Redclaw's Eyes of the Lich Queen (Eberron Adventure) (Recruiting Closed)

Twisted, did you still want to "sort of" combine backgrounds? What do you want our relationship to be? Still the ex-lover thing? I'll leave that up to you. I assume we would be one of the ones that the group picked up. I was thinking about my scout and pretty much decided to play him as a combination of things. He will be stealthy but a damage dealer (as long as he can move 10ft before he shoots). He will also be able to find traps (though not disable them) and track. I have to find a way around the disabling traps thing. I'd hate to say "hey there's a trap there. Someone go trip it."


Right now his name is Bregan Swiftstride. Although I'm not too fond of the last name. I haven't decided on his alignment yet. I will work with ya on details of the character before I really get into him.
 

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OnlytheStrong said:
He will also be able to find traps (though not disable them) and track. I have to find a way around the disabling traps thing. I'd hate to say "hey there's a trap there. Someone go trip it."


Right now his name is Bregan Swiftstride. Although I'm not too fond of the last name. I haven't decided on his alignment yet. I will work with ya on details of the character before I really get into him.
Actually, Disable Device has been errated in to the Scout's class skills.
Complete Adventurer Errata said:
Page 11: Scout’s Class Skills
Add Disable Device to the scout’s list of class skills.
(This addition fits with the flavor of the class.)
 



Here's one version of a stat-block. Nothing too complicated here. I'm also in the process of making a couple different considerations.

[sblock=]DREKHAD DREVIN
Male Kalashtar Crusader 5
LG medium humanoid
Senses: Listen -1, Spot -1
Init: +0 (+0 Dex)
Aura: stances
Languages: Common, Draconic, Quor, Riedran
--------------------------------------------------
AC: 23, touch 11, flat-footed 23; (+9 armor, +3 shield, +1 deflection)
Hit Points: 15 to 60 HD: 5d10+10
Delayed Damage Pool: 10 (steely resolve)
Action Points: 7
Power Points: 5
Immune: dream and nightmare spells
Fort +6, Ref +1, Will +3; +2 against mind-affecting spells and abilities; zealous surge (1/day)
--------------------------------------------------
Speed: 20 ft. (4 squares), can’t run; 30 ft. (6 squares) when unarmored
Melee: battleaxe +7 slashing (1d8+2/x3) or short sword +7 piercing (1d6+2/19-20) or warhammer +7 bludgeoning (1d8+2/x3)
Ranged: longbow +5 piercing (1d8/x3)
Space: 5 ft. Reach: 5 ft.
Base Atk: +5 Grapple: +7
Atk Options: furious counterstrike, maneuvers
Combat Feats: Psychic Renewal, Stone Power
--------------------------------------------------
Crusader Maneuvers Known (IL 5)
3rd – white raven tactics (WR3)
2nd – battle leader's charge (WR2), mountain hammer (SD2)
1st – crusader’s strike (DS1), leading the attack (WR1), stone bones (SD1), vanguard strike (DS1)
Stances – iron guard’s glare (DS1), leading the charge (WR1)

Crusader Maneuvers Prepared (IL 5)
white raven tactics, battle leader's charge, mountain hammer, crusader's strike, stone bones

Psi-Like Abilities (ML 2)
1/day – Mindlink
--------------------------------------------------
Str 14, Dex 10, Con 14, Int 14, Wis 8, Cha 16
Feats: Psychic Renewal, Stone Power
Skills: Balance -1 [5 ranks], Bluff +5 [-], Concentration +10 [8 ranks], Diplomacy +13 [8 ranks], Disguise +5* [-], Intimidate +13 [8 ranks], Martial Lore +5 [3 ranks]; *includes a +2 racial bonus on disguise checks to impersonate a human.
Possessions: 20 arrows (1 gp/3 lb.), backpack (2 gp/2 lb), battleaxe (10 gp/6 lb), bedroll (0.1 gp/5 lb.), belt pouch (1 gp/0.5 lb.), cold weather outfit (8 gp/7 lb.), crowbar (2 gp/5 lb.), flint and steel (1 gp), holy water (25 gp/1 lb.), longbow (75 gp/3 lb.), sack (0.1 gp/0.5 lb.), silver holy symbol (25 gp/1 lb.), short sword (10 gp/2 lb), 2 sunrods (4 gp/2 lb.), trail ration (0.5 gp/ 1 lb.), 3 torches (0.03 gp/3 lb.), warhammer (12 gp/5 lb) waterskin (1 gp/4 lb), whetstone (0.02 gp/1 lb.); +1 full plate (2650 gp/50 lb), +1 heavy steel shield (1170 gp/15 lb), ring of protection +1 (2000 gp); 2 gp, 25 cp. 118 lbs.[/sblock]
 
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Here is my first version of my character. Still needs the majority of equipment, but that would wait because I am AFB.

[sblock]Talas Burden
Male Human Duskblade 5
CG medium humanoid
Senses:
Init: +2 (+2 Dex)
Languages: Common, Goblin, Elven
--------------------------------------------------
AC: 19, touch 13, flat-footed 17; (+5 armor, +1 shield, , +2 dex, +1 deflection)
Hit Points: 22 to 50 HD: 5d8+10
Action Points: 7
Fort +6, Ref +3, Will +4;
--------------------------------------------------
Speed: 30 ft. (6 squares)
Melee: Masterwork Flail +9 bludgeoning (1d8+3/x2) or short sword +8 piercing (1d6+3/19-20) or dagger +8 slashing/piercing (1d4+3/19-20)
Ranged: longbow +7 piercing (1d8/x3) or dagger +7 piercing/slashing (1d4+3/19-20)
Space: 5 ft. Reach: 5 ft.
Base Atk: +5 Grapple: +8
Atk Options: Disarm: +15 w/flail
Combat Feats: Improved Disarm, Combat Expertise
--------------------------------------------------
Arcane Attunement: Can use Dancing Lights, Detect Magic, Flare, Ghost Sounds, and Read Magic. Castable 5/day

Armored Mage: Can ignore ASF for light and medium armor and light shields.

Arcane Channelingl: As a standard action, Talas can channel a touch spell with a melee attack, no AoO, and spell must be able to be cast as a standard action.

Quick Cast (1/day): Once per day a spell with a normal casting time of one standard action can be cast as a swift action.

Duskblade Spells Known CL: 5
2nd – Dimension Hop
1st – Resist Energy, Shocking Grasp, Ray of Enfeeblement, True strike, Chill Touch
0th: Disrupt Undead, Touch of Fatigue

Spells per day: (6/6/3) DC: 12+spell level

--------------------------------------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Feats: Combat Expertise, Improved Disarm, Somatic Weaponry
Skills: Concentration +10 [8 ranks], Knowledge(Arcana) +10 [8 ranks], Knowledge(Religion) +10 [8 ranks], Knowledge(Nature) +10 [8 ranks], Knowledge (Planes) [8 ranks]
Possessions: Coming soon...[/sblock]

I believe a 15 cost 8 pts, so I put a 15 in Str and put my lv 4 pt into that as well. I could then afford to put a 14 in dex. That should be 28. I haven't did my equipment yet, but I think I am going with a chain shirt+1 and a light shield as well as a ring of prot+1. Weapons are decided as is.

I can't remember if duskblades are prof in med/heavy armor. Crystal keep lists only light armor, but I swore that they got at least med as well. Doesn't make much sense for them to ignore ASF for med armor but not be prof in it.

Combat wise, he is likely to give foes a chance to surrender first, disarming those as he sees necessary, he should be able to beat most normal humanoids in that respect. His AC is a bit low, so he is more than likely going to be working next to another heavily armored target, and channeling a shocking grasp for a big hit and +9 (or +12 when wearing metal armor)to hit and 1d8+3+5d6 to damage.
 
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Duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields)...

At 4th level, you gain ability to use Medium Armor without arcane spell failure chance.
 

[sblock=]Wren Stormguard

Human
Dragon Shaman 5
Chaotic Neutral
6'0"
180 lbs

HP: 12+(4d10+10)
AC: 17 (Base 10, +2DEX, +4 Armor, +1 Shield)
Flat Footed: 15
Touch: 12
BAB: +3

STR: 14 (+2)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (0)
WIS: 8 (-1)
CHA: 16 (+3) [+1 Stat increase from lvl 4]

Fortitude: 7 (4 base, +2 CON, +1 Magic)
Reflex: 4 (1 base, +2 DEX, +1 Magic)
Will: 7 (4 base, +2 CON, +1 Magic)

Attacks:
MW Copper Tinted Morningstar +6 d8+2 x2 5'
Copper Tinted Javelins x2 +5 d6+2 x2 30'
Copper Tinted Dagger +5 d4+2 19-20/x2 10'

Initiative: +2

Feats:
Endurance
Diehard
Steadfast Determination (CON instead of WIS for will saves)

Abilities:
Draconic Aura +2
Copper Dragon Totem (Acid)
*1Vigor Aura (Fast Healing 2 if less than 1/2 max HP)
*2Energy Shield Aura (30' radius, allies, opponents attacking with melee or natural attacks and not with reach take 4 points of Acid dmg per attack)
*3Toughness Aura (DR2/Magic for 30' radius on allies)
*4Resistance (Resistance to acid 10)
*5Power (Bonus to melee damage rolls of +2)

Skills:
Class Skills: (Bluff, Climb, Craft, Hide, Intimidate, Jump, Knowledge Nature, Search)

Bluff (+8 Ranks, +3 Ability) +11
Climb (+2 Ability) +2
Hide (+2 Ability) +2
Intimidate (+3 Ability) +3
Jump (+2 Ability) +2
Listen -1 (-1 Ability) -1
Search -0 (+0 Ability) +0
Spot -1 (-1 Ability) -1
Use Magic Device (+4 Ranks, +3 Ability) +7

Languages:
Common

Items Found:

Personal: 36.5 lbs

MW *Copper Tinted Morningstar (300gp)
Copper Tinted Javelins x2
Copper Tinted Dagger
Darkwood Buckler (215gp)
Backpack

Backpack Contents: 16.5 lbs
Bedroll
Candle x10
Chalk x12
(red, 2white, yellow, green,
orange, blue, 2black, pink,
2copper)
Flint and Steel
Sunrod x2
Signal Whistle
Belt Pouch
Waterskin
Copper Dragon Signet Ring

Current Carrying Load
Light Load 53

Light 58 lbs or less
Medium 59-116 lbs
Heavy 117-175 lbs

Treasure:
622gp 5sp 2cp
Wand of Cure Light Wounds (750gp)
Everfull Mug (200gp)
Everlasting Rations (350gp)

Potions:
Enlarge (50gp)
Cure Light Wounds (50gp)
Prot from Evil (50gp)
Oil of Magic Weapon (50gp)

Magic Item Slots:

Head –
Eyes -
Neck –
Arms/Wrists -
Hands – Brute Gauntlets (500gp)
Ring -
Ring -
Belt – Healing Belt (750gp)
Body – Mithril Chain Shirt (1100gp)
Vest/Shirt – Vest of Resistance +1 (1000gp)
Cloak –
Feet –
[/sblock]

This is a prelim of the Human Copper Totem Dragon Shaman. He's going to be the rear guard, or middle fighter type character, usually defending any arcane or weaker people in the group. If there aren't any that qualify, then he's going to stay near the fighters, to boost their abilities with his auras.

He carries a wand of Cure Light Wounds, as he is lucky sometimes and actually gets to use it. Eventually, he's going to be able to heal with a touch, and at next level, it should be something like 36 points of healing.

I see this guy as one of the first that Drekhad managed to sign up, or picked up from the brothers little escapades.
 
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And here's a in-working sheet for... (The name too is "in working" :eek: ) the Favored Soul
[sblock]
Code:
Favored Soul 5
S 14
D 14
C 14
I 10
W 10
C 14+1

Initiative: +2
AC: 18 (+2 dex, +6 armor)
HP: 18+4d8
ST:
	Fort 7
	Refl 7
	Will 5

Bab/Grapple: +3/+5
Attack: +7 MW Composite Longbow (1d8+2)
Full Attack: +5/+5 MW Composite Longbow (1d8+2)
within 30 ft.:
Attack: +8 MW Composite Longbow (1d8+3)
Full Attack: +6/+6 MW Composite Longbow (1d8+3)

Spells Known:
0th: 6/d	Need to choose 6 spells	
1st: 7/d	[Convinction (+2)], Divine Favor (+2), Entropic Shield, Shield of Faith (+2), Shield Other
2nd: 5/d	Bear's Endurance, [Close Wounds], Resist Energy

Feats:
Human: Point Blank Shot
Lvl 1: Precise Shot
Lvl 3: Rapid Shot
Bonus: Weapon Focus (Longbow)

Class Features:
Fire Resistance 10

Skills:
Concentration	10 8+2
Spellcraft	 8 8+0
Diplomacy	 6 4+2
Sense Motive	 4 4+0

Equpiment:
MW Composite (+2) Longbow
Breastplate +1
Vest of Resistance +1
2x 50 gp ring (focus for shield other)
Wand of Cure Light Wounds
Scroll of Lesser Restoration
[/sblock]

The bracketed spells (Convinction and Close Wounds) are from some complete book (I've found them in the spell compendium, and should be reprints) - can I take them?
For all that I'd like to fit Lesser Restoration in, I'll just take a couple of scrolls along, just in case... so beware of poisons, everyone!
Later I'll double check the equipment - right now those are just "place holders", so I don't forget anything important (and will choose 6 orisons).
 
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Creamsteak- You're missing your longbow on your possessions list.

Evolution- Your melee attack bonus with sword and dagger is off. You should be at +8 (+5 BAB, +3 str)
And you're missing your two bonus 0 level spells for your Int bonus.

Fangor- Your stats are a 32 point build (6 +6 +10 +0 +0 +10)
Force of Personality only impacts Will saves vs. Mind-Affecting spells and abilities
Even using your skill focus for Bluff should only give you 8 ranks (max at 5th level) +3 skill focus, +3 ability for a total of 14
UMD max ranks is 4 (Cross class)
With your intelligence penalty, you should only have 16 ranks to use anyway (2+1-1 x8).
You can't use knowledge untrained.

WakkaWakka-
I don't have Complete Divine in front of me, can you double-check the spells known rules. A 5th level Sorcerer would onle know 4 1st and 2 2nd (no ability bonus on spells known.)
I'm fine with conviction (that gives the morale bonus to saving throws, right?) but I need to look at close wounds.
 

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