[Eberron][CoC]Ex Oblivion, Eberron!

This is all looking so really really good (there goes my grammar alarm!) Well, I guess the point that makes this so interesting for me is how I've set myself up to orchestrate these characters together when I've asked for so many of them to be loner types. I can see that, if nothing else, trust is going to be a big part of this story.
 

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Eluvan, I came up with an idea for how our characters might have previously met. Tell me what you think; if you like it, we'll use it (pending GM approval, of course), if not, we'll scrap it.

About two years ago, when Velious first came to Sharn, he was baffled by a series of odd murders. The victims had been subjected to some form of unearthly poision before being torn apart by tiny claws. Velious asked the Sharn city guard for their help, but they had no men to spare. At the time, a powerful member of the city council was putting pressure on the Watch to devote all of their resources to tracking down the thieves who had recently broken into one of the House Kundarak vaults. Velious was disgusted by the fact that the interests of the wealthy Dragonmarked Houses were being put above the safety of Sharn's citizens. A sympathetic Watch detective helped Velious contact Malthian, who had advised the Watch on similar cases in the past and who appeared to have a subtle understanding of the darker side of the supernatural. Velious manged to convince Malthian to lend his assistance, and together they uncovered the identity of the killer (a rogue imp, loosed upon the city when its master passed away). The two men have not worked together since the incident, but each remembers the other vividly. (Velious has a great deal of respect for Malthian's investigative skills, but worries that the human may be tainted by dark powers).

If you like it, let me know. You can make any changes you might like--it's just a rough idea at the moment. We might be able to work one or more of the other characters into this story as well (for instance, Velious and Malthian might have sought out Joshua Dyal's character to help them take down the vicious imp).
 

That sounds fine to me, nonamazing. If anyone else is interested in getting in on it then yeah, that would be great too.
 

Sure, sounds great. By the way, I'm more likely to have a rivalry, I'd imagine, with Velious than with the shifter soulknife; I'm a bit on edge around organized religion. After the purge of the lycanthropes (which, granted, took place many generations ago) I don't trust them to decide that shifters aren't just as bad.
 

Also, just looked at the expanded character creation rules; looks like I'll need to spend some more money, spend some more skill points, and increase my AC... ;)
 

I apologize for what is surely to be a very long post...

Aalin Ranohrel
Human Female Artificer 1
Alignment: NG
Religion: The Sovereign Host (Onatar, NG God of Artifice and the Forge)
Age: 17
Size: Medium; 5’3”, 115lb.
Languages: Common, Goblinoid, Dwarven, Giant

Traits: Plucky (lord, I hate the word 'plucky'...), Quick
Flaws: Vulnerable
Sanity: 50/50

Abilities:
Str 12 (+1)
Dex 14 (+2)
Con 12 (+1)
Int 16 (+3)
Wis 10 (+0)
Cha 14 (+2)

Hit Points: 6 (1d6+1-1 Quick Trait)
Initiative: +2 (Dex)
Speed: 40 ft. (30 + 10 for Quick Trait)
Armour Class: 15 = 10 + 2 (Dex) + 4 (class defense bonus) -1 (Vulnerable Flaw)
Saves: Fort +0 (base +0 / Con +1 / -1 Plucky Trait); Ref +2 (base +0 / Dex +2); Will +3 (base +2 / Wis +0 / +1 Plucky Trait)
Action Points: 5

Class Features: Artificer Knowledge; Artisan Bonus; Disable Trap; Item Creation.
Infusions: 3 per day = 2 + 1 bonus for high Int score.
Craft Reserve: 17 (used 3 to make scrolls...see below)

Feats: Magical Aptitude / Skill Focus - Use Magic Device / Artificer bonus feat - Scribe Scroll / Education

Skills:
Appraise: +7 (ranks +4 / Int +3)
Concentration: +5 (ranks +4 / Con +1)
Craft (blacksmithing): +7 (ranks +4 / Int +3)
Disable Device: +7 (ranks +4 / Int +3)
Knowledge (arcana): +6 (ranks +3 / Int +3)
Knowledge (architecture and engineering): +6 (ranks +3 / Int +3)
Knowledge (history): +5 (ranks +1 / Int +3 / Education +1)
Knowledge (religion): +5 (ranks +1 / Int +3 / Education +1)
Search: +7 (ranks +4 / Int +3)
Spellcraft: +9 (ranks +4 / Int +3 / Magical Aptitude +2)
Use Magic Device: +11 (ranks +4 / Cha +2 / Magical Aptitude +2 / Skill Focus +3)*

*UMD check is +13 to activate scrolls (Artisan Bonus)

BAB: +0
Melee: +1 (+0 BAB, +1 Str)
Ranged: +2 (+0 BAB, +2 Dex)
Attacks:
light crossbow +2;1d8 piercing, 19-20/x2
dagger +1; 1d4+1 slashing/piercing, 19-20/x2
light mace +1; 1d6+1 bludgeoning, x2

Gear (total value: 88gp / total weight: 24.5lb.):
Travelling clothes (1gp, 5lb.)
Light crossbow (35gp, 4lb.)
20 crossbow bolts in cases (2gp, 2lb.)
Dagger (2gp, 2lb.)
Light mace (5gp, 4lb.)
Backpack (2gp, 2lb.)
Waterskin (1gp, 5lb.)
Scroll Case (1gp, 0.5lb.)
Scrolls (13gp x 3 = 39gp, 0lb.) - Scrolls to be chosen soon...


Background: Aalin is a farm girl with a dream, and it isn’t to be a blacksmith. But then, apprenticing with the local smith, Maril, was just a cover. In fact, Maril wasn’t exactly what he appeared to be, either.

Aalin met Maril at age 11 when she accompanied her father to the workshop with a plough blade that needed to be repaired. The older man and the child struck up a friendship which lead to an apprenticeship in more than just blacksmithing.

In Maril, Aalin felt she had found an intellectual equal (such was her ego, even at that age) and he knew things...he knew about faraway places and strange creatures.

And magic.

Maril was not just a blacksmith. He was an Artificer, long since retired from a life of adventuring across Khorvaire and beyond, and now settled just outside the village of Bluevine in Aundair to live the quiet life of a smith.

He recognized the girl’s talent for magic almost immediately and realized that he might now have the chance to pass down some of his knowledge to someone else. He could also see that Aalin was not like other girls her age. She was pretty, charming and well-liked, but not well-understood. Maril knew Aalin would not be able to find a place for herself in the small community. It would have been different had her parents the resources to send her to school. But this was not to be.

Thus, she spent the next six years working in Maril’s workshop. There, she learned blacksmithing. She also listened raptly to his stories about exotic locations - the Pond of Shadows, Taer Sadaen, Dreadhold - and studied the languages of distant peoples and creatures.

And she learned about magic and began to dream of an adventurer’s life. The farm would no longer do. When she wasn’t at Maril’s, she was in her own workshop, in the hayloft of the family barn, where she practiced and worked on her own magical creations. Her parents despaired and the townspeople continued to talk.

Though he was clearly advancing in age, Maril had always seemed healthy and strong. So it was a shock to Aalin when, after a minor accident in the shop, her master fell ill. Local healing and Maril’s own skill with magic were not enough to overcome the infection, which continued to spread. Maril eventually died.

***

I imagine that after her master's death, Aalin left town and headed for Sharn, looking for adventure. I haven't yet got her to the 'Morgrave Gambit' part, but that's coming.

She's young, and for all her feelings of superiority, she's got little experience of the real world; she's just heard stories and read books. She might even be a bit of a liability to any party taking her on...but she's also pretty keen to dive right in and see what happens.

I hope Aalin, who seems quite different from the rest of the characters already posted, will find a place within the party. If Aalin is not the sort of character you are looking for, or if you have any suggestions, corrections, etc., please let me know.
 
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Just a quick note...

I know that my character in the above post does not quite conform to all the rules as you have posted them, adamantineangel.

I haven't spent 350gp. Frankly, I don't see how Aalin would have access to that kind of money considering her background and where she's from. But perhaps her mentor left a few things behind for her...

Also, four extra skill points? Did I read that right, it stacks? I haven't added them in because I really just wasn't sure.

Anyhow, I will continue working on things this afternoon when I return from brunch and holiday shopping.
 


eabha said:
I hope Aalin, who seems quite different from the rest of the characters already posted, will find a place within the party. If Aalin is not the sort of character you are looking for, or if you have any suggestions, corrections, etc., please let me know.

I think Aalin seems like a very interesting character who brings some variety to the group. I also had an idea about a tentative connection between Aalin and Velious. See what you think of this: Some years ago, while he was still an active adventurer, Aalin's future mentor Maril briefly visited the elven nation of Aerenal. While there, Maril was a guest of the royal Mendyrian family. Maril's stories had a strong impact on the young Velious (who, at the time, was the elven age equivalent of a teenager). When Meril left, he presented Velious' family with a small but elegant present: the minor mask of the Mendyrian, which Velious' mother later passed on to him.

Velious would remember Maril fondly, and would probably be well disposed to anyone who had been a friend of Maril. Aalin might recognize the mask that Velious wears as bearing unique traces of Maril's crafting style (via her Artificer Knowledge ability). Let me know what you think of these ideas--if you don't care for it, that's fine.


eabha said:
I haven't spent 350gp. Frankly, I don't see how Aalin would have access to that kind of money considering her background and where she's from. But perhaps her mentor left a few things behind for her...

Might I offer the suggestion that Maril could have left behind a collection of rare inks and specially prepared blank scrolls? Then, between your Craft Reserve and your starting resources, you would have a good explanation for beginning the game with an assortment of useful 1st level scrolls (note: each 1st level scroll would take about 13 gp of your starting resources and 1 point from your initial craft reserve).


Joshua Dyal said:
By the way, I'm more likely to have a rivalry, I'd imagine, with Velious than with the shifter soulknife; I'm a bit on edge around organized religion. After the purge of the lycanthropes (which, granted, took place many generations ago) I don't trust them to decide that shifters aren't just as bad.

Ha! That sounds great! And it should be a lot of fun to play out. The ironic thing is that Velious proably dislikes the Church of the Silver Flame almost as much as your average Shifter--he considers the Church hypocritical and somewhat corrupt.


adamantineangel said:
Class Defense Bonus' (unlike Spell Points') author anticipated non-PHP classes and gives your class exactly what you stated (See Table 4-2 in Unearthed Arcana).

I'm an idiot. I was agonizing over the choice and the answer was right there in front of me (I know I looked at the page that chart is on--I just glazed over it, I guess.)
 

First of all, let me apologze for posting so much stuff--it's just that I haven't been able to do any gaming for quite some time now, and I'm a little overexcited. Please let me know if I'm getting annoying.

Anyway, I wanted to put up this little description of Velious' mask:

The minor mask of the Mendyrian is exquisitely crafted from interlocking pieces of blackwood, designed to resemble the the holy symbol of the Undying Court (see page 71 of the Eberron CS for reference). The natural black colouring of the wood has been enhanced to make the mask as dark as shadow, except for a bright red teardrop shape around the left eye. A minor illusion around the mask's eyeholes obsure the wearer's eyes, causing onlookers to to see nothing but blackness where the eyes would be. This neither obscures nor enchances the wearer's eyesight, but the unsettling effect it generates does make the wearer seem more imposing, granting a +1 enhancement bonus to Intimidate skill checks. The effect, however, tends to unintentionally frighten those the wearer speaks with, imposing a -1 penalty on all Diplomacy checks.
 

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