• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[STILL RECRUITING ALTERNATES] Lobo's Eberron Game


log in or register to remove this ad

I will modify my character to fir your character template you like later on today or posisbly tomorrow.

Here is the general low down of the Shifter Instincts Feat - gain a +1 bonus on Listen, Sense Motive and spot and gain a +2 bonus on Init checks. This can be found on page 150 at the botoom.

Let me know if the above is approved if not I can always choose another.
 



Code:
[/b][b]Name:[/b] Xarut[b]
Class:[/b] Wizard
[b]Race:[/b] Elf
[b]Size:[/b] Medium
[b]Gender:[/b] Male
[b]Alignment:[/b] Lawful Neutral
[b]Deity:[/b] The Undying Court

[b]Str:[/b] 10 - (2pt.)	[b]Level:[/b] 2 	[b]XP:[/b] 1000 / 3000
[b]Dex:[/b] 16 +3 (6pt.)	[b]BAB:[/b] +1         [b]HP:[/b] 10 (2d4+2)
[b]Con:[/b] 12 +1 (6pt.)	[b]Grapple:[/b] +1     [b]Dmg Red:[/b] 0 / Nothing
[b]Int:[/b] 16 +3 (10pt.)	[b]Speed:[/b] 30'	[b]Spell Res:[/b] 0
[b]Wis:[/b] 12 +1 (4pt.)	[b]Init:[/b] +3        [b]Spell Save:[/b] +3
[b]Cha:[/b] 12 +1 (4pt.)	[b]ACP:[/b] 0		[b]Spell Fail:[/b] 0%

[b]Action Points:[/b] 6

. . . . [b]Base . Armor . Shld . Dex . Size . Nat . Misc . Total[/b]
[b]Armor:[/b] . 10 . .. - . . . - . . +3 .. - . .. - . . - . .. 10
[b]Touch:[/b] 13 . . . [b]Flatfooted:[/b] 10

. . .[b] . Base . Mod . Misc . Total[/b]
[b]Fort:[/b] . . 0 .. +1 . . - . .. +1
[b]Ref:[/b] . .. 0 .. +3 . . - . .. +3
[b]Will:[/b] . . 3 .. +1 . . - . .. +4 (+2 vs Enchantment spells and effects)

[b]Weapon . . . . . . . . . . . . . . Attack . Damage . Critical[/b]
Masterwork Longsword . . . . . . . . +1 . . . 1d8 .. 19-20/x2
Darkwood Composite Longbow . . . . . +4 . . . 1d8 . . . x3
Melee Touch . . . . . . . . . . . .. +0
Ranged Touch . . . . . . . . . . . . +3

[b]Languages:[/b] Celestial, Common, Draconic, Dwarven, Elven.

[b]Abilities:[/b] 
-Immunity to magic sleep spells and effects.
-Low-Light Vision.
-Detect Secret Doors withing 5ft with a search check.
-Summon Familiar.

[b]Feats:[/b] Eschew Materials (1st), Right of Counsel (1st), 
Scribe Scroll (Wizard 1st Bonus).

[b]Skill Points:[/b] 32+4 . [b]Max Ranks:[/b] 5/2.5
[b]Skills . . . . . . . Ranks . Mod . Misc . Total[/b]
Balance . . . . . . .. 0 . . +3 . . - . .. [b]+3[/b]
Bluff . . . . . . . .. 0 . . +1 . . - . .. [b]+1[/b]
Climb . . . . . . . .. 0 . . - . .. - . .. [b]+0[/b]
Concentration . . . .. 5 . . +1 . . - . .. [b]+6[/b]
Craft, Woodcarving . . 4 . . +3 . . - . .. [b]+7[/b]
Decipher Script . . .. 5 . . +3 . . - . .. [b]+8[/b]
Diplomacy . . . . . .. 0 . . +1 . . - . .. [b]+1[/b]
Disguise . . . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Heal . . . . . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Hide . . . . . . . . . 0 . . +3 . . - . .. [b]+3[/b]
Intimidate . . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Jump . . . . . . . . . 0 . . - . .. - . .. [b]+0[/b]
Knowledge, Arcana . .. 5 . . +3 . . - . .. [b]+8[/b]
Knowledge, Religion .. 5 . . +3 . . - . .. [b]+8[/b]
Listen . . . . . . . . 0 . . +1 . . +2 . . [b]+3[/b] (+5 when Familiar within 5 ft)
Move Silently . . . .. 0 . . +3 . . - . .. [b]+3[/b]
Search . . . . . . . . 0 . . +3 . . +2 . . [b]+5[/b]
Sense Motive . . . . . 0 . . +1 . . - . .. [b]+1[/b]
Spellcraft . . . . . . 5 . . +3 . . +2 . . [b]+10[/b]
Spot . . . . . . . . . 0 . . +1 . . +2 . . [b]+3[/b] (+5 when Familiar within 5 ft)
Swim . . . . . . . . . 0 . . - . .. - . .. [b]+0[/b]

[b]Equipment . . . . . . . . . . . . . . . Cost . . Weight[/b]
Masterwork Longsword . . . . . . . . . 315gp . .. 4lb
Darkwood Composite Longbow . . . . . . 430gp . .. 1.5lb
Arrows x 20 . . . . . . . . . . . . . . 1gp . . . 3lb
Dagger . . . . . . . . . . . . . . . .. 2gp . . . 1lb
Backpack . . . . . . . . . . . . . . .. 2gp . . . 2lb
- Bedroll . . . . . . . . . . . . . . . 1sp . . . 5lb
- Trail Rations x6 . . . . . . . . . .. 3gp . . . 6lb
- Waterskin . . . . . . . . . . . . . . 1gp . . . 4lb
- Sack . . . . . . . . . . . . . . . .. 1sp . . . 0.5lb
- Candle x10 . . . . . . . . . . . . .. 1sp . . .. -
- Tinderwig x5 . . . . . . . . . . . .. 5gp . . .. -
- Ink Vial . . . . . . . . . . . . . .. 8gp . . .. -
- Inkpen x5 . . . . . . . . . . . . . . 5sp . . .. -
- Chalk x5 . . . . . . . . . . . . . .. 5cp . . .. -
- Scroll Case x2 . . . . . . . . . . .. 2gp . . . 1lb
- - Paper Sheet x10 . . . . . . . . . . 4gp . . .. -
- - Parchment Sheet x10 . . . . . . . . 2gp . . .. -
- Flint & Steel . . . . . . . . . . . . 1gp . . .. -

[b]Total Wealth:[/b] 900 gp.

[b]Total Weight:[/b] 28lb . . . . . . [b]Money:[/b] 23gp 1sp 5cp

. . . . . . . . . [b]Lgt[/b] . . [b]Med[/b] . . [b]Hvy[/b] . . [b]Lift[/b] . . [b]Push[/b]
[b]Max Weight:[/b] . . . 33 . .. 66 . .. 100 . . 200 . .. 500

[b]Age:[/b] 143
[b]Height:[/b] 5'2''
[b]Weight:[/b] 95lb
[b]Eyes:[/b] Green
[b]Hair:[/b] Black and longish in ponytail
[b]Skin:[/b] Pale

Wizard Spells known:
0th: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Daze, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1st: Color Spray, Endure Elements, Enlarge Person, Identify, Mage Armor, Magic Missile, Magic Weapon, Shield.

Wizard spells prepared (4/3, DC 13 + Spell level):
0th: Detect Magic x2, Dancing Lights, Light.
1st: Color Spray, Enlarge Person, Magic Missile.

Appearance & Personality: Xarut is clothed in plain, black and dark gray clothing. He wears thin black gloves and a black travel cloak. He has a worn, gray backpack usually strapped across his back, with scroll cases sticking out of it. And while he can't call himself a swordsman, he still carries an old family sword with him. He usually trusts his elf-inherited skills with his bow when he's out of spells.

Xarut is usually pretty quiet, but can be talkative if he becomes interested in something. He has been living with just elves for almost his whole life, so he's interested in seeing the other races capabilities and skills. He tries to learn from his experiences in any way he can, in order to better understand the world around him and himself.

Background: Xarut was born in Aerenal, growing up with the other Elves and learning to respect his ancestors and the Undying Court. His father is a priest of the Undying Court, so he received quite an amount of informal instruction, though Xarut was never really interested in religion. He spend his early childhood practicing woodcarwing, partially because his father thought that it would teach him patience, and partially because it actually interested him.

At some point Xarut actually began to think about his future. His father naturally wanted him to continue in his footsteps as a priest of the Undying Court, but Xarut wanted to ponder his options, since he wasn't particulary interested in the boring (from his point of view) life of a priest. Xarut wanted to do something more exiting, and he admired the powerful elven wizards, who had the power to shape the world. His father understood him, even though he still wanted him to enter service as a priest, but respected his son's wishes.

Xarut then started to study wizardy under a certain relative of his father. His father hoped that perhaps Xarut would develop an interest towards the divine magic of the Undying Court through arcane studies. He was partially right and quite pleased when Xarut, after having completed his apprenticeship, announced that he would now want to enter the service of the Undying Court as a priest. Xarut's plans were interrupted, when he was told that his heart wasn't pure and his mind clear enough for him to enter the service of Undying Court. Xarut was horrified at first, but then tried desperately to redeem himself somehow by doing good things and generally helping around. After a while he understood that he wouldn't achieve anything, since he was doing good for selfish reasons.

Xarut understood that he wasn't going to have a chance of heart anytime soon. He was too cynical and his view of life was too bland. He decided that in order to chance, he would have to undergo something larger than was to be found in Aerenal, and decided that he would leave his home in search of an adventure and "the truth". His father, somewhat disappointed but understanding, accepted his journey and bid him good luck and farewell.

Xarut arriwed in Sharn, and having really never seen nonelves, grew quite interested in the world outside Aerenal. He found that the shorter-lived races had (sometimes) a much less cynical view of life and could enjoy it even while it might not seem very interesting. Xarut decided that he would learn of them what he could, and maybe some day he would have caught a piece of that positive attitude. Becoming a priest of the Undying Court started to loose it's attractiveness as his magical skills began to increase, but he decided to see what life had to offer to him. He later summoned a Raven Familiar named Veran for company, and started his life as a full adventurer. He soon found out that venturing anywhere alone was not very safe, and found some company who - if not like-minded - still shared his interest towards adventures.

Xarut's father still has a position in the service of the Undying Court, and can probably get an audience for Xarut, should he need it badly. Xarut's mother and two older sisters are alive too, and are residing in Aerenal.

Raven Familiar Veran: 5 HP, Saves: Fort +2, Ref +4, Will +5. Intelligence 6. +1 Natural Armor. Speaks Common. Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells.
 
Last edited:

Lobo,

For my character, I've got this great RP idea. He's a human paladin of freedom, fighting against the Inspired rule.

Born to a Kalashtar and a Human in the kingdom of Adar, X grew up fighting the Inspired rule of Riedra. However, neither fully Kalashtar nor human, X was gifted with a portion of the Kalashtar's normal psionic powers.

I was thinking that in place of say the Wild Talent feat (a regional feat for Adar), that for the character it would give 1pp/level rather than just a flat 2. Or, perhaps the Hidden Talent feat, which gives I think 2, but also grants one first level power.
 

I decided to look over the fighter you are using. It seems to be based heavily on the weapon groups system from Unearthed Arcana, does that mean we will be using weapon groups with all classes?
 

Code:
[B]Name:[/B] Rik
[B]Class:[/B] Rogue/Sorcerer
[B]Race:[/B] Changeling
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Deity:[/B] None
[B]Region:[/B] Breland

[B]Str:[/B]  8 -1 ( 0p.)     [B]Level:[/B] 2/1      [B]XP:[/B] 3,000
[B]Dex:[/B] 14 +2 ( 5p.)     [B]BAB:[/B] +1         [B]HP:[/B] 15 (2d6+1d4)
[B]Con:[/B] 10 +0 ( 2p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] --
[B]Int:[/B] 10 +0 ( 2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 11 +0 ( 3p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +3
[B]Cha:[/B] 17 +3 (13p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       3    +2          +5
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
MW Rapier                 +3     1d6-1      18-20/x2
Shortbow                  +3     1d6              x3

[B]Languages:[/B] Common

[B]Abilities:[/B] Natural Linguist, Minor Change Shape, +2 Racial bonus on Bluff, 
Intimidate, and Sense Motive check, Sneak Attack +1d6, Trapfinding, Evasion, 
Summon Familiar

[B]Feats:[/B] Alertness, Recognize Imposter, Silent Spell, Weapon Finesse

[B]Action Points:[/B] 6

[B]Skill Points:[/B] 46       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff                      5    +3   +2     +10
Decipher Script            5    +0          +5
Diplomacy                  5    +3          +8
Disguise                   5    +3          +8(+18 in other shape)
Gather Information         5    +3          +8
Hide                       5    +2          +7
Knowledge(arcana)          1    +0          +1
Knowledge(streetwise)      4    +0          +4
Sense Motive               5    +3   +2     +10(+14 vs. Bluff)
Spellcraft                 1    +0          +1
Spot                       5    +0   +2     +7(+11 vs. Disguise)

[B]Equipment:               Cost  Weight[/B]
MW Rapier               230gp    2 lbs
Shortbow                 30gp    2 lbs
20 Arrows                 1gp    3 lbs
Mithril Shirt         1,100gp   10 lbs
Travelers's Outfit        1gp    5 lbs
Spell Component Pouch     5gp    2 lbs
Letter of Marque        500gp     -
Traveling Papers          2sp     -

[B]Total Weight:[/B] 24 lbs      [B]Money:[/B] 743gp 8sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               26    56    80   160   400

[B]Sorcerer Spells Per Day:[/B] 5/4
[B]Sorcerer Spells Known:[/B]
[i]0-level(DC 13):[/i] Detect Magic, Detect Poison, Open/Close, Prestidigitation
[i]1-level(DC 14):[/i] Magic Missile, Obscuring Mist

[B]Age:[/B] 17
[B]Height:[/B] 5'7"
[B]Weight:[/B] 152 lbs
[B]Eyes:[/B] Black white
[B]Hair:[/B] Silver
[B]Skin:[/B] Dull grey

Appearance: Rik looks like most changelings, dull grey skin and blurry looking black-white eyes, and very subtle facial features. His short, silvery hair is also fairly normal,and at average height he could easily be forgotten amongst other male changelings. He wears simple, flat clothes that are very similar in colour to his skin. A soft grey cloak covers his chain shirt and a rapier at his belt, which can shine in even a soft light. Thankfully, the bow slung across his back and the small quiver do not have this trouble that metal can provide.

Of course, this is only his natural form. Anything else he appears as usually depends on his
job at the time...

Background: Born to a pair of merchants in the gigantic city of Sharn, Rik was expected to follow in both of his parent's footsteps. At a young age, however, he found that standing there attempting to sell things was far too boring, and Sharn had so many places to explore! Behind his parent's back, he explored when he probably should have been watching the shop. He learned the lay of the mid sections of the city, and quickly discovered that there were many more interesting ways of making money than standing around trying to sell goods.

So he began to sell information to whoever would buy it. It was amazing the pointless things that some people wanted to know! This was made even easier by his natural ability to change his appearance, keeping his real identity secret to both employer and 'target'. Even as he grew older, he avoided killing. It seemed that many people wanted others dead for various reasons, but Rik didn't completely understand it. Sure, sometimes it required a bit of intimidation and harm...but killing? Some species simply confused him.

As he grew older and more skilled, he began to find more interesting and dangerous jobs. From major Houses to simple street-side merchants(even Rik's parents once, though they never found out it was him) he recieved jobs all over the city...top to bottom. Of course, it did get at least four of his alias' on a few people's "Kill on sight" list, but that wasn't too hard to avoid and it did make things more exciting. There had been at least one crime leader who knew he was Changeling and had a good idea of where Rik lived, but thankfully that hadn't ever developed any farther. Rik did make sure to avoid any run ins or jobs involving the crime leader and his men just to be on the safe side, though. He'd even worked in the City Watch for a week, though hopefully they didn't figure out that the young cadet was the one who took those records...and since they'd never come anywhere near Rik since then, he wasn't worried too much about it.

In more recent months, Rik has added a bit of magical talent to his list of tools. Its saved his backside more than a few times and has him wondering why he didn't look into developing those skills earlier. Of course, he'd never really known they were there until that one time in a tavern...but the barmaid had forgiven him for that little incident. He hadn't meant for that to happen, anyway...it just kind of did. Though only simple tricks compared to the magic of others, Rik's spells compliment his information gathering very well and have gotten him more jobs in recent days. Nothing he'd ever complain about, of course.
 
Last edited:

If only I had the books here at work... Ah well, I should be able to put together a character tonight.

Question? The Complete books? In or out?
 

Sorry, my office's internet connection died on me. I was going to say (2 hours ago)...

Hmm... the idea was the with an enhanced amount of feats, the fighter would have too many. :\ Then again, that particular Fighter class was designed with Andy's 1 feat/level rule for his campaign... and no other class got Weapon Focus (I thought that it brought focus to an unfocused class).

I'm open to hearing your opinion though.

If you have AU, you also have the Warmain and Unfettered to fulfill fighter roles.

1, 1, 2, 3, 4, 6, 6, 8, 9, 10, 12, 12, 14, 15, 16, 18, 18, 20 (reg. ftr 18 feats)
1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 (ftr with house rules 22 feats)
1, 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 (non-fighter 11 feats)
1, 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, 19 (Warmain/Unfettered 16 feats)

What are your thoughts Ferrix?

But if you want to go with the Champion of Freedom (I like the concept idea), that's cool. Were you thinking about a psionic version of that class? Instead of spells, getting some powers & power points? Would you be interested in exchanging your +1 skill point per level for +1 power point per level?

Scotley:
No, we'll be using weapon proficiencies as normal. Consider the fighter's ability to use his weapon focus, weapon specialization, etc. to apply to a focused group of weapons to be a special class ability.

Xael:
I won't be requiring Monks and Paladins to take a special feat in order to multiclass. Those restrictions were instituted because playtesters liked them, not for balance reasons. That'll free up a feat for you.

Tor La'Tha:
Don't worry about the current placement. They aren't exactly in order anyway. I'm just keeping track of people at the moment.

Elocin:
The feat is okay. Lets see a background. ;)

Scotley:
Give me a run-down on the scout and I'll likely okay it. Is it anything like the wilderness rogue?

Oh, I should mention that I have Green Ronin's Advanced Player's Guide if anyone wants to use a class out of there.
 

Into the Woods

Remove ads

Top