Blood's Eberron Game (Closed)

I've updated Gavrin's stat block (made it a lot cleaner, added skills and equipment). I've also touch up the other two sections a bit as well. Please let me know if you want any further details from me (background or whatever). I'm happy to oblige.
 

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Van Maricore
Chaotic Good Rogue 1

Str 10 +0 base 10 (2 pts)
Dex 16 +3 base 16 (10 pts)
Con 14 +2 base 14 (6 pts)
Int 14 +2 base 14 (6 pts)
Wis 10 +0 base 10 (2 pts)
Cha 10 +0 base 10 (2 pts)


Age 19
Height 5'10"
Weight 156 lbs

Description: Wiry and dark, Van is wound a bit tighter than most. Frenetic and high strung, he appears just about to spring into action, even when at rest.

History: Van is a refugee from the destruction of Cyre and a resident of New Cyre since its founding. His parents died in the war, and he has been looking after himself for some time, and doing whatever it takes. Recently, however, he's made a few too many enemies in what passes for the New Cyran underworld, and is looking to get out of town before anyone decides to do something about him.

HP 8 (6 + 2 con)
AC 26 (10 base + 3 dex + 3 armor + 1 shield)
Init +3 (+3 Dex)
Move 30 ft

Fortitude 2 (0 base + 2 con)
Reflex 5 (2 base + 3 dex)
Will 0 (0 base + 0 wis)

Attack Bonus +0 BAB
Melee Attack +0 (0 BAB + 0 str)
Ranged Attack +3 (0 BAB + 3 dex)

Melee: short sword +0 (1d6, 19-20/x2) or dagger +0 (1d4, 19-20/x2)
Ranged: short bow +3 (1d6, 20/x2, 60 ft) or dagger +3 (1d4, 19-20/x2, 10 ft)

1 rogue 1 able learner, human: point blank shot


Skills:
* appraise +4 (2 ranks + 2 int)
* balance +3 (2 ranks + 3 dex - 2 ACP)
* bluff +4 (4 ranks + 0 cha)
* climb +0 (2 ranks + 0 str - 2 ACP)
* disable device +6 (4 ranks + 2 int)
* hide +5 (4 ranks + 3 dex - 2 ACP)
* intimidate +2 (2 ranks + 0 cha)
* jump +0 (2 ranks + 0 str - 2 ACP)
* knowledge (local) +3 (1 rank + 2 int)
* move silently +5 (4 ranks + 3 dex - 2 ACP)
* open locks +7 (4 ranks + 3 dex)
* search +6 (4 ranks + 2 int)
* sleight of hand +3 (2 ranks + 3 dex - 2 ACP)
* spot +3 (3 ranks + 0 wis)
* tumble +5 (4 ranks + 3 dex - 2 ACP)

Class Abilities:
Rogue:
* sneak attack: +1d6 damage
* trapfinding (ex): can search for traps with DC higher than 20. can disable magical traps.

Equipment:
* 93 gp
* studded leather armor (25 gp, 20 lb.)
* short sword (10 gp, 2 lb.)
* short bow (30 gp, 2 lb.)
* arrows (40) (2 gp, 6 lb.)
* dagger (2 gp, 1 lb.)


EDIT: In terms of advancement, I'm probably looking at splitting the first 6 levels between rogue and swashbuckler, and then taking invisible blade.
 
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Borther Allad: I believe your Cha Base should be 10, not 16. No?

Defcon1: Since everyone is starting out at level one, I am having a hard time allowing Massif to have such a colorful resume under House Denieth. For the feel of this campaign, it would make more sense for this to be his trial run just before the House accepts him as one of their own. Thoughts? Does Massif have his eyes set on any particular guild within House Denieth (Marshal, Defenders, Blademarks)?

Mcnathan80: Bo9s is an acceptable source. What do you propose the mechanic for maneuvers be?

Enforcer: Looks good. Are there any hard feelings between the House and Gavrin?

Rserio: Seeking knowledge of the Undying Court and some of its power is quite challenging all by itself, but by being a non-elf makes the quest near epic. It is not a show stopper, indeed it does add flavor, however if it is your goal to commune with the Aerenal Elves, you would have better luck if you were one of their own. Plus this would also solve the question of where is Maltrinox from.

s@squ@tch: Yes a full write up is necessary. Here is a bit of extra info on Changelings.
[sblock=Changelings]: Changelings have no preset place in society. They feel driven to adopt another races’ persona, create multiples of their own, or find out what roles, fate and destiny are intend for them. Almost all changelings hold to one of three philosophical viewpoints and see themselves as passers, becomers, or reality seekers. You should try to choose one of these philosophies as it can provide guidance in handling many situations.
Passer: Is the least adventure-oriented of the three philosophies. A passer works hard to be perceived as member of a more accepted race.
Becomer: Becomers like challenges. Taking risks is part and parcel of the nature of your multiple impersonations. You find it hard to admit or say “I can’t” and embrace more so than the others, your natural talents.
Seeker: Also known as perfecters, prefer their natural form and a society of their own kind. These changelings hold strong convictions and tend toward lawful alignments.[/sblock] An overall request. Please keep all of your character related information on one post. I would hate to have faulted a submission due to scattered material.

I have added some pictures and maps to the OP.

Hmm wow, no psionic submissions yet… interesting

-Blood
 

Mcnathan80: Bo9s is an acceptable source. What do you propose the mechanic for maneuvers be?
I was thinking that you would randomly choose what maneuvers I use (or pick whichever would be most appropriate). I think that would accurately give the feel of my ancestors choosing the tools I use in battle. I'll have a full sheet up this weekend.
 

Bloodweaver1, not so much hard feelings. More like tough love. "We're cutting you off for your own good, Gavrin, you need to learn to take responsibility for your own actions and to think about long-term consequences." That sort of thing. Basically, it's time for Gavrin to grow up. I'll update my character post with similar information.
 

Ok. Sorry this is later that i thought it would be, school and work and now car trouble. Bleh. But here he is. My Warforged Warblade of War, CØ-H7.

[sblock=Character]
Name: CØ-H7
Class: Warblade 1
Race: Warforged
Alignment: TN
Age: Unknown
Weight: 330 Lbs
Height: 6’7”
Gender: Male personality

HP: 15 / 15 (1d12+3)

Abilities
STR 16 (+3)
DEX 10 (+0)
CON 16 (+3)
INT 14 (+2)
WIS 8 (-1)
CHA 8 (-1)

Statistics

AC 18 (+8 Armor)

DR 2/ Adamantine

Light Fort (25%)

FORT +5 (2 Base, +3 Con)
REF +2 (0 Base, +0 Dex, +2 Int)
WILL -1 (0 Base, -1 Wis)

Speed: 20ft
INIT +0

Melee (+1 Bab, +3 Str)
+4 Heavy Flail (1d10+4, 19-20 x2, +2 Disarm, Trip)
+4 Slam (1d4+3, x2)

Feats
Adamantium Body (+8 ac, Max Dex +1, -5 AC check, DR 2/ Adamantine)

Racial Features
Living Construct, Construct Immunities, Light Fortification, Slam 1d4

Class Features
Battle Clarity, Weapon Aptitude

Maneuvers Known (3 1st)
Steel Wind (Iron Heart), Charging Minotaur (Stone Dragon), Stone Bones (Stone Dragon)

Stances Known
Stonefoot Stance (Stone Dragon)

Skills (4+2x4) = 24
Balance -1 (4 ranks, +0 Dex, -5 AC)
Climb +2 (4 Ranks, +3 Str, -5 AC)
Craft (Armorsmithing) +6 (4 ranks, +2 Int)
Intimidate +3 (4 Ranks, -1 Cha)
Knowledge (History) +6 (4 Ranks, +2 Int)
Knowledge (Local) +6 (4 Ranks, +2 Int)

Languages
Common
Elven
Halfling

Equipment 43 Lbs; 51 GP, 9 SP, 8 CP
Heavy Flail (15 GP, 10 Lbs)
Backpack (2 GP, 2 Lbs)
-Chain (10ft) (30 GP, 2 Lbs)
-Rope (Hempen, 50ft) (1 GP, 10 Lbs)
-Grappling Hook (1 GP, 4 Lbs)
-Crowbar (2 GP, 5 Lbs)
-10 Sunrods (20 GP, 10 Lbs)
-Whetstone (2 CP, 1 Lb)
-Identification Papers (2 GP, - Lbs)
[/sblock]

[sblock=Character Progression]
(2)Fighter 1; Feat: Power Attack
(3)Warblade 2; Feat: Weapon Focus (Flail)
(4)Fighter 2; Feat: Cleave
(5)Warblade 3
(6)Warblade 4; Feat: Weapon Specialization (Flail)

He’ll dip into Fighter just for the feats, and then go straight Warblade.[/sblock]

[sblock=Background]
The CØ series were Warforged specifically made to be more than mindless fighters. They were made to think on the battlefield, to use complex maneuvers most other Warforged couldn’t handle. CØ-H7 was one of these Warforged. He served valiantly with Cyre during The War, gaining recognition throughout his officers as being the finest specimen of the CØ series.
After his country’s destruction he was left without a purpose, without order. So he did what he knew best. He fought. He worked as a mercenary on and off, roughing up those who needed it. He was well suited as a mercenary. As a machine trained for war, he knew nothing of the emotional stress of constant fighting. It was natural to him, the air being cut by a blade, the clanging of metal on metal, the hard crunch as weapons connected with bone.
He was off to see about getting another job (after just returning from one which involved many angry goblins, a broken shield, and a flying cow. But that’s a different story), he noticed Sir Rugrew’s flier about wanting hired hands for a trip to Sharn. He needed the money, and Sharn was one of the only places in Breland he had never been to. So he grabbed the flyer, and went on his way to the 3-Colored-Dog Inn to find this “Ms. Kot’diana”[/sblock]

[sblock=Appearance / Personality]
CØ-H7 is not particularly talkative, usually keeping to himself and listen and conversations unfold. When he does talk, it is usually blunt and well thought out. He towers above most people, his height making him duck in most public places. He always carries his pack, a dirty, ripped, and worn-out mess of fabric and metal that carries all of his possessions, everything he needs on his journeys. He wears an imposing heavy flail on a belt at his waist, and no other clothing. His “skin” is a mass of armor plates that were magically attached moments after his forging. His eyes are Emeralds, cut into spherical shapes and placed into his metal skull. Where there is no armor, such as around his neck and joints, a dark cherry wood can be seen. Having known nothing but war, CØ-H7 is quick to fight and slow to question why. Some do not get along with him and his ways, but he is handy to have on your side for a fight.

He never saw the need to get a more socially acceptable name, and instead just refers to his serial number.

His “name” is usually shortened by his employers and colleagues to C or H, sometimes H7 or a combination of some sort. [/sblock]
 
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Can I get a spot?

I was thinking a changeling psion?

EDIT: I assume flaws and traits from UA are not allowed?

EDIT#2:
[sblock]
w2oman.jpg


Jhalaar CR: 1
Changeling Psion 1
LN Medium Humanoid (shapechanger)
Init: +1 Senses: Listen +0, Spot +0.
Languages: Common, Dwarven, Elven, Gnome, Terran
---
AC: 11. Touch 11. Flatfooted 10.
HP: 9 (1 HD)
Fort: +1, Ref +1, Will +2.
---
Spd: 30ft.
Melee: Club –1 (1d6-1/x2)
Ranged: Club +1 (1d6/x2) or Sling +1 (1d4/x2)
Base Atk: +0 Grp: -1
Powers Known (4 power points):
1st – Charm (Psionic), Mindlink, Mind Thrust.
Combat Gear: Alchemists Fire (x2), Club, Sling (100 bullets).
---
Abilities: Str 8, Dex 12, Con 12, Int 18, Wis 10, Cha 10.
Feats: Psicrystal Affinity, Psionic BodyB
Skills: Bluff +6, Concentration +8, Diplomacy +4, Disguise +10, Hide +1, Intimidate +6, Move Silently +1, Psicraft +8, Sense Motive +6.
Possessions: 31gp, Peasants Clothing.

Jhalaar is adept at staying out of trouble - or so she keeps telling herself - but no matter how powerful a politician trusts you completely or how often you trade his secrets to all the right people in exchange for protection (and a not insignificant amount of gold) one should never grow to complacent.
When the Day of Mourning happened, Jhalaar lost her home, her gold, friends and would've lost her life were it not for some quick thinking. When she heard of King Boranels offer to the Cyran refugees of a piece of land, she hurried there without a second thought.

She was sorely disappointed; hardly anyone she knew from the streets of Metrol had survived. New Cyre held nothing for her...

It was time to leave[/sblock]
 
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Kordek Torathmun, Dwarven Cleric of Kol Korran

[sblock=Stat Block]Kordek Torathmun
Dwarf Male
Cleric 1 (Kol Korran)

Str 12 – (4 pts)
Dex 12 – (4 pts)
Con 12 -- (2 pts +2 racial bonus)
Int 10 -- (2 pts)
Wis 16 -- (10 pts)
Cha 12 -- (6 pts -2 racial penalty)

Hit Points 9
Action Points 5
AC 16 [20 vs. giant types], Touch 11, Flat 15
Init +1
BAB +0, Grap +1
Speed 20 (base 20, current load category, armor category)
Fort +3 [+5 vs. poison], Ref +1, Will +5 [+7 vs. spells/spell-like effects]

+1 Melee, Hvy. Mace, 1d8+1, 20/x2, Bludgeoning
+1 Melee, Dagger, 1d4+1, 19-20/x2, Piercing or Slashing
+1 Ranged, Hvy. Crossbow, 1d10, 19-20/x2, 120' r , Piercing

Medium 4'4" tall, 193 lb., 71 yrs old
Red hair w/ full beard, steel grey eyes, tanned, weathered skin

Speaks Dwarven, Common, Goblin

+2 Appraise (0 Ranks +0 Int, +2 Racial)
+3 Concentration (2 Ranks +1 Con)
+3 Craft: Armor (1 Rank, +0 Int, +2 Racial)
+1 Diplomacy (0 Ranks, +1 Cha)
+4 Heal (1 Rank, +3 Wis)
+0 Knowledge: Arcana (0 Ranks)
+0 Knowledge: History (0 Ranks)
+2 Knowledge: Religion (2 Ranks)
+0 Knowledge: the Planes (0 Ranks)
+3 Profession: Armorsmith (0 Ranks, +3 Wis)
+3 Listen (0 Ranks, +3 Wis)
+3 Spot (0 Ranks, +3 Wis)
+3 Survival (0 Ranks, +3 Wis)

Feats
-Improved Turning [+1 level for turning attempts]

Dwarf Traits
-Darkvision 60’
-Stonecunning (+2 Search-stonework)
-+4 vs. Bull-rush/Trip attacks
-+2 saves vs. poisons
-+2 saves vs. Spells/spell-like effects
-+1 Attack vs. Orcs/Goblins
-+4 AC vs. giant-types
-+2 Appraise-stone/metal works
-+2 Craft-stone/metal works

Cleric Abilities
-Weapon proficiency - simple
-Armor proficiencies – All, Shields (except Tower)
-Turn Undead
-Spontaneous casting
-Domains: Commerce [+10 competence bonus on Profession checks to earn a living; add Appraise to class skill list]
Travel [For 1 round/day, move normally if impeded as if under Freedom of movement; add Survival to class skill list]


Spells Prepared
0th- Cure Minor Wounds, Detect Magic, Read Magic
1st- Bless, Magic Weapon, Comprehend Language (D) or Longstrider (D)


Equipment


[/sblock]
 
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