Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

Monday, November 12, 2007

Eberron Character: Garth d'Lyrandar


Name: Garth d'Lyrandar
Race: Half-Elf
Class: Rogue 1/Sorcerer 6/Windwright Captain 2
Experience: 40,500 (Next Level 45,000)
Alignment: Chaotic Neutral
Religion: The Traveler
Homeland: Stormhome, Aundair
Age: 29 Height: 5'1" Weight: 124 lbs.

Statistics: STR 10, DEX 16 (18), CON 12, INT 14, WIS 15, CHA 16 BAB +4, Fort +2 (+3), Ref +7 (+11), Will +8 (+9), Init +4 (+4), AC 19 (+3 armor, +4 Dex, +1 Ring, +1 Amulet), HP 41

Skills: Balance +14, Bluff +9, Profession (Sailor) +13, Concentration +13, Diplomacy +8, Hide +12, Listen +5, Move Silently +12, Spellcraft +4, Spot +5*, Tumble +8, Use Magic Device +9

* = +3 in Daylight, Familiar bonus - All other skill bonuses, synergies and ability score bonuses added in to total

Spells: 0-level (6/day): Amanuensis, Detect Magic, Electric Jolt, Light, Mage Hand, Prestidigitation, Read Magic; 1st-level (7/day): Charm, Comprehend Languages, Identity, Lesser Orb of Electricity, Shield; 2nd-level (7/day): Alter Self, Electric Loop, Invisibility; 3rd-level (4/day): Hold Person, Lightning Bolt

Class Abilities: Acquire Ship (The Last Chance airship), Master Pilot, Shipboard Fighter, Uncanny Dodge, Trapfinding, Sneak Attack +1d6
Weapons/Attacks: +9 (1d6+3/18-20, +1 Rapier of Spell-Storing), +4 (1d6, quarterstaff)

Equipment: +1 Rapier of Spell-Storing, +1 Twilight Leather Armor, Amulet of Natural Armor +1, Ring of Protection +1, Ring of Mystic Lightning, Gloves of Dexterity +2, Wand of Magic Missiles (9th level, 50 charges), (2) potions of cure moderate wounds, backpack, 50' silk rope, quarterstaff, 1,270 GP
Feats: Least Dragonmark (Fog Cloud 1/Day, CL 8th), Lesser Dragonmark (Wind's Favor 1/day, CL 8th), Protective Mark, Weapon Finesse
Proficiencies: Simple Weapons, hand crossbow, rapier, sap, shortbow, short sword and light armor
Languages: Common, Elven, 2 more

Name: ??
Race: Hawk
Statistics: STR 6, DEX 17, CON 10, INT 8, WIS 14, CHA 6, BAB/Grapple +0/-10, Fort +2, Ref +5, Will +2, Init +3, AC 20 (Touch 15, Flat Footed 17), Speed 60' Flight, HP 4

Skills: Listen +6, Spot +18
Feats: Alertness, Weapon Finesse
Special Abilities: Low Light Vision, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Weapons/Attacks: Talons +5 melee (1d4-2)

History: Garth d'Lyrandar grew up in Stormhome, Aundair, the son of two reasonably high-ranking members of House Lyrandar. His dragonmark manifested when he was in his early teens, and he began serving as a sailor aboard some of the Lyrandar galleons. Though his vessel wasn't directly involved in the conflict of the Last War, the route took them into naval battles with Karrnathi forces and the re-awakened pirates of the Lhazaar Principalities, and eventually he became a bit laissez faire about death, having seen so much of it.

Garth was never entirely clear what his father did for the House. It involved a lot of liaisons with other Houses, especially House Phiarlan and House Cannith. Unfortunately, that meant that he was in Cyre, working on something with House Cannith, on the Day of Mourning.

Whatever Garth's father was up to, it must have been important. Garth had been working his way up the ladder on the galleon, thinking that perhaps in 15 years he might be captain of his own airship. Instead, it took three. He was offered the chance to train as a Windwright Captain, and almost immediately after he'd completed the training, he was offered the chance to be captain of his own airship, which he named The Last Chance.

Garth wanted nothing more than to get far, far away from Stormhome and whatever House Lyrandar politics had gotten his father killed, and perhaps even been involved in whatever happened to create the Mournland. He took his shiny new airship, his half-elven crew and set sail for Xen'drik. He came equipped with a manufactured reputation for years of work, bolstered by some impressive flying through the dangerous skies around Xen'drik, and this reputation got him hired by The Native to go back to Khorvaire and pick up his son Brand and his friends the Wandering Wolves.

Which was a lucky break for Garth, as he was a worshiper of the Traveler, and believed, as did many of the faith, that Pel and his friends were innocent. The chance to help them clear their names was enough of a reward for him... shame House Lyrandar couldn't just take a percentage of that.

Tuesday, May 15, 2007

NPC: Arenydee

Name: Arenydee Elorrenthi d'Phiarlan
Race: Elf
Class: Rogue 6
Experience: 18,675
Alignment: Chaotic Good
Religion: Sovereign Host
Homeland: Aundair (Fairhaven)
Age: 128 Height: 5'4" Weight: 108 lbs.

Statistics: STR 10, DEX 16, CON 10, INT 15, WIS 14, CHA 15, BAB +4, Fort +2, Ref +8, Will +4, Init +3, AC 16 (+3 masterwork studded leather, +3 Dex), HP 25

Skills: Bluff +9, Climb +4, Craft (Sculpture) +9, Decipher Script +6, Diplomacy +6, Disable Device +9, Disguise +10 (+12 to act in character), Escape Artist +6, Gather Information +8, Hide +8, Listen +6, Move Silently +9, Open Lock +8, Search +7, Sense Motive +7, Spot +6.

Class Abilities: Sneak Attack +3d6, Evasion, Trap sense +2, Trapfinding, Uncanny Dodge
Racial Abilities: +2 vs. Enchantment spells & effects, Immunity: Sleep Effects (Ex), Low-light vision (Ex)
Weapons/Attacks: +8 melee (1d6+1, +1 rapier) or +7 ranged (1d4, hand crossbow w/20 bolts)

Equipment: Medallion of thoughts, potion of cure moderate wounds, traveling papers (three sets, two false), identification papers (three sets, two false)
Feats: Dodge, Stealthy, Weapon Finesse
Languages: Common, Dwarven, Elven, Gnome

History: What the Wolves know about Arenydee is almost certainly not the whole truth. She was a member of House Thuranni, a professional spy, and as such she has many secrets. What she has told Lysander, and what he may or may not have shared with the rest of the Wolves, is this:

She wasn't born Arenydee, and she doubts very much that when her time comes, she'll die with that name. Changing names is one of the curses of the profession she's chosen.

One of her ancestors (about 12 generations back) was among the first to manifest a Mark of Shadow, and Arenydee's family has been a part of House Phiarlan since its inception. Her mother and father were on opposite sides of the split between House Thuranni and House Phiarlan. Her mother, Vintessa, is a high-ranking dragonmarked heir of Thuranni. Her father, Gathus, whom she hadn't spoken to until rejoining House Phiarlan, is a sculptor in the Artisan and Entertainment Guild of Phiarlan. Baron Elvinor d'Phiarlan, mistress of the desmene of shadow, is a relatively close (third or fourth) cousin. Her father calls her Ateresa.

As Ateresa, she was a member of House Phiarlan for the first hundred years of her life. She joined House Thuranni at its inception when she was 102, under a different name. During her time with House Thuranni, she was married twice, both times to humans. The first time was business, and he died, and she won't speak on it further. The second time was passion, and he died as well, caught up in a web of intrigue with the Boromar Clan, the King's Dark Lanterns and the evil monks of The Mockery. She assures Lysander that her passion and devotion for humans was always lessened, as she viewed them as fleeting. A commitment to an elf, and a change back to her original House, is something she takes much more seriously.

She lived most of her life in Aundair, although she spent about 20 years based out of Sharn during the War.

When they are married, she will take Lysander's family name instead of her father's name of Elorrenthi, but she has already switched back to d'Phiarlan, since she has been a member of the House previously and she is a member again under the auspices of her father and Baron Elvinor.

Thursday, January 18, 2007

Eberron Character: Maechen Eyre

Name: Maechen Eyre
Race: Human
Class: Wizard 5/Barbarian 1/Dragon Prophet 1
Experience: 25,400
Alignment: Chaotic Neutral
Religion: Aureon
Homeland: Aundair
Age: 31 Height: 5'9" Weight: 155 lbs.

Statistics: STR 14, DEX 14, CON 16 (18), INT 18, WIS 13, CHA 11, BAB +3, Fort +7 (+3), Ref +3 (+1), Will +7 (+6), Init +6 (+2 Dex, +4 Improved Init), AC 12 (+2 Dex), HP 44 (51)

Skills: Balance +2, Concentration +8, Craft (Bookbinding) +6, Craft (Alchemy) +7, Decipher Script +8, Gather Information +5, Jump +3, Knowledge (Arcana) +10, Knowledge (History) +7, Knowledge (Geography) +1, Knowledge (Dragon Prophecy) +4, Spellcraft +10, Survival +3

Action Dice: 8

Spells: 0 (4/day) -- All 0-level spells; 1st (4/day) -- Comprehend Languages, Ebon Eyes, Enlarge Person, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Lesser Orb of Acid, Reduce Person, Shield; 2nd (3/day) -- Bull's Strength, Ice Knife, Invisibility, Phantom Foe, Web, Wraithstrike; 3rd (2/day) -- Clairaudience/Clairvoyance, Dispel Magic, Fireball, Haste, Lightning Bolt, Tongues
Class Abilities: Fast Movement, Rage 1/day (6 rounds), Constellation Power: Falazure
Weapons/Attacks: +6 (1d10+3, Greatclub +1), +6 (1d4+2, Masterwork dagger)

Equipment:
+1 Greatclub, Amulet of Health +2, Wand of Magic Missiles (5th level) (49 charges), Pearl of Power (1st), Spellbook, Explorer's Handbook, Backpack, Alchemist's Lab, Light Horse (w/Pack & Riding Saddle), Masterwork Artisan's Tools, Everburning Torch, Bedroll, Scroll Case, Parchment (10 sheets), 50' silk rope, waterskin, spell component pouch, Tindertwigs (10), ink & pen, identity & traveling papers, 2946 GP (Dave, is this a House of Kundarak letter of credit, gold and platinum, jewels, etc.? Break it down for me if you will)

Feats: Combat Casting, Dragon Prophesier, Extend Spell, Improved Initiative, Prophecy Shaper, Scribe Scroll
Proficiencies: All Simple + Martial Weapons, All Light & Medium Armor, All Shields (except Tower)
Languages: Common, Draconic, Gnome, Elven, Argon

History: Growing up the son of a moderately famous bookbinder in the city of Passage, Aundair, the gangly, introverted boy named Maechen would oft times wonder at his surname – “Eyre.” It was, he learned, derived from the name of the moon and mid-spring month of the same name, and Maechen was excited when his mother explained how it was associated with the dragonmark of making. Throughout adolescence, he felt drawn to the moons, the stars, and the Ring of Siberys, certain that his family name would prove a calling, that his dragonmark was soon to appear.

It never did.

Reluctantly, he took up his father’s trade of bookbinding. Some years into his apprenticeship, he learned a secret that explained both how his father had avoided military service in the war and how the family maintained such a comfortable living: his father had a private contract with House Orien to construct the finest spellbooks in service to those wizards House Orien sent to the frontlines. Once he was “in” on his father’s secret, Maechen was only too happy to help him. He became friends with many a visiting wizard, began to study their simplest cantrips, and was encouraged by them to continue his studies.

In his mid-teens, Maechen was sent to the metropolis of Fairhaven to begin his formal study of wizardry at the prestigious University of Wynarn. He excelled in his studies, learned the principles of alchemy, and even found himself setting aside his books at times in service to athletic pursuits - the latter more in service to romantic pursuits than any love of sport. Maechen had become involved with a classmate, a spirited beauty with auburn hair. Her name was Melaan Windshire. On a lightning rail field trip to the Starpeaks Observatory, the pair snuck in after hours and consummated their love beneath the field of stars. It was that night that she told him about her hobby of studying the Draconic Prophecy.

A year passed. The pair were inseparable and, when Melaan learned that she was carrying Maechen's child, they married and took a leave of absence from the university. Those were Maechen’s happiest days, living with Melaan and studying the Prophecy together, caring for his young son, and eking out a modest living making spellbooks as the war drew to a close that seemed to bode well for his future.

The first wedge between the pair was, in a sad irony, the Prophecy itself. For Melaan it was a hobby; for Maechen, an increasing obsession. As if returning to his childhood, he felt sure he was on the cusp of some fateful discovery, but it was always just around the corner, always in the shadows just beyond his vision. Maechen cared deeply for Melaan and his son, Zanj, but his obsessiveness gave him a temper he never knew he had and arguments were frequent and painful.

In the year 995 YK, he dreamt ceaselessly for three months of a great silver dragon. When an emissary arrived at his home claiming to represent such a dragon - Vuulaytherus of the Chamber – Maechen accepted the man's word without question. Accepted, too, that he had a role to play in the Prophecy, that he was to travel to Argonnessen in one year’s time to accept that role from Vuulaytherus, and that in the intervening year, he would travel Khorvaire at the dragon’s bidding to prove himself.

Fired by the purpose he’d so long craved, Maechen left his home and family the following day, leaving only a note of darkest regret. He knew they could never understand that this is what he had to do. That if he didn’t follow his calling, his life would be as nothing and even his devotion to them would be undermined – for what husband and father could face his loved ones knowing he had failed to play his part in fulfilling a destiny that would surely make the world a better place for them?

The year that followed tested Maechen as never before, traveling many lands beyond the borders of Aundair in service to Vuulaytherus. He sought out obscure magic items, rare documents, and sages both esteemed and held in contempt. At times Vuulaytherus’ commands made little sense – what did a dragon need with a handful of sand from the shores of Newthrone in Q’Barra? – but Maechen performed them with the zeal of a true acolyte. And he also tasted his first combat, putting into practice those arcane battle magicks that were mere theory in college. But even as Maechen felt the righteousness of his path, ever did his wife and son remain in his memory. He always sent them a portion of the spoils he earned adventuring for Vuulaytherus, and occasionally, when he could tolerate the emotionalal toll, he would even write them. He wanted them to know that he was well and that he thought always of them, but he never left a means of responding - lest he risk weakening in his resolve.

On the appointed day, he sailed for Argonnessen with a crew of men he thought to be traders, but who proved to be little more than wreckers looking to prey on ships driven from Argonnessen by the Seren barbarians who protected its coasts. In a fitting twist of fate, they themselves were set upon by Serens. Perhaps the Serens recognized that Maechen wasn’t truly aligned with these corsairs, perhaps they saw in his eyes the calling of the dragons that they too worshipped. Whatever the case, he was the only man on that ship to not have his belly put to barbarian spear that day. Instead he became their captive.

The life to come was brutal and filled with the pain of learning amongst a people who responded to failure with the sharp crack of a fist. Maechen was forced to learn their ways lest the wildlands themselves leave him starving or devoured by some monster. And so he learned to fight, wielding the shaped greatclub of the Serens, and he learned to channel his moments of rage into bursts of great fighting prowess in battle. He even learned their language, a curious mixture of Common and Draconic. When the day came that he decided Vuulaytherus could wait no longer, Maechen was confronted by the Seren tribal elder on trying to sneak from the village. Indeed, his leaving had been foretold, and the confrontation was simply a final parting of ways with a rare outsider who’d managed to earn a measure of the tribe’s respect. "Just a measure," the old man told Maechen, a rare smile lining his tan, creased face. Maechen was gifted with a mighty club etched with arcane symbols, and more importantly, given a sacred cord with which to bind his long, black hair in the ponytail worn only by those tribesmen considered worthy fighting men.

In the weeks to follow, Maechen ventured into the depths of Argonnessen with only the calling of the Prophecy to guide him. Even with his newfound survival skills, the jungles beat him down, he became emaciated as prey proved too elusive to hunt, and when he finally found Vuulaytherus, he was half-mad from his journeys. What followed Maechen recalls only as one remembers a dream, but secrets were told him that toppled the final barrier of doubt that he was destined to play a role in the shaping of the Prophecy. He bore no dragonmark, but he would indeed be a “maker,” and that which he forged would shape the world more than anything so mean it could be made by hand.

Just a few weeks ago, Maechen awoke from his fugue meeting with his newfound master. He found himself hale and hearty, staying in a comfortable inn in the city of Stormreach on the vast, unexplored continent of Xen’drik. He felt as if he’d slept well for the first time in years. His more fiery impulses had faded, replaced with an understanding that he would fulfill his role even if it took years, decades...or more. His zeal for the Prophecy was now counterbalanced with a level of serenity. A glowing symbol of the draconic constellation of Falazure had appeared on his shoulder overnight, the final confirmation that Vuulaytherus had faith in him.

And so it was that when a messenger arrived with word from the great, silver dragon that Maechen was to seek out a man in Xen’drik with a key role to play in the Prophecy, Maechen didn’t howl for joy, but rather smiled the quiet smile of one who understands. He had suffered the turmoil of indecision the whole of his life, to the point of hurting those he’d loved dearest, but now he knew the pain would not be without reward.

He readied his gear.

Sunday, February 19, 2006

Eberron Character: Tock

Name: Tock
Race: Warforged
Class: Artificer 7/Fighter 1
Experience: 32,000
Alignment: Neutral
Religion: None
Homeland: Cyre, Displaced
Age: 14 Height: 6'0" Weight: 315 lbs.

Statistics: STR 11, DEX 14, CON 12, INT 17, WIS 11, CHA 15, BAB +5, Fort +4 (+5), Ref +2 (+4), Will +5 (+5), Init +2 (+2), AC 19 (+8 armor, +1 Dex), HP 38

Skills: Concentration +6 (+6), Craft (Warforged) +8 (+11), Craft (Alchemy) +10 (+13), Craft (Weaponsmithing) +8 (+10), Disable Device +8 (+11), Knowledge (Arcana) +10 (+13), Open Lock +1 (+3), Ride +2 (+4), Spellcraft +10 (+17), Use Magic Device +12 (+16)

Infusions: 1 - 4/day (Ablative Armor, Armor Enhancement, Lesser, Energy Alteration, Enhancement Alteration, Identify, Indisputable Possession, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Metamagic Scroll, Pending Potion, Repair Light Damage, Resistance item, Shield of Faith, Skill Enhancement, Spell Storing item, Weapon Augmentation, personal), 2 - 4/day (Armor Enhancement, Align Weapon, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Eagle's Splendor, Elemental Prod, Fox's Cunning, Heat Metal, Inflict Moderate Damage, Lucky Blade, Owl's Wisdom, Reinforce Construct, Repair Moderate Damage, Suppress Dragonmark, Toughen Construct, Weapon Augmentation, Lesser), 3 - 3/day (Adamantine Weapon, Armor Enhancement, Greater, Blast Rod, Construct Energy Ward, Inflict Serious Damage, Lucky Cape, Magic Weapon, Greater, Metamagic Item, Power Surge, Repair Serious Damage, Spell Snare, Stone Construct, Suppress Requirement)

Class Abilities: Artificer Knowledge, Artisan Bonus, Craft Homunculus, Craft Wand, Disable Trap, Item Creation, Metamagic Spell Trigger, Retain Essence
Racial Abilities: Living Construct (Ex), Composite Plating, Light Fortification (Ex), Natural Weapon
Weapons/Attacks: +7 (1d10+1, Armblade), +7 (1d8+1, Heavy Mace +1), +6 (1d4, Slam), +8 (1d8, Light Crossbow w/80 Bolts)

Equipment:
Cloak of Resistance +2, Essence of the Scout, Magebred Light Riding Horse, (1) Potion of Resist Energy (Fire) (10), Signet ring (Wandering Wolves), (15) Sling Bullets, Wand of Magic Missiles (8 charges), Wand of Magic Missiles (13 charges), Warforged Repair Kit, 154 GP, 20 CP

Feats: Adamantine Body, Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, Exceptional Artisan, Exotic Weapon Proficiency (Arm Blade), Extraordinary Artisan, Legendary Artisan, Magical Aptitude
Proficiencies: All Simple and Martial Weapons, All Armor and Shields
Languages: Common

History: Tock is a late-model warforged, created by House Cannith in Cyre just under 20 years after the process had been perfected. He was created with battle in mind, and trained to provide battlefield repairs and magical support to a warforged unit. He was put into the field of battle in Karrnath, helping to support Cyre troops in many bloody conflicts. 10 years after Tock was created, Cyre was destroyed, turned into the Mournland. Already Tock was having doubts about the constant battles that had become his life, and the destruction of what he had been fighting for didn't help. Still, he didn't desert, but remained as a battlefield medic until two years later, when the Thronehold Treaty both ended the war and gave Tock his freedom.

Tock immediately set out for Sharn, as he felt that would be the best place to learn more of the magecrafting that he had only a rudimentary understanding of at that point. He found a master artificer, Jhornan Goath, in the employ of Morgrave University, and came on as an apprentice and teaching aide. In exchange for his considerable talents, Goath trained Tock in more aspects of being an artificer, helping to round his training out beyond the combat-specific uses it had been put to.

With his skills growing, Tock sought more field research and exotic magic, and to that end, Goath put in a good word for him with those setting up expeditions to Xen'drik. Tock joined a band of adventurers to become one of Morgrave's many adventuring bands. The five adventurers developed bonds of friendship and eventually became known as The Wandering Wolves, an adventuring band joined with the Clifftop Adventurers' Guild.

Soon after their adventures began, the Wolves covertly opened a shop named Gareth's Gear, and Tock began serving as in-house artificer when he wasn't out adventuring. Then, on an adventure in Trolanport, William d'Deneith, the party's most powerful member, was killed. This shocked Tock into a bit of an awareness, realizing that he was probably not that suited for adventuring, and besides, he enjoyed lab work more anyway. He became the first member of the Wandering Wolves to retire from active adventuring, and now he serves as the full-time artificer for Gareth's Gear, where his skills have grown by leaps and bounds.