Khyber Rising: Eberron w/D20 Apocalypse(The Mystery & Horror begins!)

Scorpionfolke said:
hey steve, I dont have a problem w/the warlock, though you will have to email me the info

dont worry about the mutations---wotc had the list of 'em that is in the Apocalypse D20 book & I will provide you w/the info as to what the mutations do

kewl,

I'll prepare my character and email you scans of the warlock if my character is accepted.
How does the wealth work? Can we have magical tatoos for example?
How much cash do we start with (I'll need a GP value because I can never find that in the SRD).

Thanks and cheers,

SG
 

log in or register to remove this ad

Steve Gorak said:
kewl,

I'll prepare my character and email you scans of the warlock if my character is accepted.
How does the wealth work? Can we have magical tatoos for example?
How much cash do we start with (I'll need a GP value because I can never find that in the SRD).

Thanks and cheers,

SG

Yes on the magical tattoos---I'll have to wait till i get home to find the gold piece value for third level characters----u would think WotC would of put that chart in the SRD :]
 




Scorpionfolke said:
just a couple notes: the game is of course set in eberron---it will be a dark fantasy/pulp/almost superheroes type game :)

OK, here is my character submission.
It was too complicated to scan the warlock, so I decided to go pure SRD.
Also, I assumed full HP at 1st level & 50% thereafter.
BTW Scorpionfolke, would you accept the vow of poverty feat? :]

Cheers,

SG


Name: Zoran
Class: Rogue 1/ Monk 2
Race: Changeling
Size: M
Gender: male
Alignment: LN
Deity: TBD

Str: 18 (+4)
Dex: 15 (+2)
Con: 12 (+1)
Int: 14 (+2)
Wis: 17 (+3)
Cha: 10 (+0)

Level: 3
BAB: +1

Reach : 5ft

Speed: 30
Init: + 2

HP: 25

Code:
     [b]Total [/b] Base Armor  Shld  Dex  Size  Nat  unnamed  insight  Deflection[/B]
[b]AC:  15[/b]      10    +0    +0   +2   +0   +0     +0       +3         +0     

[B]Touch:[/B] 15               
[B]Flatfooted:[/B] 10


Code:
	Base    Mod     misc    [B]Total[/B]
Fort:...+3......+1......+0.........+4				
Ref:....+5......+2......+0.........+7				
Will:...+3......+3......+0.........+6   +2 against sleep and charm effects


Weapon: unarmed strike
Attack: +5 hit, 1d6+5 damage OR +3/+3/+0/+0 to hit, 1d6+5/1d6+5/1d6+3/1d6+3 damage (flurry+extra hands)


Attack, Ranged: shuriken
Attack: +8 to hit, 1d2+4 damage OR +6/+6 hit, 1d2+4/1d2+4 damage (with flury of blows), range: 10ft, P

Attack: longspear
Attack: +5 to hit, 1d8+6 damage, 10 ft reach, P

Languages: Common, Dwarf, Elf


Class Progression:
1: Rogue
2-3: Monk 1

Racial features:
+2 against sleep and charm effects
Disguise self at will, full round action
+2 bluff, intimidate & sense motive

Class Features, Rogue:
sneak attack +1d6

Class Features, Monk:
Unarmed strike: 1d6
Flurry of blows
Evasion

Feats:
- Deflect arrow (Level 1)
- Multiweapon fighting (Level 3)
- Unarmed strike (monk1)
- Stunning fists (monk1)
- Combat reflexes (monk 2)

Code:
[B]Skill Points:[/B] 52 (40 rogue 1 + 12 monk 2)

Skills               Total     Ranks    Mod     Misc  
Balance (dex)         +4        +0      +2      +4 for slippery surfaces (mutation)
Bluff (cha)           +2        +0      +0      +2 changeling     
Climb (str)           +12       +0      +4      +8 mutation (+4 extra arms, +4 wall climber)
Disguise (cha)        +14       +4      +0      +10 minor change shape changeling ability
Hide (dex)            +8        +6      +2
Intimidate (cha)      +2        +0      +0      +2 changeling
Jump (str)            +22       +6      +4      +10 mutation, +2 tumble synergy
Listen (wis)          +9        +6      +3
Move silently (dex)   +8        +6      +2  
Sense Motive (wis)    +11       +6      +3      +2 changeling
Search (int)          +6        +4      +2
Spot (wis)            +9        +6      +3  					
Tumble (dex)          +10       +6      +2      +2 jump synergy

Mutations:
extra arms (6 points)
leaper (1 point), +10 mutation bonus on jump checks
claws (1 point), 1d6 damage [assumed +1 with unarmed attacks]
Wall crawler (2 points) :You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
You also gain a +4 mutation bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.

Scaly skin, when in his natural form
Horns, when in his natural form
Unnatural skin, when in his natural form

Age: Apparent Age: 22
Height: usually 5'9"
Weight: usually 220lb
Eyes: usually Blue
Hair: usually Black
Skin: usually Pale

Background
Zoran doesn't remember much of his childhood. All he knows is that we was an orphan, and grew up on the streets of [insert city approved by the DM]. He soon realized that humanity did not accept his kind, and was faced with fear and mistrust. In his early teenage years, he was almost beaten to death, and decided to flee the city forever. He stumbled upon a monastery, and was allowed to remain there in exchange for work. With proper nourishment, his strenght grew and the monks schooled him in the monastic arts. One day, his master told him he needed to find out who he was, so Zoran set out to explore the world that was so unkind to him in the past. He had only been 2 days out of his monastery when he awoke in a cell...

Equipment
Bracers of armor +1; 1,000 gp
Hand of the mage; 900 gp (mage hand at will)
Masterwork Longspear 305 gp 1d8 ×3 — 9 lb. Piercing
Shuriken (50) 10 gp 1d2 ×2 10 ft. 5 lb. Piercing
Monk’s outfit 5 gp 2 lb
5 Potion of cure light wounds 250gp
2 potion of mage armor 100 gp
2 potion of magic weapon (oil) 100gp
30 gp left
 
Last edited:


Do you have room for one more player? I like the concept you have going on here. Are these mutations caused by the effect of magical radiation? Perhaps some sort of energy given off by Khyber Dragonshards? If so, then I think it would be neat to play a Warforged mutant. It would be fun to think up ways in which the chaotic radiation could warp his artificial frame.

I thinking he was captured by a Cult of the Dragon Below, who experimented on/tortured him by shoving Khyber crystals into his body. At one point, the energy causes his left arm to rot away entirely.

I'm thinking of making him a fighter/artificer, specialized in unarmed combat. If allowed, I'd like to use the racial substitution rules from Races of Eberron, and when he reaches 5th level as artificer, have him make a new hand as his weapon familiar (kind of a crawling claw sort of thing, maybe attached to his arm stump with a retractable cord of some sort).
 


nonamazing said:
Do you have room for one more player? I like the concept you have going on here. Are these mutations caused by the effect of magical radiation? Perhaps some sort of energy given off by Khyber Dragonshards? If so, then I think it would be neat to play a Warforged mutant. It would be fun to think up ways in which the chaotic radiation could warp his artificial frame.
I thinking he was captured by a Cult of the Dragon Below, who experimented on/tortured him by shoving Khyber crystals into his body. At one point, the energy causes his left arm to rot away entirely.
I'm thinking of making him a fighter/artificer, specialized in unarmed combat. If allowed, I'd like to use the racial substitution rules from Races of Eberron, and when he reaches 5th level as artificer, have him make a new hand as his weapon familiar (kind of a crawling claw sort of thing, maybe attached to his arm stump with a retractable cord of some sort).

I wont reveal whats causing the mutations just yet (or who brought yall into the cave), so that part of your past wont work at the moment:)----u can use racial substitution----the hand be cut off I have no problem with :]
 

Remove ads

Top