Q'Barra: Facing Truth (New Campaign Recruitment)


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Kralin Thornberry said:
Wow, if there's still room, I'd like to try and join. Just need a while to come up w/ a concept and a character.

I am taking submissions until probably Friday, Feb. 9th, and then I'll select the final party.

Take your time and work out a complete character. :)
 

Swift

If you don't mind a submission from an ENWorld newb:

Background, progression, and equipment are still in process, but I figure there's enough here to post while I work on the rest.

Updates:
Feb 7: Background complete.
Feb 8: Progression & equipment complete.


Name Swift
Gender Male
Race Shifter (Wildhunt)
Class Ranger 4
Aligment True Neutral
Patron Deity Balinor

Str 12 –- (4 pts)
Dex 18 –- (8 pts, +2 race, +1 lvl)
Con 14 -- (6 pts)
Int 12 -- (6 pts, -2 race)
Wis 14 -- (6 pts)
Cha 10 -- (4 pts, -2 race)

Hit Points 34
Action Points 7
AC 20, Touch 14, Flat 16
Init +4
BAB +4, Grap +5
Speed 30 (base 30, load 0/0 [in process], light)
Fort +7, Ref +9, Will +4

+6 Melee, MW Longsword, 1d8+1, 19-20/x2, Slashing
+5 Melee, Quarterstaff (two-handed), 1d6+1, 20/x2, Bludgeoning
+10 Ranged, MW Composite Longbow, 1d8, 20/x3, 110'r , Piercing

Size medium 5'3" tall, 140 lb., 20(?) yrs old
Long blonde hair, brown eyes, deeply tanned

Speaks Common and Sylvan

+5 Balance (0 Ranks, +4 Dex, +2 Race, -1 ACP)
+5 Climb (3 Ranks, +1 Str, +2 Race, -1 ACP)
+3 Heal (1 Rank, +2 Wis)
+9 Hide (6 Ranks, +4 Dex, -1 ACP)
+6 Jump (4 ranks, +1 Str, +2 Race, -1 ACP)
+2 Knowledge (geography) (1 Ranks, +1 Int)
+2 Knowledge (monster lore) (1 Ranks, +1 Int)
+8 Knowledge (nature) (5 ranks, +1 Int, +2 Synergy [Survival])
+4 Listen (2 Ranks, +2 Wis)
+9 Move Silently (6 Ranks, +4 Dex, +2 Race, -1 ACP)
+3 Profession (herbalist) (1 Rank, +2 Wis)
+6 Search (5 Ranks, +1 Int)
+6 Spot (4 Ranks, +2 Wis)
+11 Survival (7 Ranks, +2 Wis, +2 Wildhunt)
. +13 When above ground in natural environs (+2 Synergy [K.Nature])
. +13 When tracking (+2 Synergy [Search])
. +15 When tracking above ground in natural environs
+3 Swim (4 Ranks, +1 Str, -2 ACP)

Feats
-Endurance (ranger bonus)
-Point Blank Shot (lvl 1)
-Rapid Shot (ranger bonus [archery combat style])
-Track (ranger bonus)
-Weapon Focus (Longbow, Composite) (lvl 3)

Shifter Traits
+2 Dex, -2 Int, -2 Cha
-Low-light Vision
-Shifting(Su): 1/day, as a free action, lasts 5 rounds
-Wildhunt(Su): While shifting, +2 bonus to Con and gain Scent. +2 bonus to Survival when not shifting.
+2 racial bonus on Balance, Climb, and Jump checks

Ranger Abilities
-Animal Companion(Ex): dog
-Wild Empathy(Ex): may roll 1d20+4 to improve the attitude of an animal
-Favored Enemy: Humanoid(human) (+2 bonus)

Spells Prepared
1st- Longstrider

Animal Companion
DOG: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track
* Dogs have a +4 racial bonus on Jump checks. Dogs have a +4 racial bonus on Survival checks when tracking by scent.



Background
No one is exactly certain how old Swift is. When he was discovered some fifteen years ago, the Academy physicians debated the matter for some time. That he was chronically malnourished was manifestly apparent, and it was generally agreed that he was probably undersized as a result, but he spoke no apparent language and was unable, therefore, to make a proper account of himself. Their best guess was that he was in the area of five years of age - a human child, indescribably filthy, of very uncouth manner, and in the grips of a serious and life-threatening fever. He had been discovered in his den by a small hunting party, who would have missed him entirely had he not, by chance, cried out in fear at some hallucinatory phantom as they were making their way through the bush nearby. How long he had managed to survive in this feral state was also a matter of some debate, but one which proved, ultimately, to be insoluble. He was brought to the Ven ir’Kesslan Academy where he was nursed back to health and enrolled as a foundling, name unknown.

The kindly Brother Allard, a devotee of the Silver Flame and a veteran campaigner in the wars against lycanthropy, recognized him for what he was almost immediately, and remained silent on the matter. Taking the young shifter into his care, he taught him first to speak, then to read, then to behave in polite company, and finally to hunt the beasts of the forest. He allowed the boy to name himself, and defended his choice against those who felt his choice was inappropriate. He taught the boy what he was, and that he should not be afraid or ashamed, but to be careful - that there were still those abroad who feared his kind, and posed him no small risk. Given the rarity of shifters in Q'Barra, the secret was easily kept.

Swift has not had an easy time at the Academy: his nature does not make him well suited to institutional environments. With great difficulty he has learned to discipline his rough and unruly self, but the process has been a long one, and his disciplinary record is impressively hefty. Brother Allard has protected and guided him as best he can. As the Academy's apothecary and herbalist, Brother Allard maintains a small herb garden and an outbuilding of his own in which to brew his frequently odiferous concoctions. Early in Swift's tutelage, Brother Allard fixed him a pallette in his garden shed, and this is where Swift has slept ever since, ostensibly, as Allard's assistant, to shepherd the brewing process through the small hours of the night. It is an arrangement which has suited everyone. As a boy, it was clear that Swift's mercurial nature was not a good fit for life in the dormitories with the other students, and the number of fights this arrangment has prevented, though unknown, is generally assumed to be substantial.

As a student, Swift exceeded all reasonable expectations. Though easily distracted, he was quite bright. As a huntsman, his skills were virtually unparalleled, and not simply among the student body. His innate feel for the jungle was apparent early, and has only grown as he has matured. Between his living arrangements, his natural inclination to privacy, and his frequent trips into the jungle, however, Swift is not particularly well known among his peer group. In fact, he is generally mistrusted, if not feared. Rumors of his feral childhood and his frequent outbursts have combined to create an image of him in the common perception as ferocious and unpredictable. Which, truth be told, has not been far off the mark. The rigor of his newfound self-discipline, however, has not gone unnoticed among the faculty, and thus it was no great surprise to Brother Allard when Swift showed him the Headmaster's note. It is time for the young Swift to measure his worth.

Personality
Culturally, Swift is human. He has had no personal contact with his brethren whatever, and knows only what he has heard and read. His hair is unbraided, and he bears no tattoos. The legacy of his blood, however, is as strong with him as it is with any of his kind, and the intensity of his emotions have frequently overwhelmed him at the academy. Though his infractions are generally minor, they have been frequent until quite recently. He keeps himself to himself. To those who know him, he seems aloof and disinterested. In truth, this is part of his self-imposed program to reign in his own excesses, and to better blend in to the student body.

Appearance
Compact and lean, Swift's body has been hardened by his years spent out of doors. His unruly mane of straw-blonde hair is loosely gathered behind him, tied with a crude leather thong, and his deepset eyes glitter with a feral intensity.


+1 Chain Shirt (worn, 25 lb.) 1250gp
Explorer's Outfit (worn, 8 lb.)

MW Longsword (belt left, 4 lb.) 315gp
Dagger (belt right, 1 lb.) 2gp
2 Thunderstones (belt front, 2 lb.) 60gp

Efficient Quiver (right shoulder, 2 lb.) 1800gp
- MW Composite Longbow (3 lb.) 375gp
- Quarterstaff (4 lb.)
- 5 Torches (5 lb) 5cp
- 1 Everburning Torch (1 lb.) 110gp
- 20 normal arrows (3 lb.) 1gp
- 20 cold iron arrows (3 lb.) 2gp
- 20 silvered arrows (3 lb.) 3gp
MW Light Steel Shield (slung over left shoulder, 6 lb.) 159gp

Backpack (center back, 2 lb.) 2gp
Bedroll (below backpack, 5 lb.) 1sp

+1 Cloak of Resistance (worn, 1 lb.) 1000gp

Waterskin- water (backpack, 4 lb.) 1gp
Flint & Steel (backpack) 1gp
Trail Rations- 5 days (backpack, 5 lb.) 2gp 5sp
50' of Silken Rope (backpack, 5 lb.) 10gp
Healer's Kit - 10 uses (backpack, 1 lb.) 50gp
Potions of Cure Light Wounds (4) (backpack) 200gp
Potion of Protection from Evil (1) (backpack) 50gp

-total w/ pack = 70 lb. (medium load)
-total w/o pack = 34 lb. (light load)


Coins- 3gp, 3sp, 5cp (pouch)

Progression:
5th level Ranger
6th level Ranger, Precise Shot
7th level Ranger
8th level Ranger
9th level Ranger, Far Shot
10th level Ranger
 
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brother allard said:
If you don't mind a submission from an ENWorld newb:

Everyone was a newb at some point. I don't mind at all. :)

Swift looks pretty good so far, I look forward to seeing him all complete!
 



How long is the recruiting going to be open for? I love the Eberron setting and I am really interested in this campaign, but won't be able to get my concept to you by Wednesday (possibly tomorrow, but not a promise).

EDIT: Nevermind, now that I read all the posts I see you will be taking the submissions until Feb 9th.
 
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Mista Collins said:
How long is the recruiting going to be open for? I love the Eberron setting and I am really interested in this campaign, but won't be able to get my concept to you by Wednesday (possibly tomorrow, but not a promise).

I'll be taking submissions until probably Friday (Feb 9th). It may run a little longer, depending on how many submissions there are.
 

Sepoto

Name: Sepoto
Gender: Male
Race: Shifter (Cliffwalk/Longstride)
Class: Monk of the Closed Fist (Ninja) 4
Alignment: Chaotic Good
Patron Deity: Dark Six (The Traveler)

Str 12 –(4 pts)
Dex 19 [21/Shifting] – (10 pts)[+2 Dex for Shifter Race]
Con 12 -- (4 pts)
Int 14 -- (10 pts)[-2 Wis for Shifter Race]
Wis 14 -- (6 pts)
Cha 6 -- (0 pts)[-2 Cha for Shifter Race]

[Note: Bonus point for 4th level added to Dexterity]

Hit Points: 22
Action Points: 7
AC: 18 [19 when Shifting], Touch: 17 [18 when Shifting], Flat-footed: 14
Init: +4 (+5 when Shifting)
BAB: +3, Grap: +4
Speed: 30’ (Base = 30’, load 15/130, Light Load, No Armor worn)
[Note: Speed = 40’, Climb = 20’ when shifting]

Fort: +2 (+1 Base, +1 Con)
Ref +8 (+4 Base, +4 Dex)
Will +3 [+5 if ki power remains](+1 Base, +2 Wis)

+8 (+9) Melee, Kukri, 1d4+1, 18-20/x2, Slashing
+8 (+9) Ranged, Shortbow, 1d6, 20/x3, 60' range, Piercing
+7 (+8) Ranged, Shuriken, 1d2, 20/x2, 10’ range, Piercing

Size category: Medium 6' 2" tall, 141 lbs., 19 yrs old
Mangy, filth-covered, vibrant orange fur; inquisitive jade green eyes; weathered and calloused skin of a dark brown hue.

Speaks: Common, Sylvan, and Draconic (Lizardfolk dialects).

Skills:
+10 Balance [2 Ranks, +4 Dex, +2 Racial, +2 Tumble Synergy]
+9 Climb [6 Ranks, +1 Str, +2 Racial]
+6 Disable Device [4 Ranks, +2 Int]
+8 Escape Artist [4 Ranks, +4 Dex]
+10 Hide [6 Ranks, +4 Dex]
+10 Jump [5 Ranks, +1 Str, +2 Racial, +2 Tumble Synergy]
+10 Move Silently [6 Ranks, +4 Dex]
+6 Open Lock [2 Ranks, +4 Dex]
+7 Search [5 Ranks, +2 Int]
+10 Tumble [4 Ranks, +4 Dex, +2 Jump Synergy]
+8 Listen [6 Ranks, +2 Wis]
+8 Spot [6 Ranks, +2 Wis]

[Note: All Dexterity based skills increase by +1 when shifting]

Feats
* Weapon Finesse
* Extra Shifter Trait/Longstrider [Shifter]: Gain benefits of another shifter bloodline.

Cliffwalk Shifter Traits:
* Shapechanger Subtype: Shifters are humanoids with the shapeshifter subtype.
* +2 Dex, -2 Int, -2 Cha
* Medium Size
* Based Land Speed = 30’
* Cliffwalk/Longstride Shifting (Su): As a free action, 1 time per day, can shift for 5 rounds, gaining a +2 to Dexterity, a base climb speed of 20’, and +10’ to base land speed.
* Low-Light Vision
* +2 racial bonus on Balance, Climb, and Jump checks.
* Favored Class: Ranger

Monk of the Closed Fist (Ninja) Abilities:
* Weapon and Armor Proficiency: Monks of the Closed Fist are proficient in all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, shortsword, shuriken, and siangham. Not proficient in any type of armor or shield.
* AC Bonus (Ex): A Monk of the Closed Fist, when unarmored and unencumbered adds his Wisdom bonus to his Armor Class. This ability increases by +1 for every five levels thereafter. This bonus applies even against touch attacks or when a Monk of the Closed Fist is flat-footed.
* Ki Power (Su): A Monk of the Closed Fist can channel ki to manifest special powers of stealth and mobility, useable [4] (1/2 class level = 2 + Wis bonus = 2) times per day. As long as a Monk of the Closed Fist’s ki pool is not empty, he gains a +2 bonus to Will saves. A Monk of the Closed Fist’s ki powers are: ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk.
* Sudden Strike (Ex): Whenever a Monk of the Closed Fist’s opponent is denied a Dex bonus to Armor Class the Monk of the Closed Fist deals an extra +2d6 to damage. This ability cannot be used when flanking unless the opponent is denied its Dex bonus to AC. This damage also applies to ranged attacks of less than 30’.
* Trapfinding (Ex): A Monk of the Closed Fist can use his Search skill to locate traps with a DC higher than 20, and can use Disable Device to disarm such traps.
* Ghost Step (Su): A Monk of the Closed Fist can spend one daily use of his ki power to become invisible for one round. Using this ability is a swift action that does not provoke attacks of opportunity.
* Poison Use (Ex): A Monk of the Closed Fist never risks accidentally poisoning himself when applying poison to a weapon.
* Great Leap (Su): A Monk of the Closed Fist always makes Jump checks as if running and having the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump. This ability can only be used when wearing no armor and carrying no more than a light load.

Background

[sblock]In the days when the great emerald jungles of Q’Barra were young, the chakit shifters dwelt high among the canopies of the looming rainforest in great numbers, a peaceful and nomadic people content to live a simple existence. They communed with the natural world, worshipping a plethora of nature spirits, all the while leaving their true allegiance to the master of these beings, an aspect of the Traveler they knew as I’katra, the Trickster.

A tripartite being, I’Katra represented the joining place; in chakit lore it was where the expansive blue sky met with the titanic jungle trees, and where those very trees met the mountainous slopes of the eastern Endworld Mountains. They were a people of transition, roaming freely among the high boughs that touched the sky, the lush middling branches where all things grew, and the shadowy paths beneath the immense cycads above. They acted as the caretakers of the western jungles, a shy but curious people, long-of-arm, with rusty-orange fur and the faces of wizened old men. Their quiet paradise, however, would not last.

Ten thousand years ago, the Dhakaani Empire drove the lizardfolk of the Talenta Plains across the Endworld Mountains, and into the jungles of Q’Barra. The defeated and embittered lizardfolk then returned the favor, slaughtering the pacifistic chakit shifters wherever they were found. No matter which edge of the massive jungle they fled to for refuge, the lizardfolk followed. In time, the vestiges of the chakit folk coalesced into a handful of small tribes, nothing more than extended families for the most part. They largely abandoned the surface to the scaled-ones, hiding amongst the highest branches of the rainforest until their kind became a legend to even their oppressors, the tribes of the Cold Sun. Over the ensuing centuries, their numbers dwindled still further, and over time men from fallen Galifar came to reforge a nation lost in war. To build their new cities, many trees would fall.

A decade ago, Sepoto’s tribe was discovered by a cabal of Lhazaar poachers, intent upon finding slaves or exotic beasts amid the deepest jungle to fill their sea chests with gold. The buccaneers easily defeated the chakit folk, slaughtering those who resisted and capturing all save the lucky few who fled. As they returned to the mainland via the Torva River, they were attacked by Cold Sun tribesmen, enraged at the violation of their sacred hunting grounds. The lizardfolk killed and ate poacher and chakit alike, as was their way in such things. In the confusion and slaughter, one young shifter escaped into the jungles, his poisoned wounds eventually causing him to succumb, scant miles from the gates of Newthrone.

In a bit of serendipity that could only be the work of the Traveler, Sepoto was discovered by an elderly Galifaran expatriate named Othos ir’Tuvaine, the last abbot of an order known as the Monks of the Closed Fist. Renowned for their skill in the arts of infiltration, said to rival that of even House Thuranni, the early days of the Last War saw no dearth of employment for these wandering monks of the Traveler. In time, noble and dragonmarked alike grew to fear their prowess so much that their monasteries were razed without provocation, and their agents, wherever found, where put to the sword. As the conflagration of the Last War spread, the monks went into hiding, or fled the Five Nations altogether.

As a scholar, Othos had heard legends of the chakit folk, and he saw in this bedraggled creature something of himself, a refugee of a bygone age, a living relic. Something about this pitiful creature intrigued him. He took pity on Sepoto, and returned to Newthrone. Sepoto joined Othos in Ven ir’Kesslan Academy, where the latter served as an instructor in the arts of guerilla tactics and sabotage. Though he taught the orphaned pupils the ways of subterfuge and stealth in warfare, he had never revealed his true vocation to the rest of the staff or students. That would change with Sepoto. In the chankit shifter, Othos would find the perfect empty vessel into which to pour his order’s philosophy.

At first, the gangly orange-furred shifter-child did nothing but cower in Othos’ presence, fearful of even the most innocuous of man’s ingenuity. Tindertwigs brought on terror, a warforged made lizardfolk seem harmless. It was perhaps this simpering, cowardly helplessness that finally drove the monk to begin passing on the ways of his order to another when he had sworn to let the techniques of his kin pass forever from the lands of Khorvaire. The shifter needed his teachings, and he needed to teach.

Sepoto’s training took place over the next decade or so, and despite an early recalcitrance, he soon became an apt pupil to his teacher. A vague kinship between the two blossomed into friendship as the shifter’s natural curiosity took hold. Othos taught the chakit the martial ways of his order, the way to ‘step between’ the seams of the world, and Sepoto soon began to master the language of man. As his knowledge grew, the shifter taught his people’s tongue to his instructor, following this with revelations about the ways I’Katra, a philosophy that finally brought some peace to Othos, along with a deeper understanding of this exotic land and his own faith. Though he kept his beliefs a secret from the clergy of the Host that governed ir’Kesslan Academy, he soon took on more students, teaching them obliquely the ways of his fallen brothers. He had come to understand that more than just Sepoto needed to learn of ways to combat the threat posed by the lizardfolk of Q’Barra.

Sepoto, despite his strange appearance and peculiar ways eventually was accepted among the folk of the academy as a peer and it came as no surprise to the shifter, his master, or his fellow students when the sealed letter arrived asking him to serve as an emissary for the school. [/sblock]

Personality

[sblock] Sepoto has not fully mastered the ways of the civilized, but his boundless curiosity often overcomes his inherent skittishness around the trappings of civilization. Keenly intelligent, he has mastered the common tongue, but tends to become withdrawn and frustrated when his thick accent and ape-like vocalizations cause others to misunderstand him. Even so, his people’s need for socialization often outweighs this trepidation, and his friendliness is almost infectious at times. He seems to show his gregariousness around those he is most comfortable with, whom he considers his surrogate tribe. Sepoto’s sense of humor and knack for a practical joke is almost legendary among the academy students, and he can often be seen playing the part of the clown to elicit a laugh. He is wise enough to recognize when someone is laughing at him and not with him, however, and those who belittle his barbaric appearance or otherwise tease him quickly learn from their mistake, as the chakit is one to hold grudges.

Sepoto could not be more different from his people. The dogma of the pacifist has been purged from him with Othos’ teachings, and though he still approaches bloodletting with caution, he does not fear it in the least. The Way of the Closed Fist has been embraced by him with true zeal, and combined with his natural talents it has empowered him in a way that none of his kind has ever known. He hopes one day to find more of his people, so that he may impart to them what he has learned so that they may protect themselves. Perhaps in this way, the faith of I’Katra can be preserved as Sepoto has preserved the teachings of his abbot. [/sblock]

Appearance

[sblock]Sepoto is representative of his people, the chakit shifters. Tall and gangly, with long, thin arms, he appears vaguely apelike. Thick tufts of vibrant orange fur cover his body, and wherever it does not grow, his skin is a deep brown; weathered and calloused. His facial features are wizened and wrinkled, a characteristic of his kind, with large, round, brilliantly jade-colored eyes set deep beneath the shadow of his protruding brow.

Although taller than most humans when upright, he often appears much smaller due to his hunched posture and ambling gait. When he shifts, his features become even more bestial, and he takes on a countenance that appears almost orangutan-like.

Despite embracing many aspects of civilization, Sepoto is still a jungle-dweller and prefers a simple yellow loincloth, often stained from the mud that clings to the bores of the trees he climbs. His overall hygiene is not much removed from a tribal state, and his dirt-matted fur has traces of mange. His breath often reeks with halitosis brought on by ingesting overripe fruit and pungent jungle plants. His overall lack of any charisma is directly attributable to these shortcomings.

Sepoto’s accoutrements and gear are without exception hand-fashioned from the bounty of the jungle. His kukri’s blade is sharpest obsidian and is always near at hand, and the remainders of his belongings are either crafted from trophies earned with this weapon or the taut bamboo shortbow he carries over his shoulder. [/sblock]

Filthy Yellow Loincloth (worn, 0 lb.)
Braided Giant Sloth Hair Belt (waist, 1 lb.)
Alligator Hide Belt Pouch (belt front, .5 lbs.)
Masterwork Kukri (belt right, 2 lbs.)
Masterwork Shortbow (right shoulder, 2 lbs.)
Bamboo Quiver (left shoulder, 1 lb.)
Arrows [20] (quiver, 3 lbs.)
Shuriken [20] (belt notches, 2 lbs.)

Ring of Protection +1, onyx band with tribal mark of the Traveler (left hand, 4th finger)
Amulet of Natural Armor +1, lustrous blackscale lizardman scale (neck, .5 lb.)

Noxious Smokestick [2] (belt rear, 1 lb, ECS p. 121)
Black Adder Venom [2] (pouch, Injury DC 11, Initial: 1d6 Con/Secondary 1d6 Con)
Red Dancer Spider Venom [2] (pouch, Injury DC 14, Initial: 1d4 Str/Secondary 1d4 Str)
Drakewing Wasp Venom [1] (pouch, Injury DC 18, Initial: 1d6 Dex/Secondary 1d6 Dex)

Small Waterskin- water (belt left, 2 lbs.)
Bag of Dried Fruit (belt, .5 lb.)
Flint & Steel (belt pouch, 0 lb.)

Coins- 7 gp


Progression:

5th level Monk of the Closed Fist 5
6th level Monk of the Closed Fist 6, Shifter Stealth [Shifter] (PGtE p. 135)
7th level Monk of the Closed Fist 7
8th level Monk of the Closed Fist 8
9th Monk of the Closed Fist 9, Shifter Acrobatics [Shifter] (PGtE p. 135)
10th Monk of the Closed Fist 10
 
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Minor change, if I may, after doing some re-reading of the Eberron book. I'm swapping the warhorse for the far more impressive Magebred warhorse, and dropping the potion of Bull's Strength and two potions of Cure Light Wounds in order to pay for the upgrade.

The new stats would be:

Special
- Magebred Heavy Warhorse (Steadfast)
Size/Type: Large Animal
Hit Points: 46
Initiative: +1
Speed: 35 ft. (10 squares)
Armor Class: 24 (-1 size, +2 Dex, +5 Chainmail Barding, +8 natural), touch 11, flat-footed 22
Base Attack/Grapple: +3/+11
Attack: Hoof +7 melee (1d8+5)
Full Attack: 2 hooves +7 melee (1d8+5) and bite +2 melee (1d4+2)
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 20, Dex 15, Con 21, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Special Qualities: Excellent Learner, Thick-Skinned Breed
Feats: Endurance, Run
Tricks: Combat Riding, Stay, Seek

...and I'll make the change to the original Darrick post if you approve.
 

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