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Eberron: Mark of the Raven (Closed)
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<blockquote data-quote="Azaar" data-source="post: 2870307" data-attributes="member: 1988"><p>Yeah, sorry about that. </p><p></p><p>Just finished, so here goes. Background, stats and all.</p><p></p><p><strong>Farsis Nightshadow -- Ranger 1/Warlock 1</strong></p><p></p><p>[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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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]</p><p></p><p>[sblock=Stats]<strong>Male human ranger 1/warlock 1</strong>: 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.</p><p></p><p><strong>Skills and Feats</strong>: 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.</p><p></p><p><strong>Special Abilities</strong>: 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).</p><p></p><p><strong>Special Qualities</strong>: invocations (1d6 eldritch blast; least: see the unseen -- 24-hour darkvision and see invisibility)</p><p></p><p><strong>Possessions</strong>: 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]</p></blockquote><p></p>
[QUOTE="Azaar, post: 2870307, member: 1988"] Yeah, sorry about that. Just finished, so here goes. Background, stats and all. [b]Farsis Nightshadow -- Ranger 1/Warlock 1[/b] [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][b]Male human ranger 1/warlock 1[/b]: 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. [b]Skills and Feats[/b]: 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. [b]Special Abilities[/b]: 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). [b]Special Qualities[/b]: invocations (1d6 eldritch blast; least: see the unseen -- 24-hour darkvision and see invisibility) [b]Possessions[/b]: 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] [/QUOTE]
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