The Forgotten Forge (Eberron) (---FULL---)

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Tai – Female Changeling Cleric of Boldrei

Medium humanoid (shapechanger)
Hit Points: 9
Initiative: +0
Speed: 20 (Base 30, Medium load)
AC: 14 (studded leather +3, buckler +1); touch 10; flat 14
BAB: +0 (Grapple +0)
Attacks: melee shortspear +0 (1d6/x2) or melee dagger +0 (1d4/19-20 x2) or ranged sling +0 (1d4/x2
Alignment: Neutral Good

ATTRIBUTES (28 point buy)
STR 10 (+0) [2]
DEX 10 (+0) [2]
CON 12 (+1) [4]
INT 12 (+1) [4]
WIS 16 (+3) [10]
CHA 14 (+2) [6]

SAVES
Fortitude +3 (base +2, CON +1)
Reflex +0 (base +0, DEX +0)
Will +5 (base +2, WIS +3)

Special: +2 racial bonus on saving throws against sleep and charm effects.

SKILLS (Total points at 1st level: (2+1) x4 = 12)
Appraise +1 (INT +1)
Balance –2 (DEX +0, armor check –2)
Bluff +4 (CHA +2, racial +2)
Climb –2 (STR +0, armor check –2)
Concentration +1 (CON +1)
Craft (Drawing) +2 (INT +1, ranks +1)
Craft (Other) +1 (INT +1)
Diplomacy +7 (CHA +2, ranks +3, domain +2)
Disguise +2 (CHA +2) (+10 circumstance bonus when using Minor Change Shape ability)
Escape Artist –2 (DEX +0, armor check –2)
Forgery +1 (INT +1)
Gather Information +2 (CHA +2)
Heal +8 (WIS +3, ranks +3, feat +2)
Hide –2 (DEX +0, armor check –2)
Intimidate +4 (CHA +2, racial +2)
Jump –2 (STR +0, armor check –2)
Knowledge (religion) +2 (INT +1, ranks +1)
Listen +3 (WIS +3)
Move Silently –2 (DEX +0, armor check –2)
Perform +2 (CHA +2)
Profession (Cook) +4 (WIS +3, ranks +1)
Ride +0 (DEX +0)
Search +1 (INT +1)
Sense Motive +5 (WIS +3, racial +2)
Speak Language 2 ranks (Dwarven, Halfling)
Spellcraft +2 (INT +1, ranks +1)
Spot +3 (WIS +3)
Survival +5 (WIS +3, feat +2)
Swim –4 (STR +0, armor check –4)
Use Rope +0 (DEX +0)

FEATS & SPECIAL ABILITIES
Self-Sufficient: +2 bonus to Heal and Survival checks
Natural Linguist: Changelings have Speak Language as a class skill
Minor Change Shape (Su): Can alter appearance, but not possessions, as if using a disguise self spell as a full-round action
Turn Undead: Can attempt to turn undead 5 times per day
Languages: Common, Elven, Dwarven, Halfling

DIVINE MAGIC
Deity: Boldrei (LG Goddess of Community and Hearth)
Domain: Community (use calm emotions as a spell-like ability once/day; +2 competence bonus to Diplomacy checks)
Domain: Protection (as a standard action, generate a protective ward once/day that gives recipient a resistance bonus equal to cleric level to next saving throw – lasts one hour or until used)
Spells Per Day: 3 0-level, 2 1st-level +1 1st-level domain (bless or sanctuary)

EQUIPMENT
Medium Shortspear (1gp, 3 lb)
Medium dagger (2 gp, 1 lb)
Medium sling (0 gp, 0 lb)
10 sling bullets (1 sp, 5 lb)
Studded leather armor (25 gp, 20 lb)
Buckler (15 gp, 5 lb)
* Backpack (2 gp, 2 lb)
* Bedroll (1 sp, 5 lb)
* Blanket, winter (5 sp, 3 lb)
* Candles, 10 (1 sp, 0 lb)
Identification papers, standard (2 gp, 0 lb)
* Parchment, 10 sheets (2 gp, 0 lb)
* Map case (1 gp, 0.5 lb)
* Soap (5 sp, 1 lb)
* Waterskins, 2 (2 gp, 8 lb)
* Flint and Steel (1 gp, 0 lb)
* Healer’s Kit (50 gp, 1 lb)
Spell Component Pouch (5 gp, 2 lb)
Traveler’s Outfit (0 gp, 0 lb) (first outfit is free and does not count against total weight)
* Cleric’s Vestments (5 gp, 6 lb)
Holy Symbol, wood (1 gp, 0 lb)
Belt Pouch (1 gp, 0.5 lb)

Total Equipment Value: 116.3 gp
Total Equipment Weight: 63 pounds (Medium load)
(Items marked with an asterisk (*) are carried in Tai’s backpack. In combat, Tai will usually drop this as a free action in the first round, putting her carried weight at 36.5 pounds, which is still a Medium load, but keeps her well below her Heavy threshold at 67 pounds, which will be important as Kai starts carrying other items on her person)

Money Carried: 3 gp, 6 sp, 10 cp
(The total for equipment and money carried is 120 gp, which is short of the 150 the character would normally have. Because of her nature, I have assumed that Tai has given away the remaining 30 gp to those in need over time.)


HISTORY
Tai was born the only daughter of two changeling parents, both of whom lived in Sharn, and neither of whom seemed particularly thrilled at the idea of raising a daughter. The reasons for this became clear when Tai was eight, when her parents were caught by a master inquisitive and were accused of espionage against House Cannith. Her parents were not shy in blaming the responsibility of parenthood for the lapse in their professional judgment that led to their capture. After the trial and imprisonment of her parents, the officials of Sharn were content to simply kick young Tai out into the streets to the fate one would expect for a changeling orphan girl. But instead, a wandering half-elven priest of Boldrei named Nataniel Juntari took the girl under his wing. The two traveled together for the next ten years, wandering through the small towns and villages of Breland offering their aid. Nataniel taught Tai about Boldrei and what she symbolized for the people of Khorvaire. He also encouraged her undeveloped artistic talents. Less directly, Tai learned other skills while with Nataniel; how to live off the land, how to cook, and how to get along with others despite the disadvantage her race presented. She found herself desiring what Boldrei offered, the very things so often denied to changelings; acceptance and inclusion.

When she turned 18, Nataniel formally indoctrinated Tai into the faith. He also set her out on her own, to lead the same life he had; as a wandering cleric, traveling from town to town to offer help. Tai spent the next four years leading this life, often encountering prejudice due to her race but sometimes able to overcome it with the skills she could offer in healing and other divine aids. She did not plan to return to Sharn, as she saw little need for her abilities in such a large city, but recently she received word that her father had been killed while spying on a local noble from House Tharashk, and her mother had disappeared. Tai returned to Sharn to pay her respects to her dead father, despite his treatment of her as a child, and has decided to stay for a short while, recognizing that her unfamiliarity with the workings of large cities is a shortcoming that could put her at a disadvantage in the future.

APPEARANCE
Tai is 23 years old. She stands 5’ 4” tall, and weighs 123 pounds. In her natural state, she has the typical gray-tone skin and white eyes of her race. Her hair is a very pale blonde, and usually braided down her back. She wears simple, nondescript traveler’s clothes, and carries her shortspear like a walking stick. Physically she is somewhat attractive; not the obvious sort of beauty that draws stares, but the more subtle kind that one only notices when you have been around a person for a while. Tai wants to live a life that does not reinforce the typical stereotypes of her race; she tries to remain honest, and friendly, and helpful. Still, she is sorely tempted to resort to her shape-changing abilities at times, especially when encountering heavy prejudice. Though she does not relish combat, she is aware that part of her duty as a priestess of Boldrei is to sometimes defend a community, and thus will fight if needed.
 

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Good everybody seems ok, If you don't mind I might delay a bit further because of my move. I'd rather start when I am ready and keep the game running then starting to fast and drop it.

I will aim to start it towards the end of the week.

Delemental I only counted 10 skills rank am I wrong?
 

DarkMaster said:
Good everybody seems ok, If you don't mind I might delay a bit further because of my move. I'd rather start when I am ready and keep the game running then starting to fast and drop it.

I will aim to start it towards the end of the week.

Delemental I only counted 10 skills rank am I wrong?


Gee, like I'm going to complain about someone wanting more time. :)

You probably missed the 2 ranks in Speak Language. Here's the full list:

Craft (Drawing) 1 rank
Diplomacy 3 ranks
Heal 3 ranks
Knowledge (religion) 1 rank
Profession (cook) 1 rank
Speak Language 2 ranks
Spellcraft 1 rank

Question for you. How do you plan to handle Action Points, if at all? Since you're running the adventure path, I assume the authors scaled the encounters therein with the action point system in mind. However, I can also see the system as being somewhat difficult to manage in a PbP.
 

Sorry I forgot to mention that I want to use the action point system, so each of you has 5 action points. Why are you saying it can be difficult to manage them in a Pbp game. (I never used action points so I might be missing something)
 

DarkMaster said:
Sorry I forgot to mention that I want to use the action point system, so each of you has 5 action points. Why are you saying it can be difficult to manage them in a Pbp game. (I never used action points so I might be missing something)

The rules for action points state that you have to declare their use after a d20 roll has been made, but before you know the results. That's a bit tricky in PbP, especially since you're rolling the dice for us. As players we won't have the opportunity to see the roll and decide whether or not to use the point before the result of that roll is applied. Unless you wanted to resolved every situation like this:

Player (post #1): I attack the BBEG!

DM (post #2): Your attack roll is a 12.

Player (post #3): Hmm, that's not very good. I'll use an action point!

DM (post #4): You roll a 4 on the action dice, bringing you to 16. That hits.

Next round...

Player (post #5): I attack again!

DM (post #6): Your attack roll is a 14.

Player (post #7): Dang! Still not great, but I don't want to waste another action point. Let the roll stand.

DM (post #8): You miss.

A bit tedious, yes?

Perhaps a compromise might be that as players, if we're in a situation where we think we might want to spend an action point, we have to give you a criteria for when we'll use the point. Something like "if I roll less than 15" or "if I roll between 8 and 13" or "I use the point regardless of the d20 roll". So the above exchange would go more like this:

Player (post #1): I attack the BBEG! I'll use an Action Point if I roll between a 10 and 15 on the attack.

DM (post #2): You roll a 12, and then a 4 on the action dice for 16, which hits.

Later in round...

Player (post #3): I attack again!

DM (post #4): You roll a 14, which misses. (The DM didn't ask about Action Points, because the player didn't set any conditions for their use).

Thoughts? Alternatives? Improvements?
 

I see.... Maybe we could use something like
sample IC said:
I will try to influence the angry crowd charging on us

OOC Diplomacy +8 <10-14>
adding the <> would indicate that you would consider using an action point for that range of results.
 



Ok I think that I might be able to start this weekend. Do you know if I am allowed to post the written boxes of the modules on those boards. If not I will have to adapt them, but it would make my life easier if I could simply retype them.
 


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