough his family in eston survived.

Since then the family has moved to New Cyre. Kamvul's mother has opened an art brokerage dealing in old as well as new Cyran paintings, sculptures, and tapestries. His sister Myrna works with her. Kamvul's brother Kimbrel works for the local constable.

Kamvul now works sometimes as a mercenary for house d'Deneith in Sharn, though he has no real love for his mother's family, or Breland
 
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LiquidAtom said:
16 Strength (+3)
15 Dexterity (+2)
12 Constitution (+1)
11 Intelligence (+0)
11 Wisdom (+0)
11 Charisma (+0)
You're abilities are 3 points over the 28 point buy. My suggestion: subtract 1 from int, wis and cha and you're good :) .

LiquidAtom said:
Hit Points:30
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

This would give you 25 hit points before traits/flaws/feats.

Feats:
Basic Weapon Proficiency
Heavy Blades Weapon Proficiency
Light Blades Weapon Proficiency
Spears and Lances Weapon Proficiency
Bows Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Tower Shield Proficiency
-Action Boost
-Combat Reflexes
-Improved Initiative
-Power Attack
-Two Weapon Fighting (Two Longswords)
-Weapon Focus (Longsword)
[/QUOTE]
A level 3 human fighter has a total of 5 feats: 2 regular character feats (levels 1 and 3), 2 fighter bonus feats (levels 1 and 2) and 1 human bonus feat (level 1).

Looking good so far ;) .
 

Grotzkoshter the Magnificent

Grotzkoshter the Magnificent (Player: Roy)
Male Gnome
Sorcerer 1 / Artificer 2
Neutral Good
Deity: None
Region of Origin: Zilargo
Current Experience: 3001 xp

Next Level: 6,000 xp
Funds: 328 gold

Strength 6 (-2)
Dexterity 12 (+1)
Constitution 10 (+0)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 16 (+3)

Languages: Common, Draconic, Dwarven, Elven, Gnome

Gnome traits:
• Low-light vision
• +2 racial bonus on saves vs. illusions
• +1 on DC of opponent's save vs. gnomish illusions
• +1 racial bonus to hit kobolds and goblinoids
• +4 dodge bonus on AC against giants
• Speak with burrowing animals once per day
• 1/day dancing lights, ghost sound, prestidigitation

Weasel familiar
Dragonmarked House: Sivis [Mark of Scribing]
Arcane mark 2/day , Comprehend languages 1/day

Total Hit Points: 14
Action Points: 6 (this level)
Speed: 20 feet
Armor Class: 15 = 10 +3 [studded] +1 [dexterity] +1 [small]
Touch AC: 12
Flat-footed: 14

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +0 = 0 [base]
Reflex save: +3 = 0 [base] +1 [dexterity] +2 [weasel]
Will save: +6 = 5 [base] +1 [wisdom]
Attack (handheld): +0 = 1 [base] -2 [strength] +1 [small]
Attack (unarmed): +0 = 1 [base] -2 [strength] +1 [small]
Attack (missile): +3 = 1 [base] +1 [dexterity] +1 [small]
Grapple check: -5 = 1 [base] -2 [strength] -4 [small]

Feats:
Simple weapons, Light/medium Armor & shields
Least Dragonmark
Extraordinary Artisan x1
Scribe Scroll [free to artificer]
Brew Potion [free to artificer]
Artificier knowledge
Disable traps


Appraise Int 6 = +3 +3
Balance Dex* 1 = +1
Bluff Cha 3 = +3
Climb Str* -2 = -2
Concentration Con 6 = +0 +6
Craft_Mundane items Int 9 = +3 +6
Diplomacy Cha 3 = +3
Disable Device Int 5 = +3 +2
Disguise Cha 3 = +3
Escape Artist Dex* 1 = +1
Forgery Int 3 = +3
Gather Information Cha 3 = +3
Heal Wis 1 = +1
Hide Dex* 5 = +1 +4 [small]
Intimidate Cha 3 = +3
Jump Str* -8 = -2 -6 [speed 20]
Knowledge (arcana) Int 8 = +3 +5
Knowledge (architecture) Int 5 = +3 +2
Knowledge (planes) Int 4 = +3 +1
Listen Wis 5 = +1 +4 [gnome, Weasel]
Move Silently Dex* 1 = +1
Perform_1 Cha 3 = +3
Ride Dex 1 = +1
Search Int 4 = +3 +1
Sense Motive Wis 1 = +1
Spellcraft Int 11 = +3 +4 +4 [Knowledge, Use Mgd]
Spot Wis 3 = +1 +2 [weasel]
Survival Wis 1 = +1
Swim Str** -2 = -2
Use Magic Device Cha 9 = +3 +6
Use Rope Dex 1 = +1


Weapons and Armor: (15 lbs)
Light Crossbow [1d6, crit 19-20/x2, range inc 80 ft., 2 lb, piercing]]
Gnome Hooked Hammer [1d6/1d4, crit x3/x4, 3 lb., two-handed, bludgeoning and piercing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 10 lb.; arcane spell failure 15%]


Grotzkoshter's Equipment:
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x2
Backpack
Blanket, winter x1
Candle
Case (for map or scroll)
Chalk
Ink vial
Ink pen
Mirror
Oil flasks x 0 (used it but will buy more later)
Paper sheets x4
Parchment sheets x3
Pouch x1
Vial (for ink or potions) x1
Waterskins x1
Spell component pouch

Total: 28 lb

Grotzkoshter's Magic items:
Potion of cure light wounds : 2
Potion of Jump : 2
Potion of Protection from evil : 1
Universal solvent
Hand of the mage
Wand of light (50 charges)
Wand of Color spray (50 charges)
Wand of magic missle (8 charges)
Scroll : Sleep
Spell book (unchecked)


Spells :
First-level Artificer spells: 4 (3+1) per day
Any 4 from the list
Zero-level Sorcerer spells: 5 per day (known: 4)
Mending, detect magic, Read magic, Flare
First-level Sorcerer spells: 4 (3+1) per day (Known: 2)
Burning hand, Mage armor.


General:
Size: Small
Height: 3' 4"
Weight: 42 lb
Skin: Tan
Eyes: Light Brown
Hair: Dark Brown; Curly; Light Beard


Weasel familiar: Str 3 Dex 15 Con 10 Int 6 Wis 12 Chr 5; Hit points: 5; Initiative +2 (dex); Speed 20 ft., climb 20 ft; AC: 15 (+2 size, +2 dex, +1 level); Bite +4 melee 1d3-4, attach; Fort +2, Ref +4, Will +6, Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; weapon finesse (bite) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;

History :
Born in Korranberg to Dragonmarked family, Grotzkoshter is very proud gnome
He spent most of his time like most of the Gnomes. peering into the knowledge
inside the tomes, books and scrolls of the great Library in Korranberg
His inborn abilty to cast magic and his desire to craft magic items and the thirst
for knowledge drove him to travel.
 
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Strahd_Von_Zarovich said:
Strength 6 (-2)
Dexterity 12 (+1)
Constitution 10 (+0)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 16 (+3)
6 Strength? Ouch!

Strahd_Von_Zarovich said:
Feats:
Least Dragonmark
Extraordinary Artisan x1
Scribe Scroll [free to artificer]
Brew Potion [free to artificer]
What are your weapon group prof's?

Strahd_Von_Zarovich said:
Grotzkoshter's Magic items:
Potion of cure light wounds : 4
Potion of Jump : 2
Universal solvent
Hand of the mage
Wand of light (50 charges)
Wand of Color spray (50 charges)
Scroll : Sleep, Enlarge person
Looking good so far.
 
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Durak Golnisson

Durak Golnisson, Priest of the Sovereign Host
Male Dwarf Cleric 3
Alignment: Neutral Good

STR: 13 . . +1 (5 pts)
DEX: 11 . . +0 (3 pts)
CON: 14 . . +2 (4 pts, +2 racial)
INT: 10 . . +0 (2 pts)
WIS: 15 . . +2 (8 pts)
CHA: 12 . . +1 (6 pts, -2 racial)

HIT POINTS: 21 (5x3 + 6)

ARMOR CLASS: . 17 . . (+0 Dex) . . (+6 Armor) . . (+2 Shield) . . (-1 Weapon usage [Warmace])

BAB: +2
Melee: Attack: +5 Warmace (+2 BAB, +1 Str, +1 Wpn Focus, +1 Masterwork Warmace); d12+1 (x2)
Full Attack: +5 Warmace (+2 BAB, +1 Str, +1 Wpn Focus, +1 Masterwork Warmace); d12+1 (x2)
Ranged: none

SPEED: 20 feet
INITIATIVE: +4 (+0 Dex, +4 Improved Initiative)

SAVING THROWS
SAVE . . . Total . Base . Mod . .
Fortitude: . +5 . . . +3 . . . +2 . .
Reflex: . . . +1. . . +1 . . . +0 . .
Will: . . . . . +5 . . . +3 . . . +2 . .

RACIAL ABILITIES
+2 Con, -2 Cha; Darkvision 60'; Stonecunning; Weapon Familiarity; Stability; +2 Save vs. Poison, +2 Save vs. Spells & Spell-like effects; +1 Attack vs. Orcs/Goblinoids; +4 dodge to AC vs. Giant Types; +2 Appraise (stone/metal), +2 Craft (stone/metal)

CLASS ABILITIES
Aura, Turn Undead (4x/day, +1 check, 2d6+4 HD damage)

FEATS
1st - Improved Initiative
3rd - Weapon Focus (Warmace)

WEAPON GROUPS
Basic, Clubs & Maces, Exotic (Clubs & Maces)

SKILLS (12 skill points)
Concentration +6 (4 ranks, +2 Wis)
Heal +6 (4 ranks, +2 Wis)
Knowledge, Religion +3 (3 ranks)
Knowledge, the Planes +1 (1 rank)

SPELLS [4 0 lvl, 3 1st lvl, 2 2nd lvl]
Domains:
Strength (Feat of Strength: +3 Str [1/day, last 1 rnd., free action])
Spells: 1st - Enlarge Person, 2nd - Bull's Strength
War (Weapon Proficiency-Longsword, Weapon Focus-Longsword)
Spells: 1st - Magic Weapon, 2nd - Spiritual Weapon

Typically prepared spells:
0 lvl - Detect Magic, Light, Read Magic
1st lvl - Bless, Cure Light Wounds, Shield of Faith
2nd lvl - Lesser Restoration, Summon Monster II

LANGUAGES SPOKEN
Dwarven
Common

EQUIPMENT
Warmace, Masterwork (175gp, 10 lb.)
Banded Mail, Masterwork (400gp, 35 lb.)
Heavy Steel Shield, Masterwork (170gp, 15 lb.)
Holy symbol, Silver (25gp, 1 lb.)
Cleric's Vestments (5gp, 6 lb.)
Healer's Kit (50gp, 1 lb.)
Sack (1sp, .5 lb.)
Pouch, Belt x2 (2gp, 1 lb.)
Bedroll (1sp, 5 lb.)
Rope, Silk (10gp, 5 lb.)
Identification papers, standard (2gp, - lb.)
Traveling papers (2sp, - lb.)

Weight: 79.5 lbs (Med. load, -50 lb / 51-100 lb / 101-150 lb)
Cost: xxx gp, xx sp

Money Remaining
Gold: xxx gp
Silver: xxx sp
Copper: xxx cp

Description
70 years old; 4' 5" tall, 185 lb.

Personality
Jovial, almost always laughing and joking, Durak lends a light atmosphere around him. When danger arrives, however, he is all busines. He is not above dirty fighting. But then he is back to his jovial self once the danger passes.

History
Born and raised in the Mror Holds, Durak was the 3rd son of a prominent artisan family. Never desiring to follow the family business, he instead made friends with a human priest of the Sovereign Host who was passing through to preach to the "decadent Lhazaari". Durak found his friend's faith inspiring, and asked to train to be ordained as a priest. That was 40 years ago. Durak's mentor died two years ago, but Durak took it hard. He doesn't show it, but he is still grieving for his friend.
 
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Jem the Mercurial (pretty much done)
Female Changeling Rogue 3

--------------------------------------------------------------------------------

Jem (Player: Julia)
Female Changeling Rogue 3
Alignment: Neutral
Deity: The Traveler
Region of Origin: unknown
Current Experience: 3001 xp

Next Level: 6,000 xp
Funds: 254gp 8sp

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 9 (-1)
Charisma 13 (+1)

Languages: Common, Auran, Dwarven, Elven, Giant, Gnome, Halfling, Terran (3 bonus, 4 "bought" languages)

Changeling traits:
• humanoid, shapeshifter subtype
• +2 racial bonus on saves vs. sleep and charm
• +2 racial bonus to bluff, intimidate, sense motive
• speak language is a class skill
• minor shape change (supernatural ability) alter appearance as though using disguise self. when using this ability +10 circumstance bonus to disguise checks. full-round action

Total Hit Points: 18
Action Points: 6 (this level)
Speed: 30 feet
Armor Class: 16 = 10 + 4 [chain shirt] +2 [dexterity]
Touch AC: 12
Flat-footed: 14

Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +2 = 1 [base] +1 [constitution]
Reflex save: +5 = 3 [base] +2 [dexterity]
Will save: +0 = 1 [base] -1 [wisdom]
Attack (melee): +0 = 2 [base] +1 [strength] - 1 [reckless] - 2 non-combattant
Attack (unarmed): +0 = 2 [base] +1 [strength] - 1 [reckless] - 2 non-combattant
Attack (missile): +4 = 2 [base] +2 [dexterity]
Grapple check: +3 = 2 [base] +1 [strength]

Class Feats:
Basic Weapon Proficiency
Light Blades Weapon Proficiency
Crossbows Weapon Proficiency
Light Armor Proficiency
Sneak Attack +2d6
Trapfinding
Trapsense +1
Evasion

Chosen Feats:
Action Boost [use d8 instead of d6]
Combat Expertise
Persuasive [+2 bluff and intimidate]
Improved Feint [in combat, bluff as move action]

Traits and Faults:
Reckless [+1 damage/-1 melee attacks] [i'm going to be using the second description of this trait, which is the opposite of reckless - a hesitancy to join melee causes her to often miss, but when she does, she does a little more damage than you'd expect]
Skinny [+1 escape artist, -2 strength check vs. bullrush or overrun]
Non-combattant [-2 melee attacks]
Frail [-1 hit point/level]


Skill Name [ranks]
+3 Appraise [0] +3 Int
+2 Balance [0] +2 Dex
+11 Bluff [6] +1 Cha +2 Changeling +2 Persuasive
+0 Climb [0] +0 Str
+1 Concentration [0] +1 Con
+6 Decipher Script [3] +3 Int
+9 Diplomacy [4] +1 Cha +2 Changeling +2 Bluff
+8 Disable Device [6] +2 Dex
+9/+19 Disguise [6] +1 Cha +2 Changeling +2 Bluff (additional +10 using disguise self ability)
+3 Escape Artist [0] +2 Dex +1 Skinny
+6 Forgery [3] +3 Int
+9 Gather Information [6] +1 Cha +2 Knowledge (local)
-1 Heal [0] -1 Wis
+2 Hide [2] +2 Dex
+7 Intimidate [0] +1 Cha +2 Changeling +2 Bluff +2 Persuasive
+0 Jump [0] +0 Str
+9 Knowledge (local) [6] +3 Int
-1 Listen [0] -1 Wis
+2 Move Silently [0] +2 Dex
+8 Open Lock [6] +2 Dex
+2 Ride [0] +2 Dex
+9 Search [6] +3 Int
+7 Sense Motive [6] -1 Wis +2 Changeling
+6 Sleight of Hand [2] +2 Dex +2 Bluff
Speak Language [4]
-1 Spot [0] -1 Wis
-1 Survival [0] -1 Wis
+0 Swim [0] +0 Str
+2 Tumble [0] +2 Dex
+3 Use Magic Device [2] +1 Cha
+2 Use Rope [0] +2 Dex

Weapons and Armor:
Mithril chain shirt [light; +4AC; max dex +6; check penalty -0; 10 lb]
masterwork short sword [1d6 +1 (reckless), 19-20/x2, 2 lb]
dagger [1d4 +1 (reckless), 19-20/x2, 1 lb]
repeating light crossbow [1d8, 19-20/x2, 5-bolt clips, 80', 6 lb]

Jem's Equipment:
19 lbs of Weapons / Armor
4 lb bolts [4 5-bolt clips]
10 lb explorer's outfit
2 lb Backpack
5 lb Bedroll
1 lb Beltpouch
1 lb Empty Sacks (2)
6 lb Sack [containing Everburning Torch, 2 smokesticks, 2 sets/caltrops]
1 lb Mirror
4 lb Rations (1 day) x 4
5 lb Rope (50', silk)
4 lb Waterskin
clothes
-- Flint and steel
-- ID papers, Travel papers * not paid for yet - forgot cost


Total: 57 lb (so far - will probably change a couple of things due to excess weight)
(-33 lb / 34-66 lb / 67-100 lb)
Cost: 2435 gp 2 sp (so far)

Money Remaining
Gold: xxx gp
Silver: xxx sp
Copper: xxx cp
Gems: xxx

Jem's Magic items:
3 potions of cure light wounds
1 potion of cure moderate wounds

General:
Size: Medium
Height: 5' 7"
Weight: 115 lb
as changeling:
Skin: pale grey
Eyes: milky white
Hair: whispy grey (slightly darker than her skin)
usual appearance:
as young female human:
Skin: lightly tan
Eyes: brown
Hair: mid-length thick, black curly hair

Description/Personality
Jem's companions have rarely seen her true appearance. Indeed, it's quite possible that they never have, for she has learned to caution over the years. For instance, she will "shift" her appearance as the situation warrants. Having found that people tend to ignore pretty women (but not truly beautiful ones), she has developed some variations on a pretty young woman - usually with dark curly hair - elven when useful, half-elven when appropriate, usually human. When necessary, she will "shift" into a male form, if a female one seems inappropriate or dangerous.

Despite the deceptive nature of transformation, Jem is cheerful and easygoing, looking at the world with a clear and open gaze. She herself sees her "shifting" as self-protective and useful, rather than deliberately deceitful. After all, don't we all tell lies of various sorts in our own daily lives, especially to ourselves?

Jem's build is very slender - some might say skinny - and she looks as if a slight wind might topple her over. This causes her to approach combat with a certain amount of caution, knowing that her build puts her at a great disadvantage to certain types of foe. Wherever she can, she'll use her skills of cunning to aid her, trying to keep out of the way of larger enemies, or at the side of (a little behind?) her stalwart companions.

If asked about her origins, it's rather difficult for Jem to say - not necessarily because they are a secret, but more due to the fact of her family's roaming since (and probably prior to) her birth. She's traveled quite extensively, first with her family, then later on her own or with fellow adventurers. Along the way, she has picked up a love of languages and of exotic foods. To her great disappointment, the latter love has had no great effect on her slender physique.
 
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Tym Therendale Male Human Bard 3

Neutral Good

Str 12 (4 points)
Dex 12 (4 point)
Con 12 (4 points)
Int 12 (4 points)
Wis 12 (4 points)
Cha 15 (8 points)

Hit Points 17 (Max. at first then 4 per d6 +3 Con)
AC 15, Touch 11, Flat 14
Init +1 (Dex.)
BAB +2, Grapple +3
Speed 30’
Fort +2 (+2 vs. Disease), Ref +4, Will +4

Melee +3

+3 Dagger 1d4+2 19-20/x2 p/s 2gp (see below)
+5 MW Scourge 1d8+1 20/x2 s 320gp (belt)
+3 Quarter Staff 1d6+1 20/x2 b (carried)
+4 Whip 1d3+1 non-lethal 20/x2 s +2 to disarm attempts, can use to trip 2gp (belt)

Ranged +3

+5 MW Mighty Whip Dagger 1d6+1 19-20/x2 s 525gp (belt)
+3 Dagger 1d4+1 19-20/x2, p/s 10'r 2gp (x6) (two in boots, two at shoulder, 2 on belt—one is Targath -1 attack, overcomes DR of undying court +2 fortitude saves vs. disease 20gp)

Medium, 5’11" tall, 161 wt, 24 yrs old
Brown Hair, Dark brown eyes, Fair skin

Speaks Common, Draconic, and Elven

Skills Bard-42 (6x6+6Int)

Appraise (+1Int)
Balance (+1dex+2syn) ac
Bluff (5+1Cha)
Climb b (+1Str) ac
Concentration (+1Con)
Craft (+1Int)
Decipher Script (1+1Int) (+4 glyphbook--ancient Xen’drik scripts only)
Diplomacy (+2Cha +2syn) (+1 Glamerweave courtiers’ outfit)
Disguise (+2Cha +2syn)
Escape Artist (+1Dex) ac
Forgery xx (+1Int)
Gather Information (1+1Cha+2)
Heal xx (+1Wis+2 Kit)
Hide (+1Dexl) ac
Intimidate xx (+2Cha+2syn)
Jump (+1Str+2syn) ac
Knowledge arcana (1+1Int)
Knowledge (history) (5+1Int)
Knowledge (local) (5+1Int)
Knowledge (nobility and royalty) (1+1Int)
Listen (+1Wis)
Move Silently (+1Dex) ac
Perform Oratory (6+2Cha)
Perform String Instruments (3+2Cha)
Profession scribe (1+1Wis)
Ride xx (+1Dex)
Search xx (+1Int)
Sense Motive (3+1Wis)
Slight of Hand (1+1Dex+2syn) ac
Spellcraft (2+1Int)
Spot xx (+1Wis)
Survival xx (+1Wis)
Swim (+1Str)
Tumble (5+1Dex) ac
Use Magic Device (1+1Cha)

Feats
-Weapon Focus (Flails and chains): +1 attack
-Extra Music: Use Bardic Music 4 extra times
-Song of the Heart: Increase Bardic Music Effects +1 and DC +1

Weapon Groups
-Basic Weapons (club, dagger, quarterstaff)
-Flails and Chains (Light Flail, Heavy Flail)
-Exotic Weapons (chain and dagger, scourge, spiked chain, three-section staff, whip, whip dagger)

Human Traits
-Bonus skills and feats

Bard Abilities
-Bardic Music the following abilities up 7 times per day total:
--Bardic Knowledge +6 (3 levels, +1int, +2syn)
--Countersong Substitute perform check for save
--Fascinate DC: Perform check
--Inspire Courage +2 vs. fear/charm and on attack and damage
--Inspire Competence +3 skill checks

Spells per Day Known
-0 Level: 4 6
-1st Level: 2 3

Spells Known
-0 Level (DC 12): Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Summon Instrument
-1st Level (DC 13): Cure Light Wounds, Identify, Comprehend Languages

Gear

Armor Mithril Chain Shirt +4 AC Max. dex. +6 no armor check penalty 1,100 gp.
Explorer’s Outfit over armor
Entertainer's Outfit in pack unless performing 3gp
Backpack (center back) 2gp
Bedroll (below backpack) 1sp
Healers’ Bag 50 gp (larger belt pouch)
MW Mandolin 100 gp (in case at shoulder)
Potion of Cure Light Wounds x4 200gp (Pouch)
Waterskin-2 water and wine (side of backpack and belt) 2gp and 10gp
2 Torches (backpack) 2cp
Flint & Steel (Belt pouch) 1gp
5 Tindertwigs (Belt pouch) 5gp
Trail Rations- 6 days (backpack) 3gp
Silk Rope 100’ with grapnel (backpack) 11gp
Entertainers’ outfit (backpack) 3gp
Glamerweave Courtiers’ outfit (backpack) 130gp +1 diplomacy when worn
Courtiers’ jewelry (pouch) 50gp
Glyphbook (Backpack) 20gp
ID papers with portrait 5 gp
Everburning Torch
2 Alchemist's Fire
Tanglefoot bag
2 Sunrods
Thunderstone
2 Large Sacks

Coins- 12gp, 8sp, 8cp (pouch)
1x 100 gp gem (pouch)
2x 50 gp gems (pouch)
4x 10gp gems (pouch)

Appearance/Personality: Tym is a fairly handsome if unremarkable looking young man. His size and features allow him to blend in most places. He can be marked as a city dweller by his uncalloused hands and untanned skin. Some more rugged folk might uncharitably describe him as a dandy or even effeminate. However, there is a bit more to him than meets the eye. He dresses in muted tones of gray, brown and green. His attire is generally chosen to cover his armor and blend in. When performing he dresses a bit more colorfully and favors broad brimmed hats often with a long bright feather. He doesn't carry what most people would think of as a weapon larger than a dagger. The staff, tightly woven whips and scourge might mark him as a drover or herdsman of some sort, but not a man of violence. The mandolin on his back does nothing to dispel the illusion. The trained observer will note a few more daggers concealed about his person in addition to the obvious one any man might carry. His hair is long and naturally curly, but often warn pinned up under his hat. His sharp eyes miss little even in a crowded room as they constantly scan his surroundings.
Tym is an outgoing fellow. Indeed, he hates to be alone. He had a knack for drawing even the most taciturn into conversation. He is almost always found in a crowded place. Enjoys the bustle of markets and fairs as well as the noise and boisterous nature of a tavern during happy hour. While he is often the center of attention during performances he is also a good listener with a talent for making whoever he is talking too feel important. His voice is rich with a good range and power for storytelling and poetry although he is not a particularly gifted singer. He plays the mandolin deftly, but his strongest talent is captivating his listener with his voice as he tells a story.

History: Tym Therendale was born in Sharn to merchant parents who sold vegetables from a stall. His family was not especially successful, but they wanted the best for their only son. They made sure he got a decent education and eventually a good job as a government scribe. Tym was both a blessing and a curse. He was a popular boy and seemed to show some aptitude for just about everything he tried. Unfortunately, he quickly became bored with most things after developing only a passing knowledge of them. He was the classic jack-of-all-trades and master of none. He was a trial to his teachers and his parents because of his ability to spin inventive tales and tell convincing lies. He was not really a troublemaker, but always had an excuse to escape work or study so slip off to hear storytellers and poets. The main reason he stuck with his job as a scribe as long as he did was that part of his job was writing down speeches. He enjoyed hearing powerful orators even when his disagreed with their politics. He even wrote a few speeches for minor officials, but the war came along and he got the chance to move into more exciting work.
He convinced some of those in the government that he had the skills and abilities to be valuable as a spy. Despite the fact that much of what he told them to get the job had been lies, and he was very young, he turned out to be fairly adept at insinuating himself into enemy towns and camps. His knack for getting others to talk enabled him to generate some useful if not earthshaking intelligence. He learned to defend himself, but was never a strong warrior. He learned some minor magic and could inspire his fellows to greater effort in battle.
He performed well, but after the war his special skills weren't really needed. Those he had worked for used the information he had generated to advance themselves and thus after the war only a handful of people with no desire to share their secret knew of his exploits. He wasn't interested in going back to the life of a simple scribe. He had long since severed any close ties with his family and he didn't want to be a vegetable seller anyway.
In the war he had often used music and poetry to make himself accepted by the enemy. He could still use those skills to earn a place to sleep in inns and taverns as well as get food and drink. Occasionally, he found some willing woman to take him in, but as with all things he quickly became bored and moved on. He often plays music and recites poetry in bars and tearooms in exchange for a few coins and a meal. Sometimes he tells stories to groups of children on the street in exchange for a few coppers from their parents. He could perhaps use his skills at gathering information to become a successful blackmailer or ability to infiltrate to be a thief, but those sorts of activities require the crossing of a moral boundary he isn't willing to violate. He is not a greedy man, but he is becoming bored with the life of an itinerant storyteller. He longs for the excitement and sense of purpose he had during the war.
 
Last edited:

Korbin,
Korbin of Valenar said:
SPEED: 15 feet (20 feet base, 15 feet heavy armor)
A dwarf's speed is always 20 feet, even in medium or heavy armor and/or at medium or heavy load (Check the PHB dwarf description).
 


Into the Woods

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