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Aphrodite Pandemos

[Eberron] The Forgotten Forge (OOC)

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  • D&D3.5 material
  • NO third party materials. We'll talk about Dungeon/Dragon material on a case by case basis
  • level 2
  • 32 point buy
  • 900gp

    Finished Characters
    • None

    Interested Players





      [*]Sandman XI

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Looking at making a warforged warlock for this.

This would require the use of Complete Arcane, at least in part, for material. I'd also like to present the possibility of using suppmentary material from Complete Mage, and Dragon Magic, where it applies to warlocks and warlock invocations.

Preliminary concept: An archeological find from Xendrik turns out to be an ancient warforged in stasis due to damage. Upon repair, it reactivates, but with its memory effectively gone and physical capability substantially reduced due to damage and age.

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House Cannith didn't originate the Forge technology, it turns out. The original Forges were made by the Giants, during their war with the quori. House Cannith found templates and schemas and enough information to recreate a version of the process for their own use, which is the origin of most warforged in Eberron.

And if the ancient machine notion is too out there, or not compatible with your vision for the setting (of which a great deal is left open to the GM's imagination) then I have no problems rescaling my concept to just a warforged who was damaged during the Last War...perhaps as part of the Mourning...and subsequently found and reactivated.

It's all good.

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Ah. I didn't know that. As I said, my reading has been limited. The timeline I had to look at just said that warforged came out 33 years before the start of "current day". That is a good question, about your vision for the game/setting, Moira. I assume you're running the pre-made adventure from the back of the book, given the title here?

What are you looking for? Are we allowed to use the bajillion source books that have been put out or do you want us to stick to just the Eberron campaign setting? Or something in-between?

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Yes, this is the adventure from the back of the book. After that if you guys are still interested, we'll go somewhere from there. You're allowed to use anything that makes sense for your character as long as it's not third party. That said, I know WotC didn't put out the most balanced books. Like I said in chat, no game breakers. If you can justify it and it's not totally stinkin of cheese, go for it.

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Not lookin' to break anything.

If I wanted to break stuff, I'd make a sorceror. :)

Hm. Warforged sorceror...the Cha penalty would hurt...and the armor fail chance...and almost everything else...but it'd be a pretty cool concept.

Hee hee

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Thinking of a human psychic warrior. Backstory is a former military officer who was traumatized by the last war, and wound up succumbing to a possession that the kalashtar community in Sharn aided him with, helping him, over the course of a decade, to find some measure of meditative peace and helping to open up psychic abilities within his soul.

The possessing spirit is still out there, and so are old squadmates - and in the meantime, as recompense, the kalashtar ask that he turn his martial skill and psychic powers to their aid in the future. (What this is, he's not aware of - but from keeping his ear to the ground, he knows that they're upset about something in Riedra....)

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Behold the magic of Oz!

Name: Oz

Race: Warforged

Class/Level: Warlock 2

Description: Oz stands a little taller than an average human at exactly six feet, though it walks with a slight hunch that makes it look a few inches shorter. Its head is set on a short articulated neck that angles forward, furthering the visual impression that the construct is constantly 'leaning forward.' Its arms are long, but spindly-looking. Its right arm has some kind of complicated weapon system built into it. Its legs are more powerful looking, with digitigrade posture and some kind of advanced 'exoskeleton' built around the feet and ankles.

The construct's 'skin' is silvery metal that gleams like quicksilver. Etched into it, all over, are arcane runes that gleam with gentle blue effulgence. It has no mouth, but can speak in a hollow, inflectionless voice. The only facial 'feature' it has are the color-changing eyes that glow out of its smooth, angular head.

Strength (STR) 8

Dexterity (DEX) 16

Constitution (CON) 14

Intelligence (INT) 10

Wisdom (WIS) 10

Charisma (CHA) 14

Alignment: Neutral

AC: 18 (10 +3 dex +5 armor), Flatfoot 15, Touch 13)

Hit Points: 16

Movement: 30'

Init: +3

Base Attack Bonus: +1

Melee Attack: +0

Ranged Attack: +4

Fort: +2 (+0 base + 2 con)

Reflex: +3 (+0 base +3 dex)

Will: +3 (+3 base +0 Wis)

Race Abilities

Construct type, living subtype

Immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Cannot heal damage naturally.

Half healing from Cure spells

Stasis at 0 through -10 HP.

Does not eat, sleep, or breathe.

Composite plating: +2 armor bonus, as light armor.

Light Fortification, 25% chance to avoid critical hits/sneak attacks.

Natural weapon, one slam attack for 1d4+Str.

Class Abilities:

Eldritch Blast 1d6

Detect Magic at will

Skills: 8

Concentration +5 (3 + 2 con)

Speak Language +1

Spellcraft +1 (1 + 0 int)

Use Magic Device +5 (3 + 2 cha)


1 Mithril Body

Languages - Giant, Common



- Spiderwalk

- Summon Swarm (30' range, std action, concentration duration; atks creatures in swarm area, or nearest creature)


Cash: 60gp


- Mithril Body, +5 AC, Max Dex +6, ACP 0


Slam, +0 to hit, 1d4-1 dmg

Eldritch Blast, +4 ranged touch, 1d6 dmg, 60'


2 Flasks Acid, 20gp, 2lbs

1 flask alchemist's fire, 20gp, 1lb

1 flask alchemist's frost, 25gp, 1lb

1 flask alchemist's spark, 25gp, 1lb

Wand of Repair Light Damage, 750gp


Diminutive Animal (Swarm)

Hit Dice: 3d8 (13 hp)

Initiative: +2

Speed: 5 ft. (1 square), fly 40 ft. (good)

Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12

Base Attack/Grapple: +2/—

Attack: Swarm (1d6) Full Attack: Swarm (1d6)

Space/Reach: 10 ft./0 ft. Special Attacks: Distraction (DC11), wounding 1/rnd

Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits

Saves: Fort +3, Ref +7, Will +3

Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills: Listen +11, Spot +11

Feats: Alertness, Lightning Reflexes


Tiny Animal (Swarm)

Hit Dice: 4d8 (13 hp)

Initiative: +2

Speed: 15 ft. (3 squares), climb 15 ft.

Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12

Base Attack/Grapple: +3/—

Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease)

Space/Reach: 10 ft./0 ft.

Special Attacks: Disease (DC12; filth fever), distraction (DC12)

Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits

Saves: Fort +4, Ref +6, Will +2

Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills: Balance +10, Climb +10, Hide +16, Listen +6, Spot +7, Swim +10

Feats: Alertness, Stealthy, Weapon FinesseB


Diminutive Vermin (Swarm)

Hit Dice: 2d8 (9 hp)

Initiative: +3

Speed: 20 ft. (4 squares), climb 20 ft.

Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14

Base Attack/Grapple: +1/—

Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison)

Space/Reach: 10 ft./0 ft.

Special Attacks: Distraction (DC11), poison (DC11; Str1d3)

Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

Saves: Fort +3, Ref +3, Will +0

Abilities: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2

Skills: Climb +11, Listen +4, Spot +4

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At this point I'm looking at at a social skillmonkey. Diplomacy, psionics, etc.

Either that or a totemist whirlwind of murder and claws.

Haven't decided

Edited by Hyoseph

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Okay, here's my IC account for my Healer (this is Mala). Still working on the mechanics because I forgot how much D&D numbers can make my eyes bleed.

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Here's my stab at character mechanics.

Name: Seraphina Jorasco of Ashdale

Race: Halfling

Class/Level: Healer 2

Description: Seraphina is a lithe and winsome young halfling; her clothes are usually of fine but simple cut, with the elaborate embroidery on them sewn on by Seraphina herself in the quite times when she is tending long-term patients. She speaks softly but firmly, with the self-confidence of a person used to making life-and-death decisions. A devotee of the Silver Flame, she is less zealous than the more martial of her fellow followers, but after a time among her cousins in the Talenta Plains she has felt a call from the Flame to venture further out into the world and aid those that cannot always make it to a town or church in their time of need.

Strength (STR) 8 (2)

Dexterity (DEX) 10

Constitution (CON) 10 (2)

Intelligence (INT) 10 (2)

Wisdom (WIS) 18 (16)

Charisma (CHA) 16 (10)

Alignment: Lawful Good

AC: 12 (10 +0 dex +2 armor), Flatfoot 12, Touch 10)

Hit Points: 16

Movement: 20'

Init: +0

Base Attack Bonus: +1

Melee Attack: +1

Ranged Attack: +2

Fort: +4 (+3 base +0 con +1 Halfling)

Reflex: +1 (+0 base +0 dex +1 Halfling)

Will: +8 (+3 base +4 Wis +1 Halfling)

Misc. Race Abilities

+2 save (on top of +1 for Halfling saving throws) against fear

+1 Attack Bonus with slings and thrown weapons

Class Abilities:

Healing Hands (Adds Cha modifier, +3, to all hit-point granting/heal spells)

Skill Focus (Healing)


0 Level - 4 (Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic)

1 Level - 5 (4 + 1 bonus from Wisdom) (Bless Water, Cure Light Wounds, Protection from Evil, Remove Fear, Remove Paralysis, Sanctuary, Speak With Animals)

Skills: 20 pts

Climb 1 (0 -1 Str + 2 Halfling)

Concentration 5 (5 + 0 Con)

Heal 12 (5 + 4 Wis + 3 Skill Focus)

Jump 1 (0 - 1 Str + 2 Halfling)

Knowledge (Religion: Silver Flame) 5 (5 + 0 Int)

Listen (0 + 2 Halfling)

Move Silently 2 (0 + 2 Halfling)

Survival 9 (5 + 4 Wis)


Heroic Spirit

Action Points - 9/9 pts

Languages - Halfling, Common


Letter of Credit: 650 gp

Cash: 42 gp

Armor (10 gp, 5 lbs.)

Embroidered Leathers - +2, +6, 0, 10%,30/20,10 lbs.

Weapons (2 gp, 1 sp, 3 lbs)

Unarmed - 1d2, 1d3, x2, B

Sling - 1d3, 1d4, x2, 50 ft., B (10 pellets)

Dagger - 1d3, 1d4, 19-20/x2, P or S

Gear (171 gp, 15.5 lbs)

Backpack - 2 gp, 1 lb

Bedroll - 1 sp, 2.5 lb

Fishhook - 1 sp

Flask - 3 cp, 1.5 lb

Flint & Steel - 1 gp

Healer's Kit - 50 gp, 1 lb

Holy Symbol, Silver Flame Arrowhead - 25 gp

Identification Papers, with portrait - 5 gp

Jorasco Broach - 75 gp

Rations - 5 days, 2.5 gp, 2.5 lbs

Sewing Needle - 5 sp

Soap - 5 sp, 1 lb.

Spell Component Pouch - 5 gp, 2 lb

Traveling Papers - 2 sp

Whetstone - 2 cp 1 lb

Embroidered Cleric's Vestments - 5 gp, 3 lbs


Fastieth (Light Load, Medium load when Seraphina is mounted) - 50 gp

  • Bit & Bridle - 2gp, 1 lb
  • Saddle - 10 gp, 12.5 lb
  • Saddlebags - 4 gp, 4 lbs
  • Tent - 10 gp, 10 lbs
  • Waterskin - 1 gp, 4 lb

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My character as it exists so far (bear in mind, this is a work in progress)

Name: Dakkhad

Race: Kalashtar

Class: Erudite 2

HP: 12

32 Point Buy

STR 8 (-1)

DEX 10 (+0)

CON 14 (+2)

INT 18 (+4)

WIS 14 (+2)

CHA 10 (+0)


Fort Save +2

Ref Save +0

Will Save: +5


AC / Touch / Flat-Footed: 10 / 10 / 10

Armor: (None)


Feats: Overchannel, Talented, Inquisitor

Flaws: Nonviolent, Vulnerable (-2 to Melee Attacks, -1 to AC)



Concentration 5+2 = 7

Psicraft 5+4 = 9

Spellcraft 5+4 = 9

Knw (Religion) 5+4 = 9

Knw (Psionics) 5+4 = 9

Craft(Sculpt.) 5+4 =9


PPs: 6 (Level) + 4(Int) + 2(Kalashtar) = 12


Starting Lvl 1 - 6 Powers

Inertial Armor, Vigor, Synchronicity*, Energy Ray, Precognition(Offensive), Mind Thrust

Lvl 2 Free - 2 Powers

Control Flames, Entangling Ectoplasm

* - Not in the SRD, but Complete Psionic

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Been wracking my brain all night. Here's what I've came up with so far.

Human Cleric of Dol Dorn
Xaleci, CG Human Cleric (Dol Dorn) 2

Str 14

Dex 12

Con 14

Int 8

Wis 16

Cha 14

Fort 5 (3 base, 2 con)

Ref 1 (0 base 1 dex)

Will 6 (3 base, 3 wis)

Concentration 5 (+7)

Diplomacy 5 (+7)

atk 1 (base) 2 (range) 3 (melee) 4 (longsword)

def 19 (10 base, 1 dex, 6 armor, 2 shield)

hp 20 (8+2, 8+2)

init 1 (1 dex)

ap 6 (5 base, 1 half level)

Martial Weapon Proficiency (longsword) (War domain)

Weapon Focus (longsword) (War Domain)

Combat Casting (human)

Power Attack (first level)

masterwork longsword, 5 melee, 1d8+2, 19-20/x2

Turn Undead, 5/day, +2 check, 2d6+4 HD

Aura of Chaos and Good: moderate

Domains: Strength (1/day, 1 strength per cleric level for 1 round), War (free proficiency and weapon focus in deity's favored weapon)

Spell Points 5

Orisons, 5/day, DC 13

1st level, Prepare 3+1 domain, DC 14

Domains: Enlarge Person, Magic Weapon

Spontaneous: Cure Light Wounds

Prepared: Divine Favor, Detect Alignment, Protection from Alignment

masterwork longsword (315gp)

banded mail (250gp)

Heavy Steel Shield/Holy Symbol (20gp)


Human Artificer
Xaleci, ?? Human Artificer 2

Str 10

Dex 14

Con 10

Int 16

Wis 10

Cha 16

Fort 0 (0 base, 0 con)

Ref 2 (0 base, 2 dex)

Will 3 (3 base, 0 wis)

Disable Device 5 (+8)

Knowledge (arcana) 5 (+8)

Knowledge (architecture and engineering) 5 (+8)

Knowledge (the planes) 5 (+8)

Open Lock 5 (+7)

Search 5 (+8)

Spellcraft 5 (+8)

Use Magic Device 5 (+8)

atk 1 (base) 1 (melee) 3 (range)

def 19 (10 base, 2 dex, 5 armor, 2 shield)

hp 12

init 2

ap 6 (5 base, 1 half level)

Legendary Artisan (human)

(first level)

Scribe Scroll (Artificer)

Brew Potion (Artificer)

Artificer Knowledge: DC 15 check (artificer level + int mod) to tell if an item is magical. Takes one minute. If fails cannot retry.

Artisan Bonus: +2 on Use Magic Device checks to activate items that have creation feat for.

Disable Trap: May search for traps if DC is higher than 20. May search for magical traps (DC 25 + level of spell used). May disarm magical traps (DC 25 +level of spell used).

Item Creation: May make magical items without knowing spells (Use Magic Device DC 20 + caster level of spell used). For the purpose of crafting items, caster level is artificer level + 2, but item uses artificer level for effects.

Craft Reserve: 40 points to spend on XP for crafting magical items.


1st level, 3/day

(find list of infusions)

masterwork chainmail (300gp)

masterwork heavy steel shield (170gp)

masterwork morningstar (308gp)


Grey Elf Archivist
Xaleci, TN Grey Elf Archivist 2

Str 6

Dex 14

Con 12

Int 20

Wis 14

Cha 8

Fort 4 (3 base, 1 con)

Ref 2 (0 base, 2 ref)

Will 5 (3 base, 2 wis)

Immune to magical sleep, +2 vs enchantment

Concentration 5 (+7)

Decipher Script 5 (+12)

Knowledge (arcana) 5 (+12)

Knowledge (dungeoneering) 5 (+10)

Knowledge (nature) 5 (+10)

Knowledge (religion) 5 (+10)

Knowledge (the planes) 5 (+10)

Search 5 (+10)

Spellcraft 5 (+10)

Languages: Common, Elven; Draconic, Gnome, Goblin, Orc, Sylvan

atk 1 (base) -1 (melee) 2 (range)

def 12 (10 base, 2 dex)

hp 14 (6+1, 6+1)

init 2 (2 dex)

ap 6 (5 base, 1 half level)

Scribe Scroll (Archivist)

Archivist of Nature (first level)

Dark Knowledge 3/day

*tactics: DC 15 +1 to hit, DC 25 +2 to hit, DC 35 +3 to hit

Lore Mastery: +2 Decipher Script, +2 to one knowledge skill

Spell Points 6

0 level, 5/day, DC 15

Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

Scribed In:

1st level, Prepare 5, DC 16

10 Cleric Spells

Scribed In: Mage Armor (Force domain), Charm Person (Charm domain), 4 more.

Second Level Divine Scroll (150gp)

Second Level Divine Scroll (150gp)

Second Level Divine Scroll (150gp)

Second Level Divine Scroll (150gp)

Second Level Divine Scroll (150gp)

Grey Elf Wizard
Xaleci, ?? Grey Elf Wizard 2

Str 10

Dex 12

Con 12

Int 20

Wis 12

Cha 8

Fort 1 (0 base, 1 con)

Ref 1 (0 base, 1 dex)

Will 4 (3 base, 1 wis)

Immune to magical sleep, +2 vs enchantment

Concentration 5 (+6)

Decipher Script 5 (+10)

Knowledge (arcana) 5 (+10)

Knowledge (nature) 5 (+10)

Knowledge (the planes) 5 (+10)

Spellcraft 5 (+10)

Atk +1 base), +1 (melee), +2 (range)

HP 10

AC 15 (10 base, 1 dex, 4 mage armor)

Init +1 (1 dex)

AP 4 (3 base, 1 half level)

Languages: Common, Elven, Draconic, Sylvan, Orc, Gnome, Goblin

Scribe Scroll (free, wizard)

Point Blank Shot (no familiar)

Precise shot (first level)

Spells Points 6

1st, Prepare 4, DC 16

Mage Armor, Shield, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person

Composite longbow (100gp)

Second level scroll (150gp)

Second level scroll (150gp)

Second level scroll (150gp)

Second level scroll (150gp)

Second level scroll (150gp)


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Are there 'gray elves' in Eberron? Thought that was a Greyhawk/Realms thing.

I like artificer of course, but I have a vested interest in that. ;)

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It appears that we're using SPs? If so, then Seraphina would have 8 spell points. I'll add that to her character sheet sometime soon.

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Max, there are no canon grey elves. My guys are just mutant city elves :P

Seraphina, spell points are an option. You don't have to use them at all. They just take the edge off of book keeping a prepared caster.

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Okay so I've been talking to folks on the chat and slowly my love of Eberron is beating out my distaste for D&D/D20. If you still have room Moira I have a character concept I'd like to float by you.

Nasherac Fadal is a Human whose parents were explorers for Morgrave university based in Stormreach. His parents were interested in the Magic of the giants and he grew up surrounded by the odd and fantastical. As he grew older, he joined his parents in their pursuits and learned awide variety of skills and abilities. Several years ago, His Mother made a phenomenal discovery. An unusual sect of of Giants used a magic that involved the power of souls. in an ancient manuscript she translated the initiation rites and both she and Nasherac began it's study. His father was less sure about it but sent word back to Morgrave of their discovery regardless. A few months later, Nasherac returned from an expedition into the interior of Xen'Drik to find his home destroyed and his parents missing. With evidence pointing to someone in Sharn being responsible, Nasherac has headed back to the land of his birth to hunt down the guilty party and extract his revenge.

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Hey, Jordan...that background could tie very easily into my character. Maybe you, or your parents were involved in the expedition that discovered and reactivated Oz? It's an old-schema Xendrik warforged that uses giant technomagic.

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Yeah we'd fit pretty well together, as long as you don't mind hanging out with a guy that is going to be a trouble magnet :)

I've made some adjustments and refinements to my concept. Mechanically Nasherac is a Human Factotum 1/Incarnate 1. His mother was an explorer and researcher for Morgrave University working in Xen'Drik and specializing in Giants and their magical advancements. His Father is a Dragonmarked Courier of House Orien. They had a brief dalliance before she left for Xen'Drik and Nash was born with Dragonmark of Passage. Being surrounded by such a well trained and versatile group of researchers gave him a wide breadth of knowledge and experience even if it wasn't as deep as those who specialize in only a few things (the origins of his Factotum level). When the boy was old enough, he began aiding his mother and her research group when they made a fantastic discovery of a nearly untouched trove of Giant artifacts.

The discovery of the trove led to many revelations, including the reactivation of a proto-Warforged being created by the Giants themselves! For Nasherac and his mother, however, it was the discovery of an otherworldly substance the giants called Incarnum and the art of Meldshaping. For months they studied the strange magical art, eventually becoming the first Meldshapers to practice he art in thousands of years (Or so they believed; unbeknownst to them the Drow have been practicing an Animalistic version of the art since the time of the destruction of Giant civilization. This is the origins of his Incarnate level). Nasherac and his mother debated on whether to share their discovery with the University and what the ramifactions might be, with Nash in favor of sharing while his mother preferred keeping it secret until they better understood the full power of Incarnum. In the end the decision was removed from their hands when a fire destroyed their home. With his mother and all their research into Incarnum missing, Nasherac discovered evidence that led him to believe agents of the Emerald Claw had stolen the notes and either killed or kidnapped his mother before fleeing back to Khorvare. So, armed with his what meager possessions had survived the fire, Nasherac made the treacherous journey across the sea to Sharn and a land he only knew through song and story.

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I've decided to ditch the psychic warrior and go with a human(ish) warblade version of an oldie-but-goodie concept of mine, Lt. Sylvia Morganshire. Material taken primarily from the Tome of Weeabo Fightin' Magic, AKA the Book of Nine Swords.

There are a number of Cyre survivors scattered around, but Sylvia is unique in that she didn't just survive the cataclysm that ended the Last War, but never saw the war itself. For the last century and a half, Sylvia has been petrified as a statue, and only recently has been restored to a living form, into a world that's gone through the magical equivalent of the Industrial Revolution (the lightning rail was brand new when she wound up in a staring contest with a medusa.)

Where things get weird is that for whatever reason, the restoration process hasn't fully taken - Sylvia is slowly reverting to stone, but instead of being an immobile mindless statue, she'll wind up a sentient, super-tough construct. I have a few ideas how to model this in-game, if Moira will indulge. The easiest is "hey, she's a warforged," followed by using construct grafts from Faiths of Eberron, followed by adapting a prestige class such as the Living Monolith from Pathfinder or the Green Star Adept from Complete Arcane. If people have ideas I'd like to hear them.

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Here's her preliminary sheet. Once I hear approval I'll work on the background.


Name: Lt. Sylvia Morganshire

Race: Human

Class: Warblade

Level: 2


STR 16 (+3) (10pp)

DEX 12 (+1) (4pp)

CON 14 (+2) (6pp)

INT 14 (+2) (6pp)

WIS 10 (+0) (2pp)

CHA 12 (+1) (4pp)

Base Attack: +2

- Melee: +5

- Ranged: +3

Hit Points:

Initiative: +1


Saving Throws:

- Fortitude: +5 (+3 Class, +2 Con)

- Reflex: +3 (+0 Class, +1 Dex, +2 Int)

- Will: +0 (+0 Class, +0 Wis)

Skills (4 first level, 1 additional = 5, times 7 per level = 35)

Name Total Ranks Att Other

Balance 6 5 +1

Concentration 7 5 +2

Craft (sculpting) 7 5 +2

Intimidate 6 5 +1

Jump 8 5 +3

Knowledge (history) 7 5 +2

Martial Lore 7 5 +2

Racial Abilities:

- Extra Feat

- Extra Skills

Class Abilities:

- Maneuvers and Stances (see below)

- Battle Clarity (gain Int bonus to Reflex saves when not flat-footed)

- Weapon Aptitude: Swap feats related to bonuses to specific weapons with a day's


- Uncanny Dodge: Retain Dex bonus to AC when flat-footed


- Power Attack: Take a penalty to hit in exchange for 1.5 times that penalty's

equivalent in bonus damage (for two-handed weapons)

- Adaptive Style: Take a full-round action to switch out maneuvers.

Maneuvers (3 readied, 4 total)

- Moment of Perfect Mind (Counter) - Use a Concentration check in place of a Will

save. A natural 1 does not fail.

- Steel Wind (Strike) - Make two attacks, each against a different foe.

- Douse the Flames (Strike) - Make a melee attack. If the attack hits, the target

can't make attacks of opportunity for 1 round.

- Steely Strike (Strike) - Make a single melee attack with a +4 bonus on the roll.

All opponents other than the one Sylvia attacked gain a +4 bonus to attack her for 1


Stances (1 total)

- Blood in the Water (Stance) - Gain a +1 to hit and to damage for every critical hit

scored. These bonuses are untyped, and stack. This benefit resets if Sylvia goes more

than a minute without scoring a critical hit.

Encumbrance: 76 light, 153 medium, 230 heavy


- Masterwork Greatsword (350 gp; 8 lbs)

+6 to hit; 2d6+3 damage; 19-20/x2

- Mace (12 gp; 8 lbs)

+5 to hit; 1d8+2 damage; 20/x2

- 2 daggers (4 gp; 2 lbs)

+5 to hit; 1d4+2 damage; 19-20/x2

Thrown: +2 to hit


- Breastplate (200 gp; 30lbs)

- AC Bonus: +5

- Max Dex: +3

- Armor Check Penalty: -4


- Backpack (2 gp; 2lb)

- Bedroll (1 sp; 1lb)

- Flask (3 cp; 1.5lbs)

- Two Week's Trail Rations (7gp; 14lbs)

- Silk Rope (50ft) (10gp; 5lbs)

- Grappling Hook (1gp; 4lbs)

- Tent (10gp; 20lbs)

Special Equipment:

- Artisian's Tools (5gp, 5lbs)

- 3 potions Cure Light Wounds (1d8+1 per) (150gp)

Money: 148 gold, 8 silver, 7 copper

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Here is Sylvia's background
There are veteran's bars in Sharn, and in many of these bars, you can tell the survivors of Cyre apart from the others. All gave some and some gave all, but no one gave like they did - an entire country sitting dead in Khorvaire like a bloated corpse being the only thing that could sake the nation's thirst for war.

At one of them, however, there is a survivor amongst survivors, and she'll tell you her tale with a Cyran accent as lyrical as any, if somewhat... off.

Lieutenant Sylvia Morganshire grew up in a small farming village many dozens of miles outside of Metrol, tomboyish to a fault and possessed of intense curiosity. Life was dangerous, and Cyre needed soldiers, so she volunteered at the age of 16 (a year shy of adulthood, but she lied about her age.) She proved an adept student of the sword, attracting the attention of an elven swordmaster, Tharthanis - who had been training Cyran warriors for three hundred years, and knew talent when he saw it.

Sylvia's life took a turn, however, when choosing to use her leave to do a little travelling. She was commuting by lightning rail in southwestern Breland when the rail broke down, crashing and stranding the coach and its passengers until the resident magewright could repair the damage to the conductor stones. Sylvia quickly took charge, helping to quell panic and organize the passengers.

A few days later, Sylvia refused to put off a bath any longer and was enjoying a nearby pond, when a woman in a hood and veil approached her. Sylvia darted out of the water, grabbing her sword, and asked the visitor to state her buisness.

"I sshould ask the ssame of you. You are quite closse to our landss. But fortune ssmiless upon you, Ssylvia Morgansshire. You have a rare gift, that iss exactly what my ssissterss need."

"If you know about a town nearby, these people - "

" - would not be welcome, in the ssettlementss you find thiss far ssouth. Worry not about them. You have a different path ahead."

Then the woman removed her veil, and the last thought in Sylvia's head for over a hundred years was, snakes?

No one knew exactly where the statue of a nude woman wielding a sword came from, but it had stood in one of Sharn's finer parks for at least a hundred years. Not long after the Last War's ending, it vanished, and Sylvia confirms the rumors why: one day, at noon, a woman in a hood and veil approached the statue and kissed it, and afterwards, it reverted to flesh and blood.

Sylvia says that the woman didn't have the same voice, but there was no mistaking the hiss. She told Sylvia that the War she had been destined to die fighting had come and gone, and that her fate had taken a different turn - one that the medusa would be in touch about, should Sylvia survive that which was coming her way. She lent Sylvia a cloak and shoes to wear, and pressed a few gold pieces of strange currency into her palm, and then she was gone.

Since then, Sylvia has struggled with the weight of over a hundred years of history. Living golems crafted from artifice? Ships that fly? Her homeland gone? In the weeks since, she'd managed to eke out a living as a sculptor, having found - to her annoyance - that she's good at creating lifelike statues. The owner of the park had the gall to suggest that she replace the statue, and after being informed that killing rich people was against the law, she obliged. Of course, the owner didn't specify the gender of the replacement, nor the species.

So Sylvia listens to stories from other survivors, and makes a list in her head of things she'll do once she gets over the crushing heartache that has cast a pall over her soul. Would she be welcomed in New Cyre? What of Tharthanis - did he survive the Last War? The region they'd been lost in was near what was now called Droaam, whose medusa ruling class had representatives in Sharn - did she dare meet with one of them? Or did it have nothing to do with the Queen of Stone and everything to do woth Mordain the Fleshweaver, whose own perverse Forest of Flesh was not far from the crash site?

And is it her imagination, or did she somehow get a little stronger after becoming solid stone for a century?

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So here's what I eventually came up with.

Funaki never knew his father. He was born to a travelling professional. His mother taught him everything about the business of locksmithing and travelling. He took to it like a fish to water. When he was old enough, he set out to make his own coin. Locksmithing is a profitable business. One day he found there was a dragonmark growing on him. So he went to Sharn to learn more about it.

Funaki, Dwarf Rogue 2
Str 10 (+0)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 12 (+1)

Fort 3 (0 base, 3 con)

Ref 5 (3 base, 2 dex)

Will 2 (0 base, 2 wis)

Appraise 5 (+7)

Craft (mechanical) 5 (+7)

Disable Device 5 (+7)

Gather Information 5 (+9)

Knowledge (local) 5 (+7)

Listen 5 (+7)

Open Lock 5 (+7)

Profession (locksmith) 5 (+7)

Search 5 (+9)

Spot 5 (+7)

Use Magic Device 5 (+6)

Languages: Common, Dwarven, Gnome, Goblin

atk 1 (base) 1 (melee) 3 (range)

def 15 (10 base, 2 dex, 3 armor)

hp 18 (6+3, 6+3)

init 2 (2 dex)

ap 6 (5 base, 1 half level)

speed 20 ft

masterwork rapier, +2 melee, 1d6, 18-20/x2

Least Dragonmark (Warding) (first level)

Darkvision 60 ft

+2 Appraise and Craft checks involving stone and metal

+2 Search on stonework. Can detect unusual stonework (including traps and things disguised as stonework) within 10 feet as if actively searching for it.

+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type.

Sneak Attack +1d6



masterwork rapier (320gp)

masterwork studded leather (175gp)

masterwork thieves tools (100gp)

Identification Papers, with portrait (5gp)

Travelling Papers (2sp)

299gp 8sp


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Okay my character's name is Waylan Royce


These are just his stats, I'll have a fleshed out background once I remember how to create an Alt account.

Waylan Royce

Neutral Good Human Factotum 1/Incarnate 1


Strength: 10 (0)

Dexterity: 15 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 8 (-1)

HP: 20 (This assumes Max HP; 1D8+3 + 1D6+3 Hit Dice)

BAB: 0

-Masterwork Longbow: +3, 1D8 Damage, X3 Crit, 100’ Range Increment

-Rapier (x2): 0 (-2/-2 if dual wielding), 1D6 Damage, X2 Crit (18-20)

AC: 15 (12 Touch, 13 Flat-Footed)

Initiative: +2


-Fortitude: +5

-Reflexes: +4

-Willpower: +4



Point Blank Shot


Essentia: 1

Inspiration: 2

Weapon Proficiencies: All Basic and Melee

Armor Proficiencies: All Light, Medium and Shields (not Tower Shields)

Aura of Good: As per Cleric

Cunning Insight: +(INT Bonus) to any Attack Roll, Damage Roll or Saving Throw for 1 Inspiration Point

Cunning Knowledge: +1 to any skill check as long as that skill is trained for 1 Inspiration Point

Detect Evil

Soulmelds: 2

Trapfinding: As per Rogue


Appraise: 1+2=3

Autohypnosis: 1+2=3

Balance: 1+2=3

Bluff: 1-1=0

Climb: 1 +0=1

Concentration: 1+3=4

Decipher Script: 1+2=3

Diplomacy: 1-1=0

Disable Device: 1+2=3

Disguise: 1+-1=0

Escape Artist: 1+2=3

Forgery: 1+2=3

Gather Information: 1-1=0

Handle Animal: 1-1=0

Heal: 1+2=3

Hide: 1+2=3

Intimidate: 1-1=0

Jump: 1+0=1

Knowledge-Arcana: 1+2=3

Knowledge-Architecture: 1+2=3

Knowledge-Dungeoneering: 1+2=3

Knowledge-Geography: 1+2=3

Knowledge-Nature: 1+2=3

Knowledge-Nobility: 1+2=3

Knowledge-Religion: 1+2=3

Knowledge-The Planes: 1+2=3

Listen: 1+2=3

Move Silently: 1+2=3

Open Locks: 1+2=3

Ride: 1+2=3

Search: 1+2=3

Sense Motive: 1+2=3

Sleight of Hand: 1+2=3

Spellcraft: 1+2=3

Spot: 1+2=3

Survival: 1+2=3

Swim: 1+0=1

Tumble: 1+2=3

Use Magic Device: 1-1=0

Use Rope: 1+2=3


Masterwork Studded Leather Armor, Masterwork longbow, 20 Arrows, 2 Rapiers

Backpack, Bedroll, Flint & Steel, Grappeling Hook, 50’ of Silk Rope, 2 Belt pouches, 3 Sunrods, 1 Tanglefoot Bag, Waterskin

Platinum 15, Gold 99, Silver 18, Copper 10

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Hey I was just reading up some more and I came across a morsel of information I thought I would share. this may sound nitpicky but I don't mean it that way.

When naming characters who are nobles the noble lineage is denoted by an ir' before the last name; For example Waylan would be Waylan ir'Royce.

When naming characters who are from a Dragonmarked House that lineage is denoted with a d' before the last name; Waylan would be Waylan d'Royce (of Waylan d'Orien if the character's last name is actually Orien)

Just thought I'd share :)

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Hey guys, just so you don't think I'm holding the game up; I'm waiting for a PM response from Moira before I post.

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So, I have to admit something. This pregenerated adventure is not really appealing to me. Partly because Eberron as a whole just doesn't click with me. Though I'm not looking to leave the table. I want to continue with this.


By show of hands, who'd be interested in a more standard D&D setting? A generic style "Dragons are razing villages, Liches are amassing armies of undead, the princess has been kidnapped by ogres... and it's up to you to stop this!" I'll allow warforged, changelings and shifters in this setting. Warforged unchanged. Still made in creation forges. Still unknown how they are made. Changelings are the children of doppelgangers and humans. Shifters are feral humanoids that have evolved over the ages.

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I'm not really a D&D fan, with the exception of Eberron. I'm also spread pretty thin, so I think I'll just bow out. Sorry, Moira! :(

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I would be up for a more generic game. Whether I stayed Psion or not would depend on a few different factors but I would be up for it :)



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Well, I'd like to see more specifics about the new setting, but overall I'm fine with the idea. Oz can fit in most fantasy settings, it seems...


Or I can easily do another concept, if we lose someone and need a role more important than 'specialized arcane artillery.'

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