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2 years ago  ::  Dec 07, 2010 - 2:04PM #1
Elora_Gwyre
Date Joined: May 23, 2006
Posts: 2,754
Store 'em here .
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2 years ago  ::  Dec 07, 2010 - 2:05PM #2
Forged_Fury
Date Joined: Apr 6, 2005
Posts: 1,656

Brenk D’Deneith
Male Human Duskblade 5/Dragonmarked Heir 2/Deneith Warden 3
Lawful Good


Brenk d'Deneith

Attributes
Str 19 (+4) (8 points, +2 enhancement, +2 Level Boost)
Dex 12 (+1) (4 points)
Con 14 (+2) (6 points)
Int 16 (+3) (10 points)
Wis 10 (+0) (2 points)
Cha 10 (+0) (2 points)

Hit Points: 76 (8+2+5+2+5+2+5+2+5+2+6+2+6+2+6+2+5+2+5+2)
Age: 28
Languages: Common, Elven, Dwarven, & Halfling
Movement: 30’
Size: Medium
Action Points: 12/12 (Roll 2d6, take highest)
No APs spent this level.
BAB +9/+4, Grap +13
Fort +13, Ref +7, Will +9
Init +1
AC 19 (+7 Armor, +1 Natural, +1 Dex)
Touch 11, Flat 18
Special Defenses: DR 5/Magic

Combat Routines
+14/+9 Melee, Justice Served, +1 Adamantine Greatsword, 2d6+7, 19-20/x2, Slashing
+14/+9 Melee, Merciful Redemption, +1 Heavy Mace, 1d8+7, x2, Bludgeoning
+14/+9 Melee, +1 Silver Scimitar, 1d6+6, 18-20/x2, Slashing
+13/+8 Melee, Dagger, 1d4+4, x2, Piercing or Slashing
+11/+6 Ranged, Masterwork Composite Shortbow, 1d6+3, x3, 70’, Piercing

Skills
+8 Climb [5 ranks, +4 Str, -1 ACP]
+11 Concentration [9 ranks, +2 Con]
+19 Gather Information [13 ranks, +0 Cha, +2 Feat, +2 Circ, +2 Syn]
+8 Jump [5 ranks, +4 Str, -1 ACP]
+6 Knowledge (Arcana) [3 ranks, +3 Int]
+9 Knowledge (Nobility & Royalty) [6 ranks, +3 Int]
+14 Knowledge (Local) [11 ranks, +3 Int]
+3 Listen [3 ranks, +0 Wis]
+5 Profession (Soldier) [5 ranks, +0 Wis]
+4 Ride [3 ranks, +1 Dex]
+8 Search [3 ranks, +3 Int, +2 Feat]
+15 Sense Motive [13 ranks, +0 Wis, +2 Feat]
+10 Spellcraft [7 ranks, +3 Int]
+3 Spot [3 ranks, +0 Wis]
+4 Use Rope [3 ranks, +1 Dex]

Synergies Show

5+ ranks Jump = +2 Tumble
5+ ranks Knowledge (Nobility & Royalty) = +2 Diplomacy
5+ ranks Knowledge (Local) = +2 Gather Information
5+ ranks Sense Motive = +2 Diplomacy
5+ ranks Spellcraft = +2 UMD w/Scrolls
Untrained Show
+3 Appraise [0 ranks, +3 Int]
+0 Balance [0 ranks, +1 Dex, -1 ACP]
+0 Bluff [0 ranks, +0 Cha]
+6 Diplomacy [0 ranks, +0 Cha, +2 Circ, +4 Syn]
+0 Disguise [0 ranks, +0 Cha]
+0 Escape Artist [0 ranks, +1 Dex, -1 ACP]
+3 Forgery [0 ranks, +3 Int]
+2 Heal [0 ranks, +0 Wis, +2 Comp]
+0 Hide [0 ranks, +1 Dex, -1 ACP]
+2 Intimidate [0 ranks, +0 Cha, +2 Circ]
+0 Move Silently [0 ranks, +1 Dex, -1 ACP]
+0 Perform [0 ranks, +0 Cha]
+0 Survival [0 ranks, +0 Wis]
+2 Swim [0 ranks, +4 Str, -2 ACP]

Feats
Investigator: +2 to Gather Information & Search checks (Campaign Bonus Feat)
Least Dragonmark: SLA (Shield of Faith (2/day) & Shield Other (1/day), CL11), +2 Sense Motive (Human Bonus Feat)
Sentinel Stance: 1/day reroll Sense Motive, +2 AC & Reflex for adjacent allies (1st Level Feat)
Combat Casting: +4 Concentration to cast defensively or while grappled (2nd Level DB Bonus Feat)
Favored in House:  Call in Favor +3 (5/week) (3rd Level Feat)
Lesser Dragonmark: SLA (Lesser Globe of Invulnerability, 1/day, CL11) (1st level DMH Bonus Feat)
Power Attack: To-hit penalty becomes damage bonus, up to BAB (6th Level Feat)
Urban Tracking: Track in cities using Gather Information (1st level DW Bonus Feat)
Protective Mark: DR 5/Magic, spend 1 AP for DR 10/Magic & Type (Campaign Bonus Feat)
Close-Quarters Fighting: AoO against any grapple, damage is a bonus to grapple check  (9th Level Feat)
Dragonmark Mastery: Spend 1 AP to quicken the SLAs of your Dragonmark (DM Bonus Feat)

Racial Traits
Adaptable: Bonus feat at 1st level.
Skillful: +4 skill points at 1st level, +1 skill point each additional level
Automatic Language: Common; Bonus Languages: Any
Favored Class: Any

Class Abilities

Duskblade Show
Weapon and Armor Proficiency: Duskblades are proficient with all simple and martial weapons, as well as all armors and standard shields.
Spells Known:
-Cantrips (DC13): Acid Splash, Disrupt Undead, Ray of Frost, & Touch of Fatigue
-1st Level (DC14): Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike
-2nd Level (DC15): Touch of Idiocy
Spells Per Day (CL5): 6/6/3/0/0/0
Arcane Attunement (Sp): Combined total of 6/day, use the following spell-like abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, and Read Magic (CL5).
Armored Mage (Ex): Use up to medium armor and light shields with no chance of arcane failure.
Arcane Channeling (Su): Starting at 3rd level, a duskblade can use a standard action to channel a single spell through their melee weapon attack. The spell must be a touch spell and cannot have a casting time longer than a standard action.
Quick Cast: At 5th level, cast one spell as a swift action, 1/day
Dragonmark Heir Show
Weapon and Armor Proficiency: A dragonmark heir gains no proficiency with any weapons, armor, or shields.
House Status: +1 bonus to charisma related checks when dealing with members of House Deneith.
Man of Action: Dragonmark Heirs gain 2 extra action points at each level starting at 2nd level.
Improved Least Dragonmark: A Dragonmark Heir can select an additional use of a least dragonmark power they already know or may select a new least dragonmark power. Brenk has selected Shield Other as a new dragonmark ability.
Denieth Warden Show
Heir’s Mark: Levels in this class are added to levels in Dragonmark Heir to determine total CL for dragonmark related SLAs.
Warden’s Authority: +2 circumstance bonus to Diplomacy, Gather Information, & Intimidate.
Subduing Strike (Ex): Deal nonlethal damage with any melee weapon with no penalty.
Devoted Lawkeeper (Ex): +2 to Bluff, Listen, Sense Motive, Spot, Survival, & weapon damage versus known criminals. Known criminals are defined as individuals whom the Deneith Warden has witnessed committing a crime, who have been reported to the Deneith Warden by a legitimate law enforcement agency, or who have been reported to the Deneith Warden by a victim and a successful Sense Motive check was made. The crime must have occurred in the past three months for minor offenses or three years for major offences for the bonuses to be in effect. If the criminal has already served time for this specific crime, no benefit is gained.

Gear
Carrying Capacity: 116/233/350
Weight Carried: 61wt

Hydration Suit (1000gp, N/A, Worn)

Traveler’s Outfit (N/A, 5wt, Currently In Backpack)
-Green mandarin-collar jacket
-Black pants with gold braid
-Voluminous gray cloak
-Sturdy leather boots

Justice Served, +1 Adamantine Greatsword [5050gp, 8wt, Back]
Merciful Redemption, +1 Heavy Mace [2312gp, 8wt, Leg Sheath]
+1 Silver Scimitar [2405gp, 4wt, Waist]
Dagger [2gp, 1wt, Boot]

Masterwork Composite Shortbow (+3) (600gp, 2wt, Lashed to Backpack)
Quiver of 19 arrows (1gp, 3wt, Right Shoulder)

+2 Mithral Breastplate (+7 AC, +5 Max Dex, -1 ACP, 15% ASF) [8200gp, 15 wt, Worn on Body]
Vest of resistance +1 [1000 gp, 1wt, Torso]
Amulet of Natural Armor +1 [2000gp, N/A, Neck]
Gauntlets of Ogre Power  [4000gp, 4wt, Hands]
Healing Belt [750gp, 1wt, Waist]
Ring of Sustenance [2500gp, N/A, Left Ring Finger]
Arcane Signet Ring (Deneith) [150gp, N/A, Right Ring Finger]
Sun Lenses [10gp, N/A, Eyes] 

Belt Pouch [1gp, 4.5wt (Loaded), Belt]
- Acid Flask (x4) [40gp, 4wt]
- Potion of CLW (x3) [150gp, N/A]

Belt pouch [1gp, .5wt, Belt]
- Coin (See Below)
- Deluxe Identification Papers [5gp, N/A]
- Traveling Papers [2sp, N/A]

Boldrei’s Bountiful Backpack [2000gp, 5wt (Loaded), Back]
-Everlasting Rations [350gp, 2wt]
-Replenishing Skin [1000gp, 4wt]
-Masterwork Manacles w/Superior Locks (x3) [600gp, 9wt]
-Silk Rope [10gp, 5wt]
-Torch [1cp, 1wt]
-Flint & Steel [2gp, N/A]
-Kundarak Letter of Credit [2500gp, N/A]

Coins: 5pp, 32gp, 7sp, 9cp
Gems & Jewelry: Black pearl (300gp), Citrine (50gp)
Credit: Kundarak Letter of Credit (2500gp)

Description Show
Standing at 5'11", Brenk has a strong, muscular build, in keeping with someone who has trained long and hard with the greatsword on his back. The warrior keeps his black hair cut short, his Blademark training never quite allowing him to let it grow out. His piercing green eyes are constantly moving, always on the lookout for hidden foes or lawbreakers. Brenk keeps his armor clean and his kit straight; he realizes that he relies on his equipment during a fight and believes his attention to it will insure its performance. The Mark of Sentinel starts at the base of the back of his neck and spreads out down his back while reaching over his shoulders extending onto his chest.
Personality Show
His time spent among the Deneith has gifted Brenk with a strong sense of discipline. He knows how to follow and give orders; his training has also made him calm during stressful situations. Brenk has a kind and protective spirit, but gives no quarter to those who have violated the laws to benefit themselves at the expense of others.
Background Show
"This war is stupid", "Abandon us then!", and "I don't care if you live" were some of the last things a ten year old Brenk said to his father during a heated argument as his father was preparing to travel to the front lines to fight on behalf of Karnath. Of course, like any ten year old, he didn't mean any of it, he was just frightened. Seeing his mother crying and his fear that his father would never return manifested itself in blind anger. He fought and fought, but his father still left.

Brenk's fears soon proved prescient. Three years after his father left, a dragonmark appeared at the base of Brenk's neck. His mother didn't know what to make of it. Neither his mother or father had such a mark, nor did anyone else in the family as far as she knew. His mother worried that it was one of the feared aberrant marks and that someone would harm her son. She decided to hide the mark as best she could and ordered Brenk to grow his black hair long. It worked for a short while until a visiting Sentinel Marshal caught a glimpse of the mark and questioned Brenk about it. The Marshal, Torin D’Deneith, told him what the mark was and what it meant. Torin escorted Brenk home and explained to his mother the importance of the Mark of Sentinel.

After some assurances and prodding, Brenk's mother was finally convinced to let House Deneith claim their foundling, her son. While Brenk didn't want to leave, he reluctantly followed Torin to Atur, the City of Night. Years passed quickly and Brenk's skill with a blade grew almost daily. Around this time, House Deneith started a new training program seeking to merge the skills of blade and magic in one combatant. Brenk was identified as a candidate and left Karnath for Sharn to undergo this specialized training.

By seventeen Brenk had completed his training and joined the Blademarks, like any good young and eager Deneith heir should. He enjoyed his time in the Blademarks, the constant camaraderie and combat helped take his mind off his parents and prior life. Brenk served the house well and the House Deneith recognized his years of service with a new assignment.

After leaving the Bladmarks, Brenk joined the Defenders guild. He was assigned to protect Brelish nobles as they traveled to allied nations or cities close to the border. After a short time performing this service, he began to have misgivings. Most of the nobles were pompous and arrogant louts that cared nothing of the soldiers that served or protected them. While some were different, most fit this mold and he despised them.

Disgruntled with his time in the Defender’s Guild, Brenk planned to return to the Blademarks for a stint of honest mercenary work. While waiting for his assignment, Brenk was visited by Torin, the man who had introduced him to his new life in House Deneith. Torin told Brenk that he had been keeping an eye on him and told him the Sentinel Marshals were interested in recruiting him into their ranks. His first mission would require him to travel to the Talenta Plains and the Blade Desert in search of a certain Karnathi noble whom the Marshals suspected of violating the laws of the Five Nations. In fact, the Marshals also believe some of Brenk’s former companions may be headed that way even now…

Battle Stats Show
HP: 76/76
AP: 12/12
AC: 19, Touch: 11, FF: 18
+14/+9 Melee, Justice Served, +1 Adamantine Greatsword, 2d6+7, 19-20/x2, Slashing

Spell Like Abilities
Arcane Attunement (_) (_) (_) (_) (_) (_)
Shield Other (_)
Shield of Faith
(_) (_)
Lesser Globe of Invulnerability (_)

Spells/Day
Cantrips (_) (_) (_) (_) (_) (_)
1st Level (_) (_) (_) (_) (_) (_)
2nd Level (_) (_) (_)

Expendables
Healing Belt (_) (_) (_)

Current Status Effects: DR 5/Magic

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2 years ago  ::  Dec 07, 2010 - 2:29PM #3
Omen_of_Peace
Date Joined: Feb 4, 2007
Posts: 5,857

Rayla

Rayla CG, Deity: Olladra
Female Human Ranger 5/Master of Many Forms 5 45,000 XP
Str 10 +0 10
Dex 14 +2 14
Con 18 +4 14 + 2 lvls + 2 enh
Int 14 +2 14
Wis 14 +2 14
Cha 14 +2 14
HP 93 8+9x5 classes + 10x4 Con
AC 19 - Touch 13 - Flatfooted 17
10 + 5 armor + 1 shield + 2 Dex + 1 defl

Fort +13 4 Con + 8 class + 1 res
Ref +11 2 Dex + 8 class + 1 res
Will +5 2 Wis + 2 class + 1 res
Longbow +11/+6 [8 BAB + 2 Dex + 1 MW] 1d8  20/x3 110ft
Produce Flame
+10/+5 [8 BAB + 2 Dex] 1d6+5 20/x2 120ft
Scorching Burst
+10 [8 BAB + 2 Dex] 4d6 x 3 20/x2  50ft
SLAs  CL 11
Spellcasting  CL 2 - Spells per day : 0+1
1/1 Speak with vermin
3/3 Produce Flame
3/3 Scorching Ray
2/2 Confusion (DC 17)
1/1 Speak with Animals
Skills 107 [9x8+7x5]
+7 Bluff 2 Cha + 5
+6 Diplomacy 2 Cha + 0 + 4 syn
+16 Disable Device 2 Dex + 8+4CC + 2 tools
+10 Disguise 2 Cha + 6 + 2 syn
+3 Forgery 2 Int + 1
+11 Gather Info 2 Cha + 9
+15 Hide 2 Dex + 13
+4 Intimidate 2 Cha + 0 + 2 syn
+11 Jump 0 Str + 5 + 4 speed + 2 syn
+3 K: Dungeoneering 2 Int + 1
+3 K: Local 2 Int + 1
+6 Listen 2 Wis + 1 + 2 feat
+10 Move Silently 2 Dex + 8
+9 Open Locks 2 Dex + 5 + 2 tools
+7 Profession: cook 2 Wis + 5 (free)
+10 Search 2 Int + 8
+9 Sense Motive 2 Wis + 7
+17 Spot 2 Wis + 13 + 2 feat
+10 Tumble 2 Dex + 6 + 2 syn
Languages
Common, Halfling, Elven
Skill tricks
Point it out
Initiative +2 2 Dex
Speed land 40ft 30 base + 10 FM Ranger
Resistance fire 5 up to 25
Class Features
Trapfinding
Wild Empathy: animals & vermins +7
Favored Enemy: undead +4
Favored Enemy: magical beasts +2
Distracting Attack: grant +2 to next ally
  to attack enemy she hits
Shifter's Speech
Wildshape (10 HD max, 10 hours) 6/6
- aberrations, humanoids, giants,
monstrous humanoids, fey, vermin
- Tiny to Large
Fast Wildshape 
Feats
1-Bonus Alertness
1-Human Aberrant Dragonmark (ECS): Produce Flame
1 Mark of Vermin (Dmk 143)
3-Ranger Endurance
3 Mighty Dragonmark (Dmk 143)
6 Lesser Aberrant Mark (Dmk): Scorching Ray
8-Bonus Daredevil Athlete (CS 76)
9 Greater Aberrant Mark (Dmk): Confusion
9-Bonus Action Surge (ECS) [for reviewing sheets]
Equipment ~ 50gp left
Neck


Shoulders
Body

Shield

Arms
Waist
Feet
Amulet of Might Fists +1, Con +2, Resistance +1, Deflection +1
-- Lesser Crystal of Energy Assault: Fire (MIC)
-- Wilding Clasp (MIC)
Cloak of Elvenkind
Mithral Chain shirt +1
-- Least Crystal of Adaptation (MIC)
Masterwork Buckler
-- Clasp of Least Energy Protection: Fire (MIC)
Bracers of Armor +2
Belt of Ultimate Athleticism (MIC) / Monk's Belt
Boots of Landing (MIC 77)
14.5k
3k
4k
2.5k
2.1k
500
165
500
4k
3.6k / -
500
Everfull Mug (MIC 160)
Masterwork Composite Longbow
Dagger
Masterwork Thieves' Tools
Everburning Torch
Cooking utensils
Desert gear
Spell component pouch
Divine Focus
Travelling Papers
Forged ID Papers (with the name Rayla Torsaven)
200
410
-
100
110
-
50
-
-
-
-
Wand of Embrace the Wild (SC) - 25/25
Wand of Surefoot (SC) - 25/25
Trail rations
Arrows - 40/40 
375
375

 
Notes
Grapple +8 [8 BAB + 0 Str] ; Trip +0 [0 Str]

3/3 Daredevil Athlete: use an immediate action to gain a +5 competence bonus on a Balance, Climb, Escape Artist, Jump, Ride, Swim or Tumble check.

Action Points (2d6, keep best): 10/10


Approved Show
Variants:
- Wildshape Ranger: lose Combat Style, gain Fast Movement and wildshape

- Houserule: basic wildshape lets her turn into aberrations rather than animals (otherwise it functions identically)

- Trapfinding Ranger (Dungeonscape): lose Track, gain Trapfinding and DisDev as class skill

- Distracting Attack (PHB2): lose companion, grant +2 to next ally to attack enemy she hits
Common shapes Show
Cloaker (SRD): AC 20 25 / 15 / Ff 22 (w/ Bracers and Monk's Belt)
Fort +13 / Ref +12 / Will +5 - Fly 40ft - Moan (DC 16), Engulf - Str 21, Dex 16, Con 19 - Large
Attack tail +13 1d6+6+1d6 fire / bite +8 1d4+3+1d6 fire ; Grapple +17


Background (by ieattrolls) Show
Rayla was born to a rich noble family living in the Ocean View district of Upper Tavick’s Landing, Sharn. The ir’Sulenthi family earned its nobility centuries ago for service to the King of Galifar by working as a bridge between the Dragonmarked Houses and the state, and has built a reputation and respect to rival some of the larger, richer families such as the ir’Tains. As such, Rayla was treated well as a child, and she knew neither hardship nor pain, until she fell seriously ill shortly after her eleventh birthday.
As she began to recover and the rash that had formed on her face and neck began to shrink, it was clear hers was no ordinary illness. A dark red pattern crystallised amidst the bruised skin, reaching across her right cheek and down her neck. Even when the fever had long gone, the mark remained, and her family quickly realised that Rayla had manifested an aberrant dragonmark.
For a family whose reputation depended on close ties to the Dragonmarked, this was a disaster. To have the family’s heir an aberrant marked would ruin them, and Rayla’s parents realised this. In a move that Rayla can never forgive, her parents declared she had been killed by her illness, and abandoned her in the depths of the city.

Living in the streets was hell for Rayla. She had no idea how things worked out in the real world, and all she could do was scavenge leftovers or use her dragonmark to scare people into giving her food. The latter attracted attention, and she was approached within months by a group calling themselves House Tarkanan. With no other options, Rayla joined with them.

Thora Tavin, the leader of the House, immediately took a shine to the young ex-noble, and had her trained in the arts of stealth and subterfuge. Thora said she saw great potential in Rayla, in part owing to the increased pain Rayla felt when using her dragonmark’s abilities. The pain, Thora had said, is a sign of strength. Though House Tarkanan, Rayla felt she had a real purpose for the first time, and embraced the gang as her new family.

In the years that followed, Rayla learnt to steal and to fight. Though a little unsure of such activities at first, she concluded that she was stealing to survive, and that the world that had shunned her and her new family deserved as much anyway. Still, the thoughts lingered in the back of her mind, a vague worry that everything she had done would come back to haunt her.

And it did…

Rayla crept in the shadows of the rafters of the theatre. Her mark walked below, pacing across the stage with a stern look on his face. Rayla took a deep breath, and reached for her crossbow.
This is it…
Her first kill. Deia had told her that Thora herself would train her if she could pull this off. She didn’t believe that Thora would get involved, but learning the fine arts of assassination from any of the higher House members brought enough prestige.
Beads of sweat began to form on her face, and shooting pains ran through her dragonmark. The man moved to the back of the room as she took aim, but as her finger closed on the trigger, he took the door backstage.
‘Dolurrh…’
Rayla breathed again, and made her way to the back. She had found a way to the dressing rooms from the loft earlier, so it would only be a short delay. Slowly stepping from beam to beam, careful not to make a sound, she eventually arrived above the room and peered through a ventilation grate. 
The shot would be difficult from here; she would have to drop into the room.
Quick as lightning, Rayla was down, facing the man with her crossbow pointed directly at his head.
The man stumbled backwards, fear across his face…then confusion.
“Rayla?”
Her mind raced. How could he know who she was? He wasn’t Tarkanan. That could only mean…
“Where’ve you been all these years? We thought you were dead!”
The memories flooded back. Rayla hadn’t recognised the man’s stage name but she recognised the face. This was Balrin ir’Torren, one of her few friends before she was abandoned.
Rayla dropped her crossbow and took a step back. She knew she could not kill the man, but that would mean failing the Tarkanans. He was a link to her past, when everything was well. As much as she hated her parents, she could not kill off her past.
Rayla suddenly felt ashamed in front of Barlin. He had been good to her when they were children, and though she didn’t know what had earned him a death contract against him, she couldn’t bare standing before him, having lied, cheated and stolen to get there. So she ran.
She couldn’t return to the Tarkanans, she knew she couldn’t kill, not after what had happened. She couldn’t return to her past, that was even further from her grasp, so without stopping back home, Rayla rushed to the Lightning Rail station, boarded the first train she could find, and breathed a sigh of relief as it rolled out of the city.
Rayla thought she would find peace at the end of the line, in the neutral city of Karhas, but with all the rumours filtering through the Leaky Boot, now she isn't so sure.
Appearance (by ieattrolls) Show
Medium, 5'4" tall, 115lb, 21 yrs old
Light brown hair, green eyes, slightly tanned skin


Rayla is of slender, athletic build, and her often relaxed stance belies her ability to spring into action in a moment's notice. She wears almost all black clothing, to aid her stealth, over a light chain shirt with metallic shin pads and bracers for extra protection. A rapier hangs at her waist, and a dagger in a sheath attached to her left shin guard. She wears a hood to help conceal her face, but no cloak.
Though she has a fairly relaxed posture, even during times of stress, her eyes are constantly searching. Though most of her skin is flawless, on the right of her face a patch of bruised skin creeps up from her neck up to her eye, on which her deep red dragonmark is scribed.
Personality (by ieattrolls) Show
Rayla is usually calm and collected, especially during combat, but had a tendency to release her all frustrations at once when any danger has passed. Methodical and careful, Rayla is also a little paranoid, not surprising considering recent events. 
To Rayla, her aberrant dragonmark is a sign of her purpose and potential, but at the same time it annoys her that so much pain should come with such power.
Deep down, all Rayla is really looking for is a family. Though she had found it for many years in House Tarkanan, she is once again lost. A friend is all she needs right now, but she has no idea who to turn to.

Waiting for approval Show
- Extra Wildshape feat from Complete Divine

- skills substitutions (made trying to stick close to the original Rayla):
Handle Animal => Gather Information
K: nature => K: local
Ride => Tumble
Survival => Sense Motive
(those four are also encouraged in this official supplement for urban characters: see the Skilled City-Dweller section)

Concentration => Open Locks
Heal => Bluff
(these ones I made up)

TODO list Show
- Dine with Sahna so she can discuss the message from Tim and the presence of a betrayer in their midst - Done
Take shapeshifting lesson from Servek?
OoP's characters Show
My current characters in Real Adventures Play-by-Post games:

  • Feänor in Such Tangled Webs They Weave

  • Jasra in Eberron: The Night Below

  • Maeve in The Lost History of Istar

  • Rox in Pirates of Eberron

  • Ulm in Pathfinder: Rise of the Runelords


Campaign in Eberron: Auction of Shade
3E: Dispelling and Counterspelling Compilation
4E: Homebrew dragonmark powers
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2 years ago  ::  Dec 07, 2010 - 3:33PM #4
Belabras
Date Joined: Oct 14, 2004
Posts: 5,519

DRin.jpg
Darius Rin
Male Human Duskblade/Barbarian/Dragon Disciple 10th level (1/4/5)
Chaotic Good
XP: 32,000

Stats

Str 22 -- (10 pts) (+4 DD, +2 Gauntlets, 26 raging)
Dex 12 -- (4 pts)
Con 17 -- (8 pts) (+1 at level 4, +1 at level 8, 21 raging)
Int 14 -- (6 pts)
Wis 10 -- (2 pts)
Cha 10 -- (2 pts)

Hit Points 101 (+20 raging)
AC 23 (23 raging), Touch 12 (10 raging), Flat 23
Init +1
BAB +8/+3, Grap +14 (18 when raging)
Speed 40ft (base 40ft, light load 57.6/76, light armor)
Fort +13, Ref +3, Will +7 (Raging Fort +15, Ref +3, Will +9)
Resist 5/elec (Resist 15/elec raging)

+15/+10 (+17/+12 raging) Melee, +1 Dragonfang Longsword, 1d8+7+1elec (1d8+9+1elec raging) [two-handed 1d8+10+1elec (1d8+13+1elec raging)], 19-20/x2
+15/+10 (+17/+12 raging) Melee, +1 Cold Iron Scimitar, 1d6+7  (1d6+9 raging) [two-handed 1d6+10 (1d6+13)],  18-20/x2
+14/+9 (+16/+11 raging) Melee, Spiked Armor, 1d6+6 (1d6+8 raging), 20/x2
+14/+9 (+16/+11 raging) Melee, Dagger, 1d4+6 (1d4+8 raging), 19-20/x2
+9 Ranged, Dagger, 1d4+6 (1d4+8 raging), 19-20/x2, 10'ranged
+11 (-5 Secondary, +2 Raging) Melee, Bite, 1d6+3 (1d6+4 raging), 20/x2
+11 (-5 Secondary, +2 Raging) Melee, 2xClaw, 1d4+3 (1d4+4 raging), 20/x2
60ft line of Acid, DC 17 ref, 2d8 acid
Kelgore's Fire Bolt, 110ft, DC 11 ref, 1d6 fire

Action Points: 10/10 (2d6, highest)

Medium, 7'1" tall, 280 wt, 25 yrs old
Black hair, Blue eyes, Copper skin

Speaks Draconic, Argos (Seren), Common


Skills
(Barbarian 49, Duskblade 5, Dragon Disciple 25)
+0 Bluff(Cha) (0+0+0)
+10 Climb(Str) (4+0+0)
+6 Concentration(Con) (0+0+3)
+2 Decipher Script(Int) (0+0+0)
+1 Handle Animal(Cha) (1+0+0)
+12 Intimidate(Cha) (7+0+5)
+14 Jump(Str) (4+0+0)(+4speed)
+10 Knowledge(Int)(Arcana) (3cc+5+0)
+5 Profession(Wis)(Sailor) (+0+0+0)(5 free)
+2 Ride(Dex) (1+0+0)
+3 Search(Wis) (0+0+3)
+0 Sense Motive(Wis) (0+0+0)
+8 Spellcraft(Int) (0+0+4)(+2synergy)
+7 Survival(Wis) (7+0+0)
+9 Swim(Str) (3+0+0)
+14 Listen(Wis) (7+0+5)(+2feat)
+19 Spot(Wis) (7+0+5)(+2feat, +5 item)
Literacy (2+0+0)


Feats
Dragon Totem (Blue): Energy Resistance 5/Electricity
Aberrant Dragonmark: Cause Fear 2/day, caster level 5 (here)
Dragonmark Rage: Gains Fast Healing 2 when raging
Alertness (freebie): +2 to Spot and Listen
Dragon Rage: +2 Natural Armor and +10 Electricity Resist while raging.
Lesser Aberrant Dragonmark(bonus): False Life 2/day, caster level 8 (here)
Extra Rage

Human Traits
Bonus feat
+4 skill points at first, +1 skill point per level

Duskblade Abilities
-Arcane Attunement:Can use spell-like abilities (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic) 5x/day
-Armored Mage (light)

Barbarian Abilities
-fast movement: +10ft to movement speed in light and medium armor
-Rage (4/day): +4 to Str, Con, +2 morale bonus to Will saves, -2 AC, +16 HP, for 8 rounds, fatigued for the rest of the encounter afterward.
-Uncanny Dodge: Retains Dex bonus even if flatfooted
-Trap Sense +1: +1 Reflex save vs Traps and +1 AC vs Traps.

Dragon Disciple (Copper)
-Bonus Spell +3
-Natural Armor +2
-Ability Boost: +4 Str
-Claws and Bite
-Breath Weapon: 2d8 Acid, DC 16 (10+Con+Class), 60ft line, 1/day
-Blindsense 30ft

Spells Per Day 3/7
0th- Mage Hand, Prestidigitation, Mending, Detect Poison
1st- Blade of Blood, Dragonmark Shield



Character

History: Darius was born into the Spellclaw Clan on the island of Seren. Like the other children of the clan he learned about their patron dragon A'Rion, the history of the tribes of Seren, and what his duties as a dragon warrior of the tribe would be when he became of age. Known for their arcane abilities, the Spellclaw tested all children for potential, and trained those with the gift to master their talents. Darius had some ability, but it was soon overshadowed by his martial prowess, and he recieved only a little training. Quickly gaining respect amoungst the tribes warriors, Darius thought he knew what path life had in store for him, and had even begun courting the warchief's daughter Oona.

All that changed when, at the age of seventeen, he developed a burning fever and a rash across his back. The fever persisted for days, but the the rash subsided with the appearance of vivid blue dragonmark. Having never seen such a mark amoungst the tribe, the Spellclaw Dragonspeaker traveled across the Dragonreach to Argonnessan to seek the guidance of the tribe's patron. He returned with grave news and a stony expression. Darius was told that he had been marked by the Dragons, and that he must leave Seren for the land across the sea, never to return.

Darius was crushed. He couldn't imagine life outside of the Spellclaw tribe, much less life beyond his island home. As if going to his death sentance, the young tribesman packed his few belongings and climbed aboard one of the tribe's longboats. With only Oona on shore to see him off, he set sail with tears streaming down his face, but would not look back.

After months of voyaging and countless brushes with disaster, Darius ended up in Q'Barra. Unable to understand the language of most folk, he stubled around for days before discovering that much of the Lizardfolk population were fluent in the holy tongue of his people. This common language and a similar faith lead the tribesman to start a new life as an expidition guard and guide like his new Lizardman friends. He continued like this for a few years, but eventually longed to see the 'civilized' lands of the explorers and tourists he and his friends had served. Packing what little he owned once more, he began to journey inland.

For the past year and a half Darius has travelled the roads and railways of Khorvaire, earning money as a sellsword and adventurer when he can, living off the land when he can't. Each night he looks up at the constellation of Bahamut and tries not to think of a home he can never go back to.

On a routine trip aboard the lightening rail, Darius and 7 others defeated would be bandits, repelling them from the rail and performing a great service for house Orien. Making fast friends with his new allies, Darius traveled with them for some time, until an emergency message from Sssemith his lizardfolk friend in Qbarra called the big Seren away. By the time he met back up with the others they had a harrowing experience on an island called Karhas.

Personality: Darius is a friendly and outgoing man, regardless of having been tossed around by fate for much of his life. Despite his banishment he holds true to the religion of his people, reviering A'Rion and Bahamut deeply. He is ashamed of his Aberrant Mark, but only because of the banishment it caused (he is largely unaware of the social stigma attached to it) and he passes off it's use as just another spell.

Appearance: A big man, and clearly of Seren stock, Darius towers over most Khorvairans. Combined with his rustic, warlike gear and bone sword, he poses a rather daunting visage - or would if he didn't spend so much time with a big smile on his face. Only when he is angry or thinking of his lost home does his expression darken. He still wears a totem of A'Rion on his chest. When raging his features take on a more draconic cast and his eyes become ophidian.

Character Piece: Darius having a conversation (in Draconic) with his friend Sssemith of the Twilight Walkers
Darius- So your patron Dragon is Rhashaak?
Sssemith- Rhashaak the black is lord of Haka'torvhak and the Dragon/God of all the Cold Sun, but I know not this 'patron'.
Darius- Um... It means he is the Dragon of your people specifically. Like A'Rion is the patron Dragon/God of the Spellclaw.
Sssemith- Rhashaak is not the only Dragon/God?
Darius- There are many Dragons/Gods. As a boy I saw several flying over the shores of Argonessan. I mean no dissrespect though. A'Rion is the Dragon/God of my people just as Rashaak is to yours. His will is our duty, and we seek to emulate and appease him as is our sacred trust.
Sssemith- You have seen other Dragons/Gods??!??
Darius- Only from a distance. As a boy/whelp I secretly hoped A'Rion himself would speak to me or grant me the boon of seeing his visage, but it was never to be. I think all boys/whelps have such private dreams.
Sssemith- It is true that an audience with Rashaak is a gift granted only to most holy... It had never occured to me that there might be more Dragons/Gods.
Darius- Of course. Of the Seren tribes there is A'Rion, Ar'Wakai, Balirus, Bu'Oldre, Dhol Aran, Kar Karan, Dhol Drin, Unatus, Mavakrus, Fulnimock, Destirkan, and that which is not named. They are the offspring of Eberron and Siberus, just as the three were offspring of Bahamut and Tiamat.
Sssemith- You speak of the holy secrets of the Twilight Walkers. We were told never to say such words to outsiders, for they could not comprehend such truths.
Darius- They are the holy truths of the Seren people as well.
Sssemith- You have given me much to think on friend.
Darius- I hope nothing dire. Perhaps you will tell me more of Rashaak sometime, and I can tell you of A'Rion.
Sssemith- Perhaps I shall.


Equipment
Amulet of Natural Armor +2 (worn, --) 8000gp
Ring of Protection +1 (worn, --) 2000gp
Ring of Sustenance (worn, --) 2500gp

+2 Mithril Breastplate w/ Armor Spikes (worn, 25lbs) 8350gp
(considered light armor, 0 armor check)
Traveller's Outfit (worn, --) --
Gauntlets of Ogre Power +2 (worn, --) 4000gp

'Fang' +1 Dragonfang Longsword (belt left, 4lbs) 2615gp (From Draconomicon)
Wand of Kelgore's Fire Bolt (1st lvl, 48/50 charges) (belt right, --) 750gp
+1 Cold Iron Scimitar
Eyes of the Eagle
3 potions of CLW
Dagger (belt front, 1lb) 2gp
Dagger (belt rear, 1lb) 2gp
Spellcomponent Pouch (belt, 2lbs) 5gp

Backpack (center back, 2lbs) 2gp
Blanket (below backpack, 3lbs) 5sp

Waterskin- water (backpack, 4lbs) 1gp
Everburning Torch (backpack, 1lb) 110gp
Flint & Steel (backpack, --) 1gp
Trail Rations- 2 days (backpack, 2lbs) 1gp
5 Candles (backpack, --) 5cp
Fishhook (backpack, --) 1sp
ID papers with portrait (backpack, --) 5gp
Travel Papers (backpack, --) 2sp
Small Steel Mirror (backpack, 1/2 lb) 10gp
Whetstone (backpack, 1lb) 2cp
Grappleing Hook (backpack, 4lbs) 1gp
50ft Silk Rope (backpack, 5lbs) 10gp
8 Potions of CLW (backpack, --) 400gp

Coins- 3235gp, 1sp, 7cp (pouch, 1.1lbs)
-500gp

You can see my scifi/fantasy art at http://iron-spider.deviantart.com/
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2 years ago  ::  Dec 09, 2010 - 10:54AM #5
Akavasha
Date Joined: Oct 31, 2007
Posts: 10,794

Nova Show


Designation: Nova

Warforged (male personality)
Fighter 2/Wizard 4/ Spellsword 1/Abjurant Champion 3
Deity – None
Neutral Good

+4  Str 18 (6pts, +4 ogre gauntlets)
+2  Dex 14 (6pts)
+3  Con 16 (6pts, +2 racial)
+4  Int 18 (10 pts, +1 @ 4-lvl, +1 @ 8-lvl)
-01 Wis 08 (2 pts, -2 racial)
-01 Cha  08  (2 pts, -2 racial)


Stats: Spoiler: Show


Hit Points 81  Max at first level, Average plus thereafter (1d12=7, 1d10=6, 1d8=5, 1d6=4, 1d4=3)
First lvl = Fighter: d10 + 3 Con mod = 13
2-lvl, Fighter: 6+3 Con mod = 9
3-lvl, Mage: 3+3 Con mod = 6
4-lvl, Mage: 3+3 Con mod = 6
5-lvl, Mage: 3+3 Con mod = 6
6-lvl, Mage: 3+3 Con mod = 6
7-lvl, Spellsword: 5+3 Con mod = 8
8-lvl, Abjurant Champion 6 + 3 Con mod = 9
9-lvl, Abjurant Champion 6 + 3 Con mod = 9
10-lvl, Abjurant Champion 6 + 3 Con mod = 9 


AC 19/25, Touch 12, Flat 15 (5 Mithral body, 2 Dex, +2 Amulet of Natural Armor/+6 shield)
Init +3   (2 Dex)
BAB +8/+3, Grap +12 (2F, 2W, 1 SS, 3AC, 4 Str)
Speed 30’ (base 30, load ?/100, light armor category)
Fort +10 (3F, 1W, 2SS, +1AC, +3 Con)
Ref +4  (1W, +1AC, +2 Dex)
Will +8  (4W, 2SW, 3AC, -1 Will)


Action Points: 10 (roll 2d6)


ASF: 5% (ASF 15% from mithral feat / Ignore 10% spell failure from SS class)

Attacks
+12/+07  Melee, Natural - Slam Attack 1d4+3
[Hit: +8/+3 BaB, +4 Str  / Damage: 1d4, +3 Str]

+14/+09  Melee, +1 Greatsword, 2d6+4, 19-20/x2
[Hit: +8/+3 BaB, +1 Magic, +4 Str, +1 Weapon’s Focus feat  /  Damage: 2d6, +1 Magic, +3 Str]

+12/+07  Melee, Quarterstaff, 1d6+3 & 1d6+3, 20/x2
[Hit: +8/+3 BaB, +4 Str  /  Damage: 1d6 + 1d6, +3 Str]

+12/+07  Melee, Javelin, 1d6+3, 20/x3, 30’r
[Hit: +8/+3 BaB, +4 Str  /  Damage: 1d6, +3 Str]

+12/+07  Melee, Spear, 1d8+3, 20/3, 20’r
[Hit: +8/+3 BaB, +4 Str / Damage: 1d8, +3 Str]

+10/+05  Ranged, Javelin, 1d6, 20/x3, 30’r
[Hit: +8/+3 BaB, +2 Dex /  Damage: 1d6]

+10/+05  Ranged, Spear, 1d8+3, 20/3, 20’r
[Hit: +8/+3 BaB, +2 Dex / Damage: 1d8]

+11/+06 Ranged, MW Comp longbow +4 Str. enhancement, 1d8+4, 20/x3, 110'r
[Hit: +8/+3 BaB, +2 Dex, +1 MW  /  Damage: 1d8, +4 Str]

Medium, 6’4” tall, 290wt, 6 yrs. old
Mithral composite body; Black quartz crystal for eyes; pseudo dragon headdress (familiar)
Weight: 320 lbs  (Nimsee weighs 5#)

Speaks Common, Draconic, Giant, Battle Signs, Halfling


Skills
Fighter: (2+3)4 + (2+3) = 25
Wizard: (2+3) + (2+3) + (2+3) + (2+3) = 20
Spellsword: 2+4=6
Abjurant Champion: (2+3) + (2+3) + (2+3) = 15
SPECIAL: Sugar & Spice DM Bonuses: +2 to Craft Skill / +2 to Concentration & Spellcraft / +5 ranks in Profession (DM exception for Craft skill instead of Profession)

+00  Balance (-2 mithral plating, 2 Dex)
+10  Climb (-2 mithral plating, 5F, SS, 1AC, 4 Str, +2 familiar)
+15  Concentration (3W, 4SS, 3AC, 3 Con, +2 DM Bonus)
+11  Craft: Alchemy (2F, W, 3AC, 4 Int, +2 DM Bonus)
+05  Craft: Sketching/Drawing (1F, W, AC, 4 Int)
+15  Craft: Armorsmithing (5F, W, 2AC, 4 Int, +4 DM Bonus)
+10  Decipher Script (6W, 4 Int)
+00  Escape Artist (-2 mithral plating, 2 Dex)
 -01  Handle Animal (F, AC, -1 Cha)
+00  Hide (-2 mithral plating, 2 Dex)
+04  Intimidate (5F, AC, -1 Cha)
+07  Jump (-2 mithral plating, 3F, SS, 2AC, 4 Str)
Knowledge – all, taken individually (W, SS, 4 Int)
+13  Knowledge of Arcana (6W, 3AC, 4 Int) (required to take 6 for Spellsword PrC)
Profession (W, SS, -1 Wis)

+00  Move Silently (-2 mithral plating, 2 Dex)
+06  Ride (4F, AC, 2 Dex)
+00  Sleight of Hand (-2 mithral plating, 2 Dex)
+01  Speak Language (1cc F)
+14  Spellcraft (5W. 1SS, 1AC, 4 Int, +2 DM Bonus)
+02  Swim (-2 mithral plating, F, AC, 4 Str)
+00  Tumble (-2 mithral plating, 2 Dex)
 -01/+01  Listen (-1 Wis, +2 within arm’s reach of familiar)
 -01/+01  Spot (-1 Wis, +2 within arm’s reach of familiar)


Feats
1-lvl: Mithral Body (Increase AC to +5 / -2 penalty to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble / ASF 15%)
1-lvl, Bonus Fighter: Weapon Focus = Greatsword (1-lvl bonus feat; +1 bonus on attack rolls)
2-lvl, Bonus Fighter: Power Attack (2-lvl Bonus Feat; Trade attack bonus for damage, up to BAB)
3-lvl, Bonus Wizard: Scribe Scroll
3-lvl: Combat Casting (+4 to Concentration cks to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.)
6-lvl: Improved Familiar [CM, p101] (Improve Nimsee from lizard to psuedodragon)  
9-lvl: Spontaneous Casting [ECS, p61] (You can swap out a prepared spell for one in your spellbook, cost is 2 action pts.)
9-lvl DM Bonus: Arcane Strike (Sacrifice a spell for +1 on attacks and 1d4 damage per lvl of the spell)


Warforged Traits
-Living Construct Subtype (Ex)
-Does not eat, sleep, or breathe
-Con +2; Wis -2; Cha -2
-Spells from the healing school and supernatural abilities that cure hp damage or ability damage provide only half their normal effect
-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain
-Affected by spells that target living creatures and constructs
-Takes damage from Heat Metal and Chill Metal spells; affected by Repel Metal or Stone spell; repelled by Repel Wood spell; vulnerable to Rusting Grasp spell (see ECS;23 for details)
-Is not affected by Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape spells
-At 0 hp is disabled and able to make only a single move action or standard action in each round, but strenuous activity does not risk further injury.  Between 0 and -10 hp, warforged is inert, but doesn’t loose any further hp unless purposely damaged by another.
-living construct and can be raised or resurrected
-Cannot wear armor or magical robes.
-Composite Plating: provides a +2 bonus.  This plating is not natural armor and does not stack with other effects that give an armor bonus except natural armor.  It occupies the same space on the body as a suit of armor or robe and has a 5% chance of Arcane spell failure.
-Light Fortification (Ex):  25% chance for normal damage when a critical hit or sneak attack is scored against warforged
-Natural weapon in form of slam attack. 1d4
-Automatic Languages: Common
-Bonus Languages: None (DM allowing Nova to be an exception)
-Favored Class: Fighter

Fighter Abilities:  2-lvls
-Proficient with all simple and martial weapons and with all armor and shields.
-Bonus feats at 1, 2,4,6,8,10th... level
-HD10

Mage Abilities: 4-lvls
-HD4 (full hp at 1st level and then med. hp thereafter, DM ruling)
-Skill pts. 2 + Int. modifier
-Proficient with club, dagger, light & heavy crossbow, and quarterstaff.
-Bonus spells based on Intelligence
-Familiar
-Scribe scroll as bonus feat
-Bonus feats at 5th, 10th, 15th, and 20th levels
-Use Spellbooks
-Draconic language replaces bonus language


Spellsword Abilities: 1-lvl [Complete Warrior, p81]
-HD8
-Requirement: To become a spellsword must have +4 BAB, 6 ranks in Arcane Knowledge, Proficiency with all simple and martial weapons and with all armor, the ability to cast 2-lvl spells, and having defeated a foe through force of arms alone.
-Skills: Climb, Concentration, Knowledge, Jump, Profession, and Spellcraft
-Skill points per level: 2 + Int mod
-Gain new spells at every odd level as if gained a level in previous spellcasting class.
-Ignore 10% arcane spell failure chance at 1-lvl 


Abjurant Champion: 3-lvls [Complete Mage, p51]
-Requirements: BAB +5, Combat Casting feat, must be able to cast 1-lvl spells including at least one abjuration spell, and must be proficient with at least one martial weapon.
-HD10
-At each lvl, gain new spells, new spells per day & an increase in caster level. No other benefit received...(standard applies)
-Abjurant Armor (Su): Any time you cast an abjuration spell that grants armor or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class lvl. Abjurant champions rely on Mage Armor, Shield, and similar spells instead of actual armor.
-Extended Abjuration (Su): Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them, but without the change in lvl or casting time.
-Swift Abjuration (Su): Beginning at 2-lvl, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them, but without any change in lvl. The max lvl of spell you can quicken in this way is equal to ½ class lvl, rounded up.
-Arcane Boost (Su): At 4-lvl you gain the ability to burn arcane energy to empower your martial abilities. (See CM, p50 for further details)
-Martial Arcanist (Ex): At 5-lvl, your caster lvl is equal to your BAB (unless it would otherwise be higher) (See CM, p50 for further details)
-Skills (2+Int mod per lvl): Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge of Arcana, Ride, Spellcraft, Swim


Spells  Spoiler: Show


Wizard: 4 lvls
Spellsword: 1 lvl
Abjurant Champion: 3 lvls


Caster Lvl Ck: 1d20+8


Spells Prepared  (* = Abjuration spells & Abjurant Armor)
0th- Detect Magic, Message, Prestidigitation, Read Magic
1st- *Shield, Shield, Sleep, Mage Armor, (B)Detect Secret Doors, (RME)Magic Missile
2nd- See Invisibility, Cat’s Grace, Knock, (B)Rope Trick, (RME)Dimensional Leap
3rd: Hold Person, Enhance Familiar, (B)*Dispel Magic
4th: Greater Invisibility, Globe of Lesser Invulnerability, (B)**Rary's Mnemonic Enhancer
**RME grants extra spells of Magic Missile and Dimensional Leap**

Spellbook
0-lvl: (28) All cantrips
1st-lvl: (8) Magic Weapon, Mage Armor, True Strike, Detect Dragonmark [MoE;pg95], Repair Light Damage (ECS;114), Shocking Grasp, Enlarge Person (gained at Wiz2), Familiar Pocket (SC, 262)
1st-lvl:  (Additional = 26) – Alarm, Ancient Knowledge [MoE;94], Animate Rope, Color Spray, Comprehend languages, Detect Secret Doors, Detect Undead, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Jump, Kelgore’s Fire Bolt [PHII;116], Magic Missile, Mount, Obscuring Mist,  Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement, Reduce Person, Shield, Sleep, Tensor’s Floating Disc, Unseen Servant
2nd-lvl: (6) Dimension Leap 10-ft [MoE95], Repair Moderate Damage (2d8+3)[ECS;114], Web, Rope Trick, (Additional = 2) Knock, Cat’s Grace
3rd-lvl: Enhance Familiar (SC), Hold Person, Ghost Lantern (CM, 92), Greater Mage Armor (SC, 136); (Additional = 9)Arcane Sight, Dispel Magic, Fireball, Fly, Haste, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Sleet Storm, Vampiric Touch
4th-lvl: Greater Invisibility, Repair Critical Damage, Globe of Lesser Invulnerability, Rary's Mnemonic Enhancer 
**Note from Mish tucked into spellbook  

Spellshard: [ECS 122] (used 18/20 “pages&rdquo
2nd-lvl (Additional = 9): Magic Weapon Legion’s [MoE;99], *Arcane Lock, Blur, Detect Thoughts, False Life, Invisibility, Melf’s Acid Arrow, Protection from Arrows, See Invisibility, 


Equipment: Spoiler: Show

Value = 31694 (minus free spells learned at each level gained)
START WITH 31,000gp


Coins: 0gp, 3sp, 8cp (pouch, 1wt)


Cost of extra spells in spellbook and spellshard: 7500gp (1-lvl: 2600 / 2-lvl: 2200gp / 3-lvl: 2700gp ...See below for total gp cost of all spells, including ones he has discovered or learned)


**Endless supply of little sweet treats & candies (like sesame candies; candied dates & cookies with fig filling in them.) – 5gp


[s]675 600 gp in supplies to write out magical scrolls -(DM's permission to simply deduct cost of supplies as they are used. No need to specify how many bottles of ink or scrolls, et cetera) (Used 75gp for Scroll of Invisibility)


-Pearls, 2 count- 200gp (pouch, -wt)
-Flint and Steel (pouch, -wt) 1gp
-Identification Papers w/ portrait (pouch, -wt) 5gp
-Travel Papers (pouch, -wt) 2sp
-Stamped lightning rail ticket from Sharn to Aundair (pouch, -wt)


Twilight Armor +1 cast on self (worn, -wt) 8000gp

-Greatsword +1 (belt right, 8wt) 50gp + 300MW + 2000gp = 2350gp (Called WRATH, named by Nimsee)
-Spell Component Pouch (belt front, 2wt) 5gp
*Special Spell Component Items (SCP, -wt) 500gp
-Scroll Organizer, holds 15/15 (belt left, .5wt) 5gp
*Read Magic, 2 count (SC, -wt) 12gp, 5sp, 2XP
*Light (SC, -wt) 6gp, 2sp, 5cp, 1XP
*Disrupt Undead, 2 count  (SC, -wt) 12gp, 5sp, 2XP
*Open/Close (SC, -wt) 6gp, 2sp, 5cp, 1XP
*Identify, 2 count (SC, -wt) 25gp, 2XP
*Rope Trick (SC, -wt) 75gp, 6XP
*Knock (SC, -wt) 75gp, 6XP
*Ancient Knowledge, 2 count (SC, -wt) 25gp 2XP
*Mount (SC, -wt) 12gp, 5sp, 1XP
*Comprehend Languages (SC, -wt) 12gp, 5sp, 1XP
*Unseen Servant (SC, -wt) 12gp, 5sp, 1XP
*Invisibility (SC, -wt) 75gp, 6xp
*Mage Armor (SC, -wt) 25gp
*Repair Critical Damage (SC, -wt) created using Quill of Scribing


-Bandoleer, MW – holds 8/12 items (across chest, .5wt) 50gp
*Potion of CLW (for familiar) (bandoleer, -wt) 50gp
*Wand of Repair Light Damage, 49 charges remain (bandoleer, .1wt) 750gp (rusty red with metal tracery, similar to Nova’s old silver veins, running the length of the wand. Activation word “Augmenten” / 1 use to repair wall where Lucius threw arcane dagger.)
*Dust of Tracelessness (bandoleer, -wt) 250gp
*Wand of Endure Elements, [s]20 19 charges (bandoleer, .1wt) 300gp (silver wand with a blue stone at one end and a red stone at the other)
*Oil of Repair, light [ECS;271] (bandoleer, -wt) 50gp
*Wand of Detect Magic, [s]40 39 charges (bandoleer, .1wt) 300gp


-Quiver of Ehlonna, (right shoulder, 2wt) 1800gp
First Compartment: (Holds 60 items the size of an arrow)
*60 arrows - 3gp
Second Compartment: (Holds 18 items the size of a javelin)
*javelins, 10 count - 10gp
*rest of compartment holds pieces of metal for armor repair - 20gp
Third Compartment: (Holds up to 6 items the size of a bow or quarterstaff)
*MW Composite Longbow (+4 Str. enhancement) 800gp (created),
*long spear, 3 count -  15gp
*staff, 2 count - 0gp


-Heward’s Handy Haversack (center back, 5wt) 2000gp


-Nimsee: Ring of Sustenance (Nimsee’s neck, -wt) 2500gp
-Nimsee: Necklace of Fireballs (neck, -wt) -loot from battle to get into pyramid

Amulet of Protection, +2 (Nimsee's wrist) -loot from battle to get into pyramid
Gauntlets of the Ogre +4 (hands, 1wt) -loot from battle to get into pyramid

Inside Haversack
-Warforged repair kit (HHH, 0/1wt) 50gp
-Spellshard, 8 pages used (HHH, 0/.5wt) 3gp
*(9 spells x 200 = 1800gp)
-Glyph book (HHH, 0/2wt) 20gp
-Whetstone (HHH, 0/1wt) 2cp
-Everburning Torch (HHH, 0/1wt) 110gp
-Quill of Scribing 1750gp
-paper, 25 count (HHH, 0wt) 10gp
-Wizard’s Spellbook (HHH, 0/3wt) 15gp = spells
*1-lvl: 26 x 100 = 2600gp + 8 free = 3400gp value
*2-lvl: 11 x 200 = 2200gp + 6 free = 3400gp value
*3-lvl: 9 x 300 = 2700 + 4 free = 3900gp value
*4-lvl: 2 free = 800gp value

-Masterwork drawing/artist kit (HHH, 0/1wt) 50gp
-MW tool kit to repair armor (HHH, 0/10wt) 100gp
-100’ of silk rope (HHHH, 0/10wt) 20gp
-Winter blanket, royal purple (HHH, 0/3wt) 5sp
-Feathers from a hieracosphinx, 12 count (HHH, 0/-wt) taken from defeat of worthy foe on lightning rail- ??gp [The sphinx was injured, initially by the people we were fighting. When we hit the train car, it was too crazed in pain to understand we were trying to help and we ended up killing it. The feathers Nova kept are a memorial and something he greatly values. It is a reminder that all creatures, however innocent, can pay a price & he must always remember that his actions could affect others unknowingly.]
-Rubbings on three parchment papers, bought at the Auction in Gatherhold in the Talenta Plains; these are star charts (HHH, -wt) 90gp
-Veil of blue & purple shimmery fabric (like silk) with a shimmer, as if encrusted with diamond dust (daytime: HHH // nighttime: w/ Nimsee, ?wt) 110gp
-Box containing eleven scrolls of the Pharaoh of Numbers (HHH, ?wt) 10gp (bought at Auction)
-Distillation Kit, 20wt, 50gp [SS, 99p]
-Filter Mask (for Nimsee), -wt, 1gp [SS, 100p]
-Slumber Sand, 1wt, 50gp [SS, 103p]
-Oleum, 1wt, 30gp [SS, 102p]
-Deep Draught, .5wt, 10gp [SS, 101p]
-Sun lenses, -wt, 10gp [SS, 101p]
-Sand Tube, 5wt, 80gp [SS, 100p] 


Item Definitions: Spoiler: Show


Quill of Scribing:  This item appears to be a normal quill, albeit one made from the feather of an exotic bird. It is jet black but shimmers with a veritable rainbow of colors when observed at an angle in bright light, as if it was coated in a thin sheen of reflective oil. Despite this, it feels dry to the touch.
When in use, the pen writes on its own, needing no inkwell or other writing supplies.

Prerequisite: You must have the Scribe Scroll feat to activate a quill of scribing.

Activation: A quill of scribing is activated by a command word in Draconic, translating roughly as “inscribe.” This requires a standard action. It deactivates when it is through scribing the scroll in question, but it can be deactivated early simply by taking it in hand and pulling it away from the scroll (though this wastes any resources required to scribe the scroll). The quill can be activated only once per day, even if it is deactivated early.

Effect: A quill of scribing animates and scribes a scroll for you (of any single spell that you know). Treat this just as if you were scribing it, including gp cost, XP cost, time, and all other construction requirements.
Spellcasters typically activate a quill of scribing just before going to bed (or, in the case of more raucous spellcasters, just before going drinking).

Aura/Caster Level: Faint, no school. CL 1st.
Construction: Craft Wondrous Item, Scribe Scroll, prestidigitation,
875 gp, 70 XP, 2 days.
Price: 1,750 gp.

Twilight Armor Ability: This armor becomes translucent when donned and possesses a faint sunset-colored sheen. Twilight armor reduced the chance of arcane spell failure by 10%.  Faint abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus. 


Accounting: Spoiler: Show


Gold
Starting gold: 31000gp
Spent:
2gp - Tip for House Ghallanda waiters and waitresses serving at the Auction 


Experience Spoiler: Show


Game starts: July, 2009

XP Earned:
260 – for combat, post #261,  2/10/07
150 – for role play, post #261, 2/10/07
225 – for combat, post #341, 2/15/07
100 – for rp creativity, post #341, 2/15/07
1275 – battle on lightning rail, luxury cart, crew cart, Parvin, post #662 2/27/07
500 – creative thinking & fantastic players, post # 662, 2/27/07
220 – defeating the hieracosphinx (rail car guardian), post #801, 3/6/07
1425 – battle with the rahshasa, post #973, 3/20/07
400 – for working as a team, post #973, 3/20/07


~~~~~~~Switch to new game with DM Belabras~~~~~~~
The Doom of Karhas
1700xp – for battle in Karhas, 9/16/07, post #269
3000xp - battle with Chani and Alex
1000xp – battle with infected hobgoblins, 3/3/08, post #858 (forums.gleemax.com/showpost.php?p=152347...)


~~~~~~~Switch to new game with DM Elora~~~~~~~~~
Beyond the Pillars...



Background coming soon...

Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup

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2 years ago  ::  Dec 15, 2010 - 7:11PM #6
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973

Lurrsk Show


Male Orc, Barbarian/Wu-Jen 1st/9th lvl
Medium, 6'3" tall, 216 wt, 32 yrs old
Colortype hair, colortype eyes, tonetype skin
Alignment: Chaotic Good

Experience Points: ??
Experience Needed: ??

Action Points: (12/12)/day, roll 2d6 taking highest

Str 14 +2 (02 pts) +4 Rac
Dex 14 +2 (06 pts)
Con 14 +2 (06 pts)
Int 18 +4 (16 pts) -2 Rac, + 1 @4th, +1 @8th
Wis 08 -1 (02 pts) -2 Rac
Cha 06 -2 (00 pts) -2 Rac

Hit Points 55

AC 15 (+2 Armor, +2 Dex, +1 Defl)
 Touch 13, Flat 13

Init +2

BAB +5, Grap +7

Speed 40 (base 30, load 0/33, armorcategory)

Fort +08, Ref +06, Will +06


+08 Melee, Greataxe +1, 1d12+4, 20/x3
+08 Ranged, MW Comp. Shortbow (str+2), 1d6+3, 20/x3, 70'r

Speaks Common, Orc, Draconic, Giant and Goblin

Skills: Max Ranks (13 C / 6.5 cc): Total Ranks: 63W,7B
+14 Concentration (Con) (12W)
+16 Craft - Tattooing (Int) (12W)
+13 Knowledge - Arcana (Int) (9W)
+13 Knowledge - Dungeoneering (Int) (9W)
+13 Knowledge - Nature (Int) (9W)
+18 Spellcraft (Int) (12W) +2 feat
+04 Profession - Herbalist(Wis) (5 bonus)
+03 Climb (Str) (1B)
+03 Jump (Str) (1B)
+01 Listen (Wis) (2B)
-01 Spot (Wis) (0)
+02 Survival (Wis) (3B)

Feats
-Enlarge Spells (Class bonus): increases range of the spell by 100%. Increases
spell level by 1 level.
-Magical Aptitude (DM Bonus): +2 to Spellcraft and Use Magic Device checks.
-Arcane Ink (1st lvl)
Arcane Ink Show

The culture in which you learned the arcane arts favored visual
displays of power over hiding away secrets in books and cases.

Prerequisite: Caster Level 1st, 4 ranks of Profession (Tattoo
Artist) or Craft (Tattoo)

Benefit: You may scribe scrolls onto flesh as opposed to paper. An
arcane tattoo works exactly like a scroll, has the same requirements, and costs
the same amount as an equivalent scroll. Once an arcane tattoo is activated, it
disappears from the flesh. Unlike a scroll, an arcane tattoo is not subject to
destruction on a horribly failed saving throw. Once tattooed and until
activated, an arcane tattoo cannot be removed by any means short of excoriation
or methods that could normally destroy the magic contained within a scroll
(such as disjunction).

The tattoos are not obviously magical, although a Detect Magic spell
would reveal them as such. Anyone with ranks in Spellcraft could attempt
to identify the spells contained within tattoos using the same rules required
to decipher a scroll without using a Read Magic spell. Otherwise,
Read Magic spell reveals which spells are encoded in the
tattoos. 

A character can have a maximum number of spell levels tattooed on their flesh
no greater than 2 x Character Level. The caster level of the scribed spell is
irrelevant to this calculation. For example, a 9th level character can have a
maximum of 18 levels of spells tattooed on their flesh at any given time, for
instance one 4th level spell, three 3rd Level Spells, one 2nd Level spell, and
two 1st Level spells. All of these spells could be tattooed at caster level 9th
if the tattooist chose to do so and paid the appropriate cost.

-Vengeful Spirit (3rd lvl): gains another reroll of intiative from Watchful
Spirit. In an encounter where he uses this ability the first person to hit him
suffers half the damage that they inflict. DR does will not reduce this damage
as it is untyped.
-Sculpt Spell (6th lvl): can change the area of affect on an area spell to
either a cylinder (10' radius x 30' high), a 40' cone, 4 10' cubes, a 20'
radius ball or a 120' line. Otherwise the spell works as normal. Increases
Spell Level by 1 level.
-Heroic Spirit: number of Action Points per level is increased by 3.
-Legendary Artisan (9th lvl): reduce XP cost for making magic times by 25%.

Orc Traits
-Darkvision 60'
-Light Sensitivity: dazzled in bright sunlight or within the radius of a
Daylight spell.

Barbarian Abilities
-Proficient in all Simple and martial weapons.
-Proficient in light and medium armor and shields (except tower shields).
-Fast Movement
-Rage 1/day: gains +4 bonus to Str and Con and a +2 bonus to Will saves, but
takes a -2 penalty to AC. Lasts 7 rounds, then he is fatigued till the end
of the encounter.

Wu-Jen Abilities
-Proficient in all Simple weapons.
-Watchful Spirit: 2/day can reroll an Initiative roll taking the higher of the
two.
-Start with a bonus Met magic feat.
-Spell Secret: every 3rd level, except 6th, can permanently add a metamagic
feat to a known spell. (3rd lvl: Enlarge on Magic Missile, 9th lvl:
Enlarge spell on Arc Lightning)
-Elemental Mastery (Metal): when casting Metal spells he gains +2 to his caster
level and he gains a +2 to save vs. Metal spells.
-Taboos: cannot drink alcohol and cannot own more than he can carry.

Spells Per Day 4/5/5/4/3/1

Spells Prepared
0th- Detect Magic, Read Magic, Resistance, Mage Hand
1st- *Magic Weapon, Protection from Evil, Magic Missile, Scales of the Lizard,
Magic Missile
2nd- *Protection from Arrows, Fire Shuriken, See Invisibility, Summon Monster
II
3rd- Fireball, *Magnetism, Dispel Magic, Hail of Stones (sculpted and Enlarged)
4th- *Rain of Spines, Earthbolt (sculpted), Greater Invisibility
5th- Arc Lightning

Spellbook
0th- Dancing Lights, Flare, Ray of Frost, Arcane Mark, Daze, Detect
Magic, Detect Poison, Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending,
Message, Open/Close, Prestidigitation, Read Magic, Resistance
1st- Magic Missile, Shield, Scales of the Lizard, *Iron Scarf, *Magic
Weapon, Endure Elements, Backbiter, Elemental Burst, Hail of Stones, Smoke
Ladder, Obscuring Mist, Comprehend Languages, Ghost Light, Protection from
Evil, Summon Monster I, True Strike
 8 spells purchased and added to spellbook (8 x 125 = 1,000gp)
2nd- Fire Shuriken, *Entangling Scarf, Bears Endurance, Bull's Strength,
Cats Grace, Resist Energy, *Protection from Arrows, Blur, Hold Person,
Invisibility, Knock, Rope Trick, See Invisibility, Spider Climb, Summon Monster
II
 12 spells purchased and added to spellbook (12 x 350 = 4,200 gp)
3rd- Fireball, Earth Bolt, Protection from Energy, *Greater Magic
Weapon, Gaseous Form, Steam Breath, Stinking Cloud, Dispel Magic, Haste, Remove
Curse, Summon Monster III, *Magnetism
 9 spells purchased and added to spellbook (8 x 675 gp = 6,075 gp)
4th- Elemental Ward, Stoneskin, Fire Shield, Solid Fog, Greater
Invisibility, Mass Resist Energy, Summon Monster IV, *Rain of Spines, *Storm of
Needles
7 spells purchased and added to spellbook (5 x 1100 = 5500 gp)
5th- Arc Lightning, Dominate Person

Equipment:
Heatsuit Outfit (worn, 0 wt) Prevents 3 points of lethal damage
from hot environments.
Belt Pouch (belt front, 0.5 wt) 1 gp
Dagger (belt rear, 1 wt) 2 gp
Spell Component Pouch (belt right, 2 wt) 5 gp 
 15 pieces of jade worth 5 gp each - 75 gp
 2 small pouches on diamond dust worth
250 gp each - 500 gp

+1 Great Axe (left shoulder, 12 wt) 2,320 gp
Masterwork Shortbow (Str +2) (right shoulder, 2 wt) 525 gp
Quiver - 40 Arrows (right shoulder, 6 wt) 2 gp
Handy Haversack (center back, 5 wt) 2,000 gp
Bedroll (below backpack, 3 wt) 1 sp

Sun Lenses (eyes, 0 wt) prevents being dazzled by bright lights
Cloak of Comfort +1 (worn, 1  wt) 3,000 gp
Ring of Protection +1 (worn, 0 wt) 2,000 gp
Healing Belt (worn, 1 wt) 750 gp
Bracers of Armor +2 (wrists, 1 wt) 4,000
Boots of Landing (feet, 0 wt) 500 gp

Waterskin- water (backpack, 4 wt) 1 gp
Flint & Steel (backpack, 0  wt) 1 gp
Trail Rations- 10 days (backpack, 10 wt) 5 gp

2 Tatoos of  Magic Weapon (CL: 8) - 200 gp
4 Salves of Cure Light Wounds (haversack, 0 wt) 200 gp
2 Tatoos of Shield (CL: 8th) - 200 gp
2 tatoos of Scales of the Lizard (CL: 6) 150 gp
Tatoo of Cat's Grace (CL: 8) - 200 gp
Tatoo of Bears Endurance (CL: 8) - 200 gp
Tatoo of Bull's Srength (CL: 8) - 200 gp
4 Tatoos of True Strike (CL: 1) - 50 gp

Talisman of Hail of Stone (CL: 5) (33 ch, as wand) 2,640 gp

Coins- 22 gp, 9 sp (haversack, 1 wt) (35,977.1 gp spent)

Background: Born less than ten years after Eldeen independence, Lurrsk Maamon came of age during the desperation and zealotry of Aundairian reprisals and Brelish predations. Whether it was this environment or his hard-line druid father Makat, there was little doubt that Lurrsk would be a Gatekeeper and a holy man. However, there is no doubt that his father was the reason for the
difficulties Lurrsk faced as he became a warrior in his tribe. Even among the fierce nationalist Reachers, the allied tribes that Lurrsk's father spoke for were seen as dangerously extremist. They were just short of the Children of Winter or the terrorist cells of the Ashbound, in fact, in the eyes of most
Reachers. After the Reaches were one and the foreigners fought off, Makat and other Gatekeepers argued to Oalian that they shouldn't stop at independence, that they should bring the fight to the aggressors. Lurrsk disagreed with his father, finding more like-minded friends in the ranks of the novel wu jen cult, a collection of Greensingers, Wardens, and Gatekeepers pursuing the "pure" worship of the Dragon in the Middle itself. The wu jen believed in becoming one with nature, channeling elemental power without the distractions of day-to-day life. Lurrsk, tired of lectures by his father of their political responsibility and the tenets of tradition, took to this new religion quickly and eagerly. When Makat found out about what he termed his son's "betrayal", Lurrsk did the only thing he could. He ran.
Striking out into the forest, the young orc found his way to a commune where he studied hard under other wu jen mystics. He lived there for ten years to study and learn the art of Herbalism from the masters. He also avoided the war entirely, living in a remote settlement of a remote nation. News of the war was sometimes brought by passing shifters and refugees, but the wu jen cultists
firmly refused to be bothered by the Last War. This lasted until the attack. After over a decade of passive existence, the tiny cluster of buildings finally came to blows with their long-time foe, the Ashbound. Since nearly the beginning of the commune, Ashbound raids had been fought off. The wu jen condemned them as ignorant savages, but in the end the superior numbers and resources of the druid sect prevailed and the commune was put to the torch. Lurssk to this day doesn't know if any others survived the attack. He himself only made it by running into the woods and living by his wits and muscle. Finding his magic insufficient for hunting, Lurrsk taught himself to wield axe
and bow and lived for nearly two years in the wilds of the Eldeen Reaches. Eventually he was convinced he'd hidden his trail well enough and had licked his wounds. He found his way to the Warden community of Sylbaran and began to practice his magic again in secret. In this community he faced Brelish invasions, bandit raids, and Aundarian espionage. Slowly, much to Lurrsk's surprise and suspicion, his opinions have grown closer to his father's after all. For the most part he blames this change of heart as a loss of innocence while he struggled in the wild, but the truth is that the world no longer seems like the discrete blocks and paths that it did five years ago. The world is complex and the life and community that Lurrsk loves seems under attack constantly. To this end, Lurrsk stole across the border three months ago, taking up residence in the tiny Brelish community of Karhas. He works there as an apothecary, maintaining a small home just outside of town. More importantly, though, Lurrsk feeds information back to a friend in the Sylbaran militia. He has more than a sneaking suspicion that this friend is somehow involved with the Eldeen Wolves, but Lurrsk is past caring. The ends overshadowed the means somewhere between watching his friends and home burn and living in the shadow of bandit lords.

Personality: Lurrsk is direct and to the point. In Karhas he has cultivated the persona of a gruff craftsman more at home with his vials than with his neighbors. To a certain extent this is true, as Lurrsk distrusts the Brelanders who live around him as a rule. In general, though, he is more receptive to outside thinking than he might let on. His early experience with his father showed him clearly what closing one's mind can bring. There is a difference between keeping an open mind and agreeing with others, of course, and Lurrsk tends to fall short in this second category. When presented with an
alternate opinion, the wu jen's first response is usually to scowl and fall silent while he searches it for holes. If the idea proves sound and better than his, Lurrsk will let the person know in the shortest of terms and make it clear that he considers his stamp of approval more important than the idea's creation. Between this demeanor and his scars, Lurrsk is a decidedly unlikeable character. Both his shop in Karhas and his earlier one in Sylbaran are often beset by children who see him as a sort of half-boogeyman, half-old-coot. Adults sometimes have similar gut reactions, one of several reasons why Lurrsk prefers his covert work in Karhas to meeting with fellow Eldeen patriots in Sylbaran. The only people that Lurrsk is actively hostile to, however, are the Ashbound (and other murderous druid sects) and Aundarians, although he has plenty of ill will toward the Brelish and goblinoids (whom he sees as toadying fools).

Looks: The most obvious feature of Lurrsk is the painful burn-scar that covers the left half of his face. He got it, of course, in the attack that destroyed the wu jen commune, but when asked about it Lurrsk usually dodges the question and makes vague references to his alchemy experiments. Beyond that,
however, he is a fairly stereotypical orc by human standards: tall, thick, muscled, sloping forehead, and long, lanky hair which he keeps pulled up into a ponytail that comes off the top, back edge of his head. He is covered with tattoos as well, which astute scholars might note as Giantish runes of power, which he got in the commune as well as the magical ones he has learned to create. While still believing in the power of the Giantish ones, he keeps them covered around customers to avoid uncomfortable questions. Between these markings and the talisman, his massive greataxe, and oilskin pouches of salve on his belt, Lurrsk looks decidedly primal, a look he relishes in and sees as a rebellion
against the human culture he finds himself in.


Spell and Limited Item Status Show


0th- Detect Magic, Read Magic, Message, Mage Hand
1st- *Iron Scarf, Protection from Evil, Magic Missile, Scales of the Lizard, Magic Missile
2nd- *Protection from Arrows, Hold Person, See Invisibility, Blur
3rd- Fireball, *Magnetism, Dispel Magic, Remove Curse
4th- *Rain of Spines, Steambreath (sculpted), Stoneskin
2 Tatoos of  Magic Weapon (CL: 8)
5th- Arc Lightning

2 Tatoos of  Magic Weapon (CL: 8)
4 Salves of Cure Light Wounds
2 Tatoos of Shield (CL: 8th)
1 tatoos of Scales of the Lizard (CL: 6)
Tatoo of Cat's Grace (CL: 8)
Tatoo of Bears Endurance (CL: 8)
Tatoo of Bull's Srength (CL: 8)
2 Tatoos of True Strike (CL: 1)
Talisman of Hail of Stone (CL: 5) (32 ch)
3 Potion of Cure light Wounds 

Choker of Life protection - prevent negative levels 3/day - 0 uses used

15 pieces of jade - 5 gp each
2 pouches of diamond dust - 250 gp each (stoneskin)

Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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2 years ago  ::  Jan 17, 2011 - 3:10PM #7
Myst_the_Moonscout
Date Joined: Mar 1, 2004
Posts: 2,462

Lucius


"Sometimes, luck needs a little push. Just hope she doesn't push back." 


 


Male Half-elf
Bard 7/Fortune's Friend 2
Chaotic Good
XP: 32 000/?? 000

Str 12, +1 modifier - - (4 pts)
Dex 16, +3 modifier - - (6 pts +1 lvl4/8)
Con 10, +0 modifier - - (2 pts)
Int 14, +2 modifier - - (6 pts)
Wis 14, +2 modifier - - (4 pts, +2 item)
Cha 18, +4 modifier - - (10 pts, +2 item)


HP: 42
AC: 18 (+4 armour, +3 dex, +1 deflection) Touch: 14 Flat-Footed: 15
Init: +3
BAB: +7/+2, Grapple: +8
Speed: 30 feet
Fort: +5, Ref: +12, Will: +8
*+2 vs enchantment; +1 con (item).
Action Points: 8 (used --)


 
+9/+4 melee, Fionn (+2 longsword), 1d8+3, 19-20x2
+9/+4 melee, MW dagger, 1d4+1, 19-20x2
+11 ranged, MW dagger, 1d4+1, 19-20x2, 10ft
+11 ranged, MW light crossbow 1d8, x3, 80ft 


Armour: +1 Studded Leather, +4, max dex +5, 0check.
 - Least Crystal of Adaptation. 


Medium, 5'4 ht, 120 wt, 37 years old
blonde Hair, blue eyes, fair skin 


Speaks common, elven, orc, draconic 


Class Skills:
+17 Bluff (13r, 4cha)
+8 Concentration (8r)
+4 Decipher Script (2r, 2int)
+16 Diplomacy (6r, 4cha, 2race, 4syn)
+6 Disguise (to act in character: 4cha, 2syn)
+6 Gather Information (4cha, 2 race)
+2 Jump (1r, 1str)
+10 Knowledge Arcana (8r, 2int)
+8 Listen (5r, 2wis, 1race)
+19 Perform Oratory (13r, 4cha, 2item)
+13 Perform Wind (5r, 4cha, 2instrument, 2item)
+10 Profession Gambler (8r, 2wis)
+8 Sense Motive (6r, 2wis)
+18 Sleight of Hand (13r, 3dex, 2syn)
+8 Spellcraft (4r, 2int, 2feat)
+10 Spellcraft (to decipher scrolls)
+19 Use Magic Device (13r, 4cha, 2feat) 


FF Class
+7 Open Lock (2r, 3dex, 2picks)
+3 Search (2int, 1race)
+4 Spot (1r, 2wis, 1race) 


Cross-class
+6 Intimidate (4cha, 2syn) 


Skill Tricks:
-Social Recovery
-Conceal Spellcasting


Feats:
-Magical Aptitude (DM bonus)
-Lucky Fingers (Lv 1)
-Quick Draw (Lv 3)
-Unbelievable Luck (Lv 6)
-Song of the Heart (Lv 8 bonus)
-Fortuitous Strike (Class bonus)
-Melodic Casting (Lv 9)


Half-Elf Traits:
-medium, base land speed 30ft
-Low-Light vision
-Elven Blood
-Immunity to sleep spells and effects
+2 saves against enchantment spells and effects
+2 racial bonus to diplomacy, gather information
+1 racial bonus to listen, search, spot


Bard Abilities:
-Ignore arcane spell failure while wearing light armour
-Profs: simple, longsword, rapier, sap, shortsword, shortbow, whip, light armour, shields (except tower)
-Bardic Music: 8xday (once per day per level)
 - Countersong, Fascinate, Inspire Courage +2 (+1 feat), Inspire Competence( +1), Suggestion (DCs +1)
-Bardic Knowledge: +10 (level + int)


Fortune's Friend Abilities:
-Easy Luck
-Extra Fortune +1
-More Luck than Skill +2 (class lvl)
-Caster Level +1
-Bonus feat +1


-Luck rolls per day: 5


Caster Level - 9
Spells per day: 0-3, 1-4, 2-4, 3-3
Spells known: 0- Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic
1. Cure Light Wounds, Swift Invisibility, Tasha's Hideous Laughter, Ventriloquism
2. Cat's Grace, Minor Image, Tongues, Whirling Blades
3. Cure Serious Wounds, Disobedience, Good Hope
 
gear Show

Possessions:
+1 Studded Leather Armour - 20 (1175g)
 * Stamina (500gp)
Least Crystal of Adaptation (500gp)


"Fionn" (+2 Longsword) - 4 (2315g) - a lovingly crafted, gold hilted blade, Lucius literally stumbled across it when traveling over an abandoned battlefield. All items of significant value were to be handed over to the ranking officer but Lucius saw no need to hand over such a sword to the man sitting atop the wagon he and his comrades were trying to unstick from the mud. He's become rather attached to it, for no particular reason, though it spends most of its time in its sheath.
MW Dagger* x2 - 2 (604gp)
Wrist Sheath (MW Dagger) (20gp)
Boot Sheath (MW Dagger) (30g) (+4 s.o.hand)
MW Light Crossbow - 4 (35g)
19 bolts - 2 (2g)
 
Ring of Protection +1 (2000gp) - a simple gold band set with a single purple stone, acquired legitimately (for which he is rather proud) in a game of chance. Lucius is aware that the ring is magical but is not fully sure of what it does.
Mithral Bells (11) (3700gp)
Cloak of Charisma +2 (4000gp)
Figurine of Wondrous Power: Silver Raven* (3800gp) - a tiny silver raven stamped with the Brelish insignia, these items were issued to Brelish outposts during the last war for emergency messages. How Lucius managed to obtain one is something he has never shared in any straightforward way.
Gauntlet of Rust
Wand of Magic Missile (CL 5, 32 charges, Silver Arrow) (2625gp)
Wand of Cure Moderate Wounds (CL 3, 10 charges) (900gp)
 
Spell Component Pouch - 2 (5g)
ID Papers (portrait) (5gp)
Travel Papers (2sp)
MW Lockpicks
Belt Pouch - 0.5 (1g)
-Rust Cubes x2 (Silver Arrow)
-Potion (Invisibility) (300gp)
-Potion (Misdirection) (300gp)
-Potion (Cure Light) (50gp)
-Potion (Mage Armour) (50gp)
Backpack - 2 (2g)
-Replenishing Waterskin - 4 (1000)
-Flint & Steel (1g)
-Scroll Case - 1/2 (1gp)
-- Tiny Hut (CL 3)
-- CMW x6
-- CSW x6
-MW Twin Flute (100gp)
-Well Worn Deck of Cards (1gp)


Wealth
-Assorted Gemstones - 250gp (50*)
-46pp, 18gp, 8sp


Personality Show


Lucius is chatty, outgoing, and thick-skinned to the point where the most vulgar of comments roll right off him. He at least pretends to see the best in every situation even when his courage has gone white and fled. He does not consider himself a warrior by any means, and prefers to talk his way out of, or into, most situations that come up. He has a casual fascination with magic and is amused by his own talent for it. On the surface he does not seem the type to have many moral standards, but he has his principles -adherence to the law not being one of them. He admires honesty, and though he strives to be as honest as he can be in his dealings with others and still be reasonably well off, he is well aware that his own nature and profession work against him. He takes a measure of pride in keeping his games fair, but can't always help tipping the balance a little when confronted someone who is particularly snide, haughty, or thuggish.


In a nut-shell, Lucius is a man whose ethics are lacking but who genuinely has a good heart. Although playful fibs -or outright lies- come as easy to him as dealing cards, his word is always sincere and as good a mithril. As such he is very reluctant to make promises. He prefers to deal with scoundrels and others of questionable values, as he often finds himself incapable of cheating a good person, and may be tempted to tilt the scales in their favour at expense to his own profits. He has two primary values; never cheat your friends or your allies -that's just asking for trouble- and never gamble with a desperate man.


Lucius is generally amiable to most people he meets. Having never seen the front lines of the war he doesn't have the enmity for hostile nations that some ex-soldiers do, and maintains the belief, perhaps naively, that the war was nothing personal so there's no reason to hold any hard feelings.


Lucius is a firm believer in the merit of personal ability over tools. He has seen time and time again how a skilled flick of his fingers can outdo many gamblers' charms and rabbit's feet. While he is not averse to making use of magical items and trinkets for his benefit, his is uncomfortable depending on them. He is not a very pious man, but as a result of recent events he has taken to addressing Lady Luck directly on occasion, if only to lament about his current fortunes and hope that things don't get too much worse before they get better.


 Appearance Show


Lucius likes to stand out, primarily to keep his honest appearance by quite visibly not being in the area when trouble stirs. He usually wears bright, solid colours accented with yellow or white and dresses to suit his mood, wearing a snappy red coat in his usual, casual fashion, or possibly a deep blue when a little more somber or serious then usual. When wearing armour he typically has a coloured jerkin or vest overtop. He always tries to dress well, keeping his jackets in good repair and his knee-high black boots as polished as they can be in the less reputable parts of town. Lucius has his mother's complexion with a youthful attractiveness, and might easily be mistaken for a sharply featured human with the notable exception of his lightly pointed ears. He has fair skin that carries at most a light tan, and his hair and eyes are unremarkable shades of blonde and blue. He often likes to refer to himself as "half-human" rather than half-elf.



Background Show


Lucius arrived in Sharn several years ago, out of the blue, looking to make a living as most people have a mind to do. No one he's met can really be sure of where he comes from, or even which parent was what, as the story changes almost daily. One week his father is a grievously wounded paladin saved from death by an elven maid, the next, his mother is a lowly servant girl who entranced an elven prince (this is by no means meant as an insult to his parents. He just gets a kick out of it) While he enjoys these yarns, he is not foolish enough to spread tales that might get him into serious trouble, such as claiming blood ties with a dragonmarked house. In actuality, his history is quite plain. His father was an elven woodworker named Molos, and his mother Lilly, a human craftswoman with minor ties to House Cannith who possessed a smattering of every skill from tailoring to metalcraft. He grew up in First Tower, a small thorpe not far from Sharn itself, absorbed in storybooks. Rogue-ish from the start, his parents found it difficult to get him to set foot on the straight and narrow much less keep him there, and eventually could only laugh helplessly each time he was dragged home, smiling, by an angry parent or guard after having duped a bully out of his allowance, or unsettled patrons at the inn with his story of the mad widow's ghost that haunts the road to Wroat. When he showed some aptitude for magic, his parents hoped it might capture enough of his interest to keep him out of trouble, but he only used it to further his capers. Lucius was fascinated by games of chance; especially how some folks could do so well and others could walk away without their shoes. When at home or traveling, he would get as close as he could to the card tables at the inns, observing the games and paying particular attention to those that appeared to be "lucky." He found it both amusing and challenging to tip the wheel of chance into his or another's favour. Growing up he didn't change, except to get better at what he already liked to do.


Ill suited to battle, or so he says, Lucius' life took a dismal turn after he was conscripted to participate in the final days of the Last War. Lucius worked the un-glorified jobs of running messages between supply lines while his parents fashioned carts and mundane equipment for the Brelish army. Apart from his pay, he kept coin in his pockets by relieving some of the workers of theirs through his impromptu games. Lucius hated his work during the war which left him dirty and exhausted. His storytelling became a way to keep morale up for him and his fellows in the arduous conditions of the rear lines, and he often wrote colourful letters home to distract his mind from the dismal work. The end of the war was a breath of fresh air and he was more then content to forget the whole ordeal.


Life after the war didn't change all that much for him. He frequently sets up a card table at one of the taverns, catering to those with a penchant for gambling and chance. He often tells stories during these games, as much for entertainment as to keep attention away from his hands. Frequently at odds with authority wherever he goes, he has sought out places where his "profession" might be more accepted, or at least overlooked, by those in charge. Sharn was more than perfect. There he maintains a room at the Sheathed Dagger Inn and is a frequent dealer at many of the gambling dens. His stories have also begun to gain come renown, attracting audiences from outside the gaming circles. Lately, however, pickings have become slim and Lucius believes it is only a matter of time before some of his patrons discover that their fair losses of late have been a little less fair than usual.


Recently, on an unusually busy night at a game house known as Lady's Fortune, a Valenar bard at the game table was entertaining his fellow players with folk tales from his homeland. Unable to resist, Lucius lapsed into his own stories once the Valenar finished. Neither about to be upstaged, a contest broke out between them with Lucius eventually winning the audience over. Lucius bought the other bard a drink and was assured that there were no hard feelings, but it was not long after that he began to experience a streak of spectacularly bad luck -or spectacularly good luck depending on how you look at it- starting with the Inn's rickety sign finally crashing down moments after he stepped inside. Two days later, while in one of Sharn's higher end districts, a drunk nobleman mistook Lucius for his fiancé's paramour. In no mood to chat, he gave chase. Hopelessly lost in the maze of gardens and décor, Lucius scaled the side of one of the houses with the irate noble in pursuit. At the roof the man managed to grab Lucius by the boot and he fell prone while the noble climbed up with his sword drawn. But the roof was made for looks and not function and the much heavier man's weight sent cracks through the tiles and Lucius fell through, his fall broken by a very large, and occupied, bathtub. Sopping wet and covered in rose scented bubble bath, Lucius politely handed the young lady her towel before making a hasty exit out the front door.


For the next two weeks, all manner of accidents and mishaps plagued Lucius and he came to believe he was thoroughly jinxed. Curiously though, it seemed that Lady Luck desired that he stay in one piece, or was at least determined to even the odds, as he endured his ill fortune unscathed. Events came to a head in the marketplace when a corrupt Sharn Watchman decided to get retribution for his recent losses to the half-elf. He declared the emerald he used to pay Lucius as stolen property and confronted him. Announcing that Lucius "resisted arrest," he attacked. Lucius knew better than to draw a weapon on a watchman and settled for dodging the swing. The guard's blade slashed open Lucius' coin purse and its contents spilled to the ground. The market erupted into chaos as beggars and merchants alike dove for the scattered coins. A horse at hitch was spooked by the cries and charged through the throng, knocking Lucius back into a fruit vendor and crushing the watchman beneath its hooves and wagon. More onlookers and watchmen arrived to crowd the scene but no one seemed to notice the bard. Lying on his back in a broken orange cart, Lucius decided it was time to take a vacation from the City of Towers and bought a ticket for the next train available.


Lucius' parents remain in First Tower and he keeps in contact with them, writing often as he did during the war. Both parents have become quite adept at reading through his creative embellishments to find out what is really happening with their son. Lately, his father has been concerned about Lilly as she has begun to age, and Lucius intends to return to First Tower for a visit while away from Sharn.


(Travels in a Shattered Land; Doom of Karhas)


Following their time in Wroat, Lucius and his companions were in the border town of Karhas when events took a dire turn when a mysterious and highly contagious disease was spread among the town, resulting in a hasty flight by the survivors. Meeting up with a pirate by the name of Gimash, the group escaped the town by ship, but only after the death of their helper and the capture of one of their friends. The companions would spend the next year rescuing him.

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2 years ago  ::  Jan 17, 2011 - 3:11PM #8
Myst_the_Moonscout
Date Joined: Mar 1, 2004
Posts: 2,462
also reserved. (stats don't fit in one post anymore. Oops.)
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2 years ago  ::  Apr 27, 2011 - 5:13PM #9
RaptorEX121
Date Joined: Jul 15, 2010
Posts: 460

Apr 29, 2011 -- 2:17PM, Forged_Fury wrote:

Raptor: I tried to reformat your character sheet to make it a little less, uh, spacious. Take a look at the one below and, if you want, feel free to quote this post and then replace your character sheet with it.

Servek Nal'Tanek the Virtuous

Male Poision Dusk Druid 9
Neutral Good
Representing RaptorEX121


Attributes
09 Strength (-1)
18 Dexterity (+4)
12 Constitution (+1)
10 Intelligence (+0)
18 Wisdom (+4)
12 Charisma (+1)

Size: Small
Height: 4' 0"
Weight: 45lb
Skin: Green
Eyes: Yellow
Hair: None

Total Hit Points: 48
Speed: 30 feet
Armor Class: 18 = 10 +4 [dexterity] +1[small] +3[natural]
Touch: 15; Flat-footed: 14

 Combat Info Show


 


Initiative modifier:


 


+4


 


= +4 [dexterity]


 


Fortitude save:


 


+7


 


= 6 [base] +1 [constitution]


 


Reflex save:


 


+7


 


= 3 [base] +4 [dexterity]


 


Will save:


 


+10


 


= 6 [base] +4 [wisdom]


 


Attack (handheld):


 


+6/+1


 


= 6 [base] -1 [strength] +1 [small]


 


   Weapon Finesse:


 


+11/+6


 


= 6 [base] +4 [dexterity] +1[small]


 


Attack (unarmed):


 


+6/+1


 


= 6 [base] -1 [strength] +1[small]


 


Attack (missile):


 


+11/+6


 


= 6 [base] +4 [dexterity] +1[small]


 


Grapple check:


 


+1/-4


 


= 6 [base] -1 [strength] -4[small]


 


 


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:


 


15 lb. or less
16-30 lb.
31-60 lb.
60 lb.
120 lb.
300 lb.


 


 


Languages:


 


Common, Draconic, Druidic


 


Action Points: 9

Sickle [1d4, crit x2, 1 lb, light, slashing] (Right , belt) (6gp)
MW Scimitar [1d4, crit 18-20/x2, 2 lb, one-handed, slashing] (Left Belt) (315gp)
Shocking Spiked Chain [1d6, +1d6 electric, crit x2, 5 lb., two-handed, piercing] (Center, Back) (8325gp) 


Feats:
Animal affinity
Mounted Combat
Ride By Attack
Exotic Weapon Proficiency (Spiked Chain)
Spontanious Healer
Weapon Finesse


Skills Show


 


Skill Name


 


Key
Ability


 


Skill
Modifier


 


Ability
Modifier


 


Ranks


 


Misc.
Modifier


 


Appraise


 


Int


 


0 =


 


+0


 


Balance


 


Dex*


 


8 =


 


+4


 


+4(racial)


 


Bluff


 


Cha


 


1 =


 


+1


 


Climb


 


Str*


 


-1 =


 


-1


 


Concentration


 


Con


 


12 =


 


+1


 


+11


 


Craft (Alchemy)


 


Int


 


5 =


 


+0


 


+5


 


Diplomacy


 


Cha


 


4 =


 


+1


 


+3


 


Disguise


 


Cha


 


1 =


 


+1


 


Escape Artist


 


Dex*


 


4 =


 


+4


 


Forgery


 


Int


 


0 =


 


+0


 


Gather Information


 


Cha


 


1 =


 


+1


 


Handle Animal


 


Cha


 


6 =


 


+1


 


+3


 


+2[AA]


 


Heal


 


Wis


 


7 =


 


+4


 


+3


 


Hide


 


Dex*


 


13 =


 


+4


 


+4(small) +5[racial]


 


Intimidate


 


Cha


 


1 =


 


+1


 


Jump


 


Str*


 


3 =


 


-1


 


+4(racial)


 Knowledge (religion)


Knowledge (nature)


Int


Int


       4=


9 =


    +0


+0


+4


+5


 


+2 [druid] +2 [survival]


 


Listen


 


Wis


 


4 =


 


+4


 


Move Silently


 


Dex*


 


4 =


 


+4


 


Perform


 


Cha


 


1 =


 


+1


 


Ride


 


Dex


 


9 =


 


+4


 


+3


 


+2[AA] +2[saddle](conditional)


 


Search


 


Int


 


0 =


 


+0


 


Sense Motive


 


Wis


 


4 =


 


+4


 


Spellcraft


 


Int


 


5 =


 


+0


 


+5


 


Spot


 


Wis


 


4 =


 


+4


 


Survival


 


Wis


 


11 =


 


+4


 


+5


 


+2 [druid]


 


Swim


 


Str**


 


5 =


 


-1


 


+2


 


+4[racial]


 


Use Rope


 


Dex


 


4 =


 


+4


* = check penalty for wearing armor
Craft (Alchemy) >=5 ranks gives +2 on related appraise checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Exotic Military saddle provides +2 to ride checks on designated animal, 75% chance to stay on mount when unconscious.

 
Wild shape 3/day (small, medium, and large animals)
Zero-level Druid spells: 6 per day
First-level Druid spells: 5 (4+1) per day
Second-level Druid spells: 5 (4+1) per day
Third-level Druid spells: 4 (3+1) per day
Fourth-level Druid spells: 3 (2+1) per day
Fifth-level Druid spells: 1 (1+0) per day

Poision Dusk Lizardfolk
+2 Dex, +2 Con, -2 Cha
+4 racial bonus on Jump, Balance, and Swim
+5 bonus on Hide when wearing no armor.
Natural Attacks: 2 claws (1d3, full attack bonus) and one bite (1d3, -5 (-s with multiattack) to attack)
Treat Bolas and net as martial weapons.
Auto languages: Common, Draconic. Bonus: Halfling, Sylvan.
Hold Breath (4x its constitution score for rounds it can hold its breath).
Low light vision
+3 natural armor bonus to AC.
Base speed: 30ft.
Small size
Favored Class: Ranger.
LA +1

Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily


 Progression Show


 


Class


 


HP rolled


 


Level 1:


 


Druid


 


8


 


Level 2:


 


Druid


 


5


 


Level 3:


 


Druid


 


5


 


Level 4:


 


Druid


 


5


 


+1 to dexterity


 


Level 5:


 


Druid


 


5


 


Level 6:


 


Druid


 


5


 


Level 7:


 


Druid


 


5


 


Level 8:


 


Druid


 


5


 


+1 to wisdom


Level 9:  Druid        5

 


Servek Nal'Tanek's Equipment:


 


8 lb
2 lb

0 lb
2 lb


1 lb
_____
13 lb


 


Weapons / Armor / Shield (from above)(8646gp)
Flasks x1 (Right, Belt)(3cp)
Flint and steel (pouch) (1gp)
Pouch x2 (1 on right belt, 1 on left belt)(2gp)
Rations (1 day) x4 (In pouch) (20sp)
Signal whistle (around neck) (8sp)
Holly and mistletoe (pouch) (0)
Spell component pouch(left belt)(5gp)

Total (8654gp, 28sp, 3cp)


 


Python Rod 5 lbs (across back) (13000gp)
Tan Bag of Tricks (Right Belt) (6300gp)
Exotic Military Saddle (deinonychus) (on Matral) (60gp)
Money:2984gp, 71sp, 93cp (in pouch)

Total weight: 17lbs.

Matral Show

Animal Companion: Deinonychus
Medium Animal
Hit dice 6d8+24 (52 hit points)
Initiative +3 (Dex)
Speed 60 feet
AC: 20 ( +3 Dex +7 natural)
Attacks: Talon +9 melee; 2 claws +7 melee; Bite +7 melee;
Damage 1d8+5 (Talon); 1d3+2 (2 claws); 2d4+2 (bite);
Special Qualities: Scent
Saves: Fort +9; Ref +8; Will +3
Abilities: Str 20, Dex 16, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12; Jump +26; Listen +11; Spot +11; Survival +10;
Link, share spells, evaision
Feats: Run, Track, Multiattack
Bonus tricks: 2
Tricks: Attack, Defend, Down, Come, Stay, Heel, Guard
Purpose: combat riding (attack, down, heel, come, defend, guard) 


Matral has always been fond of Racing above all for a fun activity. He is not shy about what dead thing he eats and above all is cautious and always sizes up his opponents before attacking (unless ordered to). He has a small understanding of a conversation and picked up the sound of laughter (at least it resembles it) and does not hesitate when he finds something to laugh at. Matral is very trusting to friends and loyal to the end. Matral easily turns to a very intimidating nature when he feels there is a threat and all of a sudden becomes very serious until calmed. He is completely ruthless in battle and often after the battle will nab some mouthfuls of meat from dead enemies if he is hungry (and Servek usually lets him). Matral had an unusual appearance amongst most Carvers in that he is black with light gray strips on him in contrast to the usual green and black stripped approach, this however dose not hamper his stealth. In a response to this appearance Servek thinks Matral to be blessed by Rhashaak.


More about Servek Nal'Tanek:  32,000/128,000xp
Appearance Show
Servek, as most other Poision Dusk, has a short and thin body shape with a short, blunt snout, large yellow snakelike eyes, ect.. Servek though is exceptionally thin for his size and a relatively tall Poison Dusk and 4 ft. long, alligator-like tail, His wiry frame though still shows hints of fitness. Though a poison dusk can change color, his natural pattern is a dark green with gray strip along the tail and a stripe over each eye that goes from snout to the back of the head. His crest when visible shows rips and tears in it that shows obvious battle experience. Due to the fact his race has teeth visible when the mouth is closed, it is easily mistaken that they lack lips at all, this can make it difficult to tell what emotion he may be showing, But whenever he does show emotion his brow has all the capabilities as a human’s for showing emotion. His head crest usually only unfolds when he is irritated or startled. He wears no cloths other than some torn up shorts when in public, and that’s a maybe. Since lizardfolk have little to worry when it comes to clothing he normally just wears his gear in order to enhance his camouflaging ability. He has a single belt at which he holds his pouches, his sickle, and his scimitar. On his back is his Spiked Chain which rests on a special hold in the center of his back wrapped up in an oval fashion (kind of like how you wrap up a power cord on the back of a vacuum cleaner) and a closed hook were one end of the chain hangs near the left shoulder, to prevent it from falling off and allow for and make it easy to draw the chain, also the holder is ringed in a half circle fashion at the bottom of the hold to prevent it from making as much noise. On both ends of each chain link every 2 links down (from center) is shaped into the shape of a small dragonhead, the same of which is at the very end of the chain.  He wears his Python Rod on his back diagonally from his right shoulder. This allows him to almost completely blend in from a front view.


Background Show

Servek was born in the year 890Y.K. in the clan Tanek of the poison dusk (Nal is the actual last name, Tanek ends the last name of every member of the tribe.).


            Humans… warmongering mammals who now want our beautiful jungles. Why hear? What is so important that they now bring their war problems to our home? They show themselves to be just like the goblinoids that drove us from the plains and into these jungles. For years we were isolated and happy to continue living with nature. Where are we to be driven to now? The sea? When we decide not to join their society they call us barbarians. How can one being hold such indifference? We showed much tolerance till they started tearing down our sacred groves! Disturbing ancient burial grounds! As soon as my people retaliate we are all labeled as monsters! Now the war has come to us, we fight hard to protect what we love, what we are: the jungle, the swamps, our bloodline, and our faith.


            It wasn’t always this way. Our tribes lived in relative peace for thousands of years. I loved only to see 38 of those years. My father Halreik and mother Kermarn, they both loved me so and I them, sadly I was the only of my clutch to live past ten months. They said I be a gift from the dragon gods themselves, that every breath I took warmed their hearts. My father was a respected Ranger of our clan, he never lost to any Blackscale or Cold Sun tribesmen in a dual, and I never remembered a day he came back empty handed from the hunt. He was also a Carver(Deinonychus) rider, our clan was one of few to ride dinosaurs, and it was reserved for the elite. Us poison dusk always knew how to smith metal, we picked it up when we fought the goblinoids some 10,000 years ago. He molded my battle chain and it’s carrier, it was always a virtue that if you hide, you must see what your hiding from, which is why we place our equipment on the back. My mother was a respected Druid, even though we worship the dragon gods, we still made sure we were in tune with nature. She enchanted the chain with the power of lightning using her own magic. It was to be handled down to my children, and they were to have me be the first to use it and start the tradition! When I was five my father started training me how to use it, he also taught me how to hunt and survive in the wild. When I was ten, father took me out on my first solo, it was near Haka’Torvhak and I hoped to get a glimpse of it while hunting. My father scouted ahead to find our hunting target: Carver (Deinonychus) a feat to prove my right to have one for a companion. He came back and showed me to were one be stalking alone. Father then slinked off into the woods so I can complete my solo, and to help keep an eye on me in case the rest of the pack returns, or worse.


 I used my lightning chain, sheathed in traditional poison to bring down the magnificent beast. I was overcome with pride at my kill; this now meant that I could have one as a companion like my mother had. But Father did not return, he was supposed to return. That’s when I heard the rumbling; I ran and hid as my father taught me to do. Out of the woods I saw Father bolt out of the woods, and following him was a Bladetooth(Alloosaurus)! Extremely rare it is to encounter the Bladetooth, and even rarer to survive after seeing one. My father obviously had given it a fight before, seeing the amount of arrows stuck in its hide, each tipped with poison. It wasn’t even a minute after I saw it emerge then I saw it snatch my father and swallow him whole. Somehow it did not notice me and wandered off from where it came. I delivered the news home along with me the claw from the animal I slain. I became a man, at the price of my father. I never felt anger or rage against the Bladetooth for devouring my father; it was just trying to survive. All I felt was sorrow that it was my father who happened to be the victim.


Now my mother taught me the only art she new, the combination of magic and nature. She raised me to become the next clan druid which would allow me to make key decisions for the clan on the council of four. Of course after I finish my apprenticeship. She then took me as her apprentice and taught me how to manage druidic power. Apparently I was a natural at it and even though I was the youngest apprentice, I certainly was not the weakest. I kept training with weapons as well to keep myself with an added edge that allowed me to still hunt with rangers, also it made him still feel connected with the spirit of his father. Mother taught me that no individual should be judged by what they are, whether it be person or animal. What should be judged is who they are. Something only deserves hatred or love if it gave you a reason that it deserves it. Tolerance was key when dealing with the split ideals of the three species, the hardships of nature, or even the differences between the Poison Dusk clans themselves. As a testament to my father I chose a Carver as my animal companion. My mother used the claw from my hunt to resurrect him and then taught me how to bond with it.


 I named him Matral, and I trained him to assist me in the hunt and so I can have him as a mount to become a Carver rider as well. I know from experience that animals have their own personalities like a humanoid would. Matral was always surprisingly cautious for a Carver, I learned from talking to him that he was separated from his pack, he thinks they just avoided him because they thought him a wimp when in reality; he is just more comfortable analyzing the situation. So he accepted my clan as his new pack and despite his caution he still loved to hunt. Matral was my first friend, and I completed my initial training as a Carver rider with him. Even though he was cautious for a Carver, he was still more aggressive than me but he was disciplined so he will usually just growl when agitated then outright attack, unless he sees it as danger.


At the age of twenty six I have made friends in the Cold Sun tribes and the Blackscale. The closest two Being Talahal of the Twilight Walkers in the Cold Sun, tribes and Gor’Nathak of the Blackscale. Talahal was next in line for the clan’s chieftain, he was also a druid, and he had a very deep knowledge of nature, deeper than mine. Gor’Nathak was a regular warrior and guard for Haka’Torvhak, although he had the typical Blackscale behavior and thought himself better than us in combat and devotion to Rhashaak, he always helped out when he could concerning the Balackscale that would otherwise bully us into paying “extra tribute”. We hunted together and competed against one another. Such fun times seem almost forgotten now. Then there was the marriage of my beloved Soarnine. Her love of nature surpassed mine by far, and the gentleness she expressed to everything. She was a well respected ranger from the Rana clan who specialized in swords. Though I was a better overall combatant then her, she was better than me at the hunt. Two years later my daughter Srila and my sons Torvus and Fraert. Srila was a born sorceress, a very rare gift for our species and was to become a Dragon Priest! One of the highest of honors, you should have seen the look on Gor’Nathak’s face after he heard, he helped her get acceptance to the order while being jealous the entire way. Fraert was to become the new hunter of the family and to be trained by his mother. Torvus I taught to become the next druid. Life was good and peaceful. Until war came to our home.


I fought in that war for about six years, and it cost me my sons and my wife, who all died at human hands. During my third year of fighting I saw my wife killed before my eyes as a human crushed her skull with a mace. At the time we lived quite close to the valley border and the humans decided to make a deep strike into our territory. We successfully drove them off, but sadly they were a diversion for the real force. I could not make it in time to save the children. Then they ransacked our village and killed my sons to what appears to have been nothing short of an extermination attempt, with women and children lined up and beheaded. My daughter only survived because she was training at Haka’Torvhak. We then relocated the clan to the northern swamps. The druids then sent me on a mission to journey to the world beyond the mountains and try to find a way to stop them, whether it be diplomacy, secret weapon, or a weakness to the humans. They gave me an enchanted Rod strait from the vaults of Haka’Torvhak that will take the form of giant snake, and a bag to summon animals to aid in my quest. My quest is set now, to reclaim Q’barra in the name of lizardfolk and unite the species, tribes and clans. I was finally considered a Druid. I had my own intentions for this quest, I will also learn while I am out there, study the history of this thing called civilization, and then my decision on how to save my people and home will come. I first tried scouting and spying on the humans that have come. I hid and overheard their conversations and I saw how they torn down the trees and what they did with it. Although it pained him to see trees torn down, he couldn’t help but be curious about the structures they built with it. I overheard the conversations to learn that not all were designated humans, some of the shorter ones with beards are called Dwarfs, and some short ones are Halflings. But it was mainly the humans who participated in the battles. What eased my tensions a little was that I learned of their war and how some had no choice but to come here in hopes to escape it. Problem is they just brought war hear, and are an ignorant people who fear what they don’t understand. Perhaps they can be reasoned with, but I must learn more, and have a backup plan for if it fails, my people come in first priority. After a couple months of observing some of their behavior it became apparent that not all the mammalians acted the same, and figured I might find some more info from the outside world, plus I’m just plain curious now about the rest of this world. And so me and Matral snuck over the mountains and into the plains we knew as our former homeland, only to find desert stretching out as far as I could see, and the thought that, everything I love I may never see again. It was the Year 934 Y.K, 12th day in the month of Nymm. My 44th birthday.


Recently


            Servek spent weeks wandering the desert before he came to the plains, and soon after met up with a small Halfling tribe and traveled with them. For weeks they constantly studied each other, the open storytelling nature of the tribesman are the reason why Servek, stayed and how he found that much lay in common between the Halflings and lizardfolk. He often competed with them in riding competitions, which Servek often lost in because he was more skilled in magic then mounted activities Accept racing, because a Carver was both stronger and faster than a clawfoot, and he had more practice at racing and Matral loved it far more than anyone. Servek loved exploring the land that almost ten thousand years ago his ancestors lived. He also learned about some of the reasons for the war and some major events. After a couple months the Halflings told him about Gatherhold. Servek immediately decided he has to see this city, and his new Halfling friends gladly agreed to take him there. His First thought of Gatherhold was amazement, it was definitely bigger than the small villages and towns the humans were making in Q’barra. Servek was astounded to here that this was considered a very small settlement in the rest of the world. He knows that the ancient city Ka’rhashan was by far larger, but since it was a restricted area for the Cold Sun tribes Servek never got to see it. He spent years studying in Gatherhold, by reading whatever he could find for scrolls and books and speaking with the outsiders who came for trading.


 Servek made money from betting and racing the Halflings and seldom lost. He further saved money by living at the Inn for all those years, always figuring the day will come for when it is safe enough to travel elsewhere. He always took time to explore the plains and spent more time there then at the city, usually out in the plains during the day and in Gatherhold at night, with the occasional sleeping under the stars in the wild. Until one day a Halfling and his group of travelers, offered his assistance in exploring a mysterious vanishing pyramid in the desert, along with a payment of gold he could have some of the magical items in the ruins. Servek jumped at the opportunity, just as excited about learning as the reward. Also it would be the first adventure in a while. He never bothered to get most of their names, being that the majority were human, he dose though remember the name of Raegos, the Halfling, partially because he gets along well with the Halflings, and Imivus because he was in charge of the party. When they reached the location he witnessed Imivus use a golden mask to summon the giant green pyramid, Servek was in awe at the size of the structure. When they entered he kept his eyes closed after hearing the deciphered inscriptions, using his rod as a blind man would a stick, he had Matral keep a fore claw on him so they kept together. After hearing the commotion of someone turning into a monster, Servek grabed a hold of Matral’s fore claw and mounted for a quick getaway. Problem is he did not open his eyes at all and accidently ran down into the pyramid until he fell into a trap that knocked him unconscious.


Now Servek and Matral are imprisoned in a two part coffin inscribed with glowing green words that state He who trespassed but did not see a rune, sleeps here in the sand of a coffin along with his friend, can only wake when the tumblers remove the coffin’s sand. The coffin’s 1st part is on top and is in a shape that could fit a medium character and is made of black stone with a golden colored stone framing the coffin, the second part is larger and contains Matral, is fixed underneath the first part and patterned in a similar fashion but shaped as an octagon, only the first part is above ground (but you can see the outline on the . On one of the sides of the top coffin are three sets of four combination tumblers with numbers 0-9. Each time one is completed with the right combination (open lock or wisdom check DC15 each) the coffin will rise two feet (also meaning the bottom half rises one foot.). Once the bottom half is finally completely above ground (when the 1st three combinations are solved) ther are another three sets of combinations on the bottom half. Each time one of these is solved vents activate on all sides of the coffins that empty out the sand filling the coffins. Once the third set is finished then coffins will open( the bottom opens from the side opposite the tumbler), awakening Servek and Matral. The magic of the coffin kept the to from aging and remember it like he was only asleep (so physically Servek will be 48 years old when in reality he is 108 years old!).


Personality Show

From the experiences he has had in the war, Servek has some disposition about humans being nervous and easily agitated by them, picturing the race as ignorant and warmongering. Though he doesn’t hate a human right off, he certainly won’t greet them in a friendly manner until they prove deserving of his trust, but nonetheless wants and will give them a chance. Overall he is curious about civilization and the outside world but still would prefer the wild, and usually only enters cities when he needs to or just out of curiosity. He is quite used to standing out in a crowd and has learned to ignore the staring eyes but will not hesitate to make himself a representative of his proud race, but usually after he takes something as an insult. Although he usually weres a calm complexion, he shows a bit more emotion then one might expect from a lizardfolk, this Is because he spent years in the Plains with Halflings. When he gets really mad his skin will start gaining a reddish tint to it. Servek almost never turns down an opportunity to learn more of civilization and the world his race has rarely seen, or any opportunity for adventure. Saving his race is of the up most impermanence in Servek’s mind and nothing can change his mind. Servek hopes to unite the three species and declare their independence like the Halflings did with the Talenta Plains, and then make one large universal capitol (if he can he will try and talk the cold sun tribes into making Ka’rhashan the capitol and every lizardfolk have acess), but wants to do it in the way were it would not hurt the environment, also he wants to bring some of the ideas from civilization into Q’barra  to try and create a sort of balance between the two and gain lizardfolk access to the outside world. Servek has no hate or displeasure for any animal species but considers reptiles and birds almost sacred, but does not mean they are off limits for food. Servek dose believe in nature about as much as the dragon guardian Rhashaak, and because Rhashaak almost never leaves the sacred city, and he has never had the privilege to visit, Servek is also unaware (like most lizardfolk who worship the dragon) of the corruption Rhashaak has undergone. Servek though recognizes that it is his people’s religion and is very tolerant of other religions.










Apr 29, 2011 -- 2:17PM, Forged_Fury wrote:

Raptor: I tried to reformat your character sheet to make it a little less, uh, spacious. Take a look at the one below and, if you want, feel free to quote this post and then replace your character sheet with it.

Servek Nal'Tanek the Virtuous

Male Poision Dusk Druid 8
Neutral Good
Representing RaptorEX121


Attributes
09 Strength (-1)
18 Dexterity (+4)
12 Constitution (+1)
10 Intelligence (+0)
18 Wisdom (+4)
12 Charisma (+1)

Size: Small
Height: 4' 0"
Weight: 45lb
Skin: Green
Eyes: Yellow
Hair: None

Total Hit Points: 43
Speed: 30 feet
Armor Class: 18 = 10 +4 [dexterity] +1[small] +3[natural]
Touch: 15; Flat-footed: 14

 Combat Info Show


 


Initiative modifier:


 


+4


 


= +4 [dexterity]


 


Fortitude save:


 


+7


 


= 6 [base] +1 [constitution]


 


Reflex save:


 


+6


 


= 2 [base] +4 [dexterity]


 


Will save:


 


+10


 


= 6 [base] +4 [wisdom]


 


Attack (handheld):


 


+6/+1


 


= 6 [base] -1 [strength] +1 [small]


 


   Weapon Finesse:


 


+11/+6


 


= 6 [base] +4 [dexterity] +1[small]


 


Attack (unarmed):


 


+6/+1


 


= 6 [base] -1 [strength] +1[small]


 


Attack (missile):


 


+11/+6


 


= 6 [base] +4 [dexterity] +1[small]


 


Grapple check:


 


+1/-4


 


= 6 [base] -1 [strength] -4[small]


 


 


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:


 


15 lb. or less
16-30 lb.
31-60 lb.
60 lb.
120 lb.
300 lb.


 


 


Languages:


 


Common, Draconic, Druidic


 


Action Points: 9

Sickle [1d4, crit x2, 1 lb, light, slashing] (Right , belt) (6gp)
MW Scimitar [1d4, crit 18-20/x2, 2 lb, one-handed, slashing] (Left Belt) (315gp)
Shocking Spiked Chain [1d6, +1d6 electric, crit x2, 5 lb., two-handed, piercing] (Center, Back) (8325gp) 


Feats:
Animal affinity
Mounted Combat
Ride By Attack
Exotic Weapon Proficiency (Spiked Chain)
Weapon Finesse


Skills Show


 


Skill Name


 


Key
Ability


 


Skill
Modifier


 


Ability
Modifier


 


Ranks


 


Misc.
Modifier


 


Appraise


 


Int


 


0 =


 


+0


 


Balance


 


Dex*


 


8 =


 


+4


 


+4(racial)


 


Bluff


 


Cha


 


1 =


 


+1


 


Climb


 


Str*


 


-1 =


 


-1


 


Concentration


 


Con


 


12 =


 


+1


 


+11


 


Craft (What?)


 


Int


 


5 =


 


+0


 


+5


 


Diplomacy


 


Cha


 


6 =


 


+1


 


+5


 


Disguise


 


Cha


 


1 =


 


+1


 


Escape Artist


 


Dex*


 


4 =


 


+4


 


Forgery


 


Int


 


0 =


 


+0


 


Gather Information


 


Cha


 


1 =


 


+1


 


Handle Animal


 


Cha


 


6 =


 


+1


 


+3


 


+2[AA]


 


Heal


 


Wis


 


7 =


 


+4


 


+3


 


Hide


 


Dex*


 


13 =


 


+4


 


+4(small) +5[racial]


 


Intimidate


 


Cha


 


1 =


 


+1


 


Jump


 


Str*


 


3 =


 


-1


 


+4(racial)


 


Knowledge (nature)


 


Int


 


9 =


 


+0


 


+5


 


+2 [druid] +2 [survival]


 


Listen


 


Wis


 


4 =


 


+4


 


Move Silently


 


Dex*


 


4 =


 


+4


 


Perform


 


Cha


 


1 =


 


+1


 


Ride


 


Dex


 


9 =


 


+4


 


+3


 


+2[AA] +2[saddle](conditional)


 


Search


 


Int


 


0 =


 


+0


 


Sense Motive


 


Wis


 


4 =


 


+4


 


Spellcraft


 


Int


 


5 =


 


+0


 


+5


 


Spot


 


Wis


 


4 =


 


+4


 


Survival


 


Wis


 


11 =


 


+4


 


+5


 


+2 [druid]


 


Swim


 


Str**


 


7 =


 


-1


 


+4


 


+4[racial]


 


Use Rope


 


Dex


 


4 =


 


+4


* = check penalty for wearing armor
Craft (What?) >=5 ranks gives +2 on related appraise checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Exotic Military saddle provides +2 to ride checks on designated animal, 75% chance to stay on mount when unconscious.

 
Wild shape 3/day (small, medium, and large animals)
Zero-level Druid spells: 6 per day
First-level Druid spells: 5 (4+1) per day
Second-level Druid spells: 4 (3+1) per day
Third-level Druid spells: 4 (3+1) per day
Fourth-level Druid spells: 3 (2+1) per day

Poision Dusk Lizardfolk
+2 Dex, +2 Con, -2 Cha
+4 racial bonus on Jump, Balance, and Swim
+5 bonus on Hide when wearing no armor.
Natural Attacks: 2 claws (1d3, full attack bonus) and one bite (1d3, -5 (-s with multiattack) to attack)
Treat Bolas and net as martial weapons.
Auto languages: Common, Draconic. Bonus: Halfling, Sylvan.
Hold Breath (4x its constitution score for rounds it can hold its breath).
Low light vision
+3 natural armor bonus to AC.
Base speed: 30ft.
Small size
Favored Class: Ranger.
LA +1

Druid:
Spontaneous Casting (summon nature's ally)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily


 Progression Show


 


Class


 


HP rolled


 


Level 1:


 


Druid


 


8


 


Level 2:


 


Druid


 


5


 


Level 3:


 


Druid


 


5


 


Level 4:


 


Druid


 


5


 


+1 to dexterity


 


Level 5:


 


Druid


 


5


 


Level 6:


 


Druid


 


5


 


Level 7:


 


Druid


 


5


 


Level 8:


 


Druid


 


5


 


+1 to wisdom


 


Servek Nal'Tanek's Equipment:


 


8 lb
2 lb

0 lb
2 lb


1 lb
_____
13 lb


 


Weapons / Armor / Shield (from above)(8646gp)
Flasks x1 (Right, Belt)(3cp)
Flint and steel (pouch) (1gp)
Pouch x2 (1 on right belt, 1 on left belt)(2gp)
Rations (1 day) x4 (In pouch) (20sp)
Signal whistle (around neck) (8sp)
Holly and mistletoe (pouch) (0)
Spell component pouch(left belt)(5gp)

Total (8654gp, 28sp, 3cp)


 


Python Rod 5 lbs (across back) (13000gp)
Tan Bag of Tricks (Right Belt) (6300gp)
Exotic Military Saddle (deinonychus) (on Matral) (60gp)
Money:2984gp, 71sp, 93cp (in pouch)

Total weight: 17lbs.

Matral Show

Animal Companion: Deinonychus
Large Animal
Hit dice 4d10+12 (34 hit points)
Initiative +2 (Dex)
Speed 60 feet
AC: 16 ( -1 large +2 Dex +5 natural)
Attacks: Rake +6 melee; 2 claws +1 melee; Bite +1 melee;
Damage 2d6+4 (Talon); 1d3+2 (2 claws); 2d4+2 (bite);
Special Qualities: Scent
Saves: Fort +7; Ref +6; Will +2
Abilities: Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7; Jump +13; Listen +11; Spot +11; Survival +9;
Link, share spells
Feats: Run, Track
Bonus tricks: 1
Tricks: Attack, Defend, Down, Come, Stay, Heel, Guard
Purpose: combat riding (attack, down, heel, come, defend, guard) 


Matral has always been fond of Racing above all for a fun activity. He is not shy about what dead thing he eats and above all is cautious and always sizes up his opponents before attacking (unless ordered to). He has a small understanding of a conversation and picked up the sound of laughter (at least it resembles it) and does not hesitate when he finds something to laugh at. Matral is very trusting to friends and loyal to the end. Matral easily turns to a very intimidating nature when he feels there is a threat and all of a sudden becomes very serious until calmed. He is completely ruthless in battle and often after the battle will nab some mouthfuls of meat from dead enemies if he is hungry (and Servek usually lets him). Matral had an unusual appearance amongst most Carvers in that he is black with light gray strips on him in contrast to the usual green and black stripped approach, this however dose not hamper his stealth. In a response to this appearance Servek thinks Matral to be blessed by Rhashaak.


More about Servek Nal'Tanek:  32,000/128,000xp
Appearance Show
Servek, as most other Poision Dusk, has a short and thin body shape with a short, blunt snout, large yellow snakelike eyes, ect.. Servek though is exceptionally thin for his size and a relatively tall Poison Dusk and 4 ft. long, alligator-like tail, His wiry frame though still shows hints of fitness. Though a poison dusk can change color, his natural pattern is a dark green with gray strip along the tail and a stripe over each eye that goes from snout to the back of the head. His crest when visible shows rips and tears in it that shows obvious battle experience. Due to the fact his race has teeth visible when the mouth is closed, it is easily mistaken that they lack lips at all, this can make it difficult to tell what emotion he may be showing, But whenever he does show emotion his brow has all the capabilities as a human’s for showing emotion. His head crest usually only unfolds when he is irritated or startled. He wears no cloths other than some torn up shorts when in public, and that’s a maybe. Since lizardfolk have little to worry when it comes to clothing he normally just wears his gear in order to enhance his camouflaging ability. He has a single belt at which he holds his pouches, his sickle, and his scimitar. On his back is his Spiked Chain which rests on a special hold in the center of his back wrapped up in an oval fashion (kind of like how you wrap up a power cord on the back of a vacuum cleaner) and a closed hook were one end of the chain hangs near the left shoulder, to prevent it from falling off and allow for and make it easy to draw the chain, also the holder is ringed in a half circle fashion at the bottom of the hold to prevent it from making as much noise. On both ends of each chain link every 2 links down (from center) is shaped into the shape of a small dragonhead, the same of which is at the very end of the chain.  He wears his Python Rod on his back diagonally from his right shoulder. This allows him to almost completely blend in from a front view.


Background Show

Servek was born in the year 890Y.K. in the clan Tanek of the poison dusk (Nal is the actual last name, Tanek ends the last name of every member of the tribe.).


            Humans… warmongering mammals who now want our beautiful jungles. Why hear? What is so important that they now bring their war problems to our home? They show themselves to be just like the goblinoids that drove us from the plains and into these jungles. For years we were isolated and happy to continue living with nature. Where are we to be driven to now? The sea? When we decide not to join their society they call us barbarians. How can one being hold such indifference? We showed much tolerance till they started tearing down our sacred groves! Disturbing ancient burial grounds! As soon as my people retaliate we are all labeled as monsters! Now the war has come to us, we fight hard to protect what we love, what we are: the jungle, the swamps, our bloodline, and our faith.


            It wasn’t always this way. Our tribes lived in relative peace for thousands of years. I loved only to see 38 of those years. My father Halreik and mother Kermarn, they both loved me so and I them, sadly I was the only of my clutch to live past ten months. They said I be a gift from the dragon gods themselves, that every breath I took warmed their hearts. My father was a respected Ranger of our clan, he never lost to any Blackscale or Cold Sun tribesmen in a dual, and I never remembered a day he came back empty handed from the hunt. He was also a Carver(Deinonychus) rider, our clan was one of few to ride dinosaurs, and it was reserved for the elite. Us poison dusk always knew how to smith metal, we picked it up when we fought the goblinoids some 10,000 years ago. He molded my battle chain and it’s carrier, it was always a virtue that if you hide, you must see what your hiding from, which is why we place our equipment on the back. My mother was a respected Druid, even though we worship the dragon gods, we still made sure we were in tune with nature. She enchanted the chain with the power of lightning using her own magic. It was to be handled down to my children, and they were to have me be the first to use it and start the tradition! When I was five my father started training me how to use it, he also taught me how to hunt and survive in the wild. When I was ten, father took me out on my first solo, it was near Haka’Torvhak and I hoped to get a glimpse of it while hunting. My father scouted ahead to find our hunting target: Carver (Deinonychus) a feat to prove my right to have one for a companion. He came back and showed me to were one be stalking alone. Father then slinked off into the woods so I can complete my solo, and to help keep an eye on me in case the rest of the pack returns, or worse.


 I used my lightning chain, sheathed in traditional poison to bring down the magnificent beast. I was overcome with pride at my kill; this now meant that I could have one as a companion like my mother had. But Father did not return, he was supposed to return. That’s when I heard the rumbling; I ran and hid as my father taught me to do. Out of the woods I saw Father bolt out of the woods, and following him was a Bladetooth(Alloosaurus)! Extremely rare it is to encounter the Bladetooth, and even rarer to survive after seeing one. My father obviously had given it a fight before, seeing the amount of arrows stuck in its hide, each tipped with poison. It wasn’t even a minute after I saw it emerge then I saw it snatch my father and swallow him whole. Somehow it did not notice me and wandered off from where it came. I delivered the news home along with me the claw from the animal I slain. I became a man, at the price of my father. I never felt anger or rage against the Bladetooth for devouring my father; it was just trying to survive. All I felt was sorrow that it was my father who happened to be the victim.


Now my mother taught me the only art she new, the combination of magic and nature. She raised me to become the next clan druid which would allow me to make key decisions for the clan on the council of four. Of course after I finish my apprenticeship. She then took me as her apprentice and taught me how to manage druidic power. Apparently I was a natural at it and even though I was the youngest apprentice, I certainly was not the weakest. I kept training with weapons as well to keep myself with an added edge that allowed me to still hunt with rangers, also it made him still feel connected with the spirit of his father. Mother taught me that no individual should be judged by what they are, whether it be person or animal. What should be judged is who they are. Something only deserves hatred or love if it gave you a reason that it deserves it. Tolerance was key when dealing with the split ideals of the three species, the hardships of nature, or even the differences between the Poison Dusk clans themselves. As a testament to my father I chose a Carver as my animal companion. My mother used the claw from my hunt to resurrect him and then taught me how to bond with it.


 I named him Matral, and I trained him to assist me in the hunt and so I can have him as a mount to become a Carver rider as well. I know from experience that animals have their own personalities like a humanoid would. Matral was always surprisingly cautious for a Carver, I learned from talking to him that he was separated from his pack, he thinks they just avoided him because they thought him a wimp when in reality; he is just more comfortable analyzing the situation. So he accepted my clan as his new pack and despite his caution he still loved to hunt. Matral was my first friend, and I completed my initial training as a Carver rider with him. Even though he was cautious for a Carver, he was still more aggressive than me but he was disciplined so he will usually just growl when agitated then outright attack, unless he sees it as danger.


At the age of twenty six I have made friends in the Cold Sun tribes and the Blackscale. The closest two Being Talahal of the Twilight Walkers in the Cold Sun, tribes and Gor’Nathak of the Blackscale. Talahal was next in line for the clan’s chieftain, he was also a druid, and he had a very deep knowledge of nature, deeper than mine. Gor’Nathak was a regular warrior and guard for Haka’Torvhak, although he had the typical Blackscale behavior and thought himself better than us in combat and devotion to Rhashaak, he always helped out when he could concerning the Balackscale that would otherwise bully us into paying “extra tribute”. We hunted together and competed against one another. Such fun times seem almost forgotten now. Then there was the marriage of my beloved Soarnine. Her love of nature surpassed mine by far, and the gentleness she expressed to everything. She was a well respected ranger from the Rana clan who specialized in swords. Though I was a better overall combatant then her, she was better than me at the hunt. Two years later my daughter Srila and my sons Torvus and Fraert. Srila was a born sorceress, a very rare gift for our species and was to become a Dragon Priest! One of the highest of honors, you should have seen the look on Gor’Nathak’s face after he heard, he helped her get acceptance to the order while being jealous the entire way. Fraert was to become the new hunter of the family and to be trained by his mother. Torvus I taught to become the next druid. Life was good and peaceful. Until war came to our home.


I fought in that war for about six years, and it cost me my sons and my wife, who all died at human hands. During my third year of fighting I saw my wife killed before my eyes as a human crushed her skull with a mace. At the time we lived quite close to the valley border and the humans decided to make a deep strike into our territory. We successfully drove them off, but sadly they were a diversion for the real force. I could not make it in time to save the children. Then they ransacked our village and killed my sons to what appears to have been nothing short of an extermination attempt, with women and children lined up and beheaded. My daughter only survived because she was training at Haka’Torvhak. We then relocated the clan to the northern swamps. The druids then sent me on a mission to journey to the world beyond the mountains and try to find a way to stop them, whether it be diplomacy, secret weapon, or a weakness to the humans. They gave me an enchanted Rod strait from the vaults of Haka’Torvhak that will take the form of giant snake, and a bag to summon animals to aid in my quest. My quest is set now, to reclaim Q’barra in the name of lizardfolk and unite the species, tribes and clans. I was finally considered a Druid. I had my own intentions for this quest, I will also learn while I am out there, study the history of this thing called civilization, and then my decision on how to save my people and home will come. I first tried scouting and spying on the humans that have come. I hid and overheard their conversations and I saw how they torn down the trees and what they did with it. Although it pained him to see trees torn down, he couldn’t help but be curious about the structures they built with it. I overheard the conversations to learn that not all were designated humans, some of the shorter ones with beards are called Dwarfs, and some short ones are Halflings. But it was mainly the humans who participated in the battles. What eased my tensions a little was that I learned of their war and how some had no choice but to come here in hopes to escape it. Problem is they just brought war hear, and are an ignorant people who fear what they don’t understand. Perhaps they can be reasoned with, but I must learn more, and have

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