Eberron-Red Hand of Doom!!!

Abe, warforged artificer

[sblock=stats]Abe (Able) – male personality warforged artificer 4, align N

XP 7,900
hp 26, speed 20’, AC 23 (+9 armor, +1 dex, +3 shield), touch 11, ff 19, init +1

Str 14, Int 14, Dex 12, Wis 12, Con 14, Cha 14

BAB +3, grapple +5; Saves fort +3, reflex +2, will +5

Attack: heavy mace +6 melee (1d8+2) or crossbow +5 ranged (1d8, crit 19/x2, inc. 80’)

Feats: adamantine body (+8 armor, DR 2/adamantine, ACP –5, max dex to AC +1), skill focus (use magic device); scribe scroll, brew potion, craft wondrous item, craft homunculus, extraordinary artisan (25% off craft gp cost)

Skills (ranks/total): use magic device 7/15 (+19 scrolls, +17 potions, +17 wondrous items), disable device 4/6, concentration 4/6, knowledge(arcana) 5/7, search 4/6, spellcraft 5/7, spot 0/1, listen 0/1, craft (armor) 5/7 (+9 to repair warforged), craft (weap) 1/3, open locks 5/6, perform (singing) 1/6

Racial features:
Light fortification (25% chance vs. crit or sneak attack), slam 1d4+2, immune to poison, sleep, nausea, fatigue, exhaustion, sicken, ability drain, ability damage, death effects or necro effects.

Class features:
Artificer knowledge: +6, DC 15, to know if an item is magic after 1 min exam
Artisan bonus: +2 on UMD to activate scrolls, potions, wondrous items
Disable trap: search to find, DD to disable
Item creation, craft reserve

Infusions: 4 1st level, 3 2nd level

7 action points[/sblock]

[sblock=gear]Circlet of persuasion (1,738 gp + 80 craft pool + 100 xp)
Armor plating enhancement +1 (1000 gp)
MW light crossbow (335 gp)
MW heavy mace (312 gp)
+1 heavy wooden shield (1,157 gp)
Wand of repair light damage (375 gp, 1d8+1, 25 chgs, UMD check DC 20, inactivate for 24 h on a natural 1 if it would fail)
50 crossbow bolts (5 gp)
ointment for lesser armor enhancement (x5, 50 gp)
ointment for armor enhancement (50 gp)
ointment for weapon augmentation (x5, 100 gp)
pearls for identify (x2, 200 gp)
warforged repair kit 50 gp
ID papers w/portrait 5 gp
Alchemist’s tools 5 gp
Backpack 2 gp
Ink, pen, paper 10 gp
Lamp + oil 3 sp
Rope, 50’ 1 gp
4 gp, 7 sp[/sblock]

[sblock=background]Able, known as Abe, was forged just as the war was about to end for the purpose of supporting and repairing Breland’s warforged troops, and he didn’t serve in the war. For that matter, he didn’t seem to have any real purpose. He used his skills as an artificer to make some money, and became interested in the origins of the warforged, suspecting that House Cannith was not the whole story. Perhaps the warforged were more than tools built for a pointless war among the other races that was over almost before he was forged, he figured.

For a time, the radical chauvinism of the Lord of Blades appealed to him. However, as he got to know more people, he rejected radical racism but still retains a high racial pride. He generally gives warforged customers a discount on his repair damage services, figuring that they have to help each other to claim their rightful place in society. He believes that warforged have advantages in business, especially as they don’t sleep. He lives in the city of Sharn where he uses the profits from the sale of his infusions to finance his research into the origins of the warforged, and he comes into contact with people of all of the common races.

He got drawn into adventuring when he witnessed a murder, and along with others he pursued the case. He came into conflict with warforged and other agents who were working in the name of the Lord of Blades, and made some contacts in House Cannith as the group sucessfully retrieved an item the House wanted from the ruins beneath Sharn. He found adventuring to be risky but potentially rewarding, and he has not shied away from certain opportunities that required combat. While he looks to his own profit, he also tries to do the right thing and will not take jobs that he deems unethical. His own charitable activities tend to involve rehabilitating violent warforged to become productive members of society.

Currently he has joined a new group of adventurers in Sharn as he has had unusual expenses and is low on cash, and he found himself craving more excitement in his life.[/sblock]
 
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Here is my first concept:

Name: Thea (Amalthea Vansair)
Race: Human (Breland)
Class/level: Beguiler 4
Alignment: CG

Description: [sblock]Thea (who hasn’t answered to or even heard her full name in years) is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just about 100 pounds. She has long wavy dark hair, a fall of soft black tresses she usually keeps pulled back in a simple braid. She has a very pale, almost luminous complexion and her eyes are a very light grey- when she was growing up the other children sometimes taunted her as “changeling girl”, not dreaming how close that was to truth… Her dragonmark is on the back of her left shoulder- a small swirl of red and black surrounded by smooth “scar” tissue that looks like an old burn mark. She is careful to keep it concealed at all times.
She tends to dress in simple, almost severe garb- typically plain trousers and a high-collared coat of darkweave fabric over light armor, with a soft floppy hat and a knee-length cloak (though she does have a suit of fancier glamerweave clothing for more festive times). She carries a small, well-made crossbow and a number of daggers- though she is often loath to rely on physical weapons.[/sblock]


Personality: [sblock]Thea is a perky, upbeat sort of person, generally inclined to see the good side of people or circumstances- she can also be more than a bit reckless. While she often tries to act somber and serious, this act doesn’t fool most people for long. When things take turn for the worse, she may display a streak of sharp-tongued sarcasm, but such bouts are typically short-lived- as soon as get better, she quickly reverts to her cheerful self. Her primary motivation is curiosity- she is often eager to try new things or explore new places. Her curiosity is often strongest when the object or information in question is something that she is supposed to avoid. As a general rule, Thea has always been better at dealing with things (puzzles, books, and tidbits of information) than she is at dealing with people- a trait that is a bit unusual for a beguiler… [/sblock]

History: [sblock]Thea grew up hardly knowing her parents at all- which is a bit odd, considering that she was with them all the time. No one ever seemed to know who her biological father was- in the grand scheme of things it didn’t really matter. Her adoptive father was a changeling named Zyg, and her mother was a human- and more importantly, both of her parents were spies in service to Breland. Throughout the Last War, they traveled all around the world on missions, flitting from place to place and identity to identity. While they seemed to love “their” daughter, it often seemed that her greatest value was as another layer of cover- whether they were displaced nobles or starving refugees, no one seemed to doubt their story with such a convincing “prop”. On the few occasions when their mission was unsuitable or too strenuous for Thea to be included, she was most often left with some of her father’s changeling kin in the chaotic city of Sharn- if her mother had any relatives left, they were never visited or spoken of. As she grew up, Thea’s curiosity and intelligence helped her pick up details from each new locale, and each new identity- she seemed to learn fragments of everything, though her impetuousness often led her into new discoveries before she had fully absorbed the old ones…
As Thea grew, it became apparent that she had a significant amount of magical potential. At first, this was just another amusing distraction- she took her arcane studies no more seriously than any of her other whimsical pursuits, much to her parents’ dismay. As she grew from a girl into a young woman, there were always other distractions, even in the war-torn and troubled world. But one day her parents went off on one of their most secretive and dangerous missions- and they never returned. Thea had been left in the care of one of her father’s kin, who masqueraded as a crazy old man in Sharn. As it happened, Gox was a beguiler of significant power and when it became apparent that Thea’s parents weren’t going to be coming back for her, “he” began to tutor her, as he would have taught his own children. For Thea, the loss of her parents had been a sobering experience, and she leapt into her arcane studies with a whole new outlook. By the time the Last War ended two years later, Thea was well on her way to mastering her magical abilities.
Now that official hostilities were over, Gox and Thea embarked on a lengthy journey- on one hand, it was an attempt to find out what had happened to her parents, and on another level it was both a grand tour and an opportunity to hone her talents. They traveled for nearly two years, wandering all across Khorvaire, tracing down rumors and contacts. Finally, though, they felt that they had found their answer- Thea’s parents had been in Cyre when it was destroyed, along with countless others.
While she and her mentor were badly shaken by that grim news, the journey had, in fact, sharpened Thea’s spellcasting- to the point where Gox felt his young protégé was ready to wander on her own. They returned to Sharn for a few weeks- but Thea found even that grand city was not as intriguing as it had once been. She was ready to make her own way in the world- but at her teacher’s urging, she sought out a few other young fortune-seekers to travel with. The world was a dangerous place after all, and Sharn had plenty of adventurers who might welcome such a talented compatriot… [/sblock]


Game stats:

[sblock]
STR 9 (-1) (1 pt)
DEX 14 (+2) (6 pts)
CON 12 (+1) (4 pts)
INT 18 (+4) (13 pts, +1 at level 4)
WIS 12 (+1) (4 pts)
CHA 14 (+2) (6 pts)
((34 total))

Beguiler 4
XP: 8000

Saves:
Fortitude: +2 (1 base +1 CON)
Reflex: +3 (1 base +2 DEX)
Will: +5 (4 base +1 WIS)

Initiative: +2 (DEX)
AC: 16 (touch 12, Flat-footed 14; DEX +2, armor +4)
Hit points: 22 (6/4/4/4/ +4 CON)
BAB: +2 (melee +1, missile +4)

Feats: 1. Jack of all trades (1st level)
2. Aberrant Dragonmark (Produce flame 1x/day)(racial bonus)
3. Combat casting (3rd level)


Languages: Common, Elvish, Draconic, Daelkyr

Skills (level/skill//points/rank/+att/+other)
+9/Bluff//7/7/CHA +2
+8/Concentration//7/7/CON +1 (+12 total defensive casting)
+5/Decipher script//1/1/INT +4
+13/Disable device//7/7/INT +4/MW tools +2
+3/Hide//1/1/DEX +2 (+4 total with darkweave garb)
+11/Knowledge- arcane//7/7/INT +4
+5/Knowledge- local (Sharn)//1/1/INT +4
+7/Listen//6/6/WIS +1
+3/Move silent//1/1/DEX +2
+8/Open locks//4/4/DEX +2/MW tools +2
+11/Search//7/7/INT +4
+6/Sense motive//5/5/WIS +1
+13/Spellcraft//7/7/INT +4/synergy +2
+4/Spot//3/3/WIS +1
+9/Use magical device//7/7/CHA +2

note: can use Knowledge (any other), Profession (any), and Sleight of hand untrained


Racial abilities: -bonus feat at level 1
-+1 skill point per level (+4 at level 1)
-favored class: any

Class abilities: 1. Spells per day: level 0= 6; level 1= 7; level 2= 4
2. Armored mage (light)
3. Trapfinding (as Rogue ability)
4. Cloaked casting: +1 to save DC (if applicable)
5. Surprise casting: Bluff-based feint for spell use
6. Advanced learning: Distract (level 1, Spell Compendium)

Equipment (5400 gp total)
-Heward’s handy haversack (2000 gp)
-Mithril shirt (1100 gp)
-masterwork thieves tools (100 gp)
-cold iron dagger (x2; 8 gp)
-alchemical silver dagger (x2; 44 gp)
-dagger (x2; 4 gp)
-light crossbow (masterwork; 335 gp)
-bolts (x40; 4 gp)
-bolts (cold iron, x10; 2 gp)
-bolts (alchemical silver, x10; 3 gp)
-explorer’s out fit (darkweave, x2; 220 gp)
-courtier’s outfit (glamerweave; 130 gp)
-potion of Cure Light Wounds (CL 1, x6; 300gp)
-potion of Endure Elements (CL 1, x2; 100 gp)
-wand of Light (used with UMD, CL 1, 50 charges; 300 gp)
-sunrods (x5; 10 gp)
-spell component pouch (x2; 10 gp, 1 worn, 1 in haversack)
-bedroll (1 sp)
-belt pouch (1 gp)
-scroll case (x2; 2 gp)
-flint and steel (1 gp)
-small steel mirror (10 gp)
-trail rations (10 days; 5 gp)
-waterskin (x2; 2 gp)
-signal whistle (8 sp)
-whetstone (2 cp)
-chalk (x8, various colors; 8 cp)
-eyeglasses with smoked glass lenses (2 pair, 10 gp-estimated)
-wooden holy symbol (Sovereign Host)(1 gp)

+795 gp (295 gp in various coins, 500 gp letter of credit
[/sblock]
 
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I am going to try and make a Warforged Druid going for Landforged walker, but i would like to know if a Clawfoot would be an acceptable companion
 

Clawfoot is fine, but it is on the 4th level Animal Companion list, which means it would only get the benefeits of a 1st level Animal companion at this point.
 

I'm giving the 72 hour warning as of 7 AM eastern, Saturday morning.

That means submissions will close at 8 AM eastern, Tuesday morning. I will need at least a brief history and stat block from you by then if you want to be considered.

Characters with at least bare-minimum information so far:

Ivellious: Ivellious Phiarlan
Airwalkrr: Shamelk
Airwalkrr: Duneslayer
Airwalkrr: Gantris
Brother Allard: Gullivan "Gully" Klubderak
EvolutionKB: Sir Jonathan Williams
Kinem: Abe
Pathfinderq1: Thea
Necrokinder: Willow
Blind Azathoth: Faolan
 
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Here's mine, Willow, Warforged Druid

[sblock=character]
Name: Willow
Class: Druid
Race: Warforged
Alignment: NG
Age: 3
Weight: 306 Lbs
Height: 6’ 7”
Gender: Male personality
Level: 4
HP: 31/31
Experience: 8000

Abilities
STR 12 (+1)
DEX 10 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 17 (+3)
CHA 10 (+0)

Statistics
AC 17 (17 flatfooted, 10 touch)
FORT +6
REF +1
WILL +7
Damage Reduction 4/ slashing
INIT +0
Melee +4
Ranged +3
Speed 30

Feats
Ironwood Body (+3 ac, +4 max dex, -2 armor check, 20% arcane failure)
Improved Damage Reduction

Racial Features
Living Construct
Construct Immunities


Class Features
Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Natures Lure

Skills
Survival +12 (7 ranks, +3 Wis, +2 druid)
Knowledge (Nature) +10 (7 ranks, +1 Int, +2 Druid)
Knowledge (Geography) +3 (2 ranks [cc], +1 Int)
Handle Animal +7 (7 ranks, +0 Cha)
Concentration +9 (7 ranks, +2 Con)
Spot +6 (3 ranks, +3 Wis)

Languages
Common
Druidic
Sylvan

Spells Prepared
0th: Know direction, Detect Magic (2), Light, Mending,
1st: Cure Light Wounds, Produce Flame, Speak With Animals, Entangle
2nd: Flaming Sphere, Warp Wood, Bull’s Strength[/sblock]

[sblock=eqiupment]
Wand of Cure Light Wounds (50 charges)
Mwk Scimitar +5 (1d6+1, 18-20 x2)
Light Crossbow +3 (1d8, 19-20 x2)
40 bolts
Mwk Heavy Wooden Sheild ( +2 ac, -1 armor check, 15 % arcane failure)
Ever Burning Torch
+1 armor enhancement
Amulet of natural armor +1
Banded mail barding for clawfoot (see companion sheet)
Week’s trail rations
Backpack
30 Lbs
527 Gp, 5 Sp[/sblock]

[sblock=Backstory]

Willow was an experiment. They were testing new materials for making armored warforged, seeing as adamantine is not exactly cheap. The plan was to just use Ironwood, hoping it would turn out just as strong. Long story short, it didn’t. The project was scrapped, and the only warforged to receive this new armor was killed and discarded. As it happens, a band of Halfling merchants were traveling by and happened to see this odd wooded construct laying along the road. They picked it up to take with them, hoping they could dismantle it and use the Ironwood for their own purposes. Once back at their camp they had one of their leaders examine it. The leader called for their resident druid to see if she could do anything to get the ironwood off of him. When she arrived, she sensed something was not right about him, she felt life in him. She had them move him to her tent where she repaired him and healed him. It’s very hard to tell if a warforged is dead, it’s not like they have much of a pulse, the workers sent to kill him and stopped just a tiny bit short of actually doing their job. So Willow found himself alive and surrounded by Halflings in the middle of nowhere, far from the forge in the depths of Sharn. Amaryllis, the halfing druid, took Willow (as he was now called) under her wing and taught him the ways of nature. He traveled with her back to the Talenta Plains, where he met his companion, Razor Fang. After the death of Amaryllis (from natural causes) he left the plains to return to Sharn where he had heard rumors of a secret forge, to investigate his creation and to try to, as they say, “meet his maker”.

He is usually quiet, following more than leading, and tends to get lost in his toughts. He is very outspoken on issues concerning nature, and will tell you all about it and argue about it all day, especially because he never gets tired[/sblock]

[sblock=Razor Fang, Animal Companion]

Razor Fang
Medium Animal (Clawfoot dinosaur)

HP: 13/13 (2 HD)
Str: 17
Dex: 17
Con: 15
Int: 2
Wis: 12
Cha: 10
Initiative: +3
Speed: 30ft, run 120ft
AC: 20 (+6 barding, +3 Natural, +1 Dex)
Attack: Talons +4 (1d8+3)
Full Attack: Talons +4 (1d8+3), 2 Foreclaws -1 (1d3 +1) and Bite -1 (1d6 +1)
Special Attacks: -
Special Qualities: Low-Light Vision, Scent
Fort: +5
Ref: +6
Will: +1
Skills: Hide +12, Jump +20, Listen +10, Spot +10, Survival +10
Feats: Run
Tricks: Attack

Possessions: Banded Mail Barding (+6 AC, +1 Dex, -6 armor check, 35 Lbs)

Light Load= 86 Lbs
Medium= 87-173 Lbs
Heavy Load= 174-260 Lbs[/sblock]
 
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Finally finished up a character. Decided to go with my wu jen concept in favor of the jack-of-all-trades or the warforged druid; didn't want to step on anybody's toes. I used a couple of feats from Complete Mage for the character, and I apologize for not checking out if they would be approved beforehand; if you will not allow them, simply tell me, and I shall switch them out.

[sblock=Faolan, human wu jen]Faolan
CG human male
Wu Jen 4
XP: 8000

Str 10, Dex 14, Con 12, Int 21, Wis 12, Cha 10

17 hp (HD 4d4+4)
AC 13 (touch 12, flat-footed 11; +2 Dex, +1 bracers of armor)

Fort +2, Ref +3, Will +5
Initiative +2
BAB +2 (melee +2, ranged +4)
Speed 30 ft.

Languages: Common, Draconic, Elven, Giant, Goblin, Orc, Sylvan, Terran

Feats
- Defending Spirit (1st level) [CMage 41]
- Empower Spell (class bonus)
- Master Linguist (human bonus) [RoE 109]
- Vengeful Spirit (3rd level) [CMage 48]

Racial Traits
- Bonus feat at 1st level
- Bonus skill points

Class Features
- Spellcasting
- Watchful Spirit (can reroll initiative 3/day; after using watchful spirit, gains +2 dodge bonus to AC for the rest of the encounter, and first opponent to damage Faolan in combat takes half the damage given; modified by Defending Spirit and Vengeful Spirit)
- Bonus metamagic feat (Empower Spell)
- Spell Secret (all hold person spells are extended)
- Taboos (cannot cut hair, cannot drink alcohol)

Skills
Concentration +8 (+7 ranks, +1 Con)
Craft (alchemy) +8 (+4 ranks, +4 Int)
Knowledge (arcana) +11 (+7 ranks, +4 Int)
Knowledge (history) +11 (+7 ranks, +4 Int)
Knowledge (nature) +11 (+7 ranks, +4 Int)
Knowledge (the planes) +11 (+7 ranks, +4 Int)
Profession (astrologer) +3 (+3 ranks)
Spellcraft +13 (+7 ranks, +4 Int, +2 knowledge [arcana] synergy)

Spells
Spells Known
- 0: arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance
- 1st: charm person, comprehend languages, fiery eyes, ghost light, hail of stone, magic missile, protection from evil, shield, true strike
- 2nd: hold person, ice blast, invisibility, lightning blade

Spells Prepared
- 0: detect magic, light, prestidigitation, read magic
- 1st: fiery eyes, ghost light, magic missile (2), shield
- 2nd: hold person, ice blast, invisibility

Gear
Quarterstaff +2 (1d6/1d6, x2)
Light crossbow +4 (1d8, 19-20/x2, 80 ft.)
20 crossbow bolts
Headband of intellect +2
Bracers of armor +1
Backpack
Bedroll
Everburning torch
Flask of acid (2)
Flask of alchemist's fire (2)
Fragments of jade, for use in hail of stone (5)
Spell component pouch
Tanglefoot bag
Trail rations, three days worth
Waterskin
108 gp, 4 sp

Faolan is a native of the Eldeen Reaches, the only child of Torin and Cliona, a wizard and druid, respectively, associated with the Greensinger sect. From a young age, Faolan showed a great aptitude for magic, and he became a pupil of both of his parents. They taught him the basics of magic, both the structured wizardry of his father and his mother's more primal magic, before he was placed in the care of an old elf named Kaellwyr. Kaellwyr was a wu jen, an elemental arcanist, who furthered Faolan's instruction in a fusion of bookish wizardry and older, elemental magic.

Faolan learned much from the tutelage of the aging elf, but after truly becoming a wu jen himself, Faolan left his family and the Eldeen Reaches behind to travel Khorvaire, seeking out more knowledge. He studied magic, the planes, the natural world, and the history of the continent, and even learned new languages--and is learning them still--in order to read dusty old tomes on the subjects. He learned the skills of alchemists and became something of an astrologer, studying the heavens and seeking out portents in the movement of stars and moons. He even developed theories that have caused many to label him eccentric, relating the elements to the senses, seasons, emotions, and even the organs of the body; Faolan claims that an imbalance of the internal elements results in everything from an individual's temperament and personality to his current health... And if given half a chance he will spend hours telling you all about this. And I do mean all. Faolan is quite enthusiastic about his research and his theories.

Faolan seeks to experience and learn everything that he can, but he is well aware that much of Eberron is too dangerous for him to traverse alone; thus far, he has mostly traveled through more civilized stretches of the Eldeen Reaches and the human nations. He has now made his way to Sharn, seeking others with whom he may more safely adventure across the continent and experience everything Eberron has to offer.[/sblock]
 


So, I've decided to run two campaigns that may or may not run into each other. The prologue chapter, that I hope to finish tomorrow, will tell the tale of two adventuring groups that run into each other, help each other out, and find each other in one tight spot. After the prologue, the two groups will likely go their seperate, but linked, ways.

Group 1: The party of society, law, and industry
Abe, Warforged Artificer
Jonothan Williams, Human Crusader
Ivellious d'Phiarlan, Elven Fighter/Wizard
Gully, Dwarven Ranger/Scout

Group 2: The party of balance, chaos, and breaking the system
Willow, Warforged Druid
Duneslayer, Half-giant Psychic Warrior
Faolan, Human Wu-jen
Thea, Human beguiler

What I need from you!

Revise each other's character sheets! If you are #1 on the list of group one, check the sheet of whoever is #1 on the list of group two. Do the same for 2-4.

Figure out how your party met-up in Sharn, and accepted a job to go after an ancient goblinod artifact. Tell me what organizations/groups your party would be most/least likely to work for, and what kind of payment would be acceptable for various types of jobs (loot only, cash settlement, a cut of the profits, for the good of mankind, etc.)

Some ties among the characters in your group would be great. Some ties between characters of the different groups would be good too.

I hope I don't kill myself running two games!

If we start losing people, I will be sure and merge the two games back together, so that plenty of players are in both games.

Enjoy!
 

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