Karl Green's "Dark Clouds, Fallen Stars"


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Dax -- Changeling Scout//Warlock

Round 2... FIGHT! (sorry, had to have my Mortal Kombat moment there). Just a shame we can't go back and remake now that the PHB II is out. I'd swap Scout for Beguiler in a heartbeat. Ah well, the next time I'm lucky enough to find a gestalt game... ;)

[sblock=Dax -- Changeling Scout//Warlock]Male changeling Scout 1//Warlock 1: Medium-size humanoid (shapechanger); HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 12, flat-footed 13; Atk +0 melee (1d6, short sword) or +0 melee (1d4, dagger) or +2 ranged touch (1d6, eldritch blast); Grp +0; SA skirmish +1d6, trapfinding; SQ changeling traits, invocations; AL CG; SV Fort +1, Ref +4, Will +3; Str 10, Dex 15, Con 12, Int 14, Wis 12, Cha 14.

Skills and Feats: Bluff +5, Concentration +4, Decipher Script +4 (+8 for Xen’Drik ruins with glyph book), Disable Device +4, Disguise +14, Escape Artist +4, Hide +5, Intimidate +4*, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Knowledge (the planes) +3, Knowledge (religion) +3, Listen +3, Move Silently +5, Open Lock +4, Search +4, Sense Motive +5, Speak Common, Speak Dwarven, Speak Elven, Spellcraft +4, Spot +4, Survival +4, Swim +2, Use Magic Device +5; Able Learner, Armor Proficiency (light), Martial Weapon Proficiency (handaxe, short bow, short sword, throwing axe), Simple Weapons Proficiency.

* Intimidate is just racial bonus and Charisma modifier -- no actual skill points used.

Special Abilities: Skirmish +1d6 (must move at least 10 ft. in a given round to benefit from damage/armor class bonuses); trapfinding (as rogue class feature, PHB p. 50).

Special Qualities: Changeling traits (humanoid (shapechanger) -- +2 racial bonus to sleep and charm saving throws; +2 racial bonus on Bluff, Intimidate and Sense Motive; natural linguist (Speak Language always a class skill); minor change shape (at-will spell-like ability of disguise self; makes minor physical alterations to facial features, skin color and texture, and size as noted in spell description; +10 circumstance bonus to Disguise; counts as a full-round action); invocations (least -- see the unseen (60 ft. darkvision and see invisibility, 24 hour duration).

Possessions: Studded leather armor, short sword, 2 daggers. Miscellaneous Equipment: backpack, bedroll, blanket (winter), chalk (8 pieces), flint and steel, mirror (small steel), pouch (belt), trail rations (7 days), 2 sacks, waterskin, whetstone, thieves’ tools, explorer’s outfit, peasant’s outfit, traveler’s outfit, identification papers, glyphbook, tent, mule (Weasel), pack saddle, bit and bridle. Total Cost: 146 gp, 8 sp, 5 cp. Remaining Money: 103 gp, 1 sp, 5 cp (includes the 50gp given by Fitertious at the beginning of the game)

============================================================================

Unlike many scouts, Dax was hardly the type to just sign up for military service, especially in the waning days of the Last War. He, like more than a few changelings, went mercenary. Whereas most of them were thieves, spies and assassins, though, Dax became a scout for a mercenary company contracted to Breland up until the end of the Last War.

It was during this time at Dax also discovered that he had certain… abilities that made others uneasy. What little he knew about his family was that one of his grandparents had been a wizard of no small repute, but evidently had started trafficking with powers that perhaps he shouldn’t -- no surprise that he wound up dead in short order. But evidently some of that arcane power had passed on to him, and made him a warlock as a result.

Dax, however, tends to hide his warlock nature unless absolutely necessary. More often than not, he relies mostly on his scouting skills, so as not to alarm any potential customers or compatriots. His only friend, as the chronicle unfolds, is his rather stubborn (but otherwise trusty) mule, which he unceremoniously calls Weasel (after an incident in which the as-yet unnamed mule stole an apple out of Dax’s pocket shortly after being purchased).

It’s only been in the last few days that Dax has come to the relatively new town of New Cyre to seek what he would hope to be new fortune, and perhaps a chance to earn enough money to buy his way into an expedition into Xen’Drik. But first, he has to get the money, and secondly, he has to get to Sharn -- without making people along the way into some nervous near-rioting lynch mob when they discover he’s not nearly as human as he appears…[/sblock]
 

Right. Let's try that again shall we?

Tormere Loreseeker[Sblock]Name: Tormere Loreseeker
Race: Human
Age: 17
Class: Bard/Fighter
Level: 1
Exp: 0

Str: 14 +2
Dex: 12 +1
Con: 14 +2
Int: 14 +2
Wis: 10 +0
Chr: 14 +2

HP: 12

AC: 15 (10 + 4(armour) + 1(Dex))
BAB: 1

Fort: 2 + 2 = 4
Reflex: 2 + 1 = 3
Will: 2 + 0 = 2

Skills:
Balance 4 + 1 = 5
Climb 4 + 2 = 6
Concentration 4 + 2 = 6
Diplomacy 2 + 2 = 4
Knowledge Arcana 4 + 2 = 6
Listen 2 + 0 = 2
Perform (sing) 4 + 2 = 6
Swim 4 + 2 = 6
Use Magic Device 4 + 2 = 6
Speak Language 4


Feats:
Dragon Totem (Green)
Weapon Focus (Great Axe)
Powerful Charge

Languages:
Argon
Common
Draconic
Giant
Aquan
Orc

Abilities:
Bardic Music
Baridc Knowledge
Countersong
Fascinate
Inspire Courage +1
Acid Resist 5

Equipment:
Great Axe (20) [12] Att +4 1d12 + 3 (X3)
Light Hammer x2 (2) [4] Att +3/+2 1d4+2 20' (X2)
Dagger (2) [1] Att +3/+2 1d4+2 10' (19-20)
Chain Shirt (100) [25]
Backpack (2) [2]
Bedroll (.1) [5]
Meadskin (1) [4]
Notebook (15)[3]
Writing set (5) [1][/sblock]
 

Spanner, Warforged Cleric / Urban Ranger

Code:
[B]Name:[/B]      Spanner
[B]Class:[/B]     Gestalt Urban Ranger/Cleric of Mechanus
[B]Race:[/B]      Warforged
[B]Size:[/B]      Medium
[B]Gender:[/B]    Male
[B]Alignment:[/B] LN
[B]Deity:[/B]     

[B]Str:[/B] 14 +2 (6p.)             [B]Level:[/B]     1    [B]XP:[/B]  0
[B]Dex:[/B] 12 +1 (4p.)             [B]BAB:[/B]      +1    [B]HP:[/B] 11 (1d8+3)
[B]Con:[/B] 16 +3 (6p., +2 Race)    [B]Grapple:[/B]  +3     
[B]Int:[/B] 12 +1 (4p.)             [B]Speed:[/B]    30'       
[B]Wis:[/B] 12 +1 (6p., -2 Race)    [B]Init:[/B]     +1        
[B]Cha:[/B] 10 +0 (4p., -2 Race)    [B]ACP:[/B]      -2         

               [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10     +5    +0    +1    +0    +0    +0    16
[B]Touch:[/B] 11          [B]Flatfooted:[/B] 15


                   [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                2    +3   +0     +5
[B]Ref:[/B]                 2    +1   +0     +3
[B]Will:[/B]                2    +1   +0     +3

[B]Weapon                  Attack   Damage     Critical[/B]
Lt. Mace, Cold Iron         +3    1d6+2         20x2
Lt. Mace, Silver            +3    1d6+1         20x2
Sap                         +3    1d6+2         20x2 (Nonlethal)
Longbow                     +2    1d8           20x3 100'

[B]Languages:[/B] Common

[b]Racial Traits:[/b] 
  Warforged Traits

[B]Feats:[/B] 
  Mithril Body (+5 Armor, -2 ACP)

[b]Class Features:[/b]
  Cleric Domains(Artifice, Fate)
  Favored Enemy(Human)
  Turn Undead (3/day)
  Uncanny Dodge (Fate Domain)
  Urban Tracking


[B]Skill Points:[/B] 28(28)   [B]Max Ranks:[/B] 8
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      0    +2    -2     -1
Concentration              4    +3           +7
Craft(Sculpting)           4    +1    +6    +11
Diplomacy                  1    +0           +1
Heal                       1    +1           +2
Jump                       0    +2    -2     +0
Kn(Religion)               2    +1           +3
Listen                     4    +1           +5
Search                     1    +1           +2
Sense Motive               5    +1           +5
Spellcraft                 2    +1           +3
Spot                       4    +1           +5



[B]Equipment:                    Cost  Weight[/B]

  Explorers Outfit              0gp    0lb
  Holy Symbol                   1gp    0lb

  Lt. Mace, Cold Iron          10gp    4lb
  Lt. Mace, Silver             25gp    4lb
  Sap                           1gp    2lb
  Longbow                      75gp    3lb
   20 Arrows                    2gp    6lb

  Backpack                      2gp    2lb
    Crowbar                     2gp    5lb
    Hammer                      5sp    2lb
    Mwk Sculpting Tools        55gp    5lb
    Rope, Silk 50'             10gp    5lb
    Warforged Repair Kit       50gp    5lb

  GP  4
  SP 24
  CP 10

[B]Total[/B]:                240gp    43lb 
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 58   116   175         

[b]Spells/Day:	0    1[/b]
                3+0  1+2

[b]Prepared Spells:[/b]
  Lvl  0:  Detect Magic x2, Guidance x2, Read Magic

  Lvl  1:  Command, Pro: Evil 
           (D)True Strike

Domains:

Artifice Domain
Granted Power: Gain +4 bonus on Craft checks. 
The character casts conjuration (creation) spells at +1 caster level.
Artifice Domain Spells
1 Animate rope 
2 Wood shape 
3 Stone shape 
4 Minor creation 
5 Fabricate 
6 Major creation 
7 Hardening 
8 True creation 
9 Prismatic sphere 

Fate Domain
Granted Power: Uncanny Dodge
1 True Strike 
2 Augury 
3 Bestow Curse 
4 Status 
5 Mark of Justice 
6 Geas
7 Vision 
8 Mind Blank 
9 Foresight

Description:
At 6' tall, even though he's taller than most humans, Spanner is somewhat short for a Warforged. Disdaining clothing beyond a pack, belts & pouches he keeps his frame in perfect condition, polishing his metal & wood surfaces to a bright finish then inlaying them with complex, intricate knotwork somewhat reminiscent of tribal tattoos, but tending toward sharp angles instead of graceful curves.

Background:
Among the last of the Warforged created before House Cannith shut down their Creation Forge; Spanner, created as part of a unit sold to Cyre for use as scouts has always been a bit... Different. To hear some of the House Cannith artificers speak, possibly even defective.

Showing some obsessive-compulsive tendencies, particularly a strong desire to bring order to his surroundings, he didn't pick up much from his wilderness training beyond basic combat training and keen senses.

Delivered to Cyre as the war was ending, Spanner and his unit instead served as part of the city guard. Recently, Spanner has been sent to the settlement New Cyre, to assist with maintaining order there.

Since being stationed in the boom-town of New Cyre and exposed to it's rough-and-tumble chaotic lifestyle, Spanner's eccentricities have only increased; and in the past few weeks he's begun having what he believes to be prophetic dreams of a realm of absolute order. One day, he hopes, the world around him will begin to reflect the glorious perfection so far seen only in his dreams.

Spanner is LN to a slightly-deranged fault. Plagued by the disorder around him he strives to bring order to the world around him, bringing it in to line with the visions of the plane of Mechanus he sees in his dreams.
 

Here we go.

[sblock]Name: Midnight
Race: Human
Class/Level: Rogue/Sorceror 1

Exp 0/1000

Strength (STR) 8, -1
Dexterity (DEX) 14, +2
Constitution (CON) 14, +2
Intelligence (INT) 14, +2
Wisdom (WIS) 10, +0
Charisma (CHA) 16, +3

Alignment: Neutral
Hit Points: 8/8
Movement: 30'
AC: 12
Init: +2

Base Attack Bonus: +0
Melee Attack: -1
Ranged Attack: +2
Fort: +2
Reflex: +4
Will: +2

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities:
Sneak Attack 1d6
Trapfinding
Summon Familiar

Skills: 44pts
Bluff (Cha) 4 ranks, +7
Concentration (Con) 4 ranks, +6
Diplomacy (Cha) 4 ranks, +7
Disable Device (Int) 4 ranks, +6 (+2 tools)
Gather Information (Cha) 4 ranks, +7
Hide (Dex) 4 ranks, +6
Move Silently (Dex) 4 ranks, +6
Open Lock (Dex) 4 ranks, +6 (+2 tools)
Search (Int) 4 ranks, +6
Sense Motive (Wis) 4 ranks, +4
Tumble (Dex) 4 ranks, +6

Feats
Dodge
Point Blank Shot

Languages - Common, Draconic, Goblin

Spells: 0 5/5, 1 4/4

Known:
Level 0
Prestidigitation
Detect Magic
Message
Ray of Frost

Level 1
Shield
Magic Missile

Money - 9gp, 10sp

Weapons -
Light Crossbow, +2, 1d8, 19-20 x2crit, 4lbs
--10 bolts, 1lb
Dagger, -1, 1d4, 19-20 x2crit, 1lb

Armour -
None

Gear -
Backpack, 2gp, 2lbs
x2 Belt pouches, 2gp, 1lb
x2 Scroll cases, 2gp, 1lb
MW Thieves Tools, 100gp, 2lbs
Spell Component Pouch, 5gp, 2lbs
x2 Smokesticks, 1lb, 40gp
Waterskin, 1gp, 4lbs

Magic -
None

Description:
Midnight is a tall, pale-skinned woman whose delicate build suggests physical frailty, but belies the tenacity she is capable of. She is starkly, coldly beautiful, with classic cheekbones and full lips. Her eyes are dark, and are the most expressive part of her face. She dresses in greys, dark blues, and black shades...nearly always wearing a cowled cloak that can hide the details of her face, and slinky, form-fitting dresses and gowns. Her hair is of medium length; falling in straight lines from her head just past her shoulders. She sometimes wears it in numerous very thin braids. It is flat black, though she's grown fond of dying potions of it other colors. They don't show up well against the dark color of her hair though; merely adding colored highlights.[/sblock]
 

Nah’l
Neutral Good Human Fighter-PsyWar 1

Age: 24
Gender: Male
Height: 5 ft. 11 in.
Weight: 185 lb.
Eyes: Steel Grey
Hair: Bald
Skin: Tanned

STR: 16 [+3] (10 points)
DEX: 14 [+2] (6 points)
CON: 14 [+2] (6 points)
INT: 10 [--] (2 points)
WIS: 14 [+2] (6 points)
CHA: 8 [-1] (0 points)

Hit Dice: 1d10 + 2 + 4
HP: 16
Armor Class: 19 (10 base + 2 Dex + 5 Armor + 2 Shield)
Initiative: +2
BAB: +1
- Melee: +4
- Ranged: +3

Speed: 20’ in armor (30’ base)

FORT: +4 (2 Base + 2 Con)
REFL: +2 (0 Base + 2 Dex)
WILL: +2 (0 Base + 2 Wis)

Abilities:
- Human Bonus Skill Points
- Human Bonus Feat
- Fighter Bonus Feats
- PsyWar Bonus Feats
- Psionics


Feats:
1st Level
- Psionic Body
- Psionic Weapon
- Parrying Shield
- Block Arrow


Skills:
Craft (weaponsmith) +4 (4 ranks, +0 Int)
Craft (armorsmith) +4 (4 ranks, +0 Int)
Concentration +6 (4 ranks, +2 Con)


Languages:
- Common


Powers:
Manifester Level: 1
Save DC: 10 + 2 Wis + Level
Powers Known – Power Points: 1pp
1st level – Vigor


Equipment:
Armor & Shield
-Breastplate (+5 AC, Max Dex 3, ACP –4, 25% ASF) This suit of armor consists in a series of steel plates functionally placed on a backing of studded leather armor, a simple but effective design. (67gp*, 30lb)
-Contoured Shield (+2 AC, ACP –2, 15% ASF) Essentially a heavy shield rigged to work like a buckler, it is strapped to the shoulder and forearm leaving the hand free. However, unlike a buckler it is quite a bit more unwieldy. (25gp*, 15lb)

Melee weapons
-Masterwork Flail +5 (1d8+4, 20/x2) Crafted by his own hand, this unique flail consists of a solid steel haft and six menacing diamond shaped heads on the end of steel chains, two are spiked, two bladed, and the last two flanged. (138gp*, 7lb)**
-Guisarme +4 (2d4+4, 20/x3) A standard polearm for many warriors, the curved blade upon the end of the haft bears a solid hook capable of catching an opponent and pulling them off of their feet. (3gp*, 12lb)
-Kukri +4 (1d4+3, 18-20/x2) An effective blade used for both utility and war, it’s heavy curved blade is sharpened on the inside for the strong chopping motions it is used with. (3gp*, 2lb)

Ranged weapons
-Longbow +3 (1d8, 20/x3, 100 ft.) A length of yew fashioned by a skilled hand, this longbow is functional and durable. (75gp, 3lb)

Mundane equipment
-Adventurer’s Outfit (gp, -lb)
-Armorsmithing & Weaponsmithing Tools (10gp, 10lb)
-2 Quivers of 20 Arrows each (2gp, 6lb)
-Backpack (2gp, 2lb)
-Bedroll (1sp, 5lb)
-Flint and Steel (1gp)
-Hooded Lantern (7gp, 2lb)
-Oil, 3 flasks (3sp, 3lb)
-Trail Rations, 4 days (2gp, 4lb)
-Hemp Rope (1gp, 10lb)
-Waterskin, 2 (2gp, 8lb)
-Whetstone (2cp, 1lb)
-Identification Papers (2gp)
-Traveling Papers (2sp)

Weight Carried: 118lb (76/>>153<</230 load)
Remaining money: 7gp 3sp 8cp

* crafted by himself with the appropriate craft skills.
** his one masterwork item, it’s a bit unique.


Description
Nah’l is a relatively stocky man, meaty would be an apt term for his description. He wears a suit of well-fitted and functional armor, steel plates over a backing of studded leather, without a helm. Strapped to his left arm is a fitted steel shield, leaving his hand free but encumbering that limb. Slung on his back is a leather rucksack, a bedroll is strapped to its underside, a hooded lantern of iron is clasped to its left side. A yew longbow is strapped opposite alongside a pair of capped leather quivers. He walks with a hooked guisarme, accompanied by the jangle of a menacing flail which hangs from a hook at his hip, the six diamond shaped heads thumping dully against a leather pad on his thigh.

Personality
Nah’l is a man without faith, embittered and pragmatic. He has lost the most important thing for a man, the faith that he can be a good man, and that in the future there may be good. He contains a bitter resentment of proclaimed members of the other Five Nations. At the same, the cooling embers of the original fire which burned in him maintains a sense of honor within him, a sense that he is nobler than those who fight over the scraps of a tattered land. Those few who he has ever called friends since the last war, or he has commanded in battle, he gives unforgiving loyalty to.

Background
A youth during the tail end of the Last War, although the end was unknown, Nah’l grew up in Making, at the center of Cyre. His father a reputable soldier turned merchant and smith, his mother a priestess of the Sovereign Host, Nah’l grew up as both a soldier and a spiritual individual. When he was of age, he took it upon himself to stand for his country on the battle lines. He had great pride in his people and country, they were the rightful heirs to the kingdom, others would not tarnish it and take this away from them.

He enlisted and was shipped out to battle in the northwestern reaches near Thrane. A religious and committed soldier, he believed in his ideals, of a nation shattered by civil war which should be reunited. Then on the border of Cyre and Thrane a battle raged intensely, the weather was sunny but the fighting fierce. His unit was outnumbered and cut off but were holding the high ground, and they fought, waiting for reinforcements to come from Cyre. They held their ground and waited. Then the silence crept slowly forward, looking to the east a wall of dark grey mist rolled from Cyre swallowing Thranish and Cyran soldiers alike, and no screams followed that darkness, only that god awful silence. The lines of soldiers broke and fled if they had time to see it coming. It washed over the valley engulfing the armies, and Nah’l watched, fascination and horror, what knelt in his gut was the realization that his ideals were being swallowed up.

The grey mists settled a mere archer’s shot from his unit.

The next two years rushed past in a series of fruitless battles where those few Cyran soldiers in his and other units struggled against the other nations, but truly for survival and their own identity. Rumors had flooded through Khorvaire about what had come to be called the Day of Mourning. Nothing was solid anymore for Nah’l, his faith shattered.

When the Thronehold Accord was signed and Cyre was refused representation, the news embittered Nah’l even more. His people were now not a people at all.

Two more years and Nah’l has become a mercenary, a hammer striking at the world around him, awash in the failure of the traitors who refuse to acknowledge the rightful heir of Galifar, who refuse the existence of his people. Somewhere the ideals he held as a youth remain, but are shoved aside by a bitter pragmatism.

His travels have finally brought him to the ragtag land called New Cyre, under the banner of Prince Oargev, a shadow of the old strength of Cyre. It burns in him to see his people living in shanty’s, neglected on the skirts of the Brelish empire.

Sources
Contoured Shield - Green Ronin, Hammer and Helm
[sblock]Leaves shield hand free. Imposes a -1 penalty to all attacks made with bows, crossbows, two-handed melee weapons, and off-hand melee weapons.[/sblock]

Flail Customization - EN Arsenal, Flails, Maces and Morningstars
[sblock]Multiple-headed flails: 6 heads costs 4gp more, increases disarm bonus by 2.

Ball Extras: Flanged is normal, Bladed costs 3gp more adds slashing damage type, Spiked costs 1gp more adds piercing damage type.

Head Shape: Diamond heads cost 15gp more per head, adds a +1 bonus to damage, all must be replaced to gain that bonus.

Metal Haft: Increases weight and base market cost by ½, gains the stats of a metal hafted weapon.[/sblock]

Parrying Shield – WotC, Lords of Madness
[sblock]Pre-Req: Shield Proficiency. Benefit: You gain your shield bonus (and the shield’s enhancement bonus, if any) to your touch AC. Fighter bonus feat.[/sblock]

Block Arrow – WotC, Heroes of Battle
[sblock]Pre-Req: Dex 13, Shield Proficiency. Benefit: You must be using a shield to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Fighter bonus feat.[/sblock]
 

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