House Phairlan? I dont see it represented in Yrlag, curious because i was looking heavily at the Shadow Hunter prestige class affiliated with that house.


I've started on Dairken's Background, as a Scion of House Phiarlan, do I require to take a feat to gain the Least dragon Mark of Shadow or is it bestowed as a member of that House? (EBerron -Dragonmarked pg 12&16)

Until the Hidden was discovered, Yrlag was a trade town with a low population. Few of the houses were represented. Now as events are quickly unfolding, more houses will be looking to set up shop to do business.

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Vorik Kraal Human Cleric 5

Human Cleric 5
Str: 14
Dex: 12
Con: 14
Int: 10
Wis: 16 (+1 for 4th level)
Cha: 14
HP: 35 (8+4d8+10)
Hit Points levels 2 to 5: 1D8 = [1] = 1
1D8 = [3] = 3
1D8 = [4] = 4
1D8 = [4] = 4

Re-roll of one for hp at level 2: 1D8 = [6] = 6

Align: LG
Saves: Fort +6, Ref: +3, Will +3
AC: 20 (10+9 armor+1 Dex), Flat 19, Touch 11
BAB: +3

+1 Halbred +7 1d10+3+1 electrical 20/x3 p or s (power attack +6 1d10+5+1 electric)

[sblock=Human Racial Features]
Humanoid (Human)
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

[sblock=Cleric Class Features]
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deity, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells
1st Magic Weapon: Weapon gains +1 bonus.
2nd Spiritual Weapon: Magical weapon attacks on its own.
3rd Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4th Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5th Flame Strike: Smite foes with divine fire (1d6/level damage).
6th Blade Barrier: Wall of blades deals 1d6/level damage.
7th Power Word Blind: Blinds creature with 200 hp or less.
8th Power Word Stun: Stuns creature with 150 hp or less.
9th Power Word Kill: Kills creature with 100 hp or less.

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
Glory Domain Spells
1st Disrupt Undead
2nd Bless Weapon
3rd Searing Light
4th Holy Smite
5th Holy Sword
6th Bolt of Glory
7th Sunbeam
8th Crown of Glory
9th Gate

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

SPELLS DC13+level
0 5 Light, Detect Magic, Guidance, Resistance, Virtue
1st: 4+1 Disrupt Undead (D), Vigor--Lesser (spell compendium), Divine Favor, Bless, Light of Lunia (SC)
2nd: 3+1 Spiritual Weapon (D), Restoration—Lesser, Bull’s Strength, Mark of Judgement (Players Handbook 2)
3rd 2+1 Searing Light (D), Dispel Magic, Prayer

Weapon Proficiency and Focus Halberd (domain bonus)
Least Dragon Mark—Sentinel Shield of Faith x1 day at 1st level (Human Bonus)
Power Attack 1st
Cleave 3rd’
Pending 6th

SKILLS (2+1Race)x8=24 ACP -5
Concentration (5+2 Con)
Craft (+0 Int)
Diplomacy (+2 Cha)
Heal (6+3 Wis+2 Gear)
Knowledge (arcana) (5+0 Int)
Knowledge (history) (1+0 Int)
Knowledge (religion) (5+0 Int)
Knowledge (the planes) (1+0 Int)
Profession (mercenary) (1+3 Wis)
Spellcraft (+0 Int+2syn)
Cross Class:
Listen (+3 Wis)
Sense Motive (+3 Wis+2 Feat)
Spot (+3 Wis)
Ride (+1 Dex)

9000 gp Starting
Explorers’ Outfit
Clerics’ Vestments 5 gp
+1 Full Plate of Agility (+1 reflex saves) 3150 gp
+1 Illuminating Halberd 2510 gp (Bright illumination to 20 ft., shadowy illumination to 40 ft.)
Crystal of energy assault, least +1 point of specific energy (electrical) damage to attack 600 gp
Healers Kit 50 gp
Spell Component Pouch 5 gp
Silver Holy Symbol 25 gp
Wooden Holy Symbol 1 gp
Javelin x6 6 gp
Heavy Mace 12 gp
Dagger x2 4 gp
Backpack 2 gp
Potion of Cure Light Wounds 50 gp
Magic Bedroll 500 gp (endure elements while sleeping and +1 per level normal healing if used 8 hr)
Wand of Lessor Vigor 750 gp
Healers' Belt 750 gp
Light War Horse 150 gp
Millitary Saddle 20 gp
Bit, bridle saddle bags 6 gp
Masterwork studded leather barding 250 gp
Identity papers and travel docs

136 gp

Vorik is a born warrior like most Karns. He is tall muscular and carries himself like a soldier on parade. His eyes and hair are dark and he wears a neatly trimmed mustache and beard. He wears fine heavy plate. The clothing worn with it is dark gray with narrow navy stripes. His is generally grim and professional in his dealings with others until he comes to consider them comrades in arms. He carries the symbol of the Sovereign host prominently about his neck on a silver chain and the Sentinel Dragonmark is visible on the back of his left hand.

Vorik Kraal was born in Karrnath into the Dragonmarked House Deneith. He has a least Dragonmark of the Sentinel. He serves the house in the Blademark’s guild. He took orders as a priest of Dol Arrah early in the last war. He has not risen high in the house being only of average intelligence and also a Cleric, which the hierarchy hasn’t quite figured out how to handle. Like most Karrnathi and members of house Deneith he is well versed in the arts of war and has little experience with peacetime. He feels a little lost since the war.


  • Vorik Kraal.jpg
    Vorik Kraal.jpg
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Need to tweak the equipment list and flesh out the background a bit, but Vorik is essentially ready for duty. I took a couple of spells from the Spell Compendium if you need copies of them or would like me to substitute just let me know.

Strength 14 (6pts)
Dexterity 12 (4pts)
Constitution 10 (2pts)
Intelligence 12 (4pts)
Wisdom 10 (2pts)
Charisma 18 (17+level 4 so 13 pts)

31 pts.... due one more point to place in either DEX, CON, INT or WIS. except in CHA and STR (already at 14 or greater)

Otherwise looks good

Someone brought up the point I over looked- HP

This is how I do it- First Level is max. Then CHARACTER level 2+ roll. If you roll a one reroll. If a 1 again then so be it- that's the will of The Traveler.

If there is anything I have overlooked or was not clear enough on please let me know. I have not run a PbP in about 12 years. I will forget things.


First Post
I can see it, it is large

BTW, if you need a sheet format, you can quote my post #5, and edit it to your desire, I spent the time to make a table for all the skills in 3.5 because it was doing my head in trying to make it look nice...so most of the work is done :). Tip: Quote, save and then open for edit, othewrise the tableshows up as BBcode

Holy crap that worked awesome, I tried to copy paste with out the quoting part before and it turned out horrible, but this is amazing, Thankyou!!

also updated original post haha, just got to put in equipment

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