Eberron: Mark of the Raven (Closed)

In that case, I'll go with the warlock. I'll try to have some stats up before the end of the evening (I'm on EST, so I've got a bit of time still).
 

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Sorry about the double post

I just read your last response.

EDIT: Alright, I sent you an email about a Bard character.
EDIT2: Sweet Baator, I'm switching all the bard levels for rogue levels...
 
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A young man from the house orion who elected to join the Iron Raves as a scout and courier. he found that over time he truly enjoyed the rage and chaos that ensued in battle and elected to join them on a more perminent status. though his family found his battle lust odd, they let him go at it, as he served a dual purpose there very well.

About the time the Iron Ravens broke up, he developed a Dragon mark on the inside of his right eye socket. that was on his 21st birth day. Taking that as a sign that he was on the correct track, he went back to work for the couriers guild, always requesting the jobs that lead to battle fields. and he usualy got thouse jobs as no one else wanted them.

as time passed, the young man begin yerning for his time with the iron ravens and his companions. so when the letter came from his former leader, he took off almost overnight, headed for whatever destiny had in store for him.


fyi i suck as a writer, hope this passes the test :P
also perhaps the other barbarian an I shared a unit, that would serve as a decent link into why a courier from house orion whould be a barbarian :P
 


I would like to put my hat in for this game.

The concept I'm looking at right now would be that of a Kalashtar Telepath taking all the kalashtar telepath substitution levels from Races of Eberron. He would be a diplomat/information broker and with some careful power choices could also assist as a secondary artillerist to complement whatever arcanist we have in the group.

I will work up a firmer background concept and try to post it later tonight.
 

Taran the Rogue.

There are some things in here the other PCs shouldn't know, but I'm sure everyone here knows not to metagame. If you don't, that's what the sblock is for.
[sblock=Taran]Taran's parents were both mercenaries and served with the Iron Ravens. They were killed during the Deneith Blademark ambush and he was raised in a state-run orphanage in Sharn. Taran was the kid who would be very naughty, but everyone liked too much to punish and all the others looked to for orders, even though he wasn't the biggest or the brightest. When he became an adult he fell in with the local thieves guild and worked as a middle-man (The go-between for robbers and their fences) until the police began to crack down on such activity. At that time Taran decided to go legitimate and joined the King's Citadel to try and become one of the Crown's spies (a Dark Lantern) since he already possessed the crucial skills.[/sblock]
 
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Breyer Coldstone

Breyer Coldstone
[sblock]Male dwarven Druid 2
LN Medium Humanoid
Init +2; Senses darkvision (60 ft.); Listen +3, Spot +3
Languages Common, Druidic, Dwarven, Orc
________________________________________________
AC 17, touch 12, flat-footed 15
Special +4 dodge vs. Giants
Hp 22 (2 HD)
Fort +6, Ref +2, Will +6
Special +2 vs. poison, +2 vs. spells and spell effects
___________________________________________________
Speed 20 ft. (4 squares); woodland stride
Melee scimitar +4 (1d6+2/18-20) or
Melee shortspear +3 (1d6+2) or
Ranged shortspear +3 (1d6+2/20 ft.)
Base Atk +1; Grp +3
Special Attacks shapeshift (swift action, predator form-wolf), +1 attack vs. orcs and goblinoids. +4 to resist bull-rush and trips
Combat Gear wand of cure light wounds (35 charges)
Druid Spells Prepared CL 2
1- surefooted stride, lesser vigor, lesser vigor
0- cure minor wounds, cure minor wounds, cure minor wounds, dawn
_______________________________________________________________________
Abilities Str 14, Dex 14, Con 16, Int 12, Wis 16, Cha 6
SQ wild empathy +2, stonecunning, spontaneous rejuvenation
Feats combat casting
Skills Appraise +1 (+3 with stone or metal objects), Balance -3, Climb -3, Concentration +8 (+12 casting defensively), Craft (any) +1 (+3 stone or metal), Diplomacy +3, Escape Artist -3, Handle Animal +3, Hide -3, Jump -9, Knowledge (nature) +8, Move Silently -3, Ride +4, Search +1 (+3 to notice unusual stonework), Survival +10 (+12 in above-ground environments), Swim -8
Possessions Combat gear plus hide armor, heavy wooden shield, MW scimitar, shortspear x3, spell component pouch, backpack, belt pouch, bedroll, flint and steel, 50 ft. hemp rope, sunrods x2, trail rations (10 days), waterskin, 15 gp.[/sblock]

Breyer Coldstone, Wolf Form
[sblock]Male dwarven Druid 2
LN Medium Humanoid
Init +2; Senses darkvision (60 ft.); Listen +3, Spot +3
Languages understand Common, Druidic, Dwarven, Orc
________________________________________________
AC 16, touch 12, flat-footed 14
Special +4 dodge vs. Giants
Hp 18 (2 HD)
Fort +6, Ref +2, Will +6
Special +2 vs. poison, +2 vs. spells and spell effects
___________________________________________________
Speed 50 ft. (10 squares); woodland stride
Melee bite +5 (1d6+6)
Base Atk +1; Grp +5
Special Attacks shapeshift (swift action, human form), +1 attack vs. orcs and goblinoids. +4 to resist bull-rush and trips
_______________________________________________________________________
Abilities Str 18, Dex 14, Con 16, Int 12, Wis 16, Cha 6
SQ wild empathy +2, stonecunning
Feats -
Skills Appraise +1 (+3 with stone or metal objects), Concentration +8, Diplomacy +3, Handle Animal +3, Jump +8, Knowledge (nature) +8, Search +1 (+3 to notice unusual stonework), Survival +10 (+12 in above-ground environments)[/sblock]

Background: [sblock] During his time with the Iron Ravens, Breyer was actually rather pleasant, never letting the situation get to him, always talking about how "This ain't so bad" and trying to keep up morale. Since the Ravens broke up, something seems to have happened to him and caused him to change. He was one of those with the ravens from the very beginning, following them out of Karrnath and into the war.

In the 4 years since the Ravens disbanded, he has returned to the Mror holds, and wandered the northern areas of Karrnath, Mror Holds, and even the Laazaar Principalities. He doesn't speak about what happened to him in the north, but he has come back a changed dwarf.

He was surprised to receive a letter, but ever loyal and honorable, despite his changed outlook on life, he has decided to go to his commander for this one, last job.

He's always talking about how "the Last War weren't nuthin' compared to the one thas' comin' next." and how "The big one is gonna try an' eat us all up-only those as have prepared are gonna make it, an' I plan on being with them." When asked how he knows these things he rarely gives reasons, he just looks knowingly at the offending questioner until one or both forget what the question was. If pressed, he'll remind the upstart "I've been trained in secrets and magics far older than anything you can fathom! Mine is the magic that put down invasions of demons and wars between dragons! But don' listen to me...and don' ask for my help when the big one comes!"
[/sblock]
 
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Okay, Chev and Taran overlap a bunch. My first idea was to simply drop Diplomacy and a few other Cha-based skills but then I realized that my backstory and future PrC required those. Since my other function is to generally assist the team, I'm going to make an artificer instead. More or less the same background and I'm not really interested in any PrCs.

EDIT:
What's your rule about previous level's Craft Reserves? Do I have 20 XP to spend or not?
 
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Kishin said:
Nonamazing - I like the character concept alot, and it manages to tie in with a few plot threads I had previously drummed up for part of the campaign. I'm also ok with the usage of the Dragon Barbarian from UA, I actually do have a copy of the book, but hadn't included it in the list of options for the campaign mainly out of forgetfulness. So, feel free to fire away (too much alliteration, wow) with a character.

I've put up a rough draft of Ixen here. I've got a lot more I want to write about his history and personality--expect a long post from me by midday tomorrow.

For his weapon, I wanted to give him a dragonfang greataxe. The rules for them are in the Draconomicon. It counts as a masterwork weapon, and the lingering power in it causes it to deal 1 point of energy damage per hit (in this case, fire damage). The total cost of it would be 620 gold pieces (300 for masterwork, 300 for dragonfang, and 20 for greataxe). If it's not allowed, that's no problem, I can certainly just make it a normal masterwork weapon.
 

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