[Spots Filled] Curse of the Cold Sun (Pathfinder, Eberron, RHoD)

Okay here's my non-lethal blaster.[sblock=Luna Foghorn]Name: Luna Foghorn
Class: Ninja
Race: Sylph (Outsider, Native)
Size: Medium
Gender: Female
Alignment: Lawful Neutral

Code:
Str: 08 -1 (08)                          Level: 5               XP: 15,000
Dex: 20 +5 (18, +2R)                     BAB: +3                HP: 36 (10+4d8+8)
Con: 12 +1 (13, -2R, +1L)                CMB/CMD: +6/+19        Dmg Red: -/-
Int: 09 -1 (07, +2R)                       Speed: 35'             Spell Res: -
Wis: 16 +3 (16)                          Init: +5               Spell Save: -
Cha: 07 -2 (07)                          ACP: -                 Spell Fail: -

                   Base  Armor Shld   Dex   Wis   Nat  Misc  Total
Armor:              10    +0    +0    +5    +3    +0   (+3)   19(21)
Touch: 19          Flatfooted: 14

                         Base   Mod  Misc  Total
Fort:                      3    +1    +2    +6
Ref:                       7    +5    +1    +13
Will:                      3    +3    +1    +7

Weapon                  Attack     Damage     Critical   Range
MW Shortbow               +6        1d6         20 X3     60

Languages: Common

Abilities:
Breeze-Kissed +2 AC v nonmagical ranged attacks, 1/day BR/T @ 30'
Darkvision 60'
Like the Wind +5' racial bonus to base speed
Whispering Wind +4 racial bonus to Stealth
Sneak Attack +3d6 (6d6+12 w/non-lethal Blugeoning dmg)
Ki Pool 1/1
Poison Use
Leave No Trace +1
Uncanny Dodge


Feats:
1 Cloud Gazer
- Blugeoner (Ninja Trick - Combat Trick)
3 Sap Adept
5 Sap Master

Traits:
(Religion) Second Chance (1/day reroll save) - (PC:FoP) 
and
(Combat) Resilient (+1 trait bonus to fort saves)

Skill Points: 31       Max Ranks: 5
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              13     5       3 C     5          +0
Appraise                00     0       0 C    -1          +0
Bluff                   06     5       3 C    -2          +0
Climb                   -1     0       0 C    -1          +0
Craft (Smith)           -2     0       0 C    -1          +0
Diplomacy               04     0       0 C    -2          +0
Disable Device          15     5       3 C     5          +2
Disguise                00     0       0 C    -2          +0
Escape Artist           02     0       0 C     5          +0
Fly                     00     0       0       5          +0
Handle Animal           00     0       0      -2          +0
Heal                    00     0       0       3          +0
Intimidate              00     0       0 C    -2          +0
Knowledge (Arcana)             0       0      -1          +0
Knowledge (Dungeoneerng)       0       0 C    -1          +0
Knowledge (Engineering)        0       0      -1          +0
Knowledge (Geography)          0       0      -1          +0
Knowledge (History)            0       0 C    -1          +0
Knowledge (Local)       03     1       3 C    -1          +0
Knowledge (Nature)             0       0      -1          +0
Knowledge (Nobility)           0       0      -1          +0
Knowledge (Planes)             0       0      -1          +0
Knowledge (Religion)           0       0 C    -1          +0
Linguistics                    0       0 C    -1          +0
Perception              13     5       3 C     3          +2
Perform                        0       0 C    -2          +0
Profession (Scribe)     09     0       0 C     3          +0
Ride                           0       0       5          +0
Sense Motive                   0       0 C     3          +0
Sleight of Hand         15     5       3 C     5          +2
Spellcraft                     0       0      -1          +0
Stealth                 19     5       3 C     5          +6
Survival                -2     0       0      +3          +0
Swim                    07     0       0 C     5          +0
Use Magic Device               0       0 C    -2          +0

Equipment:  (10,500g)              Cost   Weight
Horn of Fog                            2,000g   1lbs
MW Shortbow                            350g   3lbs
+1 Ring of Protection                2,000g   -
+1 Stealthy Cloak of Resistance  1,050g   1lbs
Handy Haversack                     2,000g   5lbs
- Quiver (AS) 20                         80g
- Quiver (CI) 20                            2g
- Quiver (B) 60                             2g
MW Thieves Tools                      100g   1lbs
MW Silk Gloves                            50g
Adventurers Outfit                        1g   5lbs
- Rations X10                             10g   10lbs
- Waterskin                                 1g   4lbs
- 204g

Total Weight: 21lbs

                           Lgt   Med     Hvy     Lift    Push
Max Weight:                26   27–53   54–80    160     800
Wishlist:
Sniper Goggles 20,000g

Age: 22 (looks and acts 17)
Height: 7'0"
Weight: 110lbs
Eyes: Gray
Hair:White
Skin: Fare

Appearance:
Impossibly tall and thin, this pixie faced slip of a girl could easily be mistaken for an errant beam of moonlight when not moving. She carries a willowy longbow a foot taller than she is, and a pearly grey conch horn on a mithral chain across her humble if perky bossom. Luna's alabaster skin is etched with an opalescent ink in a pattern of exquisitely elegant pinstriped patterns that accentuate her delicately feminine curves. An unplaceable breeze almost always follows the girl, tossling her shimmering white locks and gently pulls her gossamer clothing tight over the nubile young form beneath.

Demeanor:
Luna's personality is as breathy and ephemeral as her softly raspy voice. She seeks to blend into the background wherever she is, and when actually noticed she seems perpetually distracted or uninterested in whatever is being asked of this Zen Archer. Every request is treated as a personal favor, that will take her completely out of her way. In other words, very much like an ordinary seventeen year old girl.

Background:
The Past is the Past[/sblock]
 
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Here is Diaz Sebanile, a Psionic Marksman. A mid-range throwing specialist.

Any input would be appreciated.

[Sblock=Diaz Sebanile]Diaz Sebanile
Male Human Marksman (Shroud) 5
CG Medium Humanoid (human)
Init +7, Senses: Perception +10
Favoured class: Marksman, skill points

------------------------------------------
STATISTICS
------------------------------------------
Base stats: Str 10 (0), Dex 17 (13), Con 14 (5), Int 11 (1), Wis 14 (5), Cha 7 (-4)

Str 10, Dex 20, Con 14, Int 11, Wis 14, Cha 7
BAB +5, CMB +5, CMD 20

Feats:

  • Point Blank shot (free), +1 to hit and damage within 30ft
  • Precise Shot (human), Ignore the -4 to hit in melee
  • Rapid shot (Level 1), May fire two ranged attacks if taking -2
  • Deadly Throw (level 3), May use Dex instead of Strength for thrown attacks, must be within 30ft and have psionic focus.
  • Returning Throw (bonus), Weapon returns to hand immediately if you have psionic focus and a returning, ranged or teleporting weapon.
  • Deadly aim (level 5), -1 to hit +2 damage with ranged (up to two times)


Traits: Reactionary, Auspicious Tattoo
Skills (6 per level): Acrobatics +13 (5), Knowledge (psi) +8 (5), Perception +10 (5), Sense motive +10 (5), Stealth +15 (5), Survival +10 (5).
Languages: Common
Gear: Backpack (2gp), Bedroll, 50ft rope (10gp), 2 sacks, 10 torches, waterskin (1gp), Flint + steel, Grappling hook, 4 empty vials (4gp), Buckler(5gp), +1 Mithral Chakram of teleporting (8500g), Mithral Chain shirt (1100g)

-Cash: 875gp
-Encumbrance: 49 (Light Load: 33 or less, Medium Load: 34-66, Heavy Load: 67-100)
-Experience:

------------------------------------------
OFFENSE
------------------------------------------
Speed: 30 ft.
Melee: +1 Chakram of teleporting, +11, 1d8+1 damage.
Ranged: +1 Chakram of teleporting, +12(+13), 1d8+8(+9).

Usual attack: +9/+9, 1d8+15 damage

Power points: 12
Powers known; (Manifester level 5)
Talents – None
Level 1 – Metaphysical weapon, Prescience offensive.
Level 2 – Sidestep

Cover fire: Attack square (AC 10), enemy must make DC 17 reflex save. If failed target is staggered.
Second chance: Expend psionic focus, reroll attack. Useable 5 times per day.

------------------------------------------
DEFENSE
------------------------------------------
AC 20 Touch 15 Flat-Footed 15 (Dex +5, Armour +4, +1 Shield)
HP 44 = (10 [first level] + 24 [level 2-5] + 10 Con)
Fort +2 Ref +9 Will +7

Unseen: Expend psionic focus, become invisible for 2 rounds. Usable 8 times per day.

------------------------------------------
SPECIAL ABILITIES
------------------------------------------
Reactionary: +2 Initiative
Bonus skills: +1 skill point per level



  • Combat style: Sniper
  • Sniper technique: she may expend her psionic focus while making a single ranged attack to add her Wisdom modifier to the damage the attack deals. This ability may not be used as part of a full attack.
  • Sniper skill: +1 stealth skill.
  • Sniper mantra: +2 damage with ranged or thrown.
  • Second chance: A sniper Marksman of 4th level may expend her psionic focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the Marksman’s Wisdom modifier.
  • Unseen: A shroud can use her heightened awareness of her surroundings and psionic energy to read the environment and blend in so as to be undetectable. While maintaining psionic focus, she can spend a swift action to become invisible for a number of rounds equal to her Wisdom modifier. The invisibility ends as soon as the shroud attacks a creature. She can use this ability a number of times per day equal to 3 + her class level.
  • Hidden hunter: +1 Stealth check.
  • Favoured weapon: +1 compentence on attack rolls with thrown.
  • Cover fire: Beginning at 4th level, the Marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the Marksman's class level + the Marksman's Dexterity modifier), or be staggered for one round. The Marksman still expends ammunition as normal for this attack.If the attack roll would indicate a critical threat and the result would hit the opponent's AC, roll to confirm: if the critical hit is confirmed against the opponent's AC, the attack does normal damage as well. A Marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).
Background:
With another war brewing on the horizon and Psionic power growing in favour Breland does not want to be left in the dark. Thus their biggest defense the Dark Lanterns are gaining access to these powers. Diaz Sebanile is an experimental soldier of the Dark Lanterns, privately funded by house Cannith as part of a new political move to regain some of its former power in Cyre. Diaz was trained by the Kalashtar of Sorlana, with a little bit of lucrative convincing of course. Unlike other Dark Lanterns he is trained of the use of his mind. He was originally part of a group of 5 soldiers who were all trained to utilize their minds as weapons. The others didn’t survive their ordeals in pushing the boundaries of their mental focus. His compatriots tried to use full blown powers of fully fledged Kalashtar psions and paid the price. However Diaz tried a more reserved approach and instead honed the small power he had compared to the Kalashtar in enhancing his own body. He was already an assassin before the point of his additional training but now the additional power has made him even more deadly. He is easily able to cloud others thoughts to make them forget his presence entirely, walking to the perfect close range spot to throw let his chakram, “The black fang”, to do its work. Every day Diaz tries to push his body even further, acting at the speed of his mind. The Dark Lanterns have been impressed with his work and consider him amongst some of their elite, thus have been giving him special assassination missions.
Much of his life before the Dark Lanterns wasn’t of much importance. Diaz’s early days were spent in Zilspar where he was born and raised. During this time Diaz was picking up the skills from traders and travelers on the trade road that we would come to use much later in life. Not too far into his teenage years he was sent an invitation to join the Dark Lanterns, the condition was that no-one was to come looking for him. Diaz then faked his own death, leaving the town never to return. He has even forgotten his original family name in favour of adopting ‘Sebanile’ as his new one.
Recently though he has been asked to undergo a mission as a ‘mercenary’, despite his protests due to his inability to bluff himself out of a paper bag, he was still sent on this mission. The Dark Lanterns wanted him to stay low and get to know people. For the time being he was ‘Albion White’ low rank mercenary for sale to any bidder. He eventually joins up with a band of others to fulfill his duty, unbeknownst to the others he was only here due to his loyalty to Breland. Soon though the time has come for his mission to actually begin, he got wind that House Orien was to send him with a package. The package was a set of important documents to be sent to Norro ir’Wiston. However in the interests of the Dark Lanterns he was to get them to Iormel, due to prior dealings with him. Diaz was unsure what Iormel was capable of but he knew the man has a lot of wealth, perhaps that is why the Dark Lanterns wanted him. It always pays to have a wealthy informant.

Appearance:
Diaz stands at 5’11” with short dark brown hair and a pair of crystal blue eyes. His hair is usually kept near bald though his life as a fake mercenary has made him leave it a little longer and bushier. He usually wears a set of jet black chain with large leather boots and elbow long dark gloves. His weapon of choice is Chakram that he carries around with him on his waist. Depending on the mission he might carry around a few mundane throwing daggers to leave behind, sometimes the message needs to be left clearly. Although Diaz is well toned he is in no way muscular, however he is very agile and dexterous. He smiles every moment when he gets a chance. Diaz’s mouth is usually spent behind a mask when on the job.

Personality:
Diaz isn’t an unpleasant person, rather he just has no social skills. Despite his job he is relatively kind. The assassin life is for King and Country, away from that when he interacts with everyday people he just comes off as a little aloof though he means well. His life in Sharn is a simple one, similar to his life back in Zilspar he just lives life day by day wondering which day will be his last. Diaz has quite a few friends back in Sharn though he doesn’t hold them too close knowing one botched job could mean his demise. Diaz has had ample opportunity to settle down but the life of a Dark Lantern makes that almost impossible. Diaz could quit, though he loves his country and King more than he could love a relationship. Fiercely loyal, kind, aloof and calm aptly describes Diaz demeanor. [/Sblock]
 
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And here's Butiki Higanteng Mandirigma, Goblin Beast Rider Cavalier. And his Ankylosaurus Pangilan.

Not quite finished with his equipment, and I need to do some reading in Eberron before I get his background solidified.

I took your comment about Goblins having to be the City sort as meaning he had to take the City Scavenger alternate racial trait . . .

As with the others, feedback is welcome!

[sblock=Butiki Higanteng Mandirigma]Butiki Higanteng Mandirigma
Male Goblin Cavalier (Beast Rider) 5
NG Small Humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 size)
hp 34 (5d10)
Fort +4, Ref +6, Will +2; +2 Morale bonus vs. fear when beneath banner
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +8 (1d3+2/x2) and
. . +1 Earth breaker +9 (1d10+4/x3) and
. . Cestus +8 (1d3+2/19-20/x2) and
. . Dagger +8 (1d3+2/19-20/x2) and
. . Greatsword +8 (1d10+3/19-20/x2) and
. . Lance +8 (1d6+3/x3)
Ranged Masterwork Composite longbow (Str +2) +12 (1d6+2/x3)
Special Attacks cavalier's charge, dragon's challenge +5 (2/day)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 11, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +6; CMD 21
Feats Mounted Archery, Mounted Combat (1/round), Precise Strike, Ride-by Attack
Traits Armor Expert, Bouncy
Skills Bluff +3, Climb +6, Diplomacy +3, Fly +7, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Intimidate +3, Linguistics +1, Perception +10, Ride +13 (+17 to force this mount into an Unnatural Aura.), Sense Motive +6, Stealth +15, Survival +7 (+9 to provide food and water for allies or to protect allies from harsh weather), Swim +6, Use Magic Device +0; Racial Modifiers +2 Perception, +2 Survival, +0 ride while riding your bonded mount., dragon's skills
Languages Common, Goblin
SQ aid allies +3, animal companion link, banner +2/+1, city scavenger, orders (order of the dragon), tactician (precise strike) 5 rds (2/day)
Other Gear +1 Mithral Breastplate, Heavy steel shield, +1 Earth breaker, Arrows (20), Blunt arrows (20), Cestus, Dagger, Greatsword, Lance, Masterwork Composite longbow (Str +2), 70 GP
--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins - when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatica
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
City Scavenger Can use Survival to forage for food in a city.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon's Skills +2 (Ex) +2 to Survival checks for allies.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ride-by Attack You can move - attack - move when charging mounted.
Tactician (Precise Strike) 5 rds (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.


--------------------

Pangilan
Ankylosaurus
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 27, touch 12, flat-footed 25 (+4 armor, +2 Dex, +11 natural)
hp 23 (-5)
Fort +3 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6 (+2 bonus to avoid falling.), Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Tail slap (Ankylosaurus) +4 (2d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 9, Int 2, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 16 (20 vs. Trip)
Feats Endurance, Stable Gallop, Sure-Footed, Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Flank [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+4 to keep balance.), Climb +5, Perception +6, Stealth +6, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ attack any target [trick], combat riding [trick], flank [trick]
Other Gear Mithral Shirt, You have no money!
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.[/sblock]
 


I'm afraid I'm going to have to ixnay the Adept this time. It doesn't really fit with the setting as well as I'd like and I'm not sure it fits with the ton I want to set for dragons in general. Sorry.

Feedback will be coming for the character sheets in a couple hours.
 
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Okay here's my non-lethal blaster.[sblock=Luna Foghorn]Name: Luna Foghorn
Class: Monk (Zen Archer)/Ninja/Rogue
Race: Sylph (Outsider, Native)
Size: Medium
Gender: Female
Alignment: Lawful Neutral

Str: 08 -1 (08) Level: 1/3/1 XP: 15,000
Dex: 20 +5 (18, +2R) BAB: +2 HP: 32 (10+4d8+4)
Con: 12 +1 (13, -2R, +1L) CMB/CMD: +6/+19 Dmg Red: -/-
Int: 09 -1 (07, +2R) Speed: 35' Spell Res: -
Wis: 16 +3 (16) Init: +5 Spell Save: -
Cha: 07 -2 (07) ACP: - Spell Fail: -

Base Armor Shld Dex Wis Nat Misc Total
Armor: 10 +0 +0 +5 +3 +0 (+3) 19(21)
Touch: 19 Flatfooted: 14

Base Mod Misc Total
Fort: 3 +1 +2 +6
Ref: 7 +5 +1 +13
Will: 3 +3 +1 +7

Weapon Attack Damage Critical Range
Longbow +6 2d6+1 20 X3 100
Unarmed Strike +1 1d6-1 20 X2

Languages: Common

Abilities:
Breeze-Kissed +2 AC v nonmagical ranged attacks, 1/day BR/T @ 30'
Darkvision 60'
Like the Wind +5' racial bonus to base speed
Whispering Wind +4 racial bonus to Stealth
Improved Unarmed Strike
Ranged Flurry of Blows
Perfect Strike 2/day
Sneak Attack +3d6 (6d6+12 w/non-lethal Blugeoning dmg)
Ki Pool 1/1
Poison Use
Leave No Trace +1

Feats:
- Precise Shot (Bonus: Monk1)
1 Cloud Gazer
- Blugeoner (Ninja Trick - Combat Trick)
3 Sap Adept
5 Sap Master

Traits:
(Religion) Second Chance (1/day reroll save) - (PC:FoP)
and
(Combat) Resilient (+1 trait bonus to fort saves)

Skill Points: 31 Max Ranks: 5
Skills Total Rank CS Ability ACP Misc
Acrobatics 13 5 3 C 5 +0
Appraise 00 0 0 C -1 +0
Bluff 06 5 3 C -2 +0
Climb -1 0 0 C -1 +0
Craft (Smith) -2 0 0 C -1 +0
Diplomacy 04 0 0 C -2 +0
Disable Device 15 5 3 C 5 +2
Disguise 00 0 0 C -2 +0
Escape Artist 02 0 0 C 5 +0
Fly 00 0 0 5 +0
Handle Animal 00 0 0 -2 +0
Heal 00 0 0 3 +0
Intimidate 00 0 0 C -2 +0
Knowledge (Arcana) 0 0 -1 +0
Knowledge (Dungeoneerng) 0 0 C -1 +0
Knowledge (Engineering) 0 0 -1 +0
Knowledge (Geography) 0 0 -1 +0
Knowledge (History) 0 0 C -1 +0
Knowledge (Local) 03 1 3 C -1 +0
Knowledge (Nature) 0 0 -1 +0
Knowledge (Nobility) 0 0 -1 +0
Knowledge (Planes) 0 0 -1 +0
Knowledge (Religion) 0 0 C -1 +0
Linguistics 0 0 C -1 +0
Perception 13 5 3 C 3 +2
Perform 0 0 C -2 +0
Profession (Scribe) 09 0 0 C 3 +0
Ride 0 0 5 +0
Sense Motive 0 0 C 3 +0
Sleight of Hand 15 5 3 C 5 +2
Spellcraft 0 0 -1 +0
Stealth 19 5 3 C 5 +6
Survival -2 0 0 +3 +0
Swim 07 0 0 C 5 +0
Use Magic Device 0 0 C -2 +0

Equipment: (10,500g) Cost Weight
Horn of Fog 2,000g 1lbs
+1 Large Longbow 2,450g 6lbs
+1 Ring of Protection 2,000g -
+1 Stealthy Cloak of Resistance 1,050g -
Handy Haversack 2,000g 5lbs
- Quiver (AS) 20 80g
- Quiver (CI) 20 2g
- Quiver (B) 60 2g
MW Thieves Tools 100g 1lbs
MW Silk Gloves 50g
MW Spectacles 50g
Adventurers Outfit 1g 5lbs
- Rations X10 10g 10lbs
- Waterskin 1g 4lbs
- 204g

Total Weight: 17lbs

Lgt Med Hvy Lift Push
Max Weight: 26 27–53 54–80 160 800

Wishlist:
Sniper Goggles 20,000g

Age: 22 (looks and acts 17)
Height: 7'0"
Weight: 110lbs
Eyes: Gray
Hair:White
Skin: Fare

Appearance:
Impossibly tall and thin, this pixie faced slip of a girl could easily be mistaken for an errant beam of moonlight when not moving. She carries a willowy longbow a foot taller than she is, and a pearly grey conch horn on a mithral chain across her humble if perky bossom. Luna's alabaster skin is etched with an opalescent ink in a pattern of exquisitely elegant pinstriped patterns that accentuate her delicately feminine curves. An unplaceable breeze almost always follows the girl, tossling her shimmering white locks and gently pulls her gossamer clothing tight over the nubile young form beneath.

Demeanor:
Luna's personality is as breathy and ephemeral as her softly raspy voice. She seeks to blend into the background wherever she is, and when actually noticed she seems perpetually distracted or uninterested in whatever is being asked of this Zen Archer. Every request is treated as a personal favor, that will take her completely out of her way. In other words, very much like an ordinary seventeen year old girl.

Background:
The Past is the Past[/sblock]
Unfortunately, this doesn't work as the ninja is a variation of the Rogue, so you can't multiclass between the two.

Here is Diaz Sebanile, a Psionic Marksman. A mid-range throwing specialist.

Any input would be appreciated.

[Sblock=Diaz Sebanile]Diaz Sebanile
Male Human Marksman (Shroud) 5
CG Medium Humanoid (human)
Init +7, Senses: Perception +10
Favoured class: Marksman, skill points

------------------------------------------
STATISTICS
------------------------------------------
Base stats: Str 10 (0), Dex 17 (13), Con 14 (5), Int 11 (1), Wis 14 (5), Cha 7 (-4)

Str 10, Dex 20, Con 14, Int 11, Wis 14, Cha 7
BAB +5, CMB +5, CMD 20

Feats:

  • Point Blank shot (free), +1 to hit and damage within 30ft
  • Precise Shot (human), Ignore the -4 to hit in melee
  • Rapid shot (Level 1), May fire two ranged attacks if taking -2
  • Deadly Throw (level 3), May use Dex instead of Strength for thrown attacks, must be within 30ft and have psionic focus.
  • Returning Throw (bonus), Weapon returns to hand immediately if you have psionic focus and a returning, ranged or teleporting weapon.
  • Deadly aim (level 5), -1 to hit +2 damage with ranged (up to two times)


Traits: Reactionary, Auspicious Tattoo
Skills (6 per level): Acrobatics +13 (5), Knowledge (psi) +8 (5), Perception +10 (5), Sense motive +10 (5), Stealth +15 (5), Survival +10 (5).
Languages: Common
Gear: Backpack (2gp), Bedroll, 50ft rope (10gp), 2 sacks, 10 torches, waterskin (1gp), Flint + steel, Grappling hook, 4 empty vials (4gp), Buckler(5gp), +1 Mithral Chakram of teleporting (8500g), Mithral Chain shirt (1100g)

-Cash: 875gp
-Encumbrance: 49 (Light Load: 33 or less, Medium Load: 34-66, Heavy Load: 67-100)
-Experience:

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OFFENSE
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Speed: 30 ft.
Melee: +1 Chakram of teleporting, +11, 1d8+1 damage.
Ranged: +1 Chakram of teleporting, +12(+13), 1d8+8(+9).

Usual attack: +9/+9, 1d8+15 damage

Power points: 12
Powers known; (Manifester level 5)
Talents – None
Level 1 – Metaphysical weapon, Prescience offensive.
Level 2 – Sidestep

Cover fire: Attack square (AC 10), enemy must make DC 17 reflex save. If failed target is staggered.
Second chance: Expend psionic focus, reroll attack. Useable 5 times per day.

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DEFENSE
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AC 20 Touch 15 Flat-Footed 15 (Dex +5, Armour +4, +1 Shield)
HP 44 = (10 [first level] + 24 [level 2-5] + 10 Con)
Fort +2 Ref +9 Will +7

Unseen: Expend psionic focus, become invisible for 2 rounds. Usable 8 times per day.

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SPECIAL ABILITIES
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Reactionary: +2 Initiative
Bonus skills: +1 skill point per level



  • Combat style: Sniper
  • Sniper technique: she may expend her psionic focus while making a single ranged attack to add her Wisdom modifier to the damage the attack deals. This ability may not be used as part of a full attack.
  • Sniper skill: +1 stealth skill.
  • Sniper mantra: +2 damage with ranged or thrown.
  • Second chance: A sniper Marksman of 4th level may expend her psionic focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the Marksman’s Wisdom modifier.
  • Unseen: A shroud can use her heightened awareness of her surroundings and psionic energy to read the environment and blend in so as to be undetectable. While maintaining psionic focus, she can spend a swift action to become invisible for a number of rounds equal to her Wisdom modifier. The invisibility ends as soon as the shroud attacks a creature. She can use this ability a number of times per day equal to 3 + her class level.
  • Hidden hunter: +1 Stealth check.
  • Favoured weapon: +1 compentence on attack rolls with thrown.
  • Cover fire: Beginning at 4th level, the Marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the Marksman's class level + the Marksman's Dexterity modifier), or be staggered for one round. The Marksman still expends ammunition as normal for this attack.If the attack roll would indicate a critical threat and the result would hit the opponent's AC, roll to confirm: if the critical hit is confirmed against the opponent's AC, the attack does normal damage as well. A Marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).
Background:
With another war brewing on the horizon and Psionic power growing in favour Breland does not want to be left in the dark. Thus their biggest defense the Dark Lanterns are gaining access to these powers. Diaz Sebanile is an experimental soldier of the Dark Lanterns, privately funded by house Cannith as part of a new political move to regain some of its former power in Cyre. Diaz was trained by the Kalashtar of Sorlana, with a little bit of lucrative convincing of course. Unlike other Dark Lanterns he is trained of the use of his mind. He was originally part of a group of 5 soldiers who were all trained to utilize their minds as weapons. The others didn’t survive their ordeals in pushing the boundaries of their mental focus. His compatriots tried to use full blown powers of fully fledged Kalashtar psions and paid the price. However Diaz tried a more reserved approach and instead honed the small power he had compared to the Kalashtar in enhancing his own body. He was already an assassin before the point of his additional training but now the additional power has made him even more deadly. He is easily able to cloud others thoughts to make them forget his presence entirely, walking to the perfect close range spot to throw let his chakram, “The black fang”, to do its work. Every day Diaz tries to push his body even further, acting at the speed of his mind. The Dark Lanterns have been impressed with his work and consider him amongst some of their elite, thus have been giving him special assassination missions.
Much of his life before the Dark Lanterns wasn’t of much importance. Diaz’s early days were spent in Zilspar where he was born and raised. During this time Diaz was picking up the skills from traders and travelers on the trade road that we would come to use much later in life. Not too far into his teenage years he was sent an invitation to join the Dark Lanterns, the condition was that no-one was to come looking for him. Diaz then faked his own death, leaving the town never to return. He has even forgotten his original family name in favour of adopting ‘Sebanile’ as his new one.
Recently though he has been asked to undergo a mission as a ‘mercenary’, despite his protests due to his inability to bluff himself out of a paper bag, he was still sent on this mission. The Dark Lanterns wanted him to stay low and get to know people. For the time being he was ‘Albion White’ low rank mercenary for sale to any bidder. He eventually joins up with a band of others to fulfill his duty, unbeknownst to the others he was only here due to his loyalty to Breland. Soon though the time has come for his mission to actually begin, he got wind that House Orien was to send him with a package. The package was a set of important documents to be sent to Norro ir’Wiston. However in the interests of the Dark Lanterns he was to get them to Iormel, due to prior dealings with him. Diaz was unsure what Iormel was capable of but he knew the man has a lot of wealth, perhaps that is why the Dark Lanterns wanted him. It always pays to have a wealthy informant.

Appearance:
Diaz stands at 5’11” with short dark brown hair and a pair of crystal blue eyes. His hair is usually kept near bald though his life as a fake mercenary has made him leave it a little longer and bushier. He usually wears a set of jet black chain with large leather boots and elbow long dark gloves. His weapon of choice is Chakram that he carries around with him on his waist. Depending on the mission he might carry around a few mundane throwing daggers to leave behind, sometimes the message needs to be left clearly. Although Diaz is well toned he is in no way muscular, however he is very agile and dexterous. He smiles every moment when he gets a chance. Diaz’s mouth is usually spent behind a mask when on the job.

Personality:
Diaz isn’t an unpleasant person, rather he just has no social skills. Despite his job he is relatively kind. The assassin life is for King and Country, away from that when he interacts with everyday people he just comes off as a little aloof though he means well. His life in Sharn is a simple one, similar to his life back in Zilspar he just lives life day by day wondering which day will be his last. Diaz has quite a few friends back in Sharn though he doesn’t hold them too close knowing one botched job could mean his demise. Diaz has had ample opportunity to settle down but the life of a Dark Lantern makes that almost impossible. Diaz could quit, though he loves his country and King more than he could love a relationship. Fiercely loyal, kind, aloof and calm aptly describes Diaz demeanor. [/Sblock]
Looks very, very cool! I like the background a lot, it will make for a very interesting dynamic with the NPCs. Travelling to Adar to receive training from Sarlonan Kalashtar is a great idea... but why you? Breland and Adar have no official ties, in fact, Breland is much, much closer to Riedra diplomatically and the kalashtar are notorious isolationists. How did the Dark Lanterns convince them to train their agents? You don't necessarily need to answer it right now, just keep it in the back of your mind for characterization. Awesome job, we've got one spot filled now.

And here's Butiki Higanteng Mandirigma, Goblin Beast Rider Cavalier. And his Ankylosaurus Pangilan.

Not quite finished with his equipment, and I need to do some reading in Eberron before I get his background solidified.

I took your comment about Goblins having to be the City sort as meaning he had to take the City Scavenger alternate racial trait . . .

As with the others, feedback is welcome!

[sblock=Butiki Higanteng Mandirigma]Butiki Higanteng Mandirigma
Male Goblin Cavalier (Beast Rider) 5
NG Small Humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 size)
hp 34 (5d10)
Fort +4, Ref +6, Will +2; +2 Morale bonus vs. fear when beneath banner
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Offense
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Speed 30 ft.
Melee Heavy Shield Bash +8 (1d3+2/x2) and
. . +1 Earth breaker +9 (1d10+4/x3) and
. . Cestus +8 (1d3+2/19-20/x2) and
. . Dagger +8 (1d3+2/19-20/x2) and
. . Greatsword +8 (1d10+3/19-20/x2) and
. . Lance +8 (1d6+3/x3)
Ranged Masterwork Composite longbow (Str +2) +12 (1d6+2/x3)
Special Attacks cavalier's charge, dragon's challenge +5 (2/day)
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Statistics
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Str 14, Dex 20, Con 11, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +6; CMD 21
Feats Mounted Archery, Mounted Combat (1/round), Precise Strike, Ride-by Attack
Traits Armor Expert, Bouncy
Skills Bluff +3, Climb +6, Diplomacy +3, Fly +7, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Intimidate +3, Linguistics +1, Perception +10, Ride +13 (+17 to force this mount into an Unnatural Aura.), Sense Motive +6, Stealth +15, Survival +7 (+9 to provide food and water for allies or to protect allies from harsh weather), Swim +6, Use Magic Device +0; Racial Modifiers +2 Perception, +2 Survival, +0 ride while riding your bonded mount., dragon's skills
Languages Common, Goblin
SQ aid allies +3, animal companion link, banner +2/+1, city scavenger, orders (order of the dragon), tactician (precise strike) 5 rds (2/day)
Other Gear +1 Mithral Breastplate, Heavy steel shield, +1 Earth breaker, Arrows (20), Blunt arrows (20), Cestus, Dagger, Greatsword, Lance, Masterwork Composite longbow (Str +2), 70 GP
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Special Abilities
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+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins - when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatica
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
City Scavenger Can use Survival to forage for food in a city.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon's Skills +2 (Ex) +2 to Survival checks for allies.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ride-by Attack You can move - attack - move when charging mounted.
Tactician (Precise Strike) 5 rds (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.


--------------------

Pangilan
Ankylosaurus
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 27, touch 12, flat-footed 25 (+4 armor, +2 Dex, +11 natural)
hp 23 (-5)
Fort +3 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6 (+2 bonus to avoid falling.), Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee Tail slap (Ankylosaurus) +4 (2d4+1/x2)
--------------------
Statistics
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Str 12, Dex 15, Con 9, Int 2, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 16 (20 vs. Trip)
Feats Endurance, Stable Gallop, Sure-Footed, Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Flank [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+4 to keep balance.), Climb +5, Perception +6, Stealth +6, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ attack any target [trick], combat riding [trick], flank [trick]
Other Gear Mithral Shirt, You have no money!
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Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.[/sblock]
Looks good from my quick look. You don't need to take any specific trait, I was just referring to the fact that there are three cultures of goblins in Eberron. Dhakaani goblins are the remnants of an ancient empire, Darguun goblins are a new nation that formed in the last war by betraying Cyre and city goblins remain citizens of the remaining nations. I'd prefer any goblin characters to be of the later disposition for reasons that will become abundantly clear shortly.
 

Looks very, very cool! I like the background a lot, it will make for a very interesting dynamic with the NPCs. Travelling to Adar to receive training from Sarlonan Kalashtar is a great idea... but why you? Breland and Adar have no official ties, in fact, Breland is much, much closer to Riedra diplomatically and the kalashtar are notorious isolationists. How did the Dark Lanterns convince them to train their agents? You don't necessarily need to answer it right now, just keep it in the back of your mind for characterization. Awesome job, we've got one spot filled now.

Great! I'm unsure of the political dynamics between the countries so change the following to what would make sense. What I thought could work is that house cannith paid the kalashtar in magical weaponry to train them some psionic weaponry in the way of the Dark Lanterns. As the kalashtar would want some good defences as well, of course this would be done all under the radar as is most work with the Dark Lanterns. This does not mean Breland or Sarlonan will improve their relation, this is more just a simple business transaction. I had though the reason my compatriots died in training is because the Kalashtar didn't care the trainees were well over their head. Viewing us as just a business deal and nothing more. One survived, they didn't care past that.

Why exactly Diaz was chosen? He doesn't know, to be fair as a player I'd like you to make it up so can be a surprise for me when and if the reason arises.
 


I suppose I had not thought much on exactly what background Sark would have, as this character concept was inspired a bit more by roll than role. But I will give it a go.

For a magician like Sark it should come as no surprise that he calls Aundair home. But his path to the arcane power and eldritch secrets was not like most of the academy wizards there. Despite a gifted intellect he was never tested or enrolled in one of the great schools in Fairhaven. At least not as a child or young man.

Sark grew up as one of the common folk. Well, that might not be quite correct: being a changeling he grew up as several common folk. His father was a general labourer and handyman who used his shapeshifting abilities as part of finding diverse work rather than as part of his work. His mother was sometimes a housewife and sometimes a maid depending on her state of mind, easily able to abandon an identity along with a job as her whims permitted. Her habits could be something of a consternation for Sark's father, but they managed to get by and provide for their three children.

Sark and his two siblings grew up dreaming of something more. While their parents had not provided a very inspiring example of the practical uses of changeling abilities, another way out was ever present on a continent wracked by war: military service. Sark and his younger brother enlisted in the Aundairian military. Actually, they enlisted several times as different people until they were both assigned to the same unit. Their older sister was not as keen on fighting so she instead enlisted in the medical corps to be a nurse. At least that is what she was doing when they last heard of her It can be difficult to keep track of folks when they change who they are from time to time.

In any case, Sark and his brother saw combat several times in their first year. They formed bonds with their fellows soldiers, but unfortunately those bonds were not strong enough to avoid suspicion when they eventually revealed themselves to be changelings. Things changed overnight, and now they were the objects of distrust. But word came down from the higher ups that their dedication to Queen and country would not be overlooked as their talents had practical military use. They were transferred to a special forces unit and trained in new forms of warfare.

Sark and his brother lasted for almost two years in the special forces before tragedy struck: while on a mission, Sark was wounded and his brother captured by enemy soldiers. He never saw him again, and his commanders told him his brother had died in the enemy stockades. Distraught, Sark took his and his brother's belongings and back pay and deserted.

Aundair may be one of the nations most steeped in magic, but in the military Sark had had a chance to see wizards and sorcerers at work much closer than he had growing up, and he was envious of their abilities. Using his special training for petty crime turned out to be easier than he would have thought, and he scraped together enough money to adopt a new identity and buy an apprenticeship from a wizard who cared more about the money than any potential holes in his story. With his natural smarts and the discipline he had learned in the military he learned quickly.

Sark's training as an apprentice wizard was successful enough that when he was done, hurting for cash by this time, there was still enough time to re-enlist in the military, this time as a part of the mages' contingent. He briefly got to see how the other side lived (remarkably like any other soldier except superficially) before the Day of Mourning occurred and the road to the end of the Last War began. He remained as a soldier until the Treaty of Thronehold was signed, after which he mustered out.

With all of his experience, the changeling was not able to adapt to the prospects of full time ordinary study of the arcane arts, or to settling down much at all. In the two years between the Day of Mourning and the end of the war though he met many diverse people and made several contacts, including with some officials from House Orien who often accompanied diplomats travelling on the Lightning Rail to and from various summits. After the War he re-established contacts with some of those officials revealed his secret as a changeling. They were able to offer him work, well, suitable to his abilities.

This delivery to New Galifar is but the latest task Sark has received. Delivery man is not exactly the ideal use of shapeshifting, but lately Sark has been feeling guilty about what happened to his brother and the fact that he never had the courage to tell his parents. Not to mention he has never seen (to his knowledge) his sister again either. So he thought that perhaps getting away to somewhere far away from battlefields and old soldiers would be something of a vacation. A dangerous vacation, but nothing he should not be able to handle.

Sark is currently travelling under the name of Arthun Logale, a newly assumed identity. His story is that his widowed mother married into a rich family, but he never saw eye-to-eye with his stepfather and thus left the household to join a mercenary company. He saw enough combat during the Last War, but most of it was far away from the front lines.

Edit: It is amazing how sometimes a simple idea can morph into a substantial story in the telling.
 

Very nice background! It does seem like the ones with the simplest stories become the most detailed, doesn't it? Finish up the equipment and I think you are good to go.
 

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