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Warriors Of The Coast OOC

stonegod

Spawn of Khyber/LEB Judge
Kralin Thornberry said:
His family had come to Q'Barra after the end of the Last War, leaving Cyre for the promise of a new start, a better future. Garrick had been little then, didn't know his older brothers who died in the Last War.

Just a few suggestions, based upon the Eberron cannonical storyline:
  • The Last War ended after the destruction of Cyre. Thus, your parents could not have left Cyre after the end of the War (could have been elsewhere).
  • Regardless, the Last War ended only two years ago (in the standard timeline---I assume we are not starting later?)
 

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stonegod said:
Just a few suggestions, based upon the Eberron cannonical storyline:
  • The Last War ended after the destruction of Cyre. Thus, your parents could not have left Cyre after the end of the War (could have been elsewhere).
  • Regardless, the Last War ended only two years ago (in the standard timeline---I assume we are not starting later?)

You know, I actually had them leaving after the destruction of Cyre and no mention of the Last War originally, so I may go ahead and change it back.

Thanks, I appreciate the help, especially since I'm not as Eberron-fluent as I could be, just having gotten the books earlier this year.
 

DEFCON 1

Legend
Supporter
stonegod said:
I can do one of two things w/ my character, either of which work. Let me know your input.
  1. Leave him as is; he is a monster hunter after all; could be helping Garrix the treasure hunter---keeping an eye of those shifty monsters he interacts with.
  2. Move his background to be originally from Seawell. His family would then be originally from Q'Bara (perhaps having moved from Aundair during the Last War); he still fought w/ house Deneith, etc., etc. His last job escorting the Cyran family to New Galifar gave him an excuse to revisit his family. Finding it threatened by the lizardfolk, he had both a familial and professional reason to stay. He still could be helping out w/ Garrix/others in this mode as well.
The background of where he comes from is not important to the concept. I'd just like feedback on the concept as a whole.

Thanks.

I'm quite comfortable with Ari's current history as is, and I think it makes a lot of sense. He arrived in Seawell two years ago and has been working for the town ever since, especially with the lizardfolk problem whenever it arises. If I was to make any suggestion, I'd just say you could flesh out his past two years in Seawell a little bit if you wanted. How much work did he do for the Finder's Guild? Does the Finder's Guild have a small office here? Is he the only one or are there a number of other Guildmembers in town? How has he earned his keep over the past two years? What has he done that the town is thankful for and would go to him with any problems? That kind of stuff. Stuff that is occuring in Seawell is much more useful to the game and your fellow players than anything from the distant past. It gives all of us (and myself) something to play off of during the game. Thanx! Good work!
 

Lot

First Post
Some of the other PCs could know my character because they may have frequented the bar before it closed down. Maybe they're some of the people whom laugh at his poor luck.
 


Rayex

First Post
This is the first draft of the twins.

Jango
[sblock]
Jango Silversun

Male Elven Warmage 1
Neutral Good

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

HP: 6 (1d6 + 0con)

AC: 14 (10 + 2dex + 2armor) / 12 / 12

Saves:
Fortitude: +0 (0base + 0con)
Reflex: +2 (0base + 2dex)
Will: +3 (2base + 1wis)

Init: +2 (2dex)

Base attack bonus: +0

Attacks:
Rapier: -1 (0base - 1str), 1d6-1 damage, Threat 18-20/x2
Shortbow: +2 (0base + 2dex), 1d6 damage, Threat 20/x3

Spells:
Spells per day: 5/4
DC: 10 + spell level + 3

Skills:
Skill points: 16
Max Rank: 4
Concentration: 2 (2ranks + 0con)
Knowledge (Arcana): 6 (4ranks + 2int)
Knowledge (History): 6 (4ranks + 2int)
Spellcraft: 6 (2ranks + 2int + 2synergy)
Cross-class skills:
Knowledge (The Planes): 4 (4ranks + 2int)

Feats:
Bonus elven: Martial Weapon Proficiency (Longsword, rapier, longbow, shortbow)
Lvl 1 - Enlarge Spell

Languages:
Common
Elven
Sylvan
Draconic

Equipment:
Rapier
Leather Armor
Shortbow
Arrows x 60

Backpack
Flint and Steel
Waterskin

53 gp

Load:
25 lb., Light Load

Class features:
Armored Mage: Can wear light armor and shields without fear of arcane spell failure.
Warmage Edge: Adds his Intelligence bonus to damage caused by spells.

Proficiencies:
Simple weapons
Longsword, rapier, longbow, shortbow
Light armor
Light shields
[/sblock]

Jina
[sblock]
Jina Silversun

Female Elven Swashbuckler 1
Chaotic Good

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

HP: 11 (1d10 + 1Con)

AC: 17 (10 + 3dex + 4armor) / 13 / 14

Saves:
Fortitude: +3 (2base + 1con)
Reflex: +3 (0base + 3dex)
Will: -1 (0base - 1wis)

Speed: 35 ft.
Init: +3 (3dex)

Base attack bonus: +1

Attacks:
Elven Thinblade: +4 (1base + 3dex), 1d8+2 damage, Threat 18-20/x2
Dagger: +4 (1base + 3dex), 1d4+2 damage, Threat 19-20/x2, 10 ft.
Two-weapon Fighting:
Elven Thinblade: +2 (1base + 3dex - 2TWF), 1d8+2 damage, Threat 18-20/x2
Dagger: +2 (1base + 3dex - 2TWF), 1d4+2 damage, Threat 19-20/x2, 10 ft.


Skills:
Skill points: 24
Max Rank: 4
Balance: 7 (4ranks + 3dex +2 synergy - 2AC)
Bluff: 6 (4ranks + 2cha)
Diplomacy: 8 (4ranks + 2cha + 2synergy)
Jump: 6 (4ranks + 2str + 2acrobatic - 2AC)
Tumble: 9 (4ranks + 3dex + 2synergy + 2acrobatic - 2AC)
Use Rope: 7 (4ranks + 3dex)

Feats:
Fluff 1: Dash
Fluff 2: Exotic Weapon Proficiency (Elven Thinblade)
Bonus elven: Martial Weapon Proficiency (Longsword, rapier, longbow, shortbow)
Swashbuckler lvl1: Weapon Finesse
Lvl 1 - Two-weapon Fighting

Languages:
Common
Elven
Draconic
Sylvan

Equipment:
Elven Thinblade
Dagger x3
Chain Shirt
Backpack
Flint and Stell
Hooded Lamp
Oil, Pint x3
Silk Rope (50 ft.)
Signel Whistle
Waterskin

11 gp 9sp

Load:
47 lb., Light Load

Class features:
Weapon Finesse: Gains Weapon Finesse at lvl 1

Proficiencies:
Simple Weapons
Martial Weapons
Light Armor
[/sblock]


The fire was burning fiercly in the hearth, and the owls could be heard outside. Jango had his face in a book - as usual - and let loose a small yelp of suprise when his twin sister, Jina, came stomping in through the door. "Tough crowd tonight bro. Mom says you should come and help me keep the peace. They're more affraid of you torching the roof, than me poking their ribs with this." She patted the slim, elegant blade hanging from her hip. "Come on, you can read later, now it is time to work!" With that she turned around and left.
Sighing, Jango carefully puts the old book down on the table and follows his sister downstairs. Indeed, the common room was full as bursting tonight...

Dawn was rapidly arriving, and the last guests had just left a short hour ago. Morinda, the twins mother, ushered the last of the maids and cooks outside as she was beckoning to her kids. "Come, please join me for a bite before sleep. I've had Lina made baked peppers and sweetbread for us. We deserve it, after this night." Wearing a tired smile, she headed upstairs, the twins trailing slowly behind her. The room was as Jango left it, only the fire had died. A few logs and a flick of Morindas wrist later, the fire was burning yet again. They ate for a long while in silence, but finally Jango spoke up. "Mother, did father say anything about what the reason behind the recent raids? I mean, it is all good and well for the Lilac that people gather for comfort and comraderie, but I just feel there is something... off... about the things that are happening." He blushed and shrugged, but looked searchingly at his mother.

Several moments went past before Morinda spoke. "No, he never said a thing about it. He told me he had to help with the defences of the outlying farms, but not for how long..." Jina, prefering to take matters at hand, rather than talk about it for days without end, frowned. "I don't see why we can't just go and chase the lizards off. They're surely not as organized or well equiped as we, are they? And it isn't the first time they have behaved strangely, is it?"
Shaking her head wearily, Morinda agrees. "No, it is not the first time... back when your father and I came through her on our journey, they were acting strangely... We'd been traveling for close to three years, just seeing new places, exploring the world. With my training and your father learning on the road we were safe enough, but when we came here we heard rumours about the lizardfolk. They had been acting strangely, more often seen close to the town, harassing trading caravans and chasing away the lesser boats coming to close. It appeared later that they've had a split in their tribe, and a sort of tribal war was fought, but nothing big, like these ships dissapearing, ever happened back then. Anyway, we decided to stay here, as you were born and we did not want to take you out on the road."

The twins looks at eachother and grins. "Yeah, good thing that was. Seawell is a nice place to grow up, and with you and father to teach us, we could not have had a better time." Jango smiles and throw a little ball of liquid fire into the fireplace, helping the embers warm the room. "I know mother, no magic in the Lilac untill I've learned to controll it better. But I truly believe I am that far now. You won't let me proove it though."
A motherly smile comes to Morindas lips, and she explains. "It is not that I doubt your abilities, but you have not had the strict training I had. You will learn with time, my son. But now, I am going to bed."

They are alone in the room now, and Jina is suddenly grinning. "Hey Jango, let's go and spy on the lizards! We havn't done that in weeks." With that, she runs out of the room and down the stairs, not even bothering to wait for her brothers response. I better go and keep her out of trouble, he thinks, and follow suit.


They're walking down the street, towards one of the gates. One with dark black hair, the other with flaming red. If it weren't for that apparent difference, they would be identical. Almond shaped eyes the color of dark brown, bordering on black. Lithe bodies, walking confidently towards their destiny, allthough unknown to them both - yet.
 
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stonegod

Spawn of Khyber/LEB Judge
Kralin Thornberry said:
You know, I actually had them leaving after the destruction of Cyre and no mention of the Last War originally, so I may go ahead and change it back.

That'll work; New Galifar/Q'Barra was originally settled 70 yrs ago, so your parents could have gotten sick of the War and moved there in sufficient time for you to grow up there. Would be interesting that they were Cyran's long established in the area before the recent upsurge in settlers (Q'Barra has the largest number of Cyran refugees outside of Breland).
 

stonegod

Spawn of Khyber/LEB Judge
DEFCON: One other note---in the original thread, there was a point about two "bonus fluff feats" to be taken to flesh out the character; this note is not in the current notice. Is this still applicable (if note, I need to tweak Ari)?

Yay, I broke 100 again! ;)
 
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stonegod

Spawn of Khyber/LEB Judge
Ari Osten, Expanded Background

Note: I've incorporated a few things from the existing backgrounds---the guard Citen and his hunt for Garrick, the successful Green Lilac tavern, a run-in with one of the infinite Luttin's, and a possible additional explaination for the other tavern going bad (in Lot's background---I gave it a name which can change if a different one is chosen). I also introduced a the Thurask house agents in the area. I'm happy to "namedrop" other characters like Zan (bront), Kahlia (drothgery), etc. if given enough info.

Ari is the son of well-off merchants in Fairhaven; they could have kept him out of the Last War. However, he fought with relish. But he did not fight for his country; he fought for money. As a House Deneith mercenary, he fought all over Khovaire. And what he found angered him---soulless constructs, vile undead, and other monsters. Thus, he utilized his Deneith ties to train himself as a monster hunter. Deneith found in him some spark---probably tied to his Aberrant Dragonmark he kept hidden---and trained him has a hexer. He used his skills successfully during the final years of the War.

After the War, Ari left Deneith---he did not want protection work, he wanted to hunt the creatures that prey on civilization. He thus began to freelance with House Tharashk. It was a simple arrangement---any job they provided, he would give them a commission on; any "off-the-books" work was his own.

Two years ago, after doing some freelance hunting work near the Mournland/Breland border, the patriarch of the an Cyran-expat family approached him. It was protection work---escort them to Newthrone in New Galibar---but the pay was good and Ari know that Tharashk was establishing operations in Q'Barra. After he landed in the New Galibar seaport, he sought out the Finder's Guild house.

The local House leader, Khalar d'Tharashk, did not recognize Ari's name, but a quick Message Stone message soon sorted that out. Ari was offered the opportunity to be part of a Tharashk operation in "an area of interest"---Seawell. Tharashk was to use it as a base of operations for dragonshard delving in the region. The Seawell chapterhouse would be controlled by Dhelleck d'Tharashk, and Ari could be part of any bounty hunting or similar operations brought to the House. Ari agreed, and left with a very small contingent (six or so) House affiliated members.

Ari did not concern himself with the workings of the Tharashk operation---when a job was offered, he took it. After a few Tharashk jobs, the locals began to realize that they could go to Ari directly. This did not endear Ari to Dhelleck, but as the main function of the chapterhouse was dragonshard extraction, he let it fall by the wayside.

Ari assisted in many monster hunts, earning a bit of reputation in town. There was that odd swamp creature with purple tentacles which ate some of Tebick Luttin's livestock; Ari politely refused the "introduction" to one Sire Luttin's many daughters. Another case was that of Watchman Citen, who asked Ari to assist in finding some errant blacksmith-cum-treasure hunter that lizardfolk may have eaten; they later tracked this "Garrick" to some forgotten stone rubble, healthy as pie. While the townsfolk would not come to him for many jobs, they did think of him when his special skills were needed. They sometimes even thought of him when those skills were not needed---as a joke, the owner of the Green Lilac once offered some "giant rat" hunting. He left that to the cats.

Thus, Ari found himself busy for the next two years---one day, he would be killing the deformed green kobold that infested the Rattenback Tavern (which lead to its eventually closing), the next he would be "clearing" a potentially lucrative dragonshard field for his Tharashk semi-associates. Though he does not consider himself settled, he does feel a sense of community with the Seawell locals and feels a sense of accomplishment in his protecting them from the vile creatures of the night.
 
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drothgery

First Post
Sanne Bacher d'Lyrander

Okay, here's Sanne; also note that I've posted an expanded background for Khalia up-thread.

Code:
[b]Character Name:[/b] Sanne Bacher d'Lyrander
[b]Character Race:[/b] Half-Elf 
[b]Character Classes:[/b] Rogue 1
[b]Deity:[/b] Kol Karran

[b]Age:[/b] 21 
[b]Gender:[/b] F 
[b]Height:[/b] 4' 9" 
[b]Weight:[/b] 90 lbs. 
[b]Eyes:[/b] Green 
[b]Hair:[/b] Blonde 
[b]Skin:[/b] Fair

[b]Character Level:[/b] 1

[b]Known Languages:[/b] 
	Common, Elven, Draconic, Gnome
------------------------------------------------------- 

[b]Strength:[/b]	12 +1 ( 4 pts)
[b]Dexterity:[/b]	15 +2 ( 8 pts)
[b]Constitution:[/b]	12 +1 ( 4 pts)
[b]Intelligence:[/b]	14 +2 ( 6 pts)
[b]Wisdom:[/b]		10 +0 ( 2 pts) 
[b]Charisma:[/b]	12 +1 ( 4 pts)

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

[b]Hit Dice:[/b] 1d6 
[b]Hit Points:[/b] 7 

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

[b]Save vs. Fortitude:[/b]	+1 [+0 (Rogue 1) + 1 (Con)] 
[b]Save vs. Reflex:[/b]	+4 [+2 (Rogue 1) + 2 (Dex)] 
[b]Save vs. Will:[/b]		+0 [+0 (Rogue 1) + 0 (Wis)] 

[b]Special Save Notes:[/b] 
Immune to sleep spells (half-elf)
+2 bonus vs. enchantment spells and effects (half-elf)
------------------------------------------------------- 

[b]Initiative Modifier:[/b] +2 
[b]Base Attack Bonus:[/b] +0 [+0 (Rogue 1)] 
    
[b]Melee Attack Bonus:[/b] +1 [BASE (0) + STR MOD (1)] 
[b]Ranged Attack Bonus:[/b] +2 [BASE (0) + DEX MOD (2)] 

Normal melee:
Fights with rapier and dagger -
Rapier -1 to hit, d6+1 dmg, 18/x2 crit
Dagger -1 to hit, d4 dmg, 19/x2 crit

Normal ranged:
Lt. Xbox +2 to hit, d8 dmg, 19/x2 crit

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

[b]AC:[/b] XX [ BASE (10) + Armor (XX) + DEX (2)] 
[b]Flatfooted AC:[/b] XX

[b]Notes:[/b] 
----------------------------- 

[b]Armor Worn:[/b]  
[b]Armor Check Penalty: [/b] None 
[b]Maximum DEX bonus: [/b] NA 
[b]Armor Type:[/b] Light 

[b]Notes:[/b] 

-------------------------------------------------------
[b]Weapons:[/b] 
Lt Xbow
Rapier
Dagger

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

[b]Feats[/b] 
Two-weapon fighting (1st-level feat)

Least Dragonmark [Mark of Storm]
	(campaign bonus feat 1)
Dragon's Insight [Mark of Storm]
	(Player's Guide to Eberron;campaign bonus feat 2)
------------------------------------------------------- 

[b]Skills:[/b] 

Name/Total Mod (Ability) ** # Ranks taken 
				ranks	ability	misc	total
Appraise			4	2	0	6
Balance				4	2	2*	8
Climb				4	2	0	4
Diplomacy			4	1	2	7
Hide				4	2	0	4
Jump				4	2	0	4
Knowledge (local)		4	2	0	4
Move Silently			4	2	0	4
Profession (sailor)		4	0	0	4
Tumble				4	2	0	6

Listen				0	0	1	0
Gather Information		0	1	2	3
Search				0	2	1	3
Spot				0	0	1	1


* Sanne can use Dragon's Insight to gain a +4 to balance
instead of a use of her dragonmark ability

[CC] Cross Class Skill 
------------------------------------------------------- 

[b]Special Abilities[/b] 
[Half-Elf]
Immune to sleep 
+2 vs. enchantments
+1 to Listen, Search, Spot
+2 to Diplomacy, Gather Info

[Rogue]
Sneak Attack +1d6
trapfinding

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

[b]Equipment & Gear:[/b]

[b]EQUIPMENT WEIGHT:[/b] XX 
[b]ARMOR WEIGHT:[/b] XXX 
[b]WEAPON WEIGHT:[/b] XX 
[b]TOTAL WEIGHT:[/b] XX 

[b]Carrying Capacity[/b] 8 STR 
	[b]Light:[/b] XX [b]Medium:[/b]XX [b]Heavy:[/b] XX 

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

[b]Credits:[/b] XXX 

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

[b]Base Speed (Actual Movement):[/b] 30 ft

Appearance

Short and athletic, Sanne keeps her hair cut short, and is usually seen wearing typical sailor's garb, with rapier on one hip and dagger on the other. Her most distinctive feature, though, is the Least Mark of Storm on her left shoulder.

Personality

Ambitious and ethusiastic, Sanne's temperment is well-suitied to someone who seeks to become a Windwright Captain. Her enthusiasm was dampened for the first few months of being sent out to "the middle of nowhere", but by now she's back to trying to find any opportunity to profit the House and her career.

Background:

Sanne d'Lyranader was born at House Lyranader's home base of Stormhome, off the coast of Aundair to two traders who worked out of the House's Wind Galleons. Sanne dreamed of working in the sky, of captaining one of the rare airships, and when she manifested the Mark of Storm, she was sure that she could make her dream come true.

An apprentice voyage had gone well -- she was learning about airships, about trade, making friends on ship and in ports -- until a stupid accident that was, she had to admit, technically her fault destroyed valuable cargo. She had responsibility for tying up the crate of dragonshards, and when they had fallen lose and shattered, it was her responsibility. That the bound elemental had briefly gone wild as a direct result of someone who wished Lyrander ill will, and that it would have taken a severe normal storm to knock things free as she had tied them, was of no account.

Which led to her being banished to the middle of nowhere -- at least, in Sanne's mind, a surface trading vessel based out of Seawell is the middle of nowhere -- until the higher ups in her House decide otherwise. She's tried to hide her opinion of the town from its inhabitants; in particular, she's grown quite fond of the tavernkeeper and her children.

Sanne, though, has not given up on her dreams. She still wants her airship, and intends to prove that she deserves it. For the past year, she's been trying to convince her captain that she really is capable of handling some responsibility, and has just about convinced him.

And then ships started turning up missing, and now the captain was afraid they would be next.
 
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Bront

The man with the probe
DEFCON1 - Any comments or feedback on either of my characters? (Note, i moved and revised them a bit.)

Code:
[B]Name:[/B] Zan
[B]Class:[/B] Wizard
[B]Race:[/B] Changling
[B]Size:[/B] Medium
[B]Gender:[/B] Male?
[B]Alignment:[/B] NG

[B]Str:[/B] 8  -1 (0p.)      [B]Level:[/B] 1        [B]XP:[/B] 0/1000
[B]Dex:[/B] 12 +1 (4p.)      [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d4+2+3)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] -1     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 18 +4 (16p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 8  -1 (0p.)      [B]Init:[/B] +1        [B]Spell Save:[/B] +X
[B]Cha:[/B] 10 +0 (2p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +0    +0    +0    11
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2          +2
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    -1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
Light Crossbow ('80)      +1       1d8      19-20x2
Quarterstaff              -1      1d6-1       20x2
Dagger(10')              -1(+2)   1d4-1     19-20x2

[B]Languages:[/B] Common, Dwarven, Elven, Gnome, Halfling

[B]Abilities:[/B]
Changeling Racial Abilities
- +2 save vs Sleep and charm
- +2 Bluff, Intimidate, Sense Motive
- Natural Linguist: Speak Language class skill
- Minor Shape Change: 
Dual Specialization: Illusion & Transmutation
FOrbidden Schools: Abjuration, Enchantment, Necromancy
Familiar: Toad (+3 HP)

[B]Feats:[/B] Extend Spell, Scribe Scroll, Skill Focus: KN: Arcana, Skill Focus: KN: History

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Decipher Script            4    +4          +8
KN: Arcane                 4    +4    +3    +11
KN: History                4    +4    +3    +11
KN: The Planes             4    +4          +8
KN: Local                  1    +4          +5
Spellcraft                 4    +4          +8
Use Magic Divice           3    +0          +3
Bluff                      0    +0    +2    +2
Concentration              0    +2          +2
Disguise                   0    +0    +10   +10
Intimidate                 0    +0    +2    +2
Sense Motive               0    +0    +2    +2

[B]Equipment:               Cost  Weight[/B]
Light Crossbow		35	4
20 Bolts		2	2
Quarterstaff			4
Dagger			2	1
Spell Component Pouch	5	2
Spellbook		15	3
Backpack		2	2
Bedroll			0.1	5
5 Candles		0.05	
5 Pieces of Chalk	0.05	
Ink Pen			0.4	
Ink			8	
Scroll Case		1	0.5
5 sheets of paper	2	
Familiar Summoning	100	
[B]Total Weight:[/B]23.5lb      [B]Money:[/B] 27gp 4sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                26    53    80    80   400

[B]Age:[/B] 21
[B]Height:[/B] 5'4"
[B]Weight:[/B] 121lb
[B]Eyes:[/B] White
[B]Hair:[/B] White
[B]Skin:[/B] Grey
Appearance:
Zan is small and fairly frail looking. His grey skin and white eyes and hair are unusual for a changeling only in that he chooses to not hide his true nature. He wears fairly loose fitting traveling clothes, with a long black cloak that flows around him.

Personality:
Zan is a studious and curious person. He enjoys testing out things, be they magical projects, his own shifting abilities, or just the limits of things. While not the most social of people, Zan has no problems working with others, or even talking to them, though he is sometimes short to tolerate the stupidity of others. While Zan would not risk others in his experiments, he does not always take the best route when he does experiment, often making a careless mistake, or failing to see obvious risks. Zan is a fount of knowledge, and is never afraid to share this with the world.

Background:
Zan has always been proud of his changeling heritage, and usually openly walks around in his natural form. He feels that his changeling heritage shows that limits are what you perceive, and must be tested in every way. Growing up in Q’Barra gave him many opportunities to test his limits. Zan was naturally attracted to magic, and found many interesting new limits to test with it. He spent time watching the local magewrights work. He toyed with magic and spent time studying it and its strange effects.

Zan apprenticed himself to Allustar, an elder wizard and librarian residing in Seawell, after several detailed discussions about magic. Allustar knew quite a bit, and encouraged Zan's analysis on the theories of magic. His magic grew in power under Allustar's tutelage, but Zan wanted more. A few years before the war ended, he went off to study at Morgrave University at Allustan's recommendation. He learned diversity in specializing, and enjoyed testing his magical limits. He worked with stretching his magic, and using it ways well beyond those thought conventional. He brought his changeling approach to magic, and was rewarded with a unique perspective on magic and its workings.

Zan was never one for much personal contact beyond those he discussed magic and other scholarly topics with, and as a result had few ties in Sharn. So, Zan returned to Seawell. Unfortunately, Allustar had passed away while he was a student, and his parents had left to find a new life rebuilding after the war. Zan took over for Allustar, and has been the librarian for almost a year now, studying magic and other scholarly pursuits while earning a modest living. A yearning to move beyond the books and into some field study has begun to tug at Zan, but he has held out for the right time, as he feels comfortable with his home.

Spellbook
1st Level
Enlarge Person
Color Spray
Feather Fall
Mage Armor
Identify
Magic Missile
Summon Monster 1

Advancement and goals
[sblock]Feats:
1: Extend Spell
1W: Scribe Scroll
B1: Skill Focus: KN: Arcane
B2: Skill Focus: KN: History
Goal: Zan looks forward to testing the limits of magic, and learning more about life. He intends on becoming a Recaster and Loremaster[/sblock]

Zan's thought on others:
Kahlia ir'Indari is an intriguing character. More focused on religious truths than Zan is on factual truths, they still have found time to work together, and occasionally discuss various scholarly issues. They share a budding friendship, which might even border on something more of each of them weren’t so focused on more scholarly pursuits. Zan would love join Kahlia on one of her expeditions, but he’s never been asked, and hasn’t spoken up about his desire.

Ari Osten is all business when it comes to Zan. Zan has had little dealings with the mercenary other than when Ari has requested info. While dealing with the man has proven to be lucrative, it seems that there is little association with the man unless money is concerned. He finds it odd that a man with such a limited scope of knowledge can keep himself so focused and is not bored by not expanding his horizons.

Jango and Jina Silversun, the elven twins. Definitely a unique pair. Zan actually got along with both of them fairly well. Jango was quiet and studious, and Zan enjoyed chatting with him about magic, and investigating his different take on it. Meanwhile Jina’s outgoing nature helped inspire Zan to push his own limits, and he found her company to be quite enjoyable, though they rarely had anything serious to speak of. Despite good relations, Zan was never particularly close to either, considering them simply as friends he meets on occasion.

Garrick Yandson has had little contact with Zan, and most of it has been with Kahlia present, investigating the runes. He knows of Garrick’s reputation as a treasure hunter, but beyond that and a few business meetings, he’s had no reason to seek out Garrick’s company.

[sblock=Zandrick (Alternate)]
Code:
[B]Name:[/B] Zandrick d'Lyrandar
[B]Class:[/B] Rouge 1
[B]Race:[/B] Half-Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] XXXX

[B]Str:[/B] 12 +1 (4p.)      [B]Level:[/B] 1        [B]XP:[/B] 0/1000
[B]Dex:[/B] 14 +2 (6p.)      [B]BAB:[/B] +0         [B]HP:[/B] 6 (1d6)
[B]Con:[/B] 10 +0 (2p.)      [B]Grapple:[/B] +1     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B]  8 -1 (0p.)      [B]Init:[/B] +2        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (6p.)      [B]ACP:[/B] 0          [B]Spell Fail:[/B] XX%

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

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      0    -1          -1

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier                    +1      1d6+1     18-20x2
Dagger (10')            +1(2)     1d4+1     19-20x2

[B]Languages:[/B] Common, Elven, Orc, Gnome, Draconic

[B]Abilities:[/B] 
Half-Elven Racial Abilities
-Immune to sleep, +1 save vs enchantment effects
-Low Light Vision (120')
-+2 racial bonus to Gather Information and Diplomacy
-+1 racial bonus to Spot, Search, and Listen
-Elven Blood (Considered elven)
Mark of Storm
- +2 Balance
- Gust of Wind 1/day (DC:14)
Sneak Attack: +1d6
Trapfinding

[B]Feats:[/B] 
1st: Least Dragonmark: Mark of Storm

[B]Skill Points:[/B] 44       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   2    +3          +5
Balance                    3    +2          +5
Bluff                      3    +2          +5
Climb                      3    +1          +4
Diplomacy                  3    +2    +2    +7
Disable Divice             2    +3          +5
Forgery                    1    +3          +4
Gather Information         2    +2    +2    +6
Intimidate                 2    +2          +4
Jump                       3    +1          +4
Listen                     1    -1    +1    +1
Open Lock                  1    +2          +3
Perform: Oratory           1    +2          +3
Prof: Sailor               4    -1          +3
Search                     2    +3    +1    +6
Sense Motive               2    -1          +1
Slight of Hand             1    +2          +3
Spot                       1    -1    +1    +2
Swim                       2    +2          +4
Tumble                     3    +2          +5
Use Rope                   2    +2          +4

[B]Equipment:               Cost  Weight[/B]
Rapier                   20gp	2lb
Leather                  10gp	15lb
Dagger                    2gp	1lb
Backpack                  2gp	2lb
Arcane Signet Ring      150gp	
10 fishhooks              1gp	
50' Silk Rope            10gp	5lb
2 day Trail Rations       1gp	2lb
Waterskin                 1gp	4lb
[B]Total Weight:[/B]31lb      [B]Money:[/B] 2gp 9sp 10cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    87   130   130   650

[B]Age:[/B] 24
[B]Height:[/B] 5'5"
[B]Weight:[/B] 140lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Blue
[B]Skin:[/B] Tan
Appearance:
Zandrick keeps his long black hair tied back in a ponytail while he works. He is well dressed, but his clothing is functional as well as fashionable. His piercing blue eyes are lit with the fire of life, and his warming smile and wit charm all who meet him.

Personality
Zandrick is a thrill-seeker and glory hound. No task is to big, and no story is to big. He sees himself a hero, and all to often finds that the powers that be are in his way more than they help him achieve his goal. However, he wishes to make his own name, and not rely on the name of his house, or his newly gained dragonmark. He is loyal to his friends, and has developed a bond with the Seawell community, particularly seeing himself as a hero in the eyes of the children there. He has a way with people, particularly the ladies, and is quite sociable. Fortunately, Zandrick is not all talk, and his quick wits have helped him get out of any number of jams.

Background:
Zandrick d'Lyrandar was always overlooked. The eldest of two boys and a girl, he never manifested his dragonmark like his younger two siblings did. Brandor, Zandrick’s father, tried not to show favoritism, but the House always looked for the marks as a sign of prestige, and showed favor on the younger two. This was particularly more noticeable in Newthrone, where the Lyrandar were still establishing their power base.

With the other two playing house politics and soaking up the favors, Zandrick looked for other ways to make his name. Brandor got him a position with Captain Doran of the Misty Maiden, one of the most skilled and renowned captains in the Lyrandar fleet. Zandrick took well to the seas, and proved his worth several times to the Captain.

Unfortunately, Zandrick was not one for following orders to the letter, nor common sense. He would often perform some bravely foolish stunt that drove the Captain nuts. It didn’t help that he got results, single handedly ending a costly boarding mission by swinging over the crowd and disabling the opposing Captain with a single, lucky, blow. Zandrick ate up the attention as the hero of the battle, despite the Captain chewing him out later for his foolish and dangerous stunt.

Zandrick enjoyed the glory and heroics of the war, though he preferred to find ways to disable his opponents instead of killing them when he could, or at least finding ways to end the conflict with as little bloodshed as possible. Of course, he became apt at telling stories of his exploits as well, impressing the ladies of the port with his dashing tales of heroics, perhaps only slightly embellished.

Shortly after the war ended, Zandrick’s dragonmark manifested. Zandrick decided to keep that quiet from his family, not wanting to be drawn away from his adventures at sea and back into the politics of the house. However, after having irked several of the upper house members, Zandrick was sent for the “highly prestigious” position to establish the house in the city of Seawell. There, he spent the past year and a half trying to establish a relationship with the sailors in the area. Being given only enough money for a small house headquarters, with a small area in the back for him to live, he’s eeked out a living as a consultant and occasional sailor on some of the fishing vessels. More recently, he’s bend holding classes for the young children, telling them stories of the sea (somewhat embellished), and teaching them some of the basics of sailing, that has given him some status and connection to the community.

Recently, he’s found himself attracted to a pretty young half elf by the name of Orana Vissea. He finds himself thinking of her, and has become like an uncle to her five year old son Narran. However, her husband, Herman, is a local fisherman, and also a good friend of Zandrick’s. So, he’s held back his feelings, though he’s caught Orana glazing at him from a distance, and other signs that perhaps she finds him interesting as well. Zandrick has found reasons to see many of the other women in Seawell as a result, trying to shake these feelings. Having kept things fun, and casual, he’s become known as somewhat of a hearth throb, but no one has intrigued him like Orana

[sblock=goals]Likely a Rogue/Swashbuckler, potentialy heading into dualist. We'll see, but he'll be a real seaworthy fella[/sblock][/sblock]

I have other ideas as well, so if you aren't thrilled with these two, I can formulate another, but I'd like feedback from you :)

Also, what's your oppinion of Stormwrack material? If neither of these two ideas suit you, I would like to try one from there, perhaps one of the races (there were 2 that appealed to me)
 
Last edited:

Lot

First Post
Code:
[B]Name:[/B] Faolan Darr	
[B]Class:[/B] Fighter 
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Boldrei (Dol Dorn)

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1 (04p.)     [B]BAB:[/B] +1         [B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 14 +2 (06p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 30'(20') [B]Spell Res:[/B] XX
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +X
[B]Cha:[/B] 10 +0 (02p.)     [B]ACP:[/B] -4         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +1    +0    +0    +0    +0    15
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2          +4
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Greatsword                +5     2d6+3      19-20x2
Shortsword                +4     1d6+3      19-20x2
Dagger                    +4     1d4+3      19-20x2
Dagger, thrown            +2     1d4+3      19-20x2
Shortbow                  +2     1d6           x3

[B]Languages:[/B] Common, Orcish

[B]Abilities:[/B] All simple and martial weapons,all armor, shields; Bonus Feats

[B]Feats:[/B] Weapon Focus: Greatsword; Power Attack; Cleave

[B]Skill Points:[/B] 16       [B]Max Ranks:[/B] 2/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Knowledge(Local)           2    +1          +3
Riding                     4    +1          +5
Intimidate                 2    +0          +2
Spot                       2    +0          +2
Swim                       2    +3          +5

[B]Equipment:               Cost  Weight[/B]
Greatsword               50gp   8lb
Shortsword               10gp   2lb
Shortbow                 30gp   2lb
Quiver                   1gp    1/2lb
  Arrows (20)            1gp    3lb
Dagger(x2)               4gp    2lb
Scale Armor              50gp   30lb
Backpack		 2gp    2lb
Bedroll			 2sp    5lb
Rope, 50'		 1gp    10lb
Waterskin                1gp    4lb
Sack                     1sp    1/2lb
Whetstone                2cp    1lb
Rations, trail           5sp    1lb
Torches (2)	         2cp    2lb
Traveler's outfit	  -	 -	
[B]Total Weight:[/B]XXlb      [B]Money:[/B] 87gp 1sp 6cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               <77   153   230   230   1150

[B]Age:[/B] 22
[B]Height:[/B] 6'2"
[B]Weight:[/B] 210lb
[B]Eyes:[/B] Brown 
[B]Hair:[/B] Brown 
[B]Skin:[/B] Pale
Appearance: Faolan Darr is a large, thickly-muscled young man with a thick jaw, broad nose, and kind eyes. He has short, messy hair and usually wears a kind but slightly sad expression. He wears humble clothing; usually a rough, cotton shirt, wool breeches, and his father's old black campaigning boots.

Background: Faolan Darr, son of the semi-famous Rondarin Darr, was born and raised in Seawell. His father, being off on adventures a great deal of the time, left child rearing to Faolan's mother, Odima. When Rondarin returned home, he had little interest in his four children. Only when Faolan came of age did Rondarin take interest, realizing he was strong enough to follow in his footsteps. Faolan resisted at first, always being slightly afraid of his father, but soon started learning a great deal. He learned his father was a talented warrior but also an arrogant bore and abusive wencher. When his father requested Faolan go with him on an adventure, Faolan refused. His father was never seen again. Rondarin's fortune was split amongst Faolan and his three sisters. His sisters used their share to aid them in significant doweries for marriage into fine families in Sharn. Faolan, seeing that adventure only destroyed his mother's life, decided to open a tavern in Seawell. Rondarin was not well-lked in Seawell and the community was not too pleased to see his son take their money. The business folded quickly and Faolan was left with a few gold, a poor mother, and little choice but to pick up his sword and become an adventurer.
 

Bront

The man with the probe
FYI - I just revised both characters a bit (Backround changes mostly), which should give them both more ties to the comunity. Let me know what you think DEFCON :)
 

Greatfrito

First Post
DEFCON 1 said:
Greatfrito: You have a lot more specfic info of your character before he arrived in Seawell than after. I'd suggest that it should be the other way around. Why is he in Seawell? Why hasn't he left? What ties him to the community and why would he care to investigate the missing ships? That kind of stuff would help me out tremendously.

No prob... let us expand a bit...

Regional Background
[sblock]
Where we left off...

Greatfrito said:
It's been two years since then. Amycoth Dyne spent some time exploring the jungles of Q'barra, working odd jobs in the city, and generally enjoying himself. While he isn't great at being persuasive, Amy has taken quite a liking to some of the children in town, and has been teaching a few of them the art of battle.

Seawell had had its share of traders, shippers, and the ocasional Lhazaar pirate over the years, so when Mr. Dyne settled in at the inn and began casting about for information on a permanent residence, people only scoffed. Though a young man, this newcomer still wore the marks of battle and adventure - the residents of Seawell had seen men like him before who claimed to want to settle down, but they never did.

Still, Mr. Dyne was persistant. He showed a knack for battle and, in his first month in the town, was asked to lend a hand with some lizardfolk the militia was set to deal with. Amycoth took quickly to the job and in the process earned the respect of a few of the guardsmen, one of whom was to become his closest friend in the town.

Symon Barr had served in the militia for quite a few years, but had never fought alongside someone quite as interesting as this Mr. Dyne. He loved his stories, his personality, and how eager he was to led a hand when someone else was in need. After Amycoth saved Symon's life in one of the more harried battles the bond of friendship was immediate. Once the short crusade was complete, Symon dragged Amycoth home to meet his wife and sons. A few days later Symon introduced one of his brothers to Mr. Dyne, and asked him if he needed a hand with his shipping business. Though Amycoth didn't himself make an impression, the three of them worked out a deal and Amycoth had himself a legitimate place in the city. Soon he bought himself a small cottage - barely more than a shack with a fireplace - close to the Barrs.

As time passed, Amycoth kept a fairly low profile in the town. On occasion he took a break from his regular job as a porter and found himself by the side of the local militia on some duty that they didn't want to commit to fully. In his free time though, his past caught up to him. The children of the neighboring families - both Jhonas and Terrian Barr and some of their friends - began to get the former "pirate" to tell them tales. Most of them Amycoth knew were poorly told, and poorly acted - he had never had a strong presence for storytelling - but the children loved them anyways, and he was as faithful to the truth as possible. When he gave a few quick pointers one day as the children had a mock swordfight he became permantly enlisted as the children's "combat tutor" of choice.

It was through this ever-growing swarm of young people that Amycoth met the young miss Menna Soldorak - a dwarven emissary present in Q'barra as an assitant negotiator for trade to the region. Menna's son Kellak was one of Amy's star pupils before the two adults met. Amycoth and Menna quickly bridged the racial gap (and an age difference of a handful of decades) and have had a steady romantic relationship for the past 8 months (something that some townsfolk look poorly upon, as do the other dwarves in the region).

Though at times he still longs for a life of adventure - he sometimes dreams of his days battling raiders or Lyrandar "pirate hunters" on the sea - Amycoth believes that he is actually acomplishing his goal of "settling down" here in Seawell. He loves the town, and is interested in keeping it safe for his friends and neighbors.
[/sblock]
 
Last edited:

DEFCON 1

Legend
Supporter
You guys are awesome. I love how things have come together and have fleshed the town and surrounding areas out even further. Assuming we all stay active through the first adventure I have planned, there are a number of other things laid out that things can progress towards.

Because of the hard and great work so many of you have put in to really flesh out your characters, I've gone ahead and selected my first batch of five that are in. I've decided to expand the party to eight characters total, knowing that on any given day or week there will be one or two players away. I know personally it makes things less fun for me when it's like a party of four but only two of us are posting back and forth on any particular day. So hopefully having 8 players won't bother anybody.

After I announce these five, I'll have comments for those characters who remain unselected as of yet. This isn't to say the character's definitely out... far from it... but it might just be one or two things that would help bring the character in to the greater whole. With the backgrounds of five characters now becoming "canon", you also might have more concrete info on Seawell you can tie yourself into. Feel free to continue tweaking your existing or submitting new characters as you desire. The last three will probably be selected early next week. Thanx all!

The five characters thus far:

Ari Osten Human Hexblade [stonegod]
Garrick Yandson Human Rogue [Kralin Thornberry]
Jina Silversun Elf Swashbuckler [Rayex]
Khalia ir’Indari Human Archivist [drothgery]
Zan Changeling Wizard [Bront]


Oh, and to answer stonegod's question... YES, each character will get two extra "fluff" feats in addition to what they currently are entitled to. These should be used for more character-driven reasons than direct combat related stuff. Many have already selected feats like these already (action point feats, aberrant dragonarks, research, skill focuses etc.) which I love. Those can count towards your fluff totals.

Any further questions, comments... don't hestitate to ask! Thanx again!
 


DEFCON 1 said:
Because of the hard and great work so many of you have put in to really flesh out your characters, I've gone ahead and selected my first batch of five that are in. I've decided to expand the party to eight characters total, knowing that on any given day or week there will be one or two players away. I know personally it makes things less fun for me when it's like a party of four but only two of us are posting back and forth on any particular day. So hopefully having 8 players won't bother anybody.

Won't bother me at all!
DEFCON 1 said:
After I announce these five, I'll have comments for those characters who remain unselected as of yet. This isn't to say the character's definitely out... far from it... but it might just be one or two things that would help bring the character in to the greater whole. With the backgrounds of five characters now becoming "canon", you also might have more concrete info on Seawell you can tie yourself into. Feel free to continue tweaking your existing or submitting new characters as you desire. The last three will probably be selected early next week. Thanx all!

The five characters thus far:

Ari Osten Human Hexblade [stonegod]
Garrick Yandson Human Rogue [Kralin Thornberry]
Jina Silversun Elf Swashbuckler [Rayex]
Khalia ir’Indari Human Archivist [drothgery]
Zan Changeling Wizard [Bront]

Again, anyone who wants to, feel free to contact me to integrate backgrounds more.
DEFCON 1 said:
Oh, and to answer stonegod's question... YES, each character will get two extra "fluff" feats in addition to what they currently are entitled to. These should be used for more character-driven reasons than direct combat related stuff. Many have already selected feats like these already (action point feats, aberrant dragonarks, research, skill focuses etc.) which I love. Those can count towards your fluff totals.

Any further questions, comments... don't hestitate to ask! Thanx again!

Def,

Are the feats going to be assigned or do we get to pick?
 

stonegod

Spawn of Khyber/LEB Judge
Kralin Thornberry said:
Def,

Are the feats going to be assigned or do we get to pick?

In the original thread, it was just posted as part of your character design, i.e., you get to pick. Ari already has his two (Track and Skill Focus: Survival, not usual Hexblade traits---the better to monster hunt with! ;))
 

DEFCON 1

Legend
Supporter
For the other characters currently on the docket...

Velmont: Unfortunately, a changeling warlock former spy in hiding just isn't fitting in to this particular campaign. Awesome character, and anywhere else (especially a more metropolitan campaign like a Sharn game for instance), and he'd be right there. But in this one I'm just not feeling it. Sorry man. If you'd like to sumbit another idea though, I'm all for it. You certainly have the creativity to come up with really cool stuff.

Shashara: Now that you have an idea of some of the folks in Seawell, if you can tie your unnamed character into the town with a few more specifics, you'd be right there. And to answer your question... the game is actually on dry land, so a seagull companion would do you more good than a dolphin. I'd also need to a see a crunch breakdown as well please. Thanx!

Greatfrito: Amycothe is really darned close. I think it's only because the updates are the most recent that I just need to sit on the character a bit before deciding, as well as figuring out if another fighter will be needed in game (my guess being yes). Now that you know of at least five other characters in town, if you want to do last minute tweaking into the histories of the others, feel free. Great work.

Ringmereth: With the scenario starting with the town getting volunteers to find out what's up with the missing ships... a friendless hermit in a shack on the outskirts of town just doesn't seem to jive with the other characters unfortunately. If you'd like to tweak to make Tavis more of a part of the community and thus make his helping out a little more cohesive to the story, go right ahead.

James Heard: Right now, the only thing that's not making Nelson Luttin a shoe-in for the sixth slot is just a line or two about what his job, duty, or interest in town is that would give him his level of bard. Once you have that, Nelson is in. I want Seawell to be 40% infested with Luttin kin. :)

Lot: Something is still missing in my mind with your character of Faolan I'm sorry to say. I think it's just because I'm not making a connection as to why he'd take up adventuring just because his tavern closed? From what I'm getting from the bio, his father was an adventurer... probably went out on ships all the time to go to other parts of Q'barra to bring back gold and stuff... and no one in town (including his family) liked him very much. So it begs the question why Faolan would then take after him after his tavern closed down. I think I need to see more specifics of why Faolan did what he did before I can be ready to accept the character. And to be perfectly honest, it also doesn't help that Greatfrito also has a human fighter in the works. So you may want to tweak Faolan, but also submit another idea or two in a different vein.

Sphyh: As I've mentioned in other posts, your past history is fine... but I'm more interested in the specifics of his year in Seawell than anything he did before then. Otherwise the group becomes eight disparate characters all of whom have histories and desires elsewhere, outside of Seawell. Thus their motivations to help the current situation become tenuous. Also, as I've already selected a swashbuckler character, I'll have less of a need to select a second one (especially one that's a tiefling, which isn't really even an Eberron race). Some tweaking would need to be in order before I'd be comfortable selecting Ison. Thanx!

Hope these comments helped!
 

DEFCON 1

Legend
Supporter
stonegod said:
In the original thread, it was just posted as part of your character design, i.e., you get to pick. Ari already has his two (Track and Skill Focus: Survival, not usual Hexblade traits---the better to monster hunt with! ;))

Kralin, stonegod is right. I've edited the initial post to add the line back in. You actually are already there anyway, with your two feats being Action Boost and Relic Hunter. To be honest, I'm not even sure what the Relic Hunter feat is, but it certainly sounds like it fits for your character's fluff history. Thus, being a 1st level human you'll start with four feats (your two fluff feats being Action Boost and Relic Hunter).

And speaking of feats I'm not familiar with... stonegod, what is the Aberrant Dragonmark Gift feat? I assume it's probably from one of the Eberron books (Races or Magic or Five Nations or something), but I don't remember it. It's absolutely cool to have, cause I love it that one of the characters has an aberrant mark... I'd just like to know what it does. :) Thanx!
 

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