Q'Barra: Into the Emerald Forest - Attempting to Revive!

Name Oz
Male Changeling Rog1/Pal3 of Reality Seekers
LG

Str 13 – (5 pts)
Dex 12 – (4 pts)
Con 10 -- (2 pts)
Int 14 -- (6 pts)
Wis 12 -- (3 pts)
Cha 15 -- (8 pts)

Hit Points 31
Action Points 7
AC 22, Touch 11, Flat 21
Init +1
BAB +3, Grap +4
Speed 20 ft. (base 30 ft., load 108.8/150 lb., heavy load/heavy armor)
Fort +5, Ref +6, Will +4

+4 Melee, flail, 1d8+1, x2
+4 Melee, handaxe, 1d6+1, x3
+4 Melee, dagger, 1d4+1, 19-20
+4 Melee, gauntlet, 1d3+1, x2
+4 Ranged, dagger, 1d4+1, 19-20, 10'r

Medium Humanoid (Shapechanger), 5'8" tall (4’8”-6’8”), 150 lbs., 22 yrs old
White hair, white eyes, dark gray skin

Speaks Common, Elven, and Auran

-6 Balance (0acp)
+6 Bluff (4)
-2 Climb (4acp)
+13 Diplomacy (7)
+6 (+16 Minor Change Shape) Disguise (4)
-2 Escape Artist (4acp)
+6 Gather Information (4)
+7 Handle Animal (2cc+3)
-6 Hide (0acp)
+8 Intimidate (4)
-12 Jump (0acp)
+7 Knowledge (Nobility and Royalty) (5)
-6 Move Silently (0acp)
+7 (+0 Quick mount/dismount) Ride (2cc+2)
+10 Sense Motive (7)
-13 Swim (0acp)
+5 Use Rope (4)


Feats
-Combat Expertise
-Improved Disarm

Changeling Traits
-Shapechanger Subtype
-+2 racial bonus on saves vs. sleep and charm effects.
-+2 racial bonus on Bluff, Intimidate, and Sense Motive.
-Natural Linguist
-Minor Change Shape

Rogue Abilities
-Sneak Attack +1d6
-Social Intuition:
-Gather Information takes only 1d4+1x10 minutes.
-Sense Motive for Gut Assessment of Social Situation takes only 1 full round.
-Can always take 10 on Bluff, Diplomacy, Gather Information, Intimidate, and
Sense Motive.

Paladin Abilities
-Aura of Good
-detect evil
-smite evil 1/day (+2 attack, +3 damage)
-Divine Grace
-lay on hands (6 hp/day)
-Aura of Courage
-divine health

Background
Oz, born to a Brelish human father and a changeling mother passing as a human was sent away to live with relatives in Cyre until he could get his shapechanging under control and act NORMAL. After spending most of his boyhood in Metrol, and learning to control his abilities, Oz, or in this case Oswald Harridan, was sent back to his parents to live out the rest of his life as a human. Oswald was perfectly happy to do this, told for years that his “abilities” were nothing more than a fluke and were very wrong to use.

Living in Breland, and having lived in Cyre, Ozwald realized that there was little in the way of differences between the two countries…that is why he had such difficulty fighting whole-heartedly for the Brelish military when he was conscripted in 992. Not having the guts to kill people, Oswald got very good at looking like he was fighting, and even better at finding ways to be indispensable to the commanders who lead from the rear, gaining Oswald lots of positions as personal assistant and groom to the commander’s mounts.

Oswald managed to go nearly the whole war without having to kill a single soldier until near the end, in a battle with the monsters of Droaam, Oswald was knocked unconscious by a strike team sent to kill his commanding officer, and he reverted to natural form. A kind-hearted healer revived him, only to have him set upon by his commanding officer. After all, how else could the strike team from Droaam infiltrated without an inside operative? After suffering brutal torture and treatment, the kind healer brought Oswald a blade and freed him from the prison, allowing him a chance to live, to escape. Oswald escaped, and not only did he use the blade, but in anger he struck down four guards he probably could have otherwise avoided. Feeling deeply betrayed by his country, Oswald laid low until the end of the war…which came in only a few month.

Oswald set out, looking for a new place to belong, always disguised as someone else, someone who wouldn’t attract attention. Oswald had a knack for figuring out what people were looking for, and how not to be that thing. Eventually, after asking around in the bars and dives of Sharn, Oswald heard of communities of changeling popping up around Khorvaire, taking in others of their kind and living in peace, accepted, and trusted by others. Oswald sought out one in the Talenta Plains, and petitioned to be admitted.

Oswald, called Oz by the changelings (a respectable CHANGELING name, never a human name) was taken in by the changelings after hearing his story, and ascertaining the truth of his desire to be accepted by a people, trusted, and to figure out who he really was, if not Oswald, son of a stable-keeper. He learned about the path of the Reality Seekers and the quest for the True Reality, the best possible version of one’s self achieved through contemplation and harmonious living. This outlook answered many of the questions Oz had about his life, and assuaged all of the guilt he felt for his “abilities.” His favorite teacher was an elderly changeling named Tok who, according to town gossip, was once a mysterious hero who roamed the devastation of the middle of the Last War relieving many of the pains and problems of War, taking no side but the side of those down-trodden and caught in the middle of a conflict greater than them. People like Oz.

Oz found himself every day, sitting at Tok’s feet and learning of his days as a youth, days when he was seeking many of the answers sought by the True Reality, but through travel, experiences, and helping people. These ideas moved Oz in a very fundamental way. He began feeling, not only urges of wanderlust, but feeling very strongly that he was being called to carry on Tok’s work, and bring something of the True Reality back to his community, once he found answers in the wide world. Tok supported this decision, and trained Oz-the two of them spending long hours studying warfare-a last resort-and studying political strategy and rhetoric-the primary weapon.

The two of them began riding the countryside, searching for people to help, fights to mediate, angry feelings to assuage. This tutelage went on for a year until finally, Tok told Oz that he could teach him little else, that he must make a journey for himself. Tok gave, as a last gift, his old armor, as useful in a fight as out. The only weapons Oz could find were old, discarded and battered weapons rarely used and unwanted in the enlightened changeling community. Oz followed Tok’s last piece of advice: “Choose a direction, follow the path, and help those you find along it.” The direction Oz has chosen has put him into contact with many of a similar mind-and lead him to Q’Barra.

Personality

Oz has confidence for the first time in his life. He uses his old knack for figuring out what people want, and how to read people to great advantage, trying to keep everyone happy, or at least not fighting. He always tries peaceable solutions before resorting to violence, and often tries to beat enemies into submission rather unto death if given the chance.

Oz does not see his Changeling nature as opposed to the Paladin code of honor. Life is sacred to Oz, and if he can use his natural-born abilities to prevent bloodshed, then he certainly will. He never uses his shape-changing for purely personal gain and is usually in his natural form.


Appearance

Oz’s armor, when in normal form is dark gray field plate etched with motifs of smoke and travel. Oz rarely wears a helm, instead allowing his near-featureless gray face and close-cropped white hair to show through. His armor contrasts with the rest of his gear. His weapons, cloak, and pack all have a very road-worn and harshly used appearance-none of his stuff appears very nice.

He often shifts his armor into looking like simple traveler’s clothes, blending in its fine craftsmanship with his otherwise simple garb and accoutrements.


+1 Glamered Full Plate (worn, 50 lbs.)
Traveler’s Outfit (worn, 5 lbs.)

Flail (belt left, 5 lbs.)
Handaxe (belt right, 3 lbs.)
Belt Pouch (belt front, .5 lbs.)
Dagger (belt rear, 1 lb.)

Backpack (center back, 2 lbs.)
Bedroll (below backpack, 5 lbs.)
Heavy steel shield (on shoulder strap, 15 lbs.)

Grey Traveler’s Cloak (worn)
Leather Belt (worn)
Gauntlets (worn)
heavy leather boots (feet)

Waterskin- water (backpack, 4 lbs.)
2 sunrods (backpack, 2 lbs.)
hemp rope (backpack, 10 lbs.)
Trail Rations- 2 days (backpack, 2 lbs.)
Grappling hook (backpack, 4 lbs.)

Coins- 6gp, 9sp, 0cp (pouch, .3 lbs.)
 
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Hey Shaggy, nice character. I nearly went the way of the adamantine body myself. And I was really tempted by the artificer level. I was a bit surprised that none of the warforged in the RG threads I looked over had taken it. The infusions in particular seemed really cool.

thotd.
 

Enalet "Spinning Blades" Mirthaliel
Male Elf Rogue 2 / Fighter 2
Neutral Good

Str 13 +1 (5 pts)
Dex 17 +3 (8 pts)
Con 12 +1 (6 pts)
Int 14 +2 (6 pts)
Wis 10 +0 (1 pts)
Cha 10 +0 (2 pts)

Hit Points 31
Action Points 5
AC ??, Touch ??, Flat ??
Init +7
BAB +3, Grap +4
Speed 30' (base 30', load 0/50, light)
Fort +4, Ref +6, Will +0

+6 Melee, shortsword, 1d6+1, 19-20/x2
+4/+4 Melee, shortsword/shortsword, 1d6+1/1d6+1, 19-20/x2
+6 Ranged, M.C. longbow +1 Str, 1d6+1, 20/x3, 110'r

Medium, 4'11" tall, 121 wt, 112 yrs old
gray hair, gray eyes, light skin

Speaks Common, Elven, Draconic, and Sylvan

+2 Bluff (2.5)
+2 Diplomacy (2.5)
+7 Disable Device (5)
+8 Escape Artist (5acp)
+10 Hide (5 + 2cc)
+4 Listen (2.5)
+10 Move Silently (5 + 2cc)
+5 Open Lock (2.5)
+9 Search (5)
+5 Sleight of Hand (2.5acp)
+7 Spot (5)
+8 Tumble (5acp)
+5 Use Rope (2.5)

Feats
-Two-Weapon Fighting
-Weapon Finesse
-Improve Initiative (+4 Init)
-Quick Draw

Elf Traits
-immunity to magic sleep effects & +2 racial saving throw bonus vs enchantment spells and effects
-low-light vision
-+2 listen, search, spot, find secret doors

Rogue Abilities
-Sneak Attack +1d6
-Trap Finding
-Evasion
[sblock]
Classname Abilities
-brief summary of second class' abilities

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Special
List any special abilities or miscellaneous information that doesn't fit anywhere else on this character sheet. You can include animal companion stats, familiar's benefits and stats, horse/steed statistics, etc.
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Background
Enalet started his life in an elven family of moderate nobility. When he was a child, his parents worked hard to run a number of antique businesses that he did not know much about. Enalet was too young to understand much of his life except at he was mostly happy. After some time, war struck and that transformed his life. Due to his family's wealth, they were primary targets of vandals and looting, so his family lived in some fear. Rather than worry for their lives, Enalet's parents opted to start a new life. So, they were forced to leave much of the wealth behind and move to Q'Barra. His family did not like it there, but at least they were farther away from the fighting and felt safter. Over time, more shady people baegan to go to Q'Barra and the little wealth Enalet's family did have was stolen. Enalet was helpless as his family and his life was being transformed. Now his parents run only one small shop that sells mostly mundane goods, although there are some interesting colorful trinkets sprinkled here and there. The antiques of the past were long gone. They get by and Elanet only has rough memories of his past life, but they yearn for more. Instead of the lush life he was supposed to grow up in, Elanet grew up having to fend for himself and staying out of sight so as not to get into trouble. He left his family, taking what items his family could spare, determined to find a better life for them. He now works "odd" jobs for people for money and is more than accustomed to his less than ideal life.

Personality
Elanet is generally very untrusting of people -- his time in Q'Barra has taught him to err on the side of caution -- but he is highly respectful of those he does deem trustworthy. He trusts his family, proven friends, famously honorable and good peope -- those people that show good traits. He does not talk to strangers unless he has to or is otherwise oddly compelled to. He reminds himself of where he comes from with a signet ring that bears his family's crest. He is determined to return to his family with resources sufficient to improve their lives, although he worries that will change too much in the process. Even if he is able to rebuy nobility for his familiy, he will never be able to live such a comfortable life.

Appearance
Elanet only reached adulthood about 10 years ago, so his body might still be maturing. At least one hopes so. He looks to be a lanky person, which gives him a clumsy sort of look; he tries to cover this up with not much success. Those with a keen eye, however, can tell that Enalet's muscles are actually very toned and he is moderately strong. He likes to wear dark browns and greens and wears a long cloak to conceal his possessions. He keeps a sword at each hip and two daggers at each thigh. His quiver is slung below his right shoulder, under his cloak, and his bow is obvious, being on his left shoulder over the cloak. His hair comes down above his shoulders and is brushed somewhat regularly only to be kept from being unruly. He tries to keep clean -- as is appropriate to his former status, is what his parents tell him -- but this is obviously not easy in his line of work.

Notes
[smallcaps]Enalet's Interest In the Nightsong Guild[/smallcaps]
Although covert, the name of the Nightsong Guild has at least modest notoriety. The group is known to excel at staying hidden, striking without being seen, and having excellent tactical and teamwork skills, while staying aloof. Since these are Enalet's strong points, he is naturally intrigued by them. Even though he does not speak much, he does speak his mind and is loyal to his companions. In any given mission, success is dependent on a groups competence, not an individual's, and the Nightsong Guild has much to offer in this regard. While they try to avoid violence, they can hold their own if a fight should ensue. Enalet sees the Nightsong Guild as a balance between competence, covertness, and strength. While being a Nightsong Enforcer would not be necessary for Enalet, he does believe that such a calling would help him learn to better serve his companions and hone is growing skill.

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Everything in sblocks is still being worked on.

Also, I'm thinking of going Nightsong Enforcer, from the Complete Adventurer if I can submit that to GM approval already, with this dude. It'd be cool if someone also wanted to go Nightsong Infiltrator, but. :uhoh: If not, I have other ideas for him too.
 
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silentspace said:
Is there still an opening available? If so, I'd like to play one of the orc or goblinoid races. Probably orc. Maybe a goblin worg-rider :)

He's leaving it open for submissions until around the 15th, then he'll decide on the party. So feel free to submit whatever you want, inside his guidelines.
 

silentspace said:
Is there still an opening available? If so, I'd like to play one of the orc or goblinoid races. Probably orc. Maybe a goblin worg-rider :)
What Yeoman said. Just read the first two or three posts of the thread.
 

Name Dargin Crow Speaker
Male Talenta Halfling Spirit Shaman 4
CG

Str 6 – (0 pts)
Dex 18 – (8 pts)
Con 8 -- (0 pts)
Int 10 -- (2 pts)
Wis 16 -- (10 pts)
Cha 15 -- (8 pts)

Hit Points 23
Action Points 7/7
AC 20, Touch 15, Flat 16
Init +4
BAB +3, Grap -3
Speed 20 ft. (base 20 ft., light load 14.49/15 lbs., light armor-picking anything with weight medium encumbers me: -3 on armor check skills, -1 touch and regular AC, 15 ft. speed))
Fort +4, Ref +6, Will +8 (+10 vs. fear)

+2 Melee, longspear, 1d6-2, x3
+2 Melee, handaxe, 1d4-2, x3
+10 Ranged, MW Talenta Boomerang, 1d3-2, x2, 30'r
+9 Ranged, Talenta Boomerang, 1d3-2, x2, 30'r
+8 Ranged, Sling (improvised ammo), 1d2-2, x2, 50’r

Small, 2'11" tall, 33 lbs., 39 yrs old
light brown hair, emerald green eyes, pale skin

Speaks Common, Halfling

+3 Balance (0acp)
-1 Climb (0acp)
+6 Concentration (7)
+3 Escape Artist (0acp)
+9 Handle Animal (7)
+7 Hide (0acp)
-7 Jump (0acp)
+5 Knowledge (nature) (5)
+7 Listen (0)
+5 Move Silently (0acp)
+11 (+9 Fast Mount/Dismount) Ride (5)
+5 Spot (0)
+7 (+9 aboveground natural) Survival (4)
-4 Swim (0acp)

Feats
-Alertness (Spirit Guide)
-Martial Weapon Proficiency (Talenta Boomerang)
-Point-Blank Shot

Halfling Traits
-+2 racial bonus on Climb, Jump, Move Silently, and Listen checks
-+1 racial bonus on all saving throws
-+2 morale bonus on saves versus fear
+1 attack bonus with thrown weapons and slings

Spirit Shaman Abilities
-Spirit Guide (Crow)
-Wild Empathy +8
-Chastise Spirits (4d6 damage to Spirits in 30 ft./ Will DC 16 for half)
-Detect Spirits (As detect undead, but with spirits)
-Blessing of the Spirits (As Protection from Evil, but with spirits-self only)

--Spirit Shaman Spells--
Spells Per Day 6/6/4
Spells Retrieved Per Day 3/3/1

Background


When Dargin was 15 years old, and still only a child, in the year 975, he came down with a strange and mysterious illness. None of the local House Jorasco healers could do anything for him, and many of the wise druids and shamans of his tribe were unable to find the answer for his cure from the spirits of nature. His parents and much of the rest of the tribe had given up most hope that Dargin could live to see adulthood, much less live through the end of the year. One night when Dargins parents were out hunting, leaving Dargin alone with his fever, a black crow with silver eyes flew through the window of the yurt and settled on the foot of Dargin’s cot. “Hello Dargin” the crow said, “I am your grandfather. Grandfather Crow. These souls cannot find a cure to help you…the fever has left you weak, but the fever can also allow me to teach you things none others would ever begin to know. Take up your cot and sneak out of the village. Follow me to your new home.” Dargin didn’t question Grandfather Crow. Into the wilderness he went.

Under the tutelage of Grandfather Crow, Dargin learned many things of the spirits of nature, and many things of the spirits of the dead. Dargin traveled across the Talenta Plains, into the realms of the Valenar, and even into the dark jungles of Q’barra, learning new mysteries as he went. Grandfather Crow would bring him magics and aid, allowing Dargin to live off of the land, and even, to some degree, control the lands around him. For two years, Dargin ran with herds of wild dinosaurs until, finally, he befriended one-his current mount, Malk. From wood he carved a hunter’s mask-with the help of Grandfather Crow. His disease finally passed after seven years. It had burned away most of his strength and most of his health, but also it had burned away the knowledge of this world, the barriers that stop mortals from seeing what is TRULY there. He had knowledge of the spirit world.

After the fever passed, Grandfather Crow lead Dargin back to his tribe. No one recognized this strange Talentan Shaman at first until he started calling the Tribe Members by name. First they thought he had some strange powers of divination (but that only happens when Grandfather brings me the divination spells), until finally, Dargin’s mother recognized her son’s voice, and called him by name. Dargin’s miraculous return to the tribe was accompanied by his acceptance as a full adult into the community-for he had carved his mask, and he had found his dinosaur: and he had lived off the land for seven years. Being amongst his tribe again, Dargin realized that he was the only one who could see Grandfather Crow. The others became very confused whenever Granfather and Dargin would argue. This is when Dargin earned the name “Crow Speaker.”

Occasionally, Dargin would go back out into the wilderness, following Grandfather, and he would stay there for days or weeks, learning and meditating. After he had been home for 3 years, in the year 985, disaster struck his village. While Dargin was out on one of his vision quests, a Valenar Warband assaulted Dargin’s tribe, and killed all of the halflings, including Dargin’s family. Dargin eturned to find the burning remains of his village, and all of the homes thouroughly searched and destroyed before being put to the torch. At that moment, Grandfather Crow landed on Dargin’s shoulder and said “Dargin, I brought you into the wilderness to save you. Someone must find revenge!” After that Grandfather crow entered into Dargin’s body, and another entity was there, a great and powerful ancestor of Dargin’s tribe-and Dargin was channeling him.

Using the powers of the Channeled Ancestor Dargin hunted down the Valenar Warband that had slaughtered his people and challenged their leader to single combat-to the death. Filled with the strength of his ancestor, Dargin held his own against the Black-clad Elven warrior-mage who stepped forward to answer the challenge-even started to defeat him. The elf then yelled something in Elven and then his eyes started glowing: Dargin knew HE was now channeling an ancestor spirit-a very powerful and dark one. The battle turned to grapples, and in an attempt to escape a thorny hold, the elf’s cloak was pulled from his body. The elf looked down on the wounded and winded Dagrin, raised his scimitar and nearly ended the whole ordeal when a blade sprouted from his chest, and he fell dead atop Dargin. Grandfather left Dagrin then. A young Elf from the warband stepped forward, rolled the body off of Dagrin, and drew a jeweled dagger from the belt of the slain elf, and laid it a Dagrins feet. Crouching low he said “Have you ever seen this dagger-has it ever been in your possession?” After confirming that, no, this dagger had never been in the hands of Dagrin the young elf howled in rage. “This sacred weapon was the marker of my great ancestor’s grave, and an item of power. This one, our leader, tracked the thief of my ancestor’s blade to your tribe’s camp and demanded that we kill all and find this dagger to reverse the defamation of my ancestor’s spirit. This one stole it from the beginning and fed us lies! We have killed unrightously. Take my life in recompense.” The elf knelt, his neck bared, and Dagrin was sorely tempted to end his, and many other lives just then. Instead Dagrin picked up the dagger, handed it to the young elf and said, simply “To honor your Ancestor’s Spirit: Never believe Lies again.” Grandfather Crow smiled at Dagrin’s wisdom, and lead him far into the Talenta plains.

The past year, Dagrin has been having dreams of a jungle expanse, and Grandfather has slowly, but surely, been leading him to Q’barra to find…something. Dagrin sleeps just outside of Newthrone, and has become something of a local oddity.

Personality
Dagrin comes off as a little crazy. He is. When he has decisions to make, he’ll try and look at two sides of any matter: and talk the two sides out with Grandfather. Dagrin believes that honoring the spirits of his ancestors, and the spirits of his dead tribe are the most valuable thing he can do: Grandfather is the personification those ideals to Dagrin. Dagrin’s first loyalty is to Grandfather, his second loyalty is to Malk, and his final loyalty is to the natural world. Dagrin always tries to do the right thing, and is willing to help people, though he believes the best way to help most people is to give them wisdom or learning that will allow them to help themselves. He is suspicious of advanced magics and cities, because he feels they make many people soft, and unable to do for themselves. He likes Newthrone because the surrounding environment is still harsh enough to produce rugged individuals.


Appearance

Dagrin dresses in Blacks and greens, with black leather armor wrapped and covered in various pieces of green and black silk. He still looks sickly, having never fully recovered from his childhood fevers, but he has a tenacity that is surprising. He never looks directly at anything and often cocks his head as if listening to something on his left shoulder-where Grandfather generally perches.


Leather Armor +1 (worn, 7.5 lbs.)
Buckler (worn, 2.5 lbs.)
Monk’s Outfit (worn, 1 lb.)

boomerang (belt left, .5 lbs.)
masterwork boomerang (belt right, .5 lbs.)
belt pouch (belt rear, .25 lbs.)
spell component pouch (belt front, 2 lbs.)
sling (hanging from spell components)

Hunter’s Mask (Holy Symbol) (Over face)
Black and Green Silk Sashes (Wrapped around and covering my armor)
Amulet of Natural Armor +1 (worn)
Thick Black Sash (worn as belt)
Green Fore-arm wrappings (wrists)
Sandals and foot wraps (feet)

Flint and steel (belt pouch)
Scroll of Wood Shape (belt pouch)
Scroll of Lesser Restoration (belt pouch)
Scroll of Faerie Fire (belt pouch)
Scroll of Obscuring Mist (belt pouch)
Scroll of Pass without Trace (belt pouch)
Scroll of Speak with Animals (belt pouch)
Scroll of Magic Fang (belt pouch)
Coins- 3gp, 9sp, 0cp (belt pouch, .24 lbs.)

Military Saddle (Malk, 30 lb.)
Bit and Bridle (Malk, 1 lb.)
+1 Scale Barding (Malk, 30 lb.)
Saddlebags (Malk, 8 lb.)

Waterskin- water (saddlebags, 2 lbs.)
Everburning Torch (saddlebags, 1 lb.)
Tent (saddlebags, 10 lbs.)
Bedroll (saddlebags, 2.5 lbs.)
Longspear (attached to saddle left, 4.5 lbs.)
Handaxe (attached to saddle right, 1.5 lbs.)

Malk
Clawfoot Mount
N

Str 17 – (0 pts)
Dex 17 – (8 pts)
Con 15 -- (0 pts)
Int 2 -- (2 pts)
Wis 12 -- (10 pts)
Cha 10 -- (8 pts)

Hit Points 17 (I used the HP formula on my mount, is that okay? [2d8=16-2=14(.85)=11+2=13+4=17hp])
AC 20, Touch 13, Flat 17
Init +3
BAB +1, Grap +4
Speed 30 ft. (base 40 ft., medium load 138.0/173 lbs., medium armor)
Fort +5, Ref +6, Will +1

+4 Melee, talons, 1d8+3 and
-1/-1 Melee, 2 foreclaws, 1d3+1 and
-1 melee, bite, 1d6+1

+0 Balance (acp)
+0 Climb (acp)
+0 Escape Artist (acp)
+9 Hide (acp)
+13 Jump (acp)
+10 Listen
+0 Move Silently (acp)
+10 Spot
+10 Survival
-3 Swim (acp)

Feats
-Run

Clawfoot Traits
-+8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks
-low-light vision
-scent

Tricks
Combat Riding general purpose (attack, come, defend, down, guard, heel)
 

ShaggySpellsword:
North is a very solid (pun only slightly intended) warforged submission. Good work!

Jdvn1:
I envision the Nightsong PrCs as members of criminal organizations that operate primarily in urban areas like Sharn. I'm by no means ruling it out, but would want to see a good way of integrating it both with your background and the Q'Barra region.

silentspace:
As the others have pointed out, submissions are still open until Friday. Let's see what you've got!

ValenarJaeldira:
Very nice blending of the Plains Amerind vibe with the Talenta!
 

Urko said:
Jdvn1:
I envision the Nightsong PrCs as members of criminal organizations that operate primarily in urban areas like Sharn. I'm by no means ruling it out, but would want to see a good way of integrating it both with your background and the Q'Barra region.
You want me to write some color on it to integrate? I could possibly do that with more time. I see the Nightsong PrCs as not leaning one way or another in alignment. They could just as easily sneak around against evil people as good people. They're just really good at what they do. Or they could make interesting special forces for a military.

One other thing I forgot to mention is that I'm new to Eberron -- I've only read bits of the book so I don't fit your qualification: "Familiarity with Eberron setting (as reflected in background)" very well, but I'm reading and learning more (and willing to learn -- especially in character) bit by bit. That's one reason why my character is young (for an Elf), because he's about as new to Eberron as I am. Know a little, but lots to learn.
 

I was working on a blue psion, then noticed there was an error in the XPH. I thought they were +0 LA (in the example stat block), but were +1 LA in the later writeup. In the errata they are +1 LA, which doesn't seem worth it - Elans and especially Kalashtars are far superior IMO.

I'm pretty excited about playing a goblinoid or orc though. Let me run some thoughts by you:
- straight orc combat brute type
- bugbear (no character levels at ECL 4)
- worg-riding goblin

Could you tell me what you'd allow for a worg-riding goblin? For example, could it be an animal companion? Say for a 4th-level ranger? Would a regular warg be available for a straight fighter mounted combat specialist?
 

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