Monday, February 11, 2008

Eberron Characters [4th Level]

The Black Egg Company of the Army of Cyre


Connal ir’Lorn, Cleric of the Sovereign Host
Aged 15, this is Connal at his youngest, just entering House service. Though young, he is still the first born son of House ir’Lorn and is therefore expected to carry his own weight.

Father Lord Connal ir’Lorn, Priest of the Sovereign Host CR 4
Male human Aristocrat 1/Cleric 3
LG Medium humanoid (human)
Init +0; Senses Listen +7, Spot +7
Aura Good (moderate range)
Languages Common, Celestial, Elven
________________________________________
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 28 (4d8+4 HD)
SV Fort +4, Ref +1, Will +8 [+2 Fort to Resist Disease]
________________________________________
Speed 30 ft [20 ft in armor]
Melee mwk longsword +3 (1d8/19-20)
Targath dagger +3 (1d4/19-20) (Affects creatures of Aerenal)
Ranged mwk longbow +3 (1d8/20x3) [quiver of 20 arrows]
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
AP 7 (1d6)
Special Actions turn undead 10/day, spontaneous casting (cure)
Combat Gear caltrops
Spells [Family, Life] (4/4/3) 0elation, gust of wind, spell immunity (lesser), spell; 1bless, command, mage armor, protection from evil; 2detect magic, read magic (CL 5), guidance
Spell-Like Abilities make whole 1/day (CL 1)
________________________________________
Abilities Str 10, Dex 10, Con 12, Int 14, Wis 16, Cha 16
SQ make whole 1/day, Life: grant temp hp 1/day, Family: protect allies 1/day
Feats Worldly Focus1, Practiced Spellcaster1, Extra Turning3, Least Dragonmark (Making)GM
Skills Appraise +2, Balance -5 [ac], Bluff +3, Climb -5 [ac], Concentration +3, Craft (alchemy) +4, Diplomacy +12, Disguise +3, Escape Artist -5 [ac], Forgery +2, Gather Information +7, Handle Animal +6, Heal +5, Hide -5 [ac], Intimidate +3, Jump -5 [ac], Knowledge (nobles) +8, Knowledge (religion) +7, Listen +7, Move Silently -5 [ac], Ride +5, Search +2, Sense Motive +8, Spellcraft +6, Spot +7, Survival +3, Swim -10 [ac]
Possessions +1 banded mail, +1 Darkwood buckler, Targath dagger, mwk longsword, mwk longbow, XXgp remaining wealth in coins



J45P3R, Psionic Warforged of Cyre
Jasper was a prototype, made with the concept that the Psi-crystals created by psions are the best example of an artificial sentience. Psi-crystals are fragments of a true personality and form a symbiotic relationship with the psion. Having a more fully realized personality that is bonded to a living person sounded like a good idea at the time. Connal was chosen to be one of the very first individuals to be paired with the new Psiforged sub-species. Connal’s status as second son and a spiritual guide as a priest made him seem like the ideal person. In his younger incarnation Jasper takes great satisfaction in making good use of his abilities and working in tandem with Connal.

Jasper, Warforged Psion CR 4
Gender-neutral warforged Psion [psychokinetic] 4
N Medium living construct (warforged)
Init +1; Senses Listen +2, Spot +4
Languages Common, bonus, bonus, bonus, bonus
________________________________________
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 22 (4d4+8 HD); cannot heal normally; Light Fortification 25%
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain, no need to eat, drink, or sleep
SV Fort +3, Ref +2, Will +5
Weakness susceptible to effects that target constructs
________________________________________
Speed 30 ft
Melee slam +1 (1d4-1)
Ranged mwk light crossbow +4 (1d8/19-20)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +1
AP 7 (1d6)
Combat Gear gear
Psionic Power Points 33
Psionic Powers [9] 1--control flames, control object, mind link, force screen, synchronicity (DC 15, cost 1); 2--psionic repair damage, knock, energy missile, tongues, control sound (DC 16, cost 3)
[Psicrystal psicrystal properties]
________________________________________
Abilities Str 8, Dex 12, Con 14, Int 19, Wis 12, Cha 8
Feats Expanded Knowledge [psionic repair damage]B, Mithral Body 1, Mithral Fluidity GM, Privileged Energy [electricity]3
Proficiencies club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear
Skills Autohypnosis +wis+ranks, Concentration+8, Craft [Sculpture]+4, Disable Device +7, Knowledge [arcana] +7, Knowledge [architecture] +7, Knowledge [dungeoneering] +7, Knowledge [geography] +7, Knowledge [history] +7, Knowledge [local: Cyre] +7, Knowledge [nature] +7, Knowledge [nobility] +7, Knowledge [pPsionics] +7, Knowledge [religion] +7, Knowledge [the planes] +7, Psicraft +7, Listen +2, Search+4, Spot+2
Possessions mwk light crossbow, XX gp remaining wealth in coins
________________________________________
Psionic Abilities (Ex) A psion does not need to prepare his powers (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep (8 hours rest) each day to regain all his spent power points.
Privileged Energy [electricity] Manifesting an electrical attack deals 1 extra point of damage per die



Lady Everyn ir’Lorn, Knight of the Sovereign Host
The first-born of House ir'Lorn, the Lady Everyn ir'Lorn is a knight in the Cyran cavalry.

Lady ir’Lorn, Heir to the Cyran Throne CR 4
Female human Aristocrat 2/Cleric 2
LG Medium humanoid (human)
Init +0; Senses Listen +#, Spot +#
Languages Common, Elven, Giant
________________________________________
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 28 (4d8+1 HD)
SV Fort +4, Ref +1, Will +8
________________________________________
Speed 30 ft
Melee weapon +XX (damage) (+XX BAB, +XX Str, +XX size, +XX weapon quality, +XX feat)
Ranged weapon +XX (damage) (+XX BAB, +XX Dex, +XX size, +XX weapon quality, +XX feat)[; ranged atk feats]
Space 5 ft; Reach 5 ft
Base Atk +XX (+XX Race, +XX Class); Grp +XX
Atk Options options; atk options feats
AP 7 (1d6)
Special Actions special actions; special action feats
Combat Gear gear
Spells (CL XX, +XX melee touch, +XX ranged touch)
Spell-Like Abilities (CL XX)
________________________________________
Abilities Str 11, Dex 11, Con 12, Int 14, Wis 14, Cha 15
SQ special qualities
Feats Feat XX level, Feat XX level
Skills Skill +XX, Skill +XX, Skill +XX
Possessions item cost gp, item cost gp, 5400gp remaining wealth in coins and gems
Spellbook All spells prepared plus XX
________________________________________
Ability (Type) description



Armus Hawkwind, Sentinel of Bladesman’s Guild
A taciturn man with a steel gaze, Armus is not one to make friends quickly. While not distrustful of people in general, he is cautious--a noble trait in a bodyguard and bearer of the Sentinel's dragonmark. Once his loyalty is given, however, it will not falter. Armus is also extremely observant, and of a much sharper man than his gruff manner suggests. Fierce in battle, Armus has been described as single-minded in the protection of his charges and such traits have made him a rising star within House Deneith.
At 6'5", Armus easily stands taller than most around him. Built like a warhorse--and just as dangerous in battle--the green eyed (a common trait among Hawkwinds) and brown locks of Armus make him an imposing individual indeed.

Armus Hawkwind, Bodyguard of House Deneith CR 4
Male human Fighter 4
NG Medium humanoid (Human)
Init +2; Senses Listen +2, Spot +3
Languages Common, Elven
________________________________________
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex [max]); Combat Expertise
hp 41 (4d10+12 HD)
Fort +4, Ref +1, Will +8
________________________________________
Speed 30 ft
Melee mwk bastard sword +10 (1d10+5/19-20) [Weapon Focus, Weapon Specialization]
Ranged dart +6 (1d4+3)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options Combat Expertise, Power Attack
AP 10 (1d6); Heroic Spirit
Special Actions stabilize
Combat Gear caltrops, dagger
Spell-Like Abilities mage armor 1/day [CL1]
________________________________________
Abilities Str 16, Dex 14, Con 16, Int 13, Wis 12, Cha 8
SQ Mark of Sentinel
Feats Combat Expertise1, Heroic Spirit1, Least Dragonmark (Sentinel)3, Power AttackF1, Weapon (bastard sword) FocusF2, Weapon (bastard sword) SpecializationF4
Proficiencies Exotic Weapon (bastard sword) Proficiency, Armor (light, medium, heavy) Proficiency, Martial Weapons Proficiency, Shield Proficiency, Simple Weapons Proficiency
Skills Climb +6 [-5 ac], Intimidate +6, Jump +6 [-5 ac], Knowledge (history) +2, Knowledge (nobility & royalty) +2, Listen +2, Ride +4, Spot +3, Survival +2, Swim +4 [-10 ac]
Possessions mwk bastard sword, dagger, mwk banded armor, mwk heavy steel shield, 10 darts, 1 thunderstone, caltrops, backpack, belt pouch, waterskin, trail rations (4 days), flint & steel, 4,547gp remaining wealth in coins



Garen Hightower, Crusader of Cyre
Older than most of the others in the platoon, Garen is between 26-29 years of age, with olive-skin, clean-shaven face, and dark brown hair past his shoulders. His quick metabolism helps keep him slim and he stands 5’8” with a wiry strength.
Garen is upbeat and optimistic, even in the face of great danger—a quality that makes him unique to lead. He loves Cyre and its way of life, and is a champion of “The Cyran Appreciation” of beauty and magic. He is a master of the tago, the national folk dance of Cyre, and is often asked by his fellows warriors to lead them in a round (usually with little cajoling). Garen often praises the achievements of the Cyran people, even when they are blatantly false (“The question mark was invented by a great Cyran by the name of…”).
Garen’s best friend is a mercenary in the service of the Barony named Winn Aldarion—an elven warrior from Aerenal. The two met when Garen first joined the royal guard as a very young man. Garen idolizes Winn’s skill at warfare, honed through centuries of practice, hoping to one day be his equal-at-arms.
Garen has been married to his childhood sweetheart, Lyrianna, for 10 years. Together they have one child, a boy named Gareth, after Garen’s father. Garen and his wife are still very much in love and he often says they know where each other are at any given moment. He has often jokes to his friend in the group, quite morbidly, that she will know the moment he has died, for she will feel a great sense of relief. Garen makes every effort to visit his wife and child, but as the campaign begins, it has been quite a while since they have seen each other.

Garen, Crusader of Cyre CR 5
Male human Crusader 5
LG Medium humanoid (Human)
Init +5; Senses Listen +0, Spot +4
Languages Common, Elven
________________________________________
AC 15, touch 11, flat-footed 14 (+X armor, +X shield, +1); Combat Expertise
hp 51 (5 HD)
Resist steely resolve 10, indomitable soul, zealous surge
SV Fort +6, Ref +2, Will +3
________________________________________
Speed 30 ft
Melee mwk greatsword +9 (2d6+3/19-20x2)
Ranged weapon +XX (damage) (+XX BAB, +XX Dex, +XX size, +XX weapon quality)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
AP 7 [1d6]
Special Actions furious counterstrike
Combat Gear gear
Maneuvers [7] 1crusader’s strike, leading the attack, stone bones, vanguard strike; 2mountain hammer, stone vise; 3bonecrusher
Combat Stances [5] 1iron guard’s glare, martial spirit
________________________________________
Abilities Str 17, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Feats Combat Expertise, Improved Initiative, Weapon (greatsword) Focus
Skills Balance +4, Craft (weaponsmith) +3, Diplomacy +8, Intimidate +9, Knowledge (history) +5, Knowledge (religion) +3, Perform (dance) +4, Ride +5, Spot +4
Possessions mwk greatsword, Mithral chain shirt, potion of haste



Rizzenil V’rill
Native of Xen’drik, Rizzenil has had a life that would make even the most penitent man shake his fist at the gods. Knowing enough of the layout of that continent to earn money finding and selling giant-era antiquities and valuables found there, Rizz is determined to never need for anything again. Years ago he was captured and sold to a mage as a slave, and he has narrowed the area of his imprisonment to one of the wizard towers in the village of Arcanix in Aundair, but this does little to help his search.
Rizzenil appears as a dark-skinned elf with white hair, about 5½ feet tall. Weighing only 120 lbs, he’s lithe but strong, with his long white hair usually kept in dreadlocks. His face, chest and arms bear patterns of white tattoos from the ritual scarring with scorpion venom common in his former tribe on Xen’drik. Rizzenil wears black clothing, blackened armor, and his weapons are also blackened to reduce the chance of glare or reflection.
Rizzenil is very loyal to his family (including his companions) and usually refuses even to give the family’s name to an outsider. Accordingly, all inquiries about his family are viewed with suspicion--or even violence. He has a callous attitude about the welfare of those not in his immediate family.
The product of a brutal environment and harsh upbringing, Rizzenil has little room in his personality for mercy. Preferring to strike first in any confrontation, he does his best to attack foes from hiding and isn’t shy about using poison to bring down foes with a minimal number of strikes. He still venerates the scorpion-god Vulkoon, and tolerates no mocking of his faith. He views his time imprisoned in Dreadhold and at the mercy of the Nameless Wizard as a test by Vulkoon to judge his worthiness.

Rizzenil, Irons Company Scout CR 4
Male drow Scout 3
CG Medium humanoid (elf)
Init +5*; Senses darkvision 120 ft; Listen +9, Spot +9
Languages Common, Drow, Drow sign language, Elven, Giant
________________________________________
AC 17, touch 15, flat-footed 17* (+2 armor, bracers of armor +1, +4 Dex); +1 AC when moving 10 ft
hp 23 (3d8+3 HD)
Immune sleep
SR 14
SV Fort +4*, Ref +8, Will +3; cloak of resistance +1; +2 Will vs. spells and spell-like abilities, +2 vs. enchantment spells or effects
Weakness light blindness
________________________________________
Speed 40 ft; fast movement
Melee mwk drow longknife +4 (1d6+1/19-20)
mwk drow longknife +5 (1d6+2/19-20) if moving 5 ft
mwk drow longknife +5 (1d6+2/19-20 plus 1d6) if moving 10 ft
rapier +3 (1d6+1/18-20)
rapier +4 (1d6+2/18-20) if moving 5 ft
rapier +4 (1d6+2/18-20 plus 1d6) if moving 10 ft
Ranged mwk Xen’drik boomerang +7 (1d6+1/20x2)
mwk drow longknife +7 (1d6+1/20x2, thrown)
mwk mighty [+1] densewood composite shortbow +7 (1d6+1/20 x3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Atk Options skirmish (+1d6, +1 AC); Drow Skirmisher
AP 7 (1d6)
Special Actions trackless step, trapfinding, uncanny dodge
Combat Gear 2 scrolls of cure light wounds, wand of burning hands (DC11, CL1; 25 charges), caltrops
Spell-Like Abilities (CL 5) 1/daydancing lights, darkness, faerie fire
________________________________________
Abilities Str 13, Dex 18, Con 12, Int 14, Wis 12, Cha 14
SQ find secret/concealed doors, battle fortitude +1*, elf traits, drow traits, poison
Feats Daylight Adaptation1, Drow Skirmisher3
Skills Balance (3) +7, Climb (4) +5, Craft (stonemasonry) (1) +3, Escape Artist (4) +8, Hide (6) +10 [+1 in dark conditions], Knowledge (dungeoneering) (3) +5, Knowledge (geography) (2) +4, Knowledge (nature) (2) +4, Listen (6) +9, Move Silently (6) +10, Search (6) +10, Sense Motive (2) +3, Spot (6) +9, Survival (6) +7, Tumble (2) +6
Proficiencies Armor (light) Proficiency, Martial (drow long knife, drow scorpion chain, Xen’drik boomerang, handaxe, throwing axe, hand crossbow, rapier, short sword, shortbow) Proficiency, Simple Weapon Proficiency
Possessions blackened mwk drow longknife (2) 630gp, blackened rapier 20gp, mwk Xen’drik boomerang (3) 980gp, mwk densewood mighty [+1] composite shortbow 550gp, quiver with 40 arrows 2gp, blackened Chitin armor 20gp, bracers of armor +1 1000gp, Darkweave explorer’s outfit 110gp, cloak of resistance +1 1000gp; backpack 2gp: standard identification papers 2gp, mwk thieves' tools, anti-toxin (2 vials) 100gp, crowbar 2gp, caltrops 1gp, ivory scroll case 1gp, chalk (4) 5cp, candle (5) 5cp, flint & steel 1gp, fishhook 1sp, sewing needle & thread 5sp, small steel mirror 10gp, everbright lantern 212gp, trail rations (4 days) 2gp, grappling hook & 50 ft silk rope 11gp, everburning torch (2) 220gp, sunrod (4) 8gp, smokestick 20gp, tanglefoot bag (2) 100gp, thunderstone (2) 60gp, tindertwig 1gp, waterskin (2) 2cp, whetstone 2cp; 147gp remaining wealth in coins and gems
________________________________________
Hook Rizzenil was grouped with about eight other outcasts and sent on missions with the promise of freedom if they completed them. Their last mission was obviously a sheer suicide operation, so he and the rest of his Irons Company deserted—with his commanders presuming their KIA status—he now travels with his companions as his new adopted family.
________________________________________
Poison (Ex) An opponent hit by Rizzenil’s poisoned weapon must succeed on a DC13 Fort save or fall unconscious.



Aremis Aldaríon, Bowmaster of Aerenal
The Aldaríon family can be traced all the way back before -60,000, when they were mere slaves of the giants. The Aldaríon family is a very proud and respected bloodline to be a part of. They played a key role in the liberation of the Elven slaves of the giants, and also aided to the successes of Aerenal.
Aremis Aldaríon was born in 893 YK; thirty years after the birth of his brother, Winn, and one year before the death of King Jarot, the last rule of Galifar. Shortly after the death of King Jarot; Thalin, Kaius, and Wrogar reject the succession of Mishann, and The Last War begins. In order to ensure survival during the coming war, the Aldaríon family begun teaching Aremis the skill and mastery of the longbow. Like his brothers and sisters before him, he was trained in the art of war and the skillful tactics of ranged combat. Once his father felt confident in his long ranged fighting abilities, he was sent to train in melee combat with his older brother, Winn. His father was a renowned Cleric throughout the Elven lands of Aerenal and fought many prestigious battles; while his older brother became an incredibly skilled warrior, leaving everyone with high expectations for Aremis and his skill with a longbow.
Ten years after the Last War begins, Aremis and Winn go to the aid of Cyre as hired mercenaries. They fight valiantly in the war for five years before being asked to share their knowledge and expertise with others. Together they begin training newly recruited soldiers for combat. The war goes on for decades. During his service, Winn pledges his allegiance to Cyre and becomes a Knight of the Barony. Aremis becomes Captain to the archers of Cyre, taking them on various stealth missions to aid the cause. During his service as Captain, he witnesses the defection of the Aerenal mercenaries, the births of Connal and Evryn ir’Lorn, as well as the incorporation of the Warforged constructs into their ranks. He becomes acquainted with many people in Cyre, and continually embarks on missions to provide his knowledge and expertise in ranged combat.
Not surprisingly, Aremis and his brother see each other quite often on the battlefield; each leading their own soldiers to victory. After a particularly long and strenuous battle, Winn and his squad are sent away on a high priority mission. Meanwhile, Aremis begins planning for an important mission.
Aremis is best described a skillful tactician and marksman, one of the great Captains of Cyre. Leading his archers, he has been in many battles, and would willingly give his life for a fellow comrade. While he can hold his own in a frontline fight, he is skilled enough to support his troops from afar just as if he were standing right beside them. Aremis has consistently saved, rescued, aided and protected those fighting before him and has become a renown savior with the talents he possesses with the longbow. Like his brother, he was brought up to appreciate the gift of life, and fights skillfully to ensure the survival of every one of his comrades. He is very aware and alert of oncoming targets, and strives to react as quickly as possible in order to give his squad the advantage. Anyone who has ever been with him in combat knows that he will quickly turn the tide of any battle by thinning the enemy ranks.
Aremis is slightly larger that a typical being of Elven descent; standing at 5’6, and weighing in at 110 pounds. He looks strong, healthy and extremely nimble; and has somewhat short, messy golden hair. His eyes are jade green and look rather striking against his light gold and amber skin tone. He carries with him a look of honor and respect, and appears to be a very capable archer. He is often seen carrying an intricately decorated composite longbow and wearing golden armor, with white, silver and brown accents.

Aremis Aldaríon, Elven Mercenary CR 4
Male elf Fighter 4
NG Medium humanoid (elf)
Init +4; Senses locate secret or concealed doors, low-light vision; Listen +3, Spot +4
Languages Common, Elven, Draconic
________________________________________
AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +4 Dex)
hp 44 (4d10+8 HD); Dodge
Immune magical sleep effects
SV Fort +6, Ref +5, Will +1; +2 vs. Enhancement spells or effects
________________________________________
Speed 30 ft
Melee mwk longsword +7 (1d8+2/19-20x2)[+4 BAB, +2 Str]
Ranged mwk mighty [+2] darkwood composite longbow +10 (1d8+4/20x3)[+4 BAB, +4 Dex; Weapon Focus, Weapon Specialization]
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options Point Blank Shot, Precise Shot
AP 7 [1d6]
________________________________________
Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Feats Weapon (longbow) Focus1, DodgeF1, Point Blank Shot3, Precise ShotF2, Weapon (longbow) SpecializationF4, Right of CounselGM
Skills Climb +5 [-2 ac], Intimidate +1, Jump +5 [-2 ac], Listen +3, Ride +7, Search +3, Spot +4, Swim +5 [-2 ac]
Possessions mwk mighty [+2] darkwood composite longbow, mwk longsword, mithral shirt, buckler +1, quiver [20 arrows], everbright lantern, potion of cure moderate wounds [4 vials], holy water [2 flasks], backpack: grappling hook with 50ft. of silk rope, cold weather outfit, traveler’s outfit, flint & steel, belt pouch [2 pouches], identification papers with picture, traveling papers, everlasting rations, everfull mug, hvy warhorse ("Aronar") [chain shirt barding, military saddle, saddlebags]