Legacy of Ebonring Keep PC's


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Daragoth
Mojh Winter witch / mageblade

Truename: yes
Height: 6ft 5in
Weight: 210 lbs
Age: 22 years old

Appearance
Daragoth is a strongly built Mojh, unusually muscular for his kind. However, this is not his most noeworthy trait. Indeed, Daragoth's scales are white, with grey and black hues, reminescent of the ground after a new snowfall.
He dons a chainmail shirt and a grey cloak.
daragoth's skin is cold to the touch, so cold in fact that he is resistant to a certain extent to the damaging effects of fire.

History
Daragoth doesn't remember much of his human childhood. He was a young boy the winter his family's farm was attacked and burned. He witnessed the killing of his parents and siblings, and he barely escaped with his young brother. His brother didn't survive the first night in the the frozen wilderness, and died in his arms. Strangely, he was unhurt by the cold winter winds.

He recalls being woken by a cloaked figure, almost dead of starvation. He was unafraid when he saw him, even if he was defenately not human. He traveled for days, and was brought to a mojh enclave.

There, he was mentored to develop his talen for witchery. He began to understand the power he could harness.

His mentor, thought him that the magic that flowed in him came from the dragons - not the dramojh, but rather the dragons of old. Daragoth wanted to become closer to his true form, and he underwent his mojh transformation at the young age of 16. This is when he was re-born.

Now, he feals that he cannot improve his skills at the enclave. He wishes to hone his skills, strenght and magic to a higher level, and wishes to explore the world outside the enclave.

Personality
Daragoth seeks and respects power. However, he does not respect those that abuse the weak.
He has only been out of the Mojh enclave for a few weeks and is somewhat suprised by the suspicion others show him.

Str 18 (+4)
Dex 18 (+4)
Con 14 (+2)
Wis 18 (+4)
Int 12 (+1)
Cha 8 (-1)

Feats (2)
Energy resistance - fire (talent)
Intuitive sense

Winter witch abilities:
Cold resistance 20
Freezing word 8x/day
- ice coats 2 objects together,1 object must be size M, 10 min/lvl, STR check DC 30
- Ice coats 10 ft sq, Bal check or fall, DC 10+1/2 lvl+Wis mod

Mojh traits:
Darkvision: Mojh can see in the dark up to 60 feet..
+2 racial bonus to Balance checks.
+2 racial bonus to Knowledge runes checks
+2 racial bonus to forgery checks
+1 natural armor bonus to Armor Class.
Automatic Languages:Common and Draconic

AC 19, touch 14
+4 chain shirt
+1 Natural armor
+4 dex

HP20: (16 + 2*2 con)

Saving throws:
Total
For 2 [0 +2 (con)]
Ref 4 [0 +4 (dex)]
Will 6 [2 +4 (wis)]
Special: +1 save against disease (daily casting of hygiene)

Spell slots:
6/2 (3/1 Witch, 3/1 MB)

Spells prepared:
6/2 (3/1 Witch, 3/1 MB)
0: Hygiene, detect magic, detect poison, repair, scent bane, ghost sounds
1: veil of darkness, safe fall

Weapons:
Great sword: +5 attack, +7 damage, 19-20 x2 [To Hit: + 4 str, +1 athame , Damage +6 str (2 handed) +1 athame]
Daggers melee: +4 attack, 1d4+4 damage, 19-20x2 [To Hit: + 4 str (str), Damage +4 (str)]
longsword melee (one handed): +4 attack, 1d8+4 damage, 19-20x2 [To Hit: + 4 str (str), Damage +4 (str)]

+2 mighty composite longbow:
regular arrows: Range:110, +6 attack, 1d8+2 damage x3 [To Hit: + 2 (str) +4 (dex), Damage +2 (str)]
bodkin arrows**: Range: 110, +6 attack, 1d8+2 damage x3 [To Hit: + 2 (str) +4 (dex), Damage +2 (str)] **ignores 2 of target's AC bonus
Javelins: Range: 30, +8 attack, 1d6+4 damage x2 [To Hit: + 4 (str) +4 (dex), Damage +4 (str)]
Daggers thrown: Range:10, +8 attack, 1d4+4 damage 19-20x2 [To Hit: + 4 (str) +4 (dex), Damage +4 (str)]


Skills
Skillpoints: 20 (witch1 1) +5 (MB1)
* trained only
Alchemy* : + 4 [ 1 Ranks + 3 (Int) ]
Balance : + 10 [ 4 Ranks + 4 (Dex) + 0 +2 Tumble synergy >5 + 2 Mojh racial bonus ]
Bluff : + -1 [ 0 Ranks + -1 (Cha) ]
Climb : + 4 [ 0 Ranks + 4 (Str) ]
Concentration : + 5 [ 5 Ranks + 0 (Con) ]
Craft : + 3 [ 0 Ranks + 3 (Int) ]
Diplomacy : + -1 [ 0 Ranks + -1 (Cha) ]
Disguise : + -1 [ 0 Ranks + -1 (Cha) + 0 +2 Bluff synergy >5 ]
Decipher script* : + 0 [ 0 Ranks + 3 (Int) ]
Disable device* : + 0 [ 0 Ranks + 3 (Int) ]
Escape artist : + 4 [ 0 Ranks + 4 (Dex) ]
Forgery : + 5 [ 0 Ranks + 3 (Int) + 2 Mojh racial bonus ]
Gather information : + -1 [ 0 Ranks + -1 (Cha) ]
Handle animal* : + -1 [ 0 Ranks + -1 (Cha) ]
Heal : + 5 [ 1 Ranks + 4 (Wis) ]
Innuendo* : + 4 [ 0 Ranks + 4 (Wis) + 0 +2 Bluff/sense motive synergy >5 ]
Intimidate : + -1 [ 0 Ranks + -1 (Cha) + 0 +2 Bluff synergy >5 ]
Jump : + 5 [ 1 Ranks + 4 (Str) + 0 +2 Tumble synergy >5 ]
Inuit Direction* : + 0 [ 0 Ranks + 4 (Wis) ]
Knowledge* (architecture) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (ceremony) : + 4 [ 1 Ranks + 3 (Int) ]
Knowledge* (cosmology) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (dangerous beasts) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (engineering) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (geography) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (history) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (magic) : + 4 [ 1 Ranks + 3 (Int) ]
Knowledge* (nature) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (Nobility and custosy) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (Religion) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (runes) : + 6 [ 1 Ranks + 3 (Int) + 2 Mojh racial bonus ]
Knowledge* (sailing and navigation) : + 0 [ 0 Ranks + 3 (Int) ]
Knowledge* (Science) : + 0 [ 0 Ranks + 3 (Int) ]
Listen : + 4 [ 0 Ranks + 4 (Wis) ]
Open Lock* : + 0 [ 0 Ranks + 4 (Dex) ]
Perform(ballad) : + -1 [ 0 Ranks + -1 (Cha) ]
Perform (storytellng) : + -1 [ 0 Ranks + -1 (Cha) ]
Search : + 3 [ 0 Ranks + 3 (Int) ]
Sense motive : + 8 [ 2 Ranks + 4 (Wis) ]
Sleight of hand* : + 0 [ 0 Ranks + 4 (Dex) + 0 +2 Bluff synergy >5 ]
Sneak : + 4 [ 0 Ranks + 4 (Dex) ]
Spellcraft : + 5 [ 2 Ranks + 3 (Int) ]
Spot : + 4 [ 0 Ranks + 4 (Wis) ]
Use magic device : + 0 [ 1 Ranks + -1 (Cha) ]
Swim : + 5 [ 1 Ranks + 4 (Str) ]
Wilderness survival : + 7 [ 3 Ranks + 4 (Wis) ]
Tumble : + 4 [ 0 Ranks + 4 (Dex) + 0 +2 jump synergy >5
Use Rope : + 4 [ 0 Ranks + 4 (Dex)

Cost Weight
Masterwork Chain shirt with armor spikes : 450 gp , 35 lb
3 Daggers (on diagonal belt strap on chest) : 6 gp , 3 lb
1 Greatsword (athame) : 50 gp , 15 lb
Longsword (left side) : 15 gp , 4
javelins (3 - back) : 3 gp , 6 lb
Mighty composite bow (+2 bonus) (back) : 300 gp , 3 lb
Arrows (40) (back) : 1 gp , 3 lb
Arrows, bodkin (20) (back) : 10 gp , 3 lb

Adventurer's outfit : 5 gp , 2 lb
Belt pouch (left) : 1 gp , 0.5 lb
Flint and steel (in belt pouch) : 1 gp , 0 lb
Contains: alchemist frost : 20 gp , 1.25 lb

Waterskin (strapped on backpack) : 1 gp , 0 lb
5 (days) Trail rations (in backpack) : 2.5 gp , 5 lb
Cloak : 5 gp , 1 lb
Backpack : 2 gp , 2 lb
little sack for coins (front left) : 0.5 gp , 0.5 lb
Coins: : 27.5 gp , 0 lb

Total: : 900 gp , 83.75 lb
 
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Charr, Unfettered Litorian

Player: Graywolf-ELM
Name: Charr Race: Litorian
Class: Unfettered Level: 2 XP: 3,301

Str: 16 (+3)
Dex: 20 (+5)
Con: 14 (+2)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 14 (+2)

Class and race Abilities:
+2 on Intimidate, Search, Spot, Listen, Wilderness Survival
Low-Light Vision
Parry (+1 Int Modifier on AC vs single opponent per round)
Armor Class Bonus (Ex): When wearing Light armor or no armor, the
unfettered gains a special dodge bonus to Armor Class +1 2nd level
Truename

Hit Dice: 2d8+4
Hit points: 20
AC: 20(21) (+5 Dex, +1 class, +3 Armor, +1 shield (+1 Int)), touch
16(17), flat-footed 20(21)
Init: +9 (+4 Feat, +5 Dex)
Speed: 30ft

Saves:
Fortitude +2 [+0 base +2 con]
Reflex +8 [+3 base, +5 Dex]
Will +0 [+0 base, +0 Wis]

Skills: (30)
Spot 7 = 5 rnks +2 racial
Listen 7 = 5 rnks +2 racial
Balance 10 = 3 rnks +5 dex +2 Tumble Synergy
Tumble 12 = 5 rnks +5 dex +2 Jump Synergy
Jump 10 = 5 rnks +3 str +2 Tumble Synergy
Search 7 = 3 rnks +2 Int +2 racial
Sneak 7 = 2 rnks +5 dex
Gather Info 4 = 2 rnks +2 cha

Feats:
Intuitive Sense - (truename ceremony)He does not lose his Dexterity bonus
to Armor Class when flat footed or attacked by an invisible or unknown
opponent
Defensive Move - +4 AC against all ranged attacks in a round, if the PC has
moved at least 10 feet or has any degree of cover.
Improved Initiative

Weapon Proficiencies:
BAB +2
Melee: +5, 1d3+3, x2 (Strike, unarmed) Bludgeon
Melee: +5, 1d8+3, x3 (ShortSpear) Pierce
Ranged: +5, 1d8+3, x3 (ShortSpear) Pierce
Melee: +5, 1d6+3, x2 (Club) Bludgeon
Melee: +5, 1d8+3, x3 (Spikestick)Pierce
Melee: +5, 1d4+3, 19-20/x2 (Dagger) Pierce/Slash
Ranged: +7, 1d8, 19-20/x2 (Light Crossbow) Pierce

Languages: Common, Litorian, Giant

Equipment:
lb Count Item
2 [__] Backpack
5 [__] Bedroll
- [__] Flint and steel
1 [2 ] Pouch, belt
5 [5 ] Rations, trail (per day)
1 [2_] Sack (empty)
4 [__] Waterskin
5 [__] Travelers Outfit
1 [__] Whetstone
1 [__] Thieves' Tools
3 [__] Club
2 [2_] Dagger
6 [__] Crossbow, Light
3 [__] 30 bolts
20 [__] *Studded leather Jack
5 [__] *Buckler
5 [__] *Shortspear
1 [__] Spikestick
Total Weight:70
=(*Equipped)
===============================
Light Load: 76 Medium Load: 77-153 Heavy Load: 154-230

Money: 18gp, 3sp, 8cp
Appearance:
Charr is clearly feline in appearance with a pronounced snout, a flat,
catlike nose, and sharp teeth. He has dark eyes with narrow pupils. He has
a Mane of brown hair surrounding his head.

Background:
He was getting tired of training to hunt, and wanted something more. An adventuring unfettered showed him a different way to fight using his tribal training as well. Charr was so impressed, he made the decision to try his way in the world with a different way of doing things.
 
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Miraet SpellLore (Akashic/Magister)

Miraet SpellLore

Faen Loresong Male
Akashic 1/Magister 1

Str: 10 (+0)
Dex: 16 (+3)
Con: 16 (+3)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 12 (+1)

Class and race Abilities:
+2 on Sneak
+2 on Spellcraft
Small size (+1AC, +4 sneak, Small equipment, carry 75% weight)
Skill Memory

Hit Dice: 2d6+6
Hit points 18
AC: 14 (+3 Dex, +1 Size), touch 14, flat-footed 11
Init: +3 (+3 Dex)
Speed: 20ft

Saves:
Fortitude +3 [+0 base +3 Wis]
Reflex +3 [+0 base, +3 Dex]
Will +6 [+4 base, +2 Wis]

BAB +0
Melee Atk: +1 (1d6/1d6, Magisters Staff - Masterwork)

Skills:
Knowledge (Magic) 11 = 5 ranks +5 int +1 eldritch training
Knowledge (Ceremony) 10 = 5 ranks +5 int
Knowledge (History) 10 = 5 ranks + 5 int
Knowledge (Geography) 7 = 2 +5 int
Diplomacy 6 = 5 ranks +1 Cha
Alchemy 10 = 5 ranks +5 int
Concentration 8 = 5 ranks +3 con
Spellcraft 11 = 5 ranks +5 int +1 eldritch training
Decipher Script 40 = 5 ranks + 5 int
Craft (Jeweller) 8 = 3 ranks +5 int
Craft (Weaponsmith) 8 = 3 ranks + 5 int
Search 8 = 3 ranks + 5 int
Sneak 11 = 2 ranks + 3 Dex +2 racial, + 4 size
Intuit Direction 4 = 2 ranks + 2 wis
Appraise 8 = 3 ranks + 5 int

Feats:
Eldritch Training
Wealthy

Weapon Proficiencies:
Simple Weapons
Martial Weapons
Heavy Armor
Medium Armor
Light Armor

Languages: Common, Faen, Giant, Litorian, Draconic, Verrik, Troll

Equipment:
Backpack
bedroll
3 vials ink
2 inkpens
5 sheets paper
Scroll case
50 feet silk rope
sealing wax
signet ring
belt pouch
waterskin
2 Protective oil
50 tindertwigs

Money:
53gp 7sp

Appearance:
Maraet sports thick, sideburns which blur into his eyebrows. His hair is black, long and braided down his back. He generally wears green and blue colors, the colors of Jenililig, God of resistance magic.

Background:
Even for a loresong Miraet is considered obsessed with magic, not just its use, but history, terminology, facets etc. Born on Moon's Eve, to the daughter Jaedyn Darksight (the Faen blamed for the sisintegration of the Council of Magisters). His childhood was mixed, his mother and grandmother not hapy with the rule of the giants, but his fathers family being far stronger supporters of the Diamond Throne. As such, much of the time there was a rather stormy atmosphere within the house.

He delved into studies, becoming an akashic under the guidance of his father's family, delving into the history of magic and the world, but still wanting to escape the atmosphere within the house. As soon as he was able he escaped to the haven of the Magister's academy (Brightborn School) where his obsession with magic grew to a new level. He pushed himself to excel with magic and in knowledge of magic. Here too was where he was exposed to the ideas of the Faen Faevor Grayportal and his desire to resurrect the council of Magisters. This solidified the disjointed political thinking that Miraet had been exposed to his entire life. Now he too wishes to see a rebirth of the council (although whether or not Faevor knows of his existence is doubtful!)

Spell like abilities:
1/day detect magic, ghost sound, lesser glowglobe

Spells Readied: 8/5
Level 0
Appropriate size
Contact
Read magic
Telekenisis (Lesser)
Repair (Lesser)
Sense Thoughts
Detect Creature
Canny effort

Level 1
Object loresight
Fireburst
Compelling Question
Harden
Open lock

Spells /day: 6/4
Note: Changed quite a bit from the oiginal version
 
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Brice Everling

Human, 2nd-Level Runethane
Medium Humanoid (Human)
Hit Dice: 2d6+6 (18 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 leather coat), touch 14, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Quarter Staff +1 melee (1d8/19–20) or Sling +4 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Human traits
Special Qualities: Human traits
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 10, Dex 18, Con 16, Int 18, Wis 14, Cha 12
Languages: Common, Draconic, Giant, +2 more
Skills: Hide +4, Listen +3, Move Silently +4, Search +6, Spot +3, Knowledge Runes +9, Decipher Script +9, Open Lock +9, Disable Device +9, Concentration +8, Appraise +9, Spellcraft +6, Craft Calligraphy +8, & Wilderness Survival +6
Feats & Talents: Armor Proficiency Light, Eidetic Memory
Class Traits: Rune Magic, Erase Runes
Ceremonies: Power of the Name
Lesser Runes: Armor, Conjuring, & Knowledge
Spell slots /day: 0=3, 1st=2
Spells readied/day: 0=3, 1st=1

Human Traits (Ex): Humans possess the following racial traits.
—A human’s base land speed is 30 feet.
— +1 skill point per level (+4 at 1st level)
— +1 Feat at 1st level
—Automatic Languages: Common. Bonus Languages: Any.
—Favored Class: Any.

Equipment: (used 900gp)
Quarterstaff
Sling
10 bullets
Leather coat
Backpack
2 belt pouches
10 sunrods
Waterskin
20 tindertwigs
4 days rations
50’ silk rope
2 antitoxins
2 Scroll cases
4 protective oils
2 Tanglefoot bags
5 thunderstones
2 flash powders
3 alchemist’s fire
3 alchemist’s frost



Background:
Brice Everling was the only child of aging parents. His mother was in her mid-forties when he was born and his father was even older. His mother died during childbirth and his father was too old to be able to keep up with a child so he sold the infant to a band of traveling Mojh.

Brice grew up in a very strange environment. Cared for by a human wet-nurse until he could eat solid food and then he was raised among beings that had shed their human forms, he was an oddity among oddities. He grew fast and strong and had some of the best teachers that lived. He took to his studies quickly and excelled in the arts and sciences.
He showed a keen sense of self-preservation that is obviously a bi-product of his birth. He is very self-reliant and has learned a few skills that are not necessarily legal in order to survive.
He has decided that he may become a Mojh himself one day but not now. He wants to maybe have a family and becoming a Mojh would stop that.

Appearance:
Brice is a human male standing 5’10” tall and weighing a good 175 pounds. He has black hair kept in a ponytail that reaches just past his shoulder blades and black eyes. He sports a Mojh tattoo on his back that marks him as family.
He typically wears loose fitting clothing of dark pants and a matching vest with a white shirt. Short gray boots and a gray heavy leather coat.
 
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Lux Caeli

'Working' PC
Human Champion (Champion of Light)


HP: 2d10 +8 = 28
Lvl: 2
AC: 19 (+5 chain, +2 shield, +2 Dex)
BAB: +2
Melee: +6
Ranged: +4
Initiative: +2
Truename: Yes

Str: 18
Int: 12
Wis: 16
Dex: 14
Con: 18
Cha: 10

Skills (ranks): Total Bonus
Knowledge (Religion) (5): +6
Craft (Weapons) (5): +6
Healing (5): +8

Feats:
Exotic Weapon: Bastard Sword
Weapon Focus: Bastard Sword
Focused Healing

Armor:
Masterwork Chainmail (300 gp): +5 Armor
Heavy Steel Shield (20 gp): +2 Armor

Weapons:
Masterwork Bastard Sword: (335 gp): Melee +8, dmg d10 +4
Dagger
2 Javlins

Normal Equipment:
tbd
 

(Here's the stats. Character background to follow as soon as I crystalize it.)


Amon-Tol El-Adan

Medium Giant
Greenbond 1 / Wolf Totem Warrior 1
Hit Dice: 1d10+1d6+4 (20 hp), dying/dead -3/-15
Hit Dice (in Chi-Julud): 24 hp, dying/dead -5/-18
Initiative: -1
Speed: 40 ft.
Armor Class: 14 (Dex -1), touch 9
Base Attack/Grapple: +1/+6
Attacks: +7 masterwork greatsword (2d6+7/19-20)
Attacks (in Chi-Julud): +11 masterwork greatsword (2d6+13/19-20)
Space/Reach: 5 ft./5 ft.
Special Qualities: Fast Movement, Infuse With Life 4/day (1d8+1), Nature Sense
Saves: Fort +4, Ref -1, Will +7
Saves (in Chi-Julud): Fort +6, Ref -1, Will +3
Abilities: Str 20, Dex 8, Con 14, Int 14, Wis 18, Cha 14
Skills: Concentration +7, Craft (cooking) +5, Craft (painting/drawing) +5, Craft (sculpture) +5, Diplomacy +8, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (ritual) +3, Listen +8, Sense Motive +6, Spot +8, Wilderness Survival +5
Feats: Chi-Julud, Power Attack
Proficiencies: Simple and Martial Weapons, Light, Medium, and Heavy Armor, and Shields.
Languages: Giant, Common, Draconic, Faen

Spells per Day: 3/2
Spells Readied: 6/4

Level 0
Bash
Canny Effort
Enchanting Flavor
Glowglobe (lesser)
Hygiene
Sense Thoughts

Level 1
Animate Weapon
Glamour
Precise Vision
Scent Tracker
 

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