Eberron: Mark of the Raven (Closed)

OKay, I've reviewed my current commitments and I think I'll have to throw in the towel.

Which is a shame, beucase I really would have loved to play Keldith (mmmmm shifter monk).

well, have fun everyone.

And remeber, dont' take candy from strangers ;)
 

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Alright, folks, I apologize for my scarcity over the last couple days. I was experiencing connectivity issues after setting up a new PC, thanks to the bizarre and inscrutable-to-man practices of my ISP. I'm more or less back in full now, though.

As it stands we have Ixen (nonamazing), Chev (MistaCollins) and Breyer (ByteRynn), so a Barbarian/Dragon Shaman, a Bard and a Druid. There's two (maybe three, depending, I haven't quite settled yet) slots left to fill, with Sidekick bowing out. Skews the melee portion of the group a bit, but we shall see how things play out.

Azaar and Dracomeander - Are you two still interested? You had mentioned planning to submit background blurbs at one point for a Warlock (Azaar) and a Kalashtar Telepath (Dracomeander). Love to hear from either of you.
 

Dunno if I'm too late to put in a bid for a spot, but I've got a couple concepts to throw in. If you're already booked, no harm, no foul:

Shifter (shiftwing) Cleric:

[sblock=Galec Setou]Galec was raised in relative seclusion, on a small farm off any main thoroughfares. But much as his mother feared for his safety, when the young shifter learned how to fly, there was little Momma could do. High above everything, revelling in the wind caressing his face, the warmth of the sun all that much closer, Galec didn't notice the hunter until his arrow tore into the young shifter's shoulder, and he fell, hard. He heard and felt the bones crunching when he landed. His vision swam, his body burned with pain. The sound of the hunter, spitting out his hatred for "aberrations" like Galec, echoed oddly. He was going to die, the hunter promised.

But Galec fought. Through the pain, through the blinding fear, he fought, dodging blows and returning his own. He refused to give up, to believe his gifts were a curse to be cut out of Eberron like an infection. And when he could do no more, and the hunter once again raised his sword, another blade erupted from the man's chest.

A small group of Iron Ravens, using the sparsely-populated countryside to move discreetly on their way back from a mission, had chanced upon the struggle. Vorias, the group's medic and himself a worshipper of Dol Dorn, knew his god would never forgive him for letting such a fiery warrior fall at the hands of the kind of bitter coward who shot children. Unable to stop but also unwilling to let Galec suffer alone, Vorias convinced his commander to let him take the shifter with them, tending his wounds (and preaching Dol Dorn) as they continued.

Against Ranos' better judgement, Galec stayed on to become Vorias' assistant. He learned medicine, faith, and martial prowess from his mentor, and grew into something of a mascot for the Iron Ravens (he even began referring to his avian form as his Raven Aspect). Apparently Dol Dorn approved, as on top of his natural abilities, Galec gained the rare gift of divine magic, as well.[/sblock]

Human Sorcerer:

[sblock=Liev Sibin]Liev is a wild child. Orphaned early, he took to the woods, intending to eke out an existence with the woodcraft he'd learned from his parents.

There Liev discovered two important things. First, travelers could be amazingly superstitious when they were off the trail and under the canopy. They jumped at little things, sometimes packing up and running off in the middle of the night rather than face whatever rustling and noises they encountered in the woods. In their hurry, they had a tendency to forget things, and Liev was only too happy to take care of such abandoned belongings.

One of those belongings was a book about magics, from which Liev learned the second important thing: he had an innate gift for the arcane. It was an odd thing at first, expressing itself as random displays of light or sound. But when he learned to control it, well ... let's just say the abilities went a nice way to helping him take advantage of that aforementioned superstition.

He'd grown to be something of a local legend, a spook haunting the forest, responsible for unexpected bursts of cold or spontaneous combustion. And, as overfed merchants and self-important minor nobles ran at the odd sights, Liev found he'd made a comfortable little niche living for himself.

Unfortunately, he finds comfortable is horribly boring. So when he spooked a courier out of a bag of gold and a missive promising clandestine adventure, how could he pass up the chance? Intending to pass himself off as the son of the intended recipient, Liev set off to see just what these Iron Ravens had to offer.[/sblock]

jason
 

Yeah, sorry about that.

Just finished, so here goes. Background, stats and all.

Farsis Nightshadow -- Ranger 1/Warlock 1

[sblock=Background]Farsis Nightshadow was one of the last recruits attached to the Iron Ravens before the end of the Last War, serving the role of a scout more than anything else. There always seemed to be something a bit off about him, but it was the kind of thing that one could never really put their finger on. His past was something he always kept relatively quiet about, but eventually the truth came out.

One of Farsis's ancestors had made a pact with fell powers to augment his own spellcasting ability. Such "taint" skipped several generations after the initial pact was made, but Farsis had been born with arcane power of his own from that pact.

Still, Farsis was brought up to hide that part of himself, and as such, he was never really forthcoming about his true nature, preferring to hide his true self away. Such hiding sent him invariably into the wilderness, where he began to learn the ways of the rangers.

Despite that, the "taint" remained, and as time passed, grew increasingly stronger. Fortunately, the end of the Last War and the Treaty of Thronehold came to pass, allowing Farsis to depart and make some serious choices of his own.

Now, with the receipt of the letter from Dhakken Ranos, Farsis finds himself at another crossroads. This time, however, the innate power of his warlock nature has emerged, and with it a desire to take the fight to the powers that would subvert him (or all of Khorvaire, for that matter -- the fell powers have little regard for life of any kind that is free of their influence or dominance).[/sblock]

[sblock=Stats]Male human ranger 1/warlock 1: Medium humanoid; HD 1d8+1 plus 1d6+1; hp 16; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +1; Grp +1; Atk or full atk +1 melee (1d8/19-20, longsword) or +1 melee (1d4/19-20, dagger) or +3 ranged touch (1d6, eldritch blast); SA favored enemy (outsider (evil)) +1, wild empathy; SQ invocations; AL CG; SV Fort +3, Ref +4, Will +3; Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 14.

Skills and Feats: Concentration +5, Heal +5, Hide +6, Knowledge (geography) +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (religion) +5, Listen +5, Move Silently +6, Search +7, Spot +5, Survival +5, Use Magic Device +6; Armor Proficiency (light), Armor Proficiency (medium), Able Learner, Martial Weapons Proficiency (all martial weapons), Shield Proficiency, Simple Weapons Proficiency, Track.

Special Abilities: favored enemy (+2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks against evil outsiders, as well as +2 weapon damage bonus against evil outsiders); wild empathy (can improve the attitude of an animal like a Diplomacy check on an NPC: ranger level + Cha modifier + 1d20).

Special Qualities: invocations (1d6 eldritch blast; least: see the unseen -- 24-hour darkvision and see invisibility)

Possessions: Masterwork studded leather armor (no armor check penalty, as the masterwork component negates the -1 armor check penalty from normal studded leather), longsword, 2 daggers. Miscellaneous Equipment: backpack, bedroll, blanket (winter), chalk (8 pieces), flint and steel, mirror (small steel), pouch (belt), trail rations (14 days), 2 sacks, waterskin, whetstone, cold weather outfit, explorer’s outfit, traveler’s outfit (x2), identification papers, tent, magebred mule, pack saddle, magebred wolf. Total Cost: 615 gp, 9 sp. Remaining Funds: 283 gp, 9 sp, 20 cp.[/sblock]
 
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I'd love to join, but I've never done one of these before, so I'll have to see how times/required post frequency shapes up.

Anyway...I have four characters I'd like to run. They don't have names, and I don't have them completely drawn up (finals coming up...), but tell me which one you'd prefer and I can get him up and running shortly.

Option 1: Human Marshal1 (from Minatures Handbook, can be found in an excerpt on Wizards site)/Fighter1: This particular character has quite an interesting story behind him, but it requires DM approval...if you prefer this one, I can e-mail it to you, since other players shouldn't know it...probably taking on the role of the melee fighter, and works well in a group due to his auras.

Option 2: Human Scout 2: This one's role is pretty obvious...This is my last choice

Option 3: Half-Orc Fighter 2: Used as a first-attack shock trooper...probably specializing in charges/bull rushes. Possibly using the Headlong Rush feat (also found on Wizards site)

Option 4: Human Warmage 2: Pretty obvious...raw firepower, and plenty of it.
 

Sorry about the extra post :heh: , but I found another viable option would be Bard 1/Marshal 1, out to be the party face with insane Charisma skills and going mostly Bard/bard prestige from then on. Don't know how that would fit in though...maybe regimental drummer...

anyway, just post which one you like best.

EDIT: Hmmm...that little edit button didn't load before...

Anyway, just throwing another option out there. Marshal 1/Paladin 1, same general idea as the Marshal 1/Fighter 1...just depends on party alignment. Sorry about so many options, but I don't know how you're planning on running the campaign, so pick the one you think will work best given the current party.
 
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Kishin said:
Alright, folks, I apologize for my scarcity over the last couple days. I was experiencing connectivity issues after setting up a new PC, thanks to the bizarre and inscrutable-to-man practices of my ISP. I'm more or less back in full now, though.

As it stands we have Ixen (nonamazing), Chev (MistaCollins) and Breyer (ByteRynn), so a Barbarian/Dragon Shaman, a Bard and a Druid. There's two (maybe three, depending, I haven't quite settled yet) slots left to fill, with Sidekick bowing out. Skews the melee portion of the group a bit, but we shall see how things play out.

Azaar and Dracomeander - Are you two still interested? You had mentioned planning to submit background blurbs at one point for a Warlock (Azaar) and a Kalashtar Telepath (Dracomeander). Love to hear from either of you.
Still looking for someone?

I've been pondering dipping into a Spirit Shamen, maybe a Shifter, Elf, or even Halfling. I could also do a Halfing Cleric. I'll stat something out shortly :)
 

Hello,

I'd also like to submit a character.

Wen
Male Kalashtar Soulknife 1/Psychic Warrior 1
Chaotic Good

Statistics
[sblock]Str 14 – (6 pts)
Dex 14 – (6 pts)
Con 12 -- (4 pts)
Int 12 -- (4 pts)
Wis 15 -- (8 pts)
Cha 12 -- (4 pts)

Hit Points 16
Action Points 5
AC 16*#, Touch 12#, Flat 14* *+4 w/forcescreen #+1 w/Dodge
Init +2
BAB +0, Grap +1
Speed 30 (base 30, load 50/100/150, light armor, acp -1)
Fort +5, Ref +4, Will +4

+3 Melee, Mind blade, 1d6+2 piercing, 19-20/x2

Medium, 5'10" tall, 150 lbs., 19 yrs old
Black hair, Variable eyes, White with gold undertones skin

Speaks Common, Elven and Quor (doesn’t yet realize he can)

Skills
+3 Bluff (0, racial bonus)
+3 Climb (1)
+6 Concentration (5)
+3 Diplomacy (0, racial bonus)
+3 Intimidate (0, racial bonus)
+6 Jump (4)
+1 Knowledge: the Planes (1cc)
+1 Knowledge: Psionics (1)
+5 Listen (3)
+5 Spot (3)
+6 Tumble (4)

Feats
- Weapon Focus: Mind Blade(+1 to attack rolls) Soulknife bonus
- Psionic Weapon (expend psi focus for +2d6 damage) Psychic Warrior bonus
- Dodge (+1 AC vs. 1 opponent) 1st level

Kalashtar Traits
-+2 racial bonus to saves vs. mind affecting spells and abilities and possession
- +2 racial bonus to Bluff, Diplomacy, and Intimidate checks
- +2 racial bonus to Disguise checks to pass as human
- Immune to dream effects
- Naturally Psionic: +1 power point/level
- Mindlink 1x/day (as wilder of 1/2 character level – min 1)

Soul Kinfe Abilities
- Mind Blade (move action to manifest)
- Align Mind Blade (as free action spend 1 power point to give mind blade
Good trait for 1 round)

Psychic Warrior Powers Known (Power Points 4)
1st – force screen[/sblock]

Possessions
[sblock]Masterwork Chain Shirt (worn, 25 lbs.) 250 gp
Traveler’s Outfit (worn, 5 lb.) 1 gp

Beltpouch x2 (worn, 1/2 lb.) 4 gp
Plain Silver ring (worn) 1 gp
Targath charm bracelet - +2 to saves vs. disease (worn around wrist) 3 gp
Potion of Cure Light Wounds x 6 (right pouch) 300 gp
Alchemist’s Fire x2 (right pouch, 2 lb.) 50
Alchemist’s Frost x2 (right pouch, 2 lb.)
Alchemist’s Spark x2 (right pouch, 2 lb.
ID papers w/portrait (pocket) 5 gp

Coins- 34 gp 9 sp (left pouch, 1 lb)
Bank of Kundarak letter of credit – 200 gp (left pouch)[/sblock]

Background, Personality, and Appearance
[sblock]Background
Wen grew up among humans, in a small and fairly isolated farm village in northern Breland. His parents, Adnan and Meeda, made his childhood a happy one and he was well liked in the village, but as he reached adolescence he began to sense that he was somehow different from those around him. A few weeks after his nineteenth birthday, Wen discovered just how right he was. Returning from an errand in his father's fields, he noticed smoke rising from the home of the widow Burness, with whom he had spent many happy evenings in the last few months. He sped to the cottage, but only arrived in time to see two bandits dumping his lover’s body into the well.

Wen had never lifted a hand in violence to anyone in his life before that moment. He charged, driven by anguish and wrath, and also a strange, almost aloof, distaste that any being could treat another in such a way. The bandits, alerted by his howl of rage, simply stood and laughed, casually waiting with swords drawn to strike down this unarmed peasant boy. They were almost as surprised as Wen was when a shaft of shimmering blue light sprang from his hand. Wen struck out with the mystic blade and left one of the bandits dead, nearly decapitated. The other fled, but got no further than the road before the nimble youth was upon him. It was over very quickly.

Wen returned home shaken and upset, to say the least. When he related this incident to his parents, they reacted with neither disbelief nor surprise. Wen’s mother merely looked quietly sad while his father left the house in anger. Meeda explained that when she and Adnan were courting, a stranger, a tall man with brilliant eyes and hair like the night, came to the village. Meeda was a barmaid at the village inn at the time and she felt herself strangely drawn to the traveler. With boldness that surprises her to this day, she invited him for a walk by Glittermoon Creek, a popular spot for lovers. The two spent an enchanted night together and in the morning the stranger informed her that she would bear a son. He gave her a silver ring and told her that she would know the right time to give it to the child. After that he departed, never to return, leaving Meeda with bittersweet memories. Two months later she accepted Adnan’s proposal of marriage. When it became obvious that she was with child, she confessed her indiscretion. Adnan was angry at first, but swore to raise the child as if he were his own, a pledge he lived up to to the fullest.

Wen listened to his mother’s story with wonder. He felt the truth of her words deep within himself. With trembling hands, he accepted the ring that she took off a chain that she had worn around her neck as long as he could remember. He slipped it onto his finger and was stunned by an almost overwhelming eruption of knowledge. At that moment he knew that he was one of the kalashtar and that the strange images and feelings he had experienced all his life arose from the refugee dream spirit within him. He is still sorting through all of the implications. Further, the ring informed him of two specific things. One, that he must travel to Sharn to seek out his people and the great things that awaited him and two, that a small fortune was buried nearby to help him begin his journey. The second premonition quickly proved to be true. He found a chest with gold, nearly 2000 galifars altogether, exactly where the ring told him it would be. Since that initial burst of insight, the ring has been silent and inert, but Wen keeps it as a reminder of who he is. Insisting that his parents take half of the money, Wen bid a tearful farewell to them and his village and set out for Sharn to discover his true origins.

To his surprise, he was quickly diverted from that destination. Barely ten miles from his village, Wen stopped for the night at an inn. An Orien courier was waiting for him there, much to Wen’s bewilderment, since he did not decide to stop at the inn until the moment he saw it. His confusion grew even more when he read the letter from Ranos asking him, in the name of his father, to help the Iron Ravens. Wen got little sleep that night and left before dawn the next day. He stopped at the next sizable town to equip himself and is now hurrying to meet a destiny he cannot imagine.

Personality
Despite the recent loss of someone dear to him and his separation from his parents and all he has ever known, Wen remains cheerful and optimistic. He approaches the new adventure life has presented him with curiosity and an openness that borders at times on naivety. Most find it impossible not to like him, although his enthusiasm and almost manic glee at trying new things can be wearying at times.

Appearance
While Wen’s general size and shape, as well as his rustic speech and mannerisms, mark him as a simple human farmer, there is an indefinable alien quality about him. Tall and lithe, his motions are quick and frequent, as if he wants to see everything and be everywhere at once. Wen dresses simply, for practicality and comfort, and prefers the earth tones favored by the people of the village where he grew up. His jet-black hair is worn shoulder length, without particular attention or ornamentation. Those who watch him long enough will note that his eyes seem to slowly shift through several improbable colors over time.[/sblock]
 
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Two questions for you, Kishin:

1) Hit points: first level is maximum, I assume. How about for the second level and so on? Half the Hit Die plus Con modifier?

2) I'm thinking of having an animal companion, although it would be one purchased, since I'm not planning on pursuing any further ranger levels. Specifically, I was thinking of getting a tame wolf. What would be the cost for that? Something like a riding dog in the PHB?

Once I hear back on that, I'll likely be ready to post my stats for Farsis.
 

Alright, folks, just so you know, I'm gonna keep things open for another day or two, then I'll announce the final party. I'm also considering expanding it from a party of five to a party of six, given interest and the overall quality of concepts everyone's presented.


Azaar - Thanks for bringing the HP issue up, I had neglected to mention. Both levels should be calculated at max HP, for everyone. Also, as far as a wolf goes, I'd probably up the price slightly over that of a riding dog, given that wolves are generally wild and more intractable. So, say 200 gp?

Gideon_Gideonson - At the moment, it looks like the party is lacking a tankish melee character, so the Half-Orc Fighter or the Marshal/Fighter (Or Marshal/Paladin) would be ideal, I'd think.

Hanuman47 - For curiosity's sake, is there a specific reason that Wen, despite now knowing he's a Kalashtar, isn't using a Kalashtar name (Ie, for males, one with either -harad, -khad, -melk or -tash as a suffix?)

lonesoldier - Feel free to use the 20 XP Craft Reserve from 1st level, if you're still keeon on an Artificer.
 
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