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Karl Green's "Dark Clouds, Fallen Stars"
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<blockquote data-quote="Azaar" data-source="post: 2818957" data-attributes="member: 1988"><p><strong>Dax -- Changeling Scout//Warlock</strong></p><p></p><p>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... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>[sblock=Dax -- Changeling Scout//Warlock]<strong>Male changeling Scout 1//Warlock 1</strong>: 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.</p><p></p><p><strong>Skills and Feats</strong>: 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.</p><p></p><p>* Intimidate is just racial bonus and Charisma modifier -- no actual skill points used.</p><p></p><p><strong>Special Abilities</strong>: 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).</p><p></p><p><strong>Special Qualities</strong>: 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).</p><p></p><p><strong>Possessions</strong>: 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)</p><p></p><p>============================================================================</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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]</p></blockquote><p></p>
[QUOTE="Azaar, post: 2818957, member: 1988"] [b]Dax -- Changeling Scout//Warlock[/b] 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][b]Male changeling Scout 1//Warlock 1[/b]: 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. [b]Skills and Feats[/b]: 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. [b]Special Abilities[/b]: 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). [b]Special Qualities[/b]: 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). [b]Possessions[/b]: 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] [/QUOTE]
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