DnD 3.5 (Eberron) Elemental Evil, the Return


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Lobo Lurker said:
You can't be bound to Paimon because its a 3rd level vestige and, at 4th level, you're limited to 2nd level vestiges.

Unity has the Improved Binding feat, which allows it. If you think that feat's too powerful, I'll swap it for something else (Expel Vestige, maybe?) and have him bound to Dahlver-Nar (and I'll use the same binding roll, so it'll still be a poor pact--I rolled a 1).
 

Mithran said:
Background:
[sblock]Karna was born under the sign of Rilmorn Dragonspawn, infamously known as a traitor in Aerenal's war agains the dragons. Karna would later come to decide that he was in fact a hero, as he sacrificed himself to bring his fellow elves important information about the dragon's weaknesses.

Knowing that no personal interpretation of Rilmorn's actions would blunt the shame of Karna's patron ancestor, her parents sent her away to live with a retired dwarven soldier living in Hommlet.

Karna grew up learning the arts of forge and swordsmanship from her adopted 'uncle' and ways to practice and expand on her bloodline's innate magic from books sent with her by her parents. The most prominent among her small library being the life history of Rilmorn, written in her mother's hand.

When the call to war came, the choice was easy. Karna's young friends of all races were going, so would she.


Good Encounter: The time Karna intimidated a small group of goblins into backing down when the group was raiding some ruins of their old empire. Her personal take was an ancient Dhakaani tome on dragon worshippers.

Bad Encounter: Karna hates to be reminded in any way of the group's escapade in a swamp when she was badly wounded by a particularly sneaky orc.

Lost Items: The books she had collected on draconic lore and her ancestor patron.

Hated Enemy: A mostly civilized half-orcish warrior. After learning of the swamp story he takes every opportunity to bring it up in Karna's presence.
[/sblock]

Mechanical Bits:
[sblock]
Stats/numbers/abilities etc.

STR 16 (+3) (includes +1 at level 4)
DEX 20 (+5) (includes +1 at level 4)
CON 16 (+3)
INT 16 (+3)
WIS 8 (-1)
CHA 14 (+2)


Chaotic Good Elven Battle Sorcerer (4)
XP: 6000
Hit points: 44 (4d8, +12 CON)
Armor class: 18 (touch 15, flatfooted 13; DEX +5, armor +3)
Move: 30 feet
Initiative: +5
BAB: +3 (melee +6/missile +8); grapple +8
Scimitar +6; damage 1d6+3
Fortitude: +4 (base +1, CON +3)
Reflex: +6 (base +1, DEX +5)
Will: +6 (base +4, Cha +2)

Feats:
Combat Expertise (level 1)
Improved Disarm (Level 2)
Combat Casting (Level 3)
Blindfighting (Level 4)


Skills (35 sp):
Concentration +10 (7 ranks, CON +3)
Craft- Armorsmith +10 (7 ranks, Int +3)
Craft- Weaponsmith +10 (7 ranks, Int +3)
Knowledge- Arcana +10 (7 ranks, Int +3)
Spellcraft +10 (7 ranks, Int +3)

Equipment:
Studded Leather 25gp
Scimitar 15gp
Shortbow 30gp
40 Arrows 2gp
Spell Component Pouch 5gp
Explorer's outfit
Travelers outfit (1 gp, spare clothes)
Back pack (2 gp)
Bedroll (5 sp)
Winter Blanket (5 sp)
Belt pouch (1 gp)
Flint and steel (1 gp)
Waterskin (1 gp)
Trail rations (4 days; 20 sp)
Whetstone (2 cp)
Ink 8 gp
Inkpen 1 sp
Journal 15 gp
10gp 9 sp

Spells per day 5/6/3; DC 12+level
Known:
0th: Acid Splash, Arcane Mark, Detect Magic, Light Prestidigitation
1st: Enlarge Person, Shield
2nd: Acid Arrow
[/sblock]

Description/Personality:
[sblock]
Karna is a female elf, tall and muscular by her own race's standards, but still average in height and wiry compared to a human. Her straight auburn hair is kept tightly tied back in a short pony tail and would barely come down to her shoulder if it was allowed to hang free. Her skin is an odd slightly coppery tan that few elves achieve and is a stark contrast to her blue eyes.
[/sblock]


I need a link to your attribute roll. www.invisiblecastle.com EXAMPLE[/B]]randomtext[ /url]

Same for s@squ@tch and Scribbler.
 
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Scribbler said:
Unity has the Improved Binding feat, which allows it. If you think that feat's too powerful, I'll swap it for something else (Expel Vestige, maybe?) and have him bound to Dahlver-Nar (and I'll use the same binding roll, so it'll still be a poor pact--I rolled a 1).
No worries, I missed that.
 



Redclaw said:
The RPGA Eberron game uses the Radiant Servant of the Silver Flame, in case that helps.

This. Thanks!

Also, I commented the post above for the link to the ability rolls.

I will try and get the feats selected properly and add some background info tonight.

(Such a hard thing to do -- select lots o' feats! ;) )
 



Daramen, can you post your character in-thread rather than on another site; makes it easier for me.

Eberron Gods:
Church of the Silver Flame LG - exorcism, Good, Law and Protection
Sovereign Host
1. Arawai, God of Agriculture NG - Good, Life, Plant and Weather
2. Aureon, God of Law and Knowledge LN - Knowledge, Law and Magic
3. Balinor, God of Beasts and the Hunt TN - Air, Animal and Earth
4. Boldrei, God of Community and Hearth LG - Community, Good, Law and Protection
5. Dol Arrah, God of Honor and Sacrifice LG - Good, Law, Sun and War
6. Dol Dorn, God of Strength at Arms CG - Chaos, Good, Strength and War
7. Kol Korran, God of Trade and Wealth TN - Charm, Commerce and Travel
8. Olladra, God of Feast and Good Fortune NG - Feast, Good, Healing and Luck
9. Onatar, God of Artifice and the Forge NG - Artifice, Fire and Good
The Dark Six
1. The Devourer NE - Destruction, Evil, Water and Weather
2. The Fury NE - Evil, Madness, Passion
3. The Keeper NE - Death, Decay and Evil
4. The Mockery NE - Destruction, Evil, Trickery and War
5. The Shadow CE - Chaos, Evil, Magic and Shadow
6. The Traveler CN - Artifice, Chaos, Travel and Trickery
The Blood of Vol LE - Death, Evil, Law and Necromancer
The Cults of the Dragon Below NE - Dragon Below, Earth, Evil and Madness
The Path of Light LN - Law, Meditation and Protection
The Undying Court NG - Deathless, Good and Protection
 
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