Sunday, February 19, 2006

Eberron Character: William d'Deneith

Name: William Snow d'Deneith
10th level Human Fighter (Good-Aligned)
Build: Great Weapon Fighter
Fighter Talents: Two-handed Weapon Talent
Background: Society - Noble (+2 to Diplomacy)

FINAL ABILITY SCORES
Str 20, Con 16, Dex 12, Int 11, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 12, Int 11, Wis 13, Cha 10.

Init +6
Speed 5
Passive Insight 16
Passive Perception 16
Languages Common, Giant

AC: 25 Fort: 26 Reflex: 20 Will: 20
HP: 90 Surges: 12 Surge Value: 23

TRAINED SKILLS
Endurance +11, Intimidate +10, Athletics +13, Streetwise +10

UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +5, Diplomacy +7, Dungeoneering +6, Heal +6, History +5, Insight +6, Nature +6, Perception +6, Religion +5, Stealth +4, Thievery +4

FEATS
Weapon Focus (Axe), Weapon Expertise (Axe), Weapon Proficiency (Execution axe), Armor Proficiency (Plate), Toughness, Power Attack, Potent Challenge

POWERS
At-Will: Brash Strike, Cleave, Reaping Strike

Encounter: Lunging Strike, Crushing Blow, Come and Get It

Daily: Brute Strike, Pinning Smash, Victorious Surge

Utility: Unstoppable, Agile Approach, Into the Fray

ITEMS
Reflexive Plate Armor +2, Righteous Execution axe +2, Amulet of Protection +3, Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Everburning Torch (2), Climber's Kit, Journeybreads (20), Rope, Silk (50 ft.), Waterskin, Iron Armbands of Power (heroic tier), Boots of Free Movement (heroic tier), Belt of Vigor (heroic tier)

History: William d'Deneith was born to be a Blademark. His Sentinel Dragonmark showed up in early adolescence, but even before then, he showed an affinity for martial combat and tactics, and his father, out on the fields of battle in Karrnath and Cyre, relished the letters from trainers and family who assured him that William had a great destiny within the family. William continued to train, anxious for the day when he would be sent to join his father and brother on the battlefield.

Then the destruction of Cyre came, and William's father and brother, along with thousands of other Deneith warriors, were gone. For the 16-year-old William, this was more reason to go out and pay back the Cyrans and everyone else in blood. But Sharri d'Deneith, William's mother, had already lost her husband and other son. She was unwilling to send her only remaining son, and for that matter the only dragonmarked youth in the family, into the meat grinder of the war. William burned with anger, but his duty to his house and family forced him to obey his mother's wishes. He was sent to live with his great uncle, Maresh d'Deneith, in the city of Sharn.

There, William continued his training, and found himself in a fairly cushy position as a weapons/combat trainer at Morgrave University, helping to train other future Blademarks. His uncle was sympathetic to William's desire for adventure and combat, and thus turned a blind eye when William began seeking out first fights and then more wide-ranging adventures, occasionally leaving assistants to do his teaching so he could seek out something more exciting in the field.

William's spirit of adventure got the attention of those at Morgrave University, and he was offered a position within one of Morgrave's many adventuring bands, a position that he jumped at. The five adventurers developed bonds of friendship and trust over the course of several adventures, all within the city of Sharn at first, but then out into Darguun, the Mournland and Zilargo. They called themselves the Wandering Wolves, and William adopted the identity of "Wolf" to hide his exploits from his mother.

While pursuing a vampire named Lucan on behalf of the King's Dark Lanterns, William met his demise. The vampire had boarded an airship called the Cloud's Destiny, and had dominated some gnomish warriors to guard his pursuit on the docking tower. The Wolves attacked the gnomes, and William rushed past the battered guards to try and catch the departing airship. One of the gnomes, in a desperation move, tried to push William off the 80-foot tower and, thanks to William losing his footing, he succeeded. William tried to catch the other docking berths on the way down but was unsuccessful, and along with some wounds he had received in battle with Lucan earlier, the fall was enough to kill him. The Wolves, in a hurry to catch Lucan, couldn't even pause to recover the body of their fallen comrade, trusting in the power of his House to recover it when news of his demise got out.

Unfortunately, William's body was recovered not by House Deneith, but by the Emerald Claw. Their leadership decided to resurrect him as a vampire to use against his friends, and William sought revenge on the Wolves, first with the Emerald Claw and then, after a truce was arranged between the Emerald Claw and the Wolves on behalf of the Tyrants, on his own. His pursuit took him to Xen'drik, and it was there that the Wolves used ancient, powerful magic to restore William back to life. His dragonmark was nullified by his death, undeath and rebirth, left only a regular, non-magical tattoo, and his memories of his time as a member of the undead are mercifully hazy, and he has rejoined the Wandering Wolves once more.

3.5 Stats:
Race: Dragonmarked Human (Sentinel)
Class: Fighter 4
Experience: 7666
Alignment: Chaotic Neutral
Religion: Uncertain
Homeland: Karrnath
Age: 20 Height: 6'2" Weight: 190 lbs.

Statistics: STR 17, DEX 15, CON 16, INT 14, WIS 15, CHA 12, BAB +4, Fort +4 (+7), Ref +1 (+3), Will +1 (+3), Init +2 (+2), AC 19 (+8 armor, +1 Dex), HP 43

Skills: Climb +7 (+4), Intimidate +7 (+8), Jump +7 (+4), Ride +7 (+9), Swim +7 (+2)

Weapons/Attacks: +9 (2d6+5, Greatsword +1), +7 (1d4+3, Dagger), +7 (1d4+3, Spiked Gauntlets), +7 (1d8+3, Masterwork Heavy Mace), +6 (1d6, Light Crossbow w/50 Bolts)

Equipment:
(1) Alchemist's Fire, (1) Antitoxin, Backpack, Blue enamel masterwork Chain Shirt (in Haversack), Full plate armor, +1 Large Steel Shield (generally not in use), Magebred Light Riding Horse, (1) Oil of Magic Weapon, (1) Potion of Bull's Strength, (1) Potion of Lesser Restoration, (1) Potion of Cure Moderate Wounds, Signet ring (Wandering Wolves), 104 GP

Feats: Cleave, Combat Expertise, Least Dragonmark (Shield of Faith), Power Attack, Powerful Charge, Weapon Focus (Greatsword)
Proficiencies: All Simple & Martial Weapons, All Armor & Shields
Languages: Common

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