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

Urko said:
I have one question about Vanak: where do his Wizard levels fit into his background (there's no mention of arcane training)? Taking a level of Aristocrat was an interesting choice!
Van's (only his family calls him Vanak) an aristocrat because he's related to the one of the 27 noble houses of Breland. His extended family are notorious meddlers (from Rurek ir'Clarn in Parliament to Haftak ir'Clarn who publishes the Sharn Inquisitive), and even his older brothers are of some note due to their accomplishments during The War. He's the youngest son of a poorer relation though, his family was certainly enough to accomodate him into the completely respectable position of a Crown agent of the Citadel but not quite enough to overlook the fact that he's always been a bit...high strung and possessing a healthy respect for himself. So his brothers went off to war to become heroic figures and inherit the family fortune and glory, and Van mostly got shuffled around in the Citadel's garrison of Sharn where his mother and father could help keep him from his more reckless endeavors. He's certainly not the dullest silver on the shelf though, so it was enough to convince his superiors to train him accordingly. He's no dullard in robes pickling strange creatures though, in fact the only real reason he's a wizard is that he understands the sense of it. If he had his druthers he'd be off in plate armor decapitating enemies with his mighty blade, only he recognizes that he'd be really really bad at it.

Not that it matters, everything that he could offer the Crown is wasted in Q'barra. And now, the war is over and he won't ever have his chance for anything. He'll just live out his days, forgotten in Q'barra counting the ships that come in and the ships that leave. Nothing exciting ever happens in Q'barra except flies and thunder.

Anyways, he wants to serve. He's smart but not particularly wise, especially considering that he's got a huge blind spot in not recognizing that Vanak ir'Clarn's worst enemy is himself. He blames everyone else for his troubles, even when he's smart enough to recognize how stupid that is. The worst of it is, as he's well aware, if he could only get a lucky break he might change. He loathes almost everything about Q'barra as hickish and "not Sharn or Breland." He resists the notion that anything important could happen out here. The inhabitants are at best yokels and at worst traitors - and part of the reason he's in such a fuss about being stationed here is that he's worried that someone might think that exact thing about him.
 

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Erin (formerly Erin d’Cannith)
Female Human Artificer 4th lvl
Alignment CN (formerly N)

Str 15 +2 (6 pts + 1pt at 4th)
Dex 10 +0 (2 pts)
Con 10 +0 (2 pts)
Int 14 +2 (6 pts)
Wis 10 +0 (2 pts)
Cha 16 +3 (10 pts)

Hit Points 27
Action Points 7
AC 17, Touch 10, Flat 17
Init +0
BAB +3, Grapple +5
Speed 20’ (base 30’, load 64/66, medium)
Fort +1, Ref +1, Will +4

+6 Melee, Masterwork Morningstar, 1d8+2 20/x2

Medium, 6' tall, 145 lb, 26 yrs old
Red hair, blue eyes, white skin

Speaks Common, Draconic, and Halfling

+8 Appraise (6)
+11 Craft (armorsmithing) (7)
+9 Craft (bowmaking) (5)
+11 Craft (weaponsmith) (7)
+9 Disable Device (7)
+4 Knowledge (arcana) (2)
+9 Knowledge (architecture and engineering) (7)
+4 Knowledge (the planes) (2)
+9 Spellcraft (7)
+10/+12 Use Magic Device (7) (+2 for wands, scrolls, and wondrous items)
+0 Listen (0)
+0 Spot (0)

Feats
-Least Dragonmark (Mark of Making, Make Whole 1/day) (1st level human)
-Extraordinary Artisan (1st level)
-Extend Spell (3rd level)

Artificer Abilities
-Artificer Knowledge
-Artisan Bonus
-Disable Trap
-Item Creation
-Scribe Scroll
-Brew Potion
-Craft Wondrous Item
-Craft Homunculus
-Exceptional Artisan (Bonus 4th Level Feat)

History
Erin d’Cannith was born of the Dragonmarked house Cannith in Cyre on Nymm 4, 972 YK. Raised by her parents Talsha and Erithea d’Cannith, Erin led a privileged life. During her 17th year she began her training as an artificer for the house. Her parents’ proudest moment came when, at the age of 18, she manifested the Mark of Making. At the age of 20, her services were leant to the Cyran army. She was tasked as a glorified maintenance worker, using her mark and her skills to keep the warforged the Cyrans purchased from House Cannith in working order throughout the war.

Erin traveled to the western front in 992 YK, assigned to the monitor the 3rd division of the Queen’s Army. She spent the next 4 years in the rear echelon, aiding in the repair of warforged. Erin cared little for the fighting, and due to her House Cannith upbringing, thought of herself and her house as “above” this conflict. During this war, the Last War, members of the dragonmarked houses were non-combatants, and as such were, by treaty, not to be attacked. In return, they would not attack and only serve support functions for all sides. Erin saw this as an invulnerability of sorts, which only caused her to become more and more removed from the war around her. She only associated with her family and others from her house, and was quite cold to the general fighter, caring more for the company of her warforged than for fellow humans. Little did Erin know that her live would be irrevocably changed on that fateful day: Olarune 19, 994 YK, the Day of Mourning.

The day began as any other: witnessing the Cyran forces continue to fight against their enemies. However, Erin awoke to a somber fact when a warforged scout attempted to place his embedded blade firmly in her stomach. All of a sudden, she realized that the warforged army was not treating her as a non-combatant. With the help of Cyran fighters, Erin managed to stay alive well into the third wave of warforged troops. However, when a stormship fired a fireball at her general location during a bombing run, Erin’s entire world went blank.

How Erin managed to survive the Day of Mourning is a mystery no one knows, for even Erin herself cannot bring herself of remember the event. However, in the wake of its destruction, she found herself with a band of Cyran refugees desperate to escape the horror of the newly-formed Mournlands. Despite her desire to immediately flee to Karrnath and the nearest House Cannith compound, Erin felt indebted to her saviors and agreed to join them on a trek to Q’Barra. The refugees felt that, out of all of the locales open to them after the destruction of Cyre, Q’Barra stood the best chance of having them. And so, over the course of the next two years, Erin embarked with her newfound allies to Q’Barra.

While on the journey, Erin began to warm up and feel sympathetic to the Cyrans. The destruction of her family and friends caused her to gain a new outlook on life. She no longer took a cold, unemotional outlook on life, and became an integral part of the caravan. The refugees found it extremely useful to have a dragonmarked artificer as part of their new family, and Erin found some new friends along the journey. [Note: if it makes sense, I would love for Erin to have met some other PCs during this time, especially other Cyran refugees or those from the Eldeen Reaches also heading towards Q’Barra]

When she reached Q’Barra, she made her way to the small House Cannith compound in Newthrone. When she reached the doors of the compound, however, she found herself barred by warforged guards. When she forced an audience with Kalar d’Cannith, Q’Barra’s regent, she was subject to yet another shock.

Evidently, after the destruction of House Cannith’s holdings and the death of the House’s patriarch in Cyre, the House was split off into three factions. Merrix d’Cannith, the head of House Cannith in Sharn, proposed an insidious measure: he believed the destruction of the nation of Sharn might be related to House Cannith, and possibly their creation forges. In an effort to purge the House, Merrix proposed excoriation (forcible removal from House Cannith) for all those of the ruling families in Cyre. Erin and her family were amongst those excoriated.

Devastated by her removal from House Cannith, Erin had no idea what to do. She found herself shunned from her old family, and with all connections from her old life severed, decided to begin a new life in Q’Barra. Over the next two years, Erin found herself enjoying a newfound freedom. She was no longer bound by the pomp and pageantry surrounding a dragonmarked youth, and was no longer a fighter in a war she did not understand.

She took various jobs that came to her, and stayed in touch with her “Mourner” friends. In fact, they gave her a home-away-from-home, where she spent time creating her various items, most of which she donated to them. However, her old traveling companions went their separate ways a few months ago: half of them accepting Prince Oargev’s pleas to join him in New Cyre, the other half leaving for adventure on the continent of Xen’drik. Not willing to sacrifice her new life, she decided to remain in Q’Barra. Without her old friends, she has taken herself to joining various adventurers on whatever job she can find, now barely able to keep a few sovereigns in her pockets.

Personality
Erin is a forceful woman, with a fire in her eyes. She is not afraid to speak her mind, and will not back down from a conflict. She has a hatred for all things House Cannith, and has taken to embrace both her excoriation and her new life she found in the freedom of Q’Barra. While in search of nothing more than adventure and a life free from the responsibilities of being in a dragonmarked house, she tends to take jobs that involve the searching for more intriguing artifacts, mysteries, or even dragonshards for her creations. She is extremely loyal to her friends, though she tends to be a bit distrustful of those of any dragonmarked house or royal family.

Appearance
Erin is a tall, proud woman, with fiery red hair that spills out from under her helmet and piercing blue eyes. She carries a scar across her left cheek as a reminder of her last battle of the Last War. She is garbed in a traditional adventurers’ outfit. She wears well-worn breastplate (loot from a previous adventure), tan studded leather under her greaves, and black leather workboots. She also wears a gauntlet on her right hand, and a potion bracer on her left. Strapped to the right side of her belt is her trusty morningstar, a parting gift from Balar, a Cyran “mourner” friend. Those with keen eyes will also notice a Cyran Army signet ring on her finger (a gift from an old lover she no longer wishes to speak about). Those few lucky enough to have seen it would have taken notice of a least Mark of Making inscribed at the small of her back.

Equipment
+2 Breastplate (worn, 30 lb) 4350 gp
Explorer’s Outfit (worn, 8 lb) 0 gp

Masterwork Morningstar (belt right, 6 lb) 308 gp
Belt Pouch (belt front, 0.5 lb) 1 gp
Everburning Torch (belt left, 1 lb) 110 gp

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

Potion Bracer (left wrist, 1.5 lb) 50 gp
Gauntlet (right hand, 1 lb) 2 gp
Signet Ring (with Cyran crest) (4th finger on left hand, 0 lb) 5 gp

Potion of Cure Light Wounds* (potion bracer, 0 lb) 25 gp
Potion of Cure Light Wounds* (potion bracer, 0 lb) 25 gp
Potion of Cure Light Wounds* (potion bracer, 0 lb) 25 gp

Waterskin- water (backpack, 4 lb) 1 gp
Flint & Steel (backpack, 0 lb) 1 gp
Trail Rations- 2 days (backpack, 2 lb) 1 gp
Ink Pen and 2 Ink Vials (backpack, 0 lb) 16 gp, 1 sp
Journal (backpack, 3 lb) 15 gp
Scroll of Comprehend Language* (backpack, 0 lb) 12 gp, 5 sp
Scroll of Invisibility* (backpack, 0 lb) 75 gp
Scroll of Knock* (backpack, 0 lb) 75 gp
Scroll of Locate Object* (backpack, 0 lb) 75 gp
Scroll of Tongues* (backpack, 0 lb) 187 gp, 5 sp
Potion of Remove Fear* (backpack, 0 lb) 25 gp

Coins- 7 gp, 8 sp (pouch, 0 lb)
Identification papers w/ portrait (pouch, 0 lb) 5 gp

*Created by Erin

Note:
Obviously lifted the character concept from Keith Baker’s book City of Towers, but I totally loved that book, and thought this was a great opportunity to bring Lei to life in a new way :) If you like the Eberron campaign, I highly recommend it.
 
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Harvey:
Erin looks good. Yes, I have that novel also and enjoyed it (I almost finished it in one sitting!) I want to think a bit about the excoriation business, though - I'm not sure if I want Baron Merrix to have done anything quite so drastic in my campaign. I'll mull it over and maybe offer a suggestion or two if I don't think it fits. Other than that, very well done!

One rules note - Artificers don't need to prepare infusions ahead of time - just note how many you get per day.
 

A friend of mine gave me the Eberron book recently, so I thought I should really respect his generosity and try it out. I started off thinking along the lines of a Warforged fighter. Reading more lead me to the artificer, which somehow lead to the Psychic Warrior. I some the basics sketched out, but before going the whole hog, I thought I would check to see if this was an available option. I couldn't find anything prohibiting it, but wonder if there is something I've missed.

Overall, however, I'm basically looking to create a fairly straightforward melee fighter. That would also seem to fill an as yet unfilled nitch.

thotd.

ps: just finished reading up on some of the other backgrounds in more detail. Erin's offers a fairly good tie in that also would have the benefit of providing me with a good place to start (I was getting a bit overwhelmed by all the possibilities). Of course, its all contingent on who gets in, but I'll work with that as a starting point if no one objects.
 
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Doghead:
First off, welcome to Eberron! I hope you enjoy getting to know the setting as much as I did. A warforged Artificer or Fighter or Psychic Warrior would all be fine choices. If you go the Psychic Warrior route there are a few things to consider when coming up with your character's background. Psionics are rare on Khorvaire - few but the kalahtar employ or even understand them. Secondly, all psionic power comes from a connection either with Dal Quor, the Plane of Dreams, or Xoriat, the Plane of Madness. Your character's background should account for this in some way. The simplest way would be to have had a kalashtar mentor at some point. Other possibilities could be strange experiments, experiences with the daelkyr or their minions, or a side effect from exposure to a manifest zone of one of those planes. Lots of possibilities exist.

If you have a chance, check out the new Races of Eberron supplement. It's got tons of interesting options for warforged. I highly recommend the book to anyone seriously interested in playing extensively in the setting.
 

Urko said:
One rules note - Artificers don't need to prepare infusions ahead of time - just note how many you get per day.

Ah, sorry... didn't get out of Cleric mode. Thanks for the kudos & I will be happy to oblige any tweaks to history to fit your view of Eberron. Now, all I have to do is cross my fingers that I am chosen...
 

Name: Sanae Jarnel
Gender: Female, Race: Human, Class: 4th Level Paladin
Alignment: Lawful Good

Str- 16 (+3) - 10 points
Dex- 10 (+/-0) - 2 points
Con- 14 (+2) - 6 points
Int- 8 (-1) - 0 points
Wis- 12 (+1) - 4 points
Cha- 15 (+2) - 6 points

Hit Points 42
Action Points 7
AC 19, Touch 10, Flat 19
Init +0
BAB +4, Grap +7
Speed 20' (base 30', load 101.9/230, Heavy Armor)
Fort +8, Ref +3, Will +4

+8 Melee, Great Sword +1, 2d6+5, 19-20/x2, Slashing
+7 Melee, Cold Iron Dagger, 1d4+3, 19-20/x2, Piercing
+7 Melee, Silver Dagger, 1d4+2, 19-20/x2, Piercing
+4 Ranged, Light Crossbow, 1d8, 19-20/x2, 80', Piercing

Medium, 5'10" tall, 165 Lbs, 19 yrs old
Black hair, Gray eyes, Tanned skin

Speaks Common

+6 Knowledge (Religion) (7)
+2 Knowledge (The Planes) (3cc)
+1 Ride (1)
+1 Listen (0)
+1 Spot (0)

Feats
-Power Attack
-Silver Smite
-Cleave

Human Traits
-Humanoid (Human)
-+1 Skill Point per level
-Bonus Feat at 1st Level
-Favored Class (Any)

Paladin Abilities
-Aura of Good, equal to Paladin Level
-Detect Evil, at will as the spell
-Smite 1/day, +Charisma Modifier to hit, +Paladin level to damage
-Divine Grace, Add Charisma Modifier to all saves. (Already Factored in above)
-Lay on Hands, Paladin Level(Charisma Modifier) in hp per day, can heal anyone including self, can split between multiple uses if desired
-Aura of Courage, Immune to fear, all allies within 10' gain a +4 morale bonus on saves vs. fear. Functions only while conscious.
-Divine Health, Immune to all disease, including supernatural and magical diseases.
-Turn Undead, 3 + Charisma modifier times per day, as 1st level cleric.

Background

Sanae was born in a small village on the Eastern coast of Thrane, right on the Cyran border. Her childhood was rather uneventful; shaped mostly by the war and its impact on the world around her. Her life was turned upside down shortly after she entered her fifteenth year, when Cyran soldiers torched her village and attempted to erase all memory of it from the land.

Sanae barely escaped with her life and was overcome by anger and grief. She hated the Cyrans and all of Cyre, she hated anything that could destroy so freely the lives of so many, she wanted to destroy those who would destroy others. That night, while trying to sleep under the stars, she vowed that she would become stronger and that she would learn to protect those who could not protect themselves.

She found her way to The Church of the Silver Flame and expressed her desire to become a Paladin, a noble knight who could defend truth and justice, who could protect the world from the evil that lurked around every corner.

Shortly after she was accepted in to the Church, Cyre was destroyed. Sanae was delighted when she first heard the news, she felt that the lives of her village had been avenged. She imagined that the Cyrans had gotten what they deserved and that a victory had been won on the side of justice.

Those feelings did not last long. Once survivors of the disaster that destroyed Cyre began to fill the city streets, Sanae discovered that these poor souls were just like her, they had lost everything and nothing could ease their pain. She was overcome with guilt as she realized that there was a far greater evil at work and that all innocents must be protected, no matter what sins may have been commited in their name.

Sanae threw herself even more in to her training, vowing that she would never again fail to see the value of a single innocent life. She held herself to the highest standards, and never again looked back to the life she used to lead.

In the four years that Sanae has been part of the Church she has began to fill her role as a protector, though she is nowhere near done with her training.

She came to Q'barra a few months ago as part of an expedition to uncover unholy relics in the ruins of the jungles. Her expedition was ambushed by a group of Lizardfolk while they were examining a series of ruins, and all but two members were killed. Sanae managed to escape with her close friend, Leara, and the expedition's guide. Sanae and Leara lost track of the guide as they ran towards the city. Leara later succumbed to her injuries and died whle Sanae was spending the last of their money on medicine.

Now she is stranded, broke, and desperately trying to maintain her faith and keep her anger in check so she may find her way back to the Church.

Personality

Sanae, like most Paladins, is very dedicated to her church and its ideals. She strives to uphold those ideals and she is very hard on herself for the slightest perceived infraction. She is very determined to bettering herself and to learning all the skills she feels she needs to better the world around her. She carries an extreme amount of guilt for being unable to save her village and for hating Cyre so intensely. Sanae now strives to overcome her base emotions, she wants nothing more than to be able to objectively protect all those in need and to never again feel such overwhelming rage.


Appearance

Sanae is slightly masculine in appearance. She keeps her dark hair cut quite short so as not to need to worry about it. Her features are broad and clear, most would call her "handsome" instead of "pretty". She wears no jewelry aside from her silver arrowhead pendant. Her clothing is chosen based on function, not on design and she has trouble understanding those who are concerned with their appearance.

Full Plate Mail +1 (worn, 50 Lbs), 2,650gp
Silver Arrowhead Holy Symbol (Around Neck), 25 gp
Great Sword +1 (Right Shoulder, 8 Lbs), 2,350
Crossbow (left shoulder, 4 Lbs), 35gp
Case of 10 crossbow bolts(left hip, 1 Lb), 1gp
Backpack (center back, 2 Lbs) 2gp
Bedroll, (lower back, secured to backpack, 5 Lbs), 1sp
Cold Iron Dagger (Left Boot, 1 Lb) 4gp
Silver Dagger (Right Boot, 1 Lb) 22gp
Waterskin- water (backpack, 4 Lbs) 1gp
Hooded Lantern (backpack, 2 Lbs) 7gp
Flint & Steel (backpack) 1gp
Trail Rations- 12 days (backpack, 12 Lbs) 6gp
3 Flasks of Holy Water (backpack, 3 Lbs) 75gp
3 pints of oil (backpack, 3 Lbs) 3sp
4 potions of Cure Light Wounds (backpack, .4 Lbs) 200gp
50' of Silk Rope (backpack, 5 Lbs) 10gp

Belt Pouch (around waist, .5 Lbs) 1 gp
Coins- 7gp, 4sp (belt pouch)
Identification Papers (belt pouch) 2gp
Traveling Papers (belt pouch) 2sp
 
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he has no name, warforged psychic warrior 4

We seem to have our fair share of troubled souls, so I have kept 'he has no name' quite uncomplicated in this regard.

Among the Kalashtar, he was simply called "Warforged". He has never had a name, and is ambivilant about the idea of taking one now. If his background is tied in with Erin's (I left it open at this point) I may let Erin chose whatever name she wishes. 'He has no name' doesn't really care. And he can always ignore it if he doesn't like it.

Edit (12 April 2005): I've posted up the completed character. I changed one L1 power to Claw of the Beast. Added tatoos and equipment.

Warforged Psychic Warrior 4
Alignment: Neutral.

Str 14 (+2) ... [6 pts]
Dex 14 (+2) ... [6 pts]
Con 14 (+2) ... [4 pts, +2 racial]
Int 10 (+0) ... [2 pts]
Wis 13 (+1) ... [6 pts, -2 racial, L4 increase]
Cha 08 (-1) ... [2 pts, -2 racial]

Action Points 7
HD 4d8+8 (hp 35.8)
Initiative +6 ..... [+2 dex, +4 feat]
Speed 30 .......... [base 30, light armour]
Armour Class 20 ... [base 10, +5 armour, +3 shield, +2 dex]
- Touch 15 ........ [base 10, +3 shield, +2 dex]
- Flat Footed 15 .. [base 10, +5 armour, +3 shield]
Saves: Fort +6, Ref +3, Will +2

BAB +3, Grapple +5
- longsword +5 melee (1d8+2, 19-20/x2)
- short spear +5 melee (1d6+2, 20x2)
- short spear +5 range (1d6+2, 20x2, 20 ft.)

Skills
+9 Concentration +9 ... [7 ranks, +2 con]
+7 Craft (blacksmith) . [7 ranks, +0 int]
+1 Listen ............. [0 ranks, +1 wis. nb: +4 power*]
+1 Spot ............... [0 ranks, +1 wis. nb: +4 power*]

Feats
- Mithral Body (+5 AC, +5 max dex, -2 ACP)
- Improved Initiative (+4 Initiative)
- Psionic Meditation (mv action to regain Psionic focus)
- Psionic Weapon (expend focus, +2d6 damage to attack)

Warforged Traits
- Living Construct Subtype.
- +2 con, -2 wis, -2 cha.
- Medium size.
- Base land speed 30 feet.
- Composite Plating (Mithral Body).
- Light Fortification.
- Natural Weapon: Slam Attack 1d4.

Psychic Warrior Abilities
- Bonus Feats at 1st, 2nd, 5th, 8th, 11th etc
- Skill Points (2+int)/level

Medium, 6'4" tall, 274 lbs, 7 yrs old.

Power Points 5+4
First Level Powers:
- Metaphysical Weapon (+1 enchantment, 1pp, std, 1min/L)
- Precog Defense (+1 insight to AC/saves, 1 pp, std, 1min/L)
- Claws of the Beast (nat weapon, 1pp, swift, 1hour/L)
Second Level Powers:
- Detect Hostile Intent (3pp, 30' radius, 10min/L)

Background

"You are not like the other warforged, just as I am not like the other people of this continent," said Minharath in the silent voice he prefered. Of all the kalashitar, Minharath was the one with whom the warforged spent the most time with, and whom seemed to have the most interest in the performance of the warforged, and his development.

"We share a link to the Dal Quor, the plane of Dreams, and it gives us powers that the people here have little understanding of."

'He has no name' was forged about as decade before the end of the Last War at the request of a kalashitar merchant house in Sharn. For a number of years he served his owners as a guard, soldier, labourer, whatever was needed. It was an easy life, despite the war that raged across the continent, for the owners of 'warforged' (as he was known to his owners) had little interest in the outcome. On occasions, however the war came to them, and warforged fought as he was designed to do.

All that changed on the Day of Mourning. Business had taken the kalashitar to Cyre, and as was often the case, warforged had traveled with them. Nightfall found warforged fleeing the newly created Mournlands east towards Q'barra with a group of refugees.

It was in Q'Barra that he learnt that he was free. Since then, warforged has been towards earning enough to return to Sharn. But he has not decided if he will return to the kalashitar. The kalashitar were not bad masters, but warforged hasn't decided yet whether he wishes to be part of their world or not.

Personality

Warforged has little interest in wondering who he is, or why he is here. He is happy enough with what he knows, that he is a warforged, and he was forged for combat. Free to choose his own path, he has chosen to continue the project of Minharath and see how far he can develop as a Psychic Warrior. Wealth has little appeal for him. Nor does power. He seeks both only as far as he needs either them to be able to do what he needs to do in order to continue to learn.

Appearance

Warforged stands 6'3" tall, and weights in at about 260 lbs. He is a little more slender than many of his kind, and with his mithral body, a fair bit lighter. He distains clothing, seeing no need for it.

The brightwork of his body is dulled with a dark wax that serves to both prevent it from glinting in the light, and tarnishing. The wax can easily be removed to reveal the brightwok beneath, but recently warforged has taken to leaving it on, prefering the darker tone and given that the wax is inevitably scratched and rubbed off in places, the slightly battered look of the coated metal. Beneath the wax can be see numerous inscribed marks. They suggest ornamental embellishment, or even dragon marks, but are neither. They are psychic tatoos.

Mithral Body
Warforged Repair Kit (internal compartments? 1 lbs, 50 gp)
Tatoos (body)
- L1 Chameleon x2 (100 gp)
- L1 Compression x2 (100 gp)
- L1 Elfsight x2 (100 gp)
- L1 Stomp x2 (100 gp)
- L2 Animal Afinity x2 (600 gp)
- L2 Body Adjustment x2 (600 gp)
- L2 Dimension Swap x2 (600 gp)
- L3 Dimension Slide (750 gp)
- L3 Psionic Levitate (750 gp)

Longsword (waist left, 4 lbs, 15 gp)
Leather case (waist right, 1 lbs, 1 gp)
- Flint and Steel (- lbs, 1 gp)
- Noxious smokestick x3 (1.5 lbs, 240 gp)
- Sunrod x5 (10 lbs, 10 gp)
- Travelling Papers (- lbs, 2 sp)
Blacksmith Tools (waist back, 5 lbs, 55 gp)
- inc Crowbar (5 lbs, 2 gp)

+1 Hvy Steel Shield (back, 15 lbs, 1170 gp)
Cold Iron Short Spear (back, 3 lbs, 2 gp)

Coins - 3 gp, 8 sp (pouch)

Large War Dog (150 gp)
 
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Pebele:
Very nice background! This is turning out to be one angst-ridden bunch.

Doghead:
I like the Warforged-with-no-name concept. One consideration: it would be unusual for kalashtar (no 'i', by the way) to purchase a warforged. Perhaps they wanted more than just a body guard - they may have had another motive that "He-has-no-name" is not yet aware of...
 

I had thought along those lines. I tried to leave open the possibility of such in the references to Minharath and his interest in the warforged's development; as if the aquisition of a warfoged psychic was some form of project. An obvious possibility would be to see how useful the warfoged could be in the kalashtar's war with the quori and the Inspired.

Warforged, never really given much to introspection, would just shrug his shoulders if asked. While he acknowledge that his owners seemed interested in his development as a psychic, they never gave himn a reason for it, and he never thought to ask.

I like having elements that the character is not aware of, or doesn't understand, in the background. Loose ends the DM can use if they feel like it. The fact that the background is not totally of your choosing makes the character more interesting. So if warforged goes IC, feel free to use the background as you wish.

thotd.
 

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