Eberron Character Stats


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Steve

Brazdaan Maalgaat
Rogue 1
NG Small humanoid
Init +2 Senses Listen +2, Spot +2
Languages Common, Goblin, Gnoll, Empty Slot

AC 15, touch 13, flat-footed 13 (armor +2, dex +2, size +1)
HP 5
Fort -1, Ref +4, Will +1

Speed 30 ft.
Melee Sap +1 (1-4) or Dagger +1 (1-3) or
Ranged Dagger +3 (1-3)
Base Atk +0; Grap -4
Atk options Sneak Attack +1d6
Action Points 5

Abilities Str 10, Dex 15, Con 8, Int 14, Wis 12, Cha 12
SQ Darkvision, trapfinding
Feats Investigate
Skills Balance +3, Bluff +3, Climb +3, Decipher Script +4, Diplomacy +3, Disable Device +6, Gather Information +5, Hide +7, Intimidate +3, Listen +2, Move Silently +7, Open Lock +6, Profession: Reporter +4, Ride +6, Search +6, Sense Motive +4, Sleight of Hand +4, Spot +2, Use Rope +3

Possessions Sap, Dagger (x3), Leather Armor, Identification Papers (with portrait), thieves' tools, caltrops, signet ring, backpack, scroll case, 10 sheets of paper, ink, fancy quill, manacles-small, manacles-medium, silk rope 50ft, grappling hook, acid flask (x2), smokestick 41gp

Brazdaan is three and a half feet tall and weighs 45 pounds. He has yellow eyes, stringy black hair and deep reddish brown skin. He usually wears a white and grey traveler's outfit. But has a suit of blood red colored leather armor and a black cloak for when he expects trouble.

Many of the other goblins of Malleon's Gate in Sharn feel trapped, victims to the constant crime around them or the injustices of being second-class citizens, but Brazdaan tries to tell them they can rise above it. He has worked real jobs instead of turning to crime, and now he's the up-and-coming reporter at the Sharn Inquisitive. Of course, he's hoping to use the resources available to a respected reporter to help him in his fight against crime.

While his long-term goal is to turn Malleon's Gate into a respectable neighborhood by putting an end to crime and helping his goblin brethren, he realizes that this is a difficult task. He left Sharn to follow a suspect, but he realizes that more training and experience will he a huge help to both of his careers. He hopes to get a job as a field reporter for Khorvaire's leading newspaper, the Korranberg Chronicle, and serve and protect the innocent wherever he travels.

comments:
as you can see, I decided to go the reporter/vigilante route after all. he won't be too competent of a combatant, but that's what stealth and guile are for. :-D.
I haven't worked any fine details into the backstory (such as info about the suspect he was pursuing) figuring I'd give you this first and see if you wanted to alter anything or put something specific in to tie it to your game, or the other players.
so e-mail me or IM me at any point with any questions or comments.
 
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Tug

Kole
1st Level Chaotic Neutral Halfling Sorceror

STR: 6
DEX: 16
CON: 12
INT: 12
WIS: 9
CHA: 16

AC: 14
Touch AC: 14
Flat-footed: 11

Initiative: 3

HP: 5

Speed: 20 ft.

BAB: 0

Saves:
FORT 2 (+1 vs paralysis, electricity)
REFL 4
WILL 2 (+2 vs Fear, +1 vs sleep)

Attacks:
Longspear -1 (1D6)
Light Crossbow +4 (1D6)
Dagger -1 (1D3)
Dagger, thrown +5 (1D3)

Feats:
Draconic Heritage

Skills:
Bluff +7 (4+3)
Concentration +5 (4+1)
Hide +7 (4 racial bonus+3)
Listen +1 (2 racial bonus-1)
Move Silently +5 (2 racial bonus+3)

Equipment: 13 lbs
Longspear 4.5
Light Crossbow 2
Bolts (30) 1.5
Dagger (2) 1
Explorer's Outfit 2
Spell Component Pouch 2
Potion of CLW -
ID Papers -

Wealth:
26 GP
19 SP
10 CP

Languages:
Common, Halfling, Draconic

0-Level Spells (5 per day):
Read Magic
Detect Magic
Light
Prestidigitation
1st-Level Spells (4 per day):
Magic Missle
Mage Armor

Background:

Zarantyr shown bright on the night that the halfling named Kolei was
born in a small tent on the Talenta plains. Generally, Talenta
halflings born under this moon turned out to be great warriors and
hunters for their tribe, so Kolei's mother Thata was quite surprised
when her son was born unusually small and struggling to catch his
first breath. Thata and the midwife stayed up all night with the babe,
and when the sun shone in the morning, the midwife emerged to present
the child to the tribe. Thata did not join her, however. She lie in
the tent, dead from the stress of the complicated birth. The midwife
would later explain that through the night, Thata became sicker as the
child grew healthier. She claimed that it was as though Thata had
traded her life for her child's.

Since Thata passed before ever naming the father of her child , Kolei
became a child of the entire tribe. As the boy grew older, he did
develop the arrogance and brash nature attributed to those born under
Zarantyr's light, but not the physicality to back his attitude up.
Kolei remained unhealthily skinny and suffered from a chronic cough
that the tribe's healer could find no cure for. After many incidents
and injuries while hunting, the tribe lath deemed that young Kolei
could not participate in the hunt anymore. So the angry young halfling
was made to help the elderly and the women at the camp while the
others were off hunting. During these adolescent years, Kolei
developed a certain charm with the women of the tribe which he used at
every opportunity. This lead to a few run-ins with other tribesmen who
would come home from days of hunting to find Kolei in their tents with
their women. Kolei always faired badly in these encounters. Despite
his best efforts to fight back, the stronger hunters would always
overpower him.

This was true until one day shortly after Kolei began his twentieth
year. Kabo, the main dinosaur wrangler for the tribe, entered his tent
to find Kolei with his mate. Enraged, Kabo set his favorite clawfoot
on Kolei. The chase didn't last very long, of course, and soon Kolei
was on his backside, facing the gaping maw of the clawfoot while Kabo
watched with a vengeful smile on his face. The smile vanished quickly
when Kolei raised a hand and a burst of mystical energy shot forth,
shooting straight through the clawfoot's head. If Kolei was surprised
at his newfound power, he didn't show it.

The tribal leaders quickly gathered to discuss this new development.
Many in the tribe, influenced by Kabo and the already strange
circumstances around Kolei's birth, were frightened of Kolei and
unsure of whether or not he should remain with the tribe. A few saw
his new power as a blessing to benefit the tribe, though. Kolei would
never hear their decision, though. When the leaders emerged from the
main tent, they found that he had already left the camp.

Kolei took nothing with him except the clothes on his back, and the
only thing left to him by his mother - a large, shiny blue scale
fitted into a cloth bandana. The elders said that it was from a larger
species of the plains dinosaurs, but Kolei always suspected different.
His new powers confirmed what he had always known - he was meant for
great things. During his travels through Khorvaire, he gained better
understanding of his powers and their origins. He also heard of the
Draconic Prophecy, and while he lacked the wisdom to pay any attention
to prophetic details that scholars spoke of, he became convinced that
the blood of a blue dragon flowed through his veins, and as such, he
was an important part of the Prophecy.

He currently resides in Wroat, using the name Kole to distance himself
from his Talenta origins. For some reason, it seems that Kole's idea
of moving within the Draconic Prophecy is drinking, womanizing, and
playing cards in the taverns of the city. But perhaps he is just
waiting for the right path to be set in front of him... or perhaps
not.
 
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Chris-Tac

HALLIS MASON

1st Level Neutral Good Human Fighter.

STR: 16
DEX: 10
CON: 14
INT: 13
WIS: 10
CHA: 8

AC: 14

HP: 12

SPEED: 30

BAB: +1
Melee: +4
Ranged: +1

ATTACKS:
Spiked Chain +5 (2d4+3)
-Disarm +11
Shortbow +1 (1d8)
Dagger +4 (1d4+3)

ARMOR
Chain Shirt (AC+4, Check -2)

FORT: 4 (2+2)
REF: 0 (0+0)
WILL: 0 (0+0)

FEATS:
Exotic Weapon Proficiency: Spiked Chain
Weapon Focus: Spiked Chain
Combat Expertise

SKILLS:
Craft (Weaponsmith) +5 (4+1)
Intimidate +3 (4-1)
Jump +5 (4+3-2)
Knowledge (History) +3 (2+1)

EQUIPMENT

Spiked Chain [10]
Shortbow [2]
Arrows (20) [3]
Dagger [1]

Explorer's Outfit [4]
Chain Shirt [25]

Backpack [2]
Sunrods (5) [5]
Bedroll [5]
Manacles [2]
Rope (Silk) [5]
Rations (6) [6]
Waterskin [4]
Chalk (4) [-]

Belt Pouch [.5]
Potion (Cure Light Wounds) [-]
Identification Papers [-]

Belt Pouch [.5]

TOTAL CARRIED: 75

WEIGHT
76 / 153 / 230

WEALTH
5 GP
8 SP
6 CP



Backstory:

The Last War was a time of suffering and violence, but if history teaches us anything, it’s that some men will thrive in such times. Ledan Mason was one of these men, a cunning mercenary who led his band to victory after victory in service of the almighty Galifar. When he amassed a big enough fortune after a successful stint in service to the Lhazaar Princes, he retired to his hometown in the Northeast of Breland to direct his own band of swords-for-hire and raise a family of his own.



Needless to say, his son Hallis was brought up in a house that doubled as a training camp for sellswords and hired muscle. No sooner could he walk then he was practicing with a dagger under Ledan’s strict direction, studying keenly the histories of the great battles of Khorvaire.. But it wasn’t his father that Hallis admired most. That honor belonged to Draegar the Red, a hobgoblin chainmaster who had fled from what would become Darguun for crimes against the Llesh that he preferred not to discuss.


Young Hallis was mesmerized as he watched Draegar’s chain spin a weaving circle of death around him, pulling weapons out of his enemies’ hands and ripping their legs from under them as easily as he sent the metal barbs across their throats. So when Hallis entered his formal training as a member of Mason’s Twelve, it was Draegar he sought to show him how to master the chain.



His first few outings were mostly limited to support, but on a mission for Thrane, he proved his mettle by saving Draegar’s life against a horde of Karrnathi zombies. He knew when Draegar accepted his hand after he wrenched the thing’s head from once-living shoulders that he was a true warrior.



But the Traveler, as they say, had other plans. The very next mission -- still on the retainer from Thrane’s ministers of war -- was to strike at the heart of Breland in a daring assault on Wroat itself. Hallis refused, telling the other members of the Twelve that no amount of gold wrung from the Silver Flame’s coffers was enough to make him turn against his own country. First there was shouting, then quickly weapons were pulled as Hallis stood against his teacher. It was a purely lucky strike that took Draegar’s eye out, a wild slash that gave Hallis just enough time to run away.



Now, five years later, at 26, Hal finds himself a wanderer. He’s committed the one cardinal sin for a mercenary: Turning against your fellows, even in the service of what he knew in his heart to be the greater good. He can never go home again, and the last words that reached him claim he’s disowned by his father, and there’s no doubt in his mind that any survivors of Mason’s Twelve would no sooner blink their eyes then kill him as a traitor.



But a man must do as he must, and so Hal continues to do what he feels he must: fighting for the greater good, no matter the cost.
 
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Andrew-Karrnddneith

Name: Karrn d'Deneith
Gender: Male
Race: Human
Class/Level: Fighter 1
Size: Medium
Alignment: LN
Deity: Dol Arrah
Exp: 0

STR 15 (+2) (8 pts)
DEX 12 (+1) (4 pts)
CON 14 (+2) (6 pts)
INT 10 (+0) (2 pts)
WIS 9 (-1) (1 pts)
CHA 12 (+1) (4 pts)
(25 total)

Fort: +4 (+2 base +2 ability)
Ref: +1 (+0 base +1 ability)
Will: -1 (+0 base -1 ability)

HD: 1d10
HP: 12
Action Points: 5
Init: +1 (+1 dex)
Spd: 30
AC: 17 (10 base +1 dex +4 armor +2 sheild)
Flat-Footed: 16
Touch: 11
ACP: -4

BAB: +1
Melee: +3
Ranged: +2
Grapple: +3 (+1 BAB +2 STR)

Weapons:
Bastard Sword +4 attack 1d10+2 x2 19-20
Spiked Gauntlet +3 attack 1d4+2 x2
Club +3 attack 1d6+2 x2
Shortbow +2 attack 1d6 x3

Armor:
Chain Shirt +4 AC +4 max dex -2 ACP
Sheild, Heavy Steel +2 AC --- -2 ACP

Languages: Common

Feats:
-- Least Dragonmark (Mark of Sentinel, Shield of Faith 1/day) (1st level)
-- Exotic Weapon Proficiency (Bastard Sword) (1st human)
-- Weapon Focus (Bastard Sword) (Fighter Bonus 1st)

Skill Points: 12 Max Ranks: 4/2
Skills: Stat Total Ability Ranks Misc
-- Appraise Int +0 = +0
-- Balance Dex +1 = +1 -2/-4 (ACP)
-- Bluff Cha +1 = +1
-- Climb Str +6 = +2 4 -2/-4 (ACP)
-- Concentration Con +2 = +2
-- Diplomacy Cha +1 = +1
-- Disguise Cha +1 = +1
-- Escape Artist Dex +1 = +1 -2/-4 (ACP)
-- Forgery Int +0 = +0
-- Gather Info Cha +1 = +1
-- Heal Wis -1 = -1
-- Hide Dex +1 = +1 -2/-4 (ACP)
-- Intimidate Cha +5 = +1 4
-- Jump Str +4 = +2 2 -2/-4 (ACP)
-- Listen Wis -1 = -1
-- Move Silently Dex +1 = +1 -2/-4 (ACP)
-- Ride Dex +1 = +1
-- Search Int +0 = +0
-- Sense Motive Wis +1 = -1 +2 (dragonmark)
-- Spot Wis -1 = -1
-- Survival Wis -1 = -1
-- Swim Str +4 = +2 2 -4/-8 (ACP)
-- Use Rope Dex +1 = +1

Starting Gold: 240 gp
Equipment:
-- Bastard Sword 6.0 lb 35 gp
-- Spiked Gauntlet 1.0 lb 5 gp
-- Club 3.0 lb --
-- Shortbow 2.0 lb 30 gp
-- Arrows (20) 3.0 lb 1 gp
-- Armor, Chain Shirt 25.0 lb 100 gp
-- Shield, Heavy Steel 15.0 lb 20 gp
-- Backpack 2.0 lb 2 gp
-- Flint & Steel ------ 1 gp (in backpack)
-- Identification Papers ------ 2 gp (in backpack)
-- Traveling Papers ------ 0.2 gp (in backpack)
-- Pouch, Belt 0.5 lb 1 gp
-- Rations, Trail (3 days) 3.0 lb 1.5 gp (in backpack)
-- Sunrod 1.0 lb 2 gp (in backpack)
-- Waterskin 4.0 lb 1 gp (in backpack)

Total Weight: 65.5 lbs (light load 66 lbs)
Assests: 202 gp
Current Money: 38 gp, 10 sp, 10 cp


Appearance:

Tall with a heavy build, shoulder-length black hair, pale blue eyes, clean shaven with a square jaw and a sharp nose. A vivid dragonmark can be seen on the top of his right forearm (also his swordarm). Currently, he dresses in traveler’s garb with a cloak, under which can be seen the cold glint of a chain shirt. Kept strapped to his back are an enormous bastard sword and large steel shield.

Background:

Karrn d’Deneith was born and raised in the city of Karrlakton, in Karrnath. Born with the Mark of Sentinel on his right forearm, his parents believed he was destined for great things and consequently named him Karrn, after the legendary warrior-general, Karrn the Conqueror. His father, an unmarked member of House Deneith, is an officer of middle rank in the Karrnathi army. His mother, of minor nobility, is distantly related to the ir’Wynarn line which rules Karrnath. Both have long dreamed of rising above their stations, and wish to do so vicariously through their precious Karrn, who has been molded from a young age to become patriarch of House Deneith and one day command all the armies of Karrnath and lead them sweeping across Khorvaire.

When Karrn was of age, he was sent to Rekkenmark, to study at the Military Academy where the scions of Galifar himself learned the art of war. Having recently graduated from the Academy, Karrn has stubbornly gone against his parents wishes of becoming a junior officer in the Karrnathi army. Instead, he has decided to spend a year exploring the Five Nations and the life they have to offer after the end of the Last War. He will return to Karrnath when he is ready and has seen some of the world.

Torn between his parents wishes and the prospects of a continent at peace, Karrn does not know what we wants for himself. Will he reluctantly but bravely lead men to their deaths in battle? Or will he strike out on his own –- an army of one, picking his own battles in a brave new world?
 

Dix- Richard

Name: Dix (also know as Abrahan, Lady Mahren Ir’fahlen, Gott, among others)
Age: 25
Sex: Male
Origin: Breland
Height: 5’ 5”
Weight: 143.
Alignment: Chaotic Neutral.

Weight: 61
Dix is at heart a good natured prankster who never really means to hurt anyone, its just not everyone seems to see his tricks as funny as he does. He follows the Traveller as the god of the changelings and pranksters.
Dix rarely shows his true face, preferring to copy people, irritate them and let his face move with his mood.

STR: 9
DEX: 10
CON: 10
INT: 14
WIS: 16
CHA: 12

Level 1

Melee Attack: -1
Ranged Attack: +0
Skills: (0)
Craft: 1 +2
Diplomacy: +1=+1
Heal: 2+3=+5
Knowledge (arcane): +2=+2
(Local): 2+1+2 =+5
(Religion): 2+1+2=+5
(Planes): +1= +1
Profession: +3=+3
Spellcraft: 2+2=+4
Bluff: 4+2+1=+7
Hide: +0
Disguise: 3+1= +4
Intimidate: +2+1=+3
Sense motive: +2+3=+5

Languages: Common, Gnome, Giant, Goblin,

Feat: Education

God: The Traveller
Domains: Artifice and Trickery
Spells:
0th: (3): Purify Food and Drink, Detect poison, mending

1st: (2+1): Cause Fear, Command + Animate Rope

Equipment: 47gp
Weapons: Quarterstaff, Dagger (4)
Armour: Scale Mail
Other:
Identity papers (standard): five different sets (Dix, Abrahan, Lady Mahren Ir’Fahlen, Gott, and Skak.)
Backpack
Silk Rope (50ft)
Holy symbol wood
Cleric vestments
Artisan’s outfit
Travellers outfit
Noble’s outfit (female)
Bell
Wizard’s spellshard
Belt pouch x3
Several bottles of coloured water.

Back story: Born and grew up in the streets of Sharn. He dealt mostly in selling fake alchemical items and other paltry crimes. Relying on his natural abilities he managed a paltry existence in the lower middle of Sharn, occasionally taking other forms to walk with the rich, especially loving the challenge of attending a play on the arm of some rich so and so, usually ending in him fleeing pursued by the guard. Eventually one trick to many pulled on a customer left Dix in some small trouble with a few of the less reputable members so he decided to follow his god and go wandering, till the heat calmed down.
 

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