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NutritiousSnack
Jul 12, 2011


Sharn. The Gateway to Xen'drik. The City of Towers. The City of a Thousand Eyes. More like a city with a thousand titles, but why shouldn’t it? It boasts more than half a million souls, and is undoubtedly the most populous city on Ebberon, let alone Khorvaire. Sharn gets many of it’s nicknames thanks to magnificent architecture (made possible by it’s manifest zone) of hundreds to thousands of towers, many of which pierce the clouds and offering prime access to the rich, untapped continent of Xen’drik that attracts everyone from merchants, adventurers, and archaeologists. Because of the later, and being the center of the large Lighting Rail network throughout the continent. It is is undoubtedly the economic heart and arguably the cultural linchpin of the Khorvaire; not only do people’s from all nations recognized in the Treaty of Thronehold that call Sharn home, but also throughout Eberron itself! Indeed this reputation was only furthered because at no point during the Last War was Sharn ever placed under siege or otherwise assaulted by any of Breland’s enemies, and it was official Breland policy that Sharn: “We welcome Khorvaire’s poor, downtrodden, and other victims of war both shelter and opportunity during this time of strife”, not only continuing commerce unabated but allowing waves of thousands of refugees from the chaos, bloodshed, shifting borders and The Day of Mourning to move in and call this city their home!

Of course that was then and this is now. The City of Towers casts many shadows and predators tend hide in them, waiting, licking their chops looking for easy prey. Who makes better marks than the desperate and dispossessed? Whether it’s the noble or merchant houses that exploit them for cheap, backbreaking and dangerous labor, criminal organizations that outright rob or kill them either outright or indirectly through drugs and money, or insane nationalists who want to renew the Last War or dominate or use them, the shelter and opportunity have been greatly exaggerated and things are getting worse. There was a war economy, and while in the long run for a wide variety of obvious reasons that it ended, the Treaty of the Thronehold still means in the short term in the it popped and a lot of people are out of work as it shifts gears. Likewise Sharn was built off the backs of dead empires and peoples, and some of it’s newest citizens have learned that lesson quickly, becoming exploiters and crooks themselves. The situation gets worse by the day and the Sharn City Watch is little to no help, compromised by corruption to the various cartels and built to be beholden to aloof blue bloods and old money throughout the city.



That is where you lot come in! Sharn's City Watch was always corrupt and infiltrated, but you're here to be better than that! You’re here to clean up the city and make it a decent place to live for ordinary people, fulfilling the promise made by Breland’s King so long ago….BAHAHAHAHA. Yeah, yeah, I know it’s what the fliers and pamphlets say, but I’ll let you in on the punchline. We aren’t paid to clean up the mess, just sweep it into one room and pour enough perfume on it so no one has to see or smell what’s going on if they don’t want to. Don’t get me wrong, you can and will save some lives or make sure actual assholes get what’s coming to them, but you aren’t getting gold for being a good person. If there was some profit in making Eberron a better place, it’d been heaven long before our great-grandparents were born!

You’re here to make sure gang wars don’t flow up river, to get rich nobles their jewelry and treasures, find rich merchants missing daughters, to arrest confidence men who swindled some nepotist hired bureaucrat embezzled money, act as muscle or wingmen for the higher ups, and occasionally do a good deed to help the boss sleep at night, make council woman Sava Kharisa content, and make sure the donations from the Coldflame Keep and the rest of the Church of the Silver Flame bozos keep rolling in!

Welcome to Colworn Inquisitives and Security Guild, subsidiary of the Finder's Guild and by extension House Tharashk. That's right, not only are you licensed by Sharn Inquisitives Guild and the Sharn City Watch, but you're fully fledged and ranking agents in a Dragonmarked House; not too shabby of a gig, huh/!!




What is this?
A Dragon and Dragons 4th Edition game played on Voice Discord (so bring a working mic) and using Foundry for maps/combat/rolling and in the Eberron setting. This game is going to focus on a couple of things that make Eberron special: the Noir and pulp elements. So things are going to start off like a fantasy version of the Maltese Falcon, a Touch of Evil, Indiana Jones, and those Continental Ops stories but wind up escalating into jRPG The Mummy and Flash Gordon but with some moral ambiguity and a lot of the players using their sound judgement to make the right choices that benefit everyone (despite starting off as PIs in smokey alleyways and offices). The game is going to start in Sharn but outside of Breland is going to head into Droaam, The Mournlands, the Lhazaar Principalities, and maybe Xen'Drick

Here is a link to the Discord

Character Creation
I'm looking for five to six characters of 5th level, one magic item below, one at level, and one above level. Standard Gold and Point buy, inherent bonuses. Free Expertise, Improved Defenses, and Melee Training from Player Essentials, the most powerful versions. (so standard homerule stuff)

All Races and Classes found in DnD 4e are totally allowed, because this is Eberron after all, but despite the opening spiel no evil characters or insane cultist of Below or whatever for reasons of actually playing the game. Plus for far out there stuff I'm going to need a justification. Speaking of which, when writing up backgrounds, keep in mind you aren't just bog-standard private detectives and bounty hunter who just act as Not Pinkerton muscle. You're fantasy noir detectives in the most diverse city who with a variety of shady, painful, or mysterious pasts; who might have joined with good intentions considering how corrupt the Sharn City Watch is or to put food on the table with a relatively high skill set in this Setting. You could be Scions of House Tharashk sent to make this a very profitable venture, veterans of Last War using their specialized abilities to make some real money for a change in a slumping job market, other Dragonmarked seeking this job to avoid corporate politicking or to spy on House Tharashk, reporters doing this on the side as a way to pick up scoops, or templar of the Church of the Silver Flame or Blood of Vol who signed up for the sake their religious duties and to have broader legal protections when carrying out them out. Maybe you are just a stick in the mud shithead trying to keep head in the ground and not see anything, but you're not going to be a typical errand boy here!

You Can Make a Difference!

Times are going to be either 6 PM - 9 to 10 PM or 7 PM- 10 to 11 PM Central on Fridays, Sats or Sundays and be run weekly. To reiterate you need a Mic and this is going to be over Discord and Foundry. I'd like to see character sheets here, though math doesn't need to be final, because sadly the Foundry system still won't let you copy stuff! Sucks I know.

NutritiousSnack fucked around with this message at 23:37 on Dec 23, 2021

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NutritiousSnack
Jul 12, 2011
Blah, want applications done by the 31st

Infinite Karma
Oct 23, 2004
Good as dead





Fallaern is a former Brelish soldier/scout, stationed on the Cyran border during the Last War. He deserted from his post the morning before the Mourning, a culmination of laziness, cowardice, and exhaustion from the interminable conflict, taking his best friend and the bastion's other scout, Shan [Female Changeling]. Fleeing west under the pretense of a standard scouting patrol, he saw ominous mists rolling in behind him, and had the correct sense that they were more than bad weather. Unfortunately, the duo wasn't the only one who was lucky enough to escape the Mists - a trio of starving werewolves caught their scent, and unable to shake their pursuers, Fallaern and Shan were forced to make a stand. The two of them put up enough of a fight to drive off the creatures, but not before badly wounding Shan, and unknown to either of them at the time, afflicting her with the moon-mad curse. Half wracked with survivor's guilt (and guilt in general), half paranoid of being discovered as a deserter, they made their way to Sharn, and he joined the Tharashk Inquisitives Guild in the aftermath of the armistice to avoid being hunted down by the Tharashk Finders Guild's bounty hunters, but a "Javert" from the same guild knows that a deserter made it into hiding and is on the hunt. In the mean time, Shan has lived in the shadows, physically and mentally scarred, and too afraid of coming forward to seek treatment for her lycanthropy. Some months, she manages to find a bolthole to have Fallaern lock her inside on a full moon, and others... well, nearly a dozen poor souls have fallen victim to her uncontrollable hunger when the moon was full, though thus far she's evaded capture.

Before the war, Fallaern was (and is) a charismatic and street-smart Storm Marked Half-Elf (whose powers he has an uncommonly deep affinity for), but being from a union of Elf and Human, rather than the thriving Khoravar communities, he felt apart from the storied Lyrandar guild, and chose never to join. He has outlived his human mother by many years now, and his father, unwilling to watch a wife and child wither and age before his eyes, also fled long ago, making Fallaern eager to find a family but fearful of both commitment and abandonment (as his Half-Orc ex-wife, Magda, can attest). His mark allows him to pilot airships and Sharn-manifest-zone flying skiffs, and he gladly puts those skills to use for the Inquisitives, though he's a terrible pilot.

In a scrap, he is more dangerous than he appears. Unarmored, but with lithe agility and a wicked pair of daggers that he wields with expert proficiency. This belies his true power, however - the power of wind and storm that infuses his very soul. Channeled through his daggers, electricity lances from him and wreathes his body, which he is able to launch through the air as easily as stroll down a promenade. His aerial talents come in handy as an Inquisitive as well, lending him high vantage points and unpredictable access to places that others might not consider, and a knack for picking locks, evading alarms, and a silver tongue that make him an excellent infiltrator and investigator, even if he often skirts the wrong side of the law.



pre:
Fallaern Ilysandar, level 5
Dragonborn, Sorcerer (Dragonborn stats reskinned as Dragonmarked Half-Elf)
Build: Storm Sorcerer
Spell Source: Storm Magic
Dragonborn Subrace: Kapak Draconian 
Select option: Kapak Instinctive Flight
Select option: Murderous Eye
Select option: Sinuous Agility
Select option: Dragonfear
Backgrounds: Criminal, Sharn (Streetwise class skill), Windlord Theme

FINAL ABILITY SCORES
Str 8, Con 14, Dex 18, Int 10, Wis 10, Cha 21.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 16, Int 10, Wis 10, Cha 18.


AC: 20 Fort: 16 Reflex: 19 Will: 21
HP: 46 Surges: 8 Surge Value: 11

TRAINED SKILLS
Arcana +7, Thievery +11, Streetwise +12, Bluff +12

UNTRAINED SKILLS
Acrobatics +6, Diplomacy +7, Dungeoneering +2, Endurance +4, Heal +2, History +4, Insight +2, Intimidate +9, Nature +2, Perception +2, Religion +2, Stealth +6, Athletics +1

FEATS
Bonus: Melee Training (Charisma)
Bonus: Improved Defenses
Bonus: War Wizard's Expertise
Level 1: Mark of Storm
Level 2: Superior Implement Training (Lancing dagger)
Level 4: Unarmored Agility

POWERS
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Ensorcelled Blade
Sorcerer encounter 1: Explosive Pyre
Sorcerer daily 1: Howling Tempest
Sorcerer utility 2: Spatial Trip
Sorcerer encounter 3: Flame Spiral
Sorcerer daily 5: Slaad's Gambit

ITEMS
Shimmering Cloth Armor (Basic Clothing) +1 [lv4], Lightning Lancing dagger +1 [lv5], Ghoststride Boots (heroic tier)[lv6],
Rhythm Blade Lancing dagger +1 [680gp], Bracers of Mighty Striking (heroic tier) [520gp], Thieves' Tools [20gp]

Infinite Karma fucked around with this message at 22:58 on Dec 24, 2021

Rip_Van_Winkle
Jul 21, 2011

"When life gives you ghosts, you make ghost-robots"

I think this is a philosophy we can all aspire to.

Grija Longstop

TL;DR Grija Longstop is a union frog who didn't die when she should have. She pissed off (and briefly killed) a wealthy man who was down terrorizing the working class. No idea who he is but he's probably got it out for her now, if he finds out she's alive. Works somewhat reluctantly applying her skills as an Inquisitive. She pretends to be more disillusioned and jaded than she actually is. Owes a debt to House Jorasco. Trying to lay low to keep attention off her and her family.

Every city, eventually, has to deal with the same problem: what to do with all the refuse? Everywhere solves this problem differently, wealthy districts' complex sanitation enchantment networks and mages to support them, to the poorest areas more manual situation. Trash is hauled, sewers are dredged, drains are swept. The poor get by with hard labor to solve problems the rich don't even think about.

The people, too, discarded by society, find a place on the peripheries of those who would discard them. Among these struggling commonfolk are the Longstop family, a pair of persistently impoverished botanists and their children. Grija, the second-eldest, left home as soon as she was of age, hoping to lessen the financial burden on her aging parents. She found steady employment with an up-and-coming Sewer Runners' Guild, which while unpleasant at a glance, was an honorable and worthy trade, and Grija found some solidarity among her fellow workers. Sharn may be more accepting than other places, but "more" is a low bar to clear. Nevertheless, camaraderie among her peers was a welcome change. She sent money to her parents and visited as often as she could, but her work and her growing dedication to her comrades occupied her fully.

By way of a few confrontations with strikebreaking and reactionary gangs, Grija found that being able to disappear was less important than being able to hide in plain sight as nonthreateningly as possible. During public demonstrations, peaceful and otherwise, an armed member of a "monstrous race" was an easy target. Grija learned to defend herself without magic, armor, or obvious weapons. When any kind of attention from a gang of reactionaries could end in violence, it was doubly necessary to be as inconspicuous as possible, but as prepared for confrontation as is practical. For a few years, everything was good. Honest labor and agitation for workers' rights by day, the simple comforts at night.

One miserable, rainy evening, Grija and some friends were leaving their bar of choice. They were being rowdy and enjoying themselves, and some gaggle of well-dressed shits stopped them in the street. Some rich kids from up in the wealthy districts coming to get their rocks off terrorizing the poor. They always gave off an air of invincibility, like they thought they were completely untouchable. And some of them might as well be, because they came from wealthy and powerful families, so no matter what they did, the bought-and-paid-for Sharn city watch would never even look at them, and even if things went really wrong, well, their daddies had money for resurrection magic.

These kinds of confrontations were becoming more common, but usually didn't escalate beyond shouting and obscene gestures. Tonight, one of them must have been feeling like he had something to prove, because a few moments after the two groups had started shouting foul things at each other, he pulled a knife and buried it in a Warforged laborer's face. He and Grija had worked together for years and had shared many highs and lows together. He liked birds because they weren't scared of him and he hated the taste of cinnamon. His name was Morg, and he deserved better than this. Morg fell, hard, stuttering. His attacker laughed at him as he collapsed. He wasn't a person to them. Just a construct, and worse, a poor construct.

Grija snapped and kicked the smug bastard in the neck so hard his head nearly detached from his body.

The man crumpled to the ground, head wrenched at a sickening angle, and his retinue immediately descended into a frenzy, drawing weapons and attacking anyone they could get their hands on. A couple members of the city watch hurried over, shouting, trying to get the fight under control. Knowing better than to get in any deeper, the outmatched laborers fled, scattering into the alleys and dark streets that they knew too well to be caught in. Grija knew she needed to make herself scarce, too. She scrambled to her feet and started running. She glanced back and saw one of the instigators reading from a scroll and healing magics glowing over their fallen cohort. He rose to his feet, stretching and groaning as neck as his bones snapped back into place, and as soon as he could speak, he shouted. "Get. Me. That. loving. FROG."

Grija fled down back streets as the rain picked up, floodwaters rushing around her. Every door and window was shut tight to keep out the filthy deluge, cutting off potential routes of escape. She scuttled through alleys and tried to put distance between herself and her assailants. She turned a corner, trying to shake off the inebriation, and tripped. She fell hard, cracking her head on the paving stones. Blackness. Ringing. Shapes. Sounds. Nothing.

The next thing she knew, Grija was face-to-face with the man from earlier, the one who'd stabbed Morg.

One of his entourage was holding her by the neck over the edge of a bridge. He held a knife against her gut. "Don't you know it's not appropriate to strike your betters? Maybe you need to be taught some manners." He jabbed the knife into her. Grija tried to cry out but the grip on her neck tightened. He saw the lack of recognition in her eyes, grinned, and said "You don't even know who I am, do you? Good. I don't want anyone like you even knowing my name. Now get back in your filth." He kicked her, hard, and she plummeted down, deep into the mire of refuse and discarded beneath the city. Grija struck her head on something on the way down, and landed hard. She felt her consciousness swirling away, her last coherent thought that she hated the thought of dying down here, bleeding out in some miserable pit. Especially not at his hands.

---

She woke, in a Jorascan clinic. The cleric on call told her she'd been there for three days, fitting and barely clinging to life. Grija thanked him as the jolt of urgency shot through her, remembering how she'd ended up here. She could barely walk, but knew she needed to get out of there. They would be keeping an eye out for her, and she needed to let them think she'd drowned in the sewers. She needed to check on her family, make sure they hadn't come for them. She needed to disappear. She'd pay back the Jorascans, somehow, someday.

---

It's been six months. She hopes they still think she's dead. Grija doesn't really regret what she did, but even if she did, it wouldn't change the fact that the powerful don't like being challenged. Especially when they deserve it. After skulking around for a few weeks to make sure nobody knew she was alive, Grija found her small collection of skills applied well to Inquisitive work, and that was enough to keep herself fed and housed. It's not always easy, and she misses the union, but she's good at it and it affords her some measure of secrecy. She knows leaving Sharn for good might be her best move, but she can't, not until she's sure nobody will come after her family. Not until she settles things.

She misses being able to relax, to not have to constantly glance over her shoulder and spend what little money she can scrape together on scryblocking enchantments to keep herself free of unwanted attention. She misses visiting her parents and her family, but doing so would put them in incredible danger. She wonders what her comrades in the guild are up to, if they even know she's alive. But she can't go back. She has work to do.

code:
Grija Longstop, level 5
Bullywug, Monk
Monastic Tradition: Iron Soul
Background: Vadalis Botanist (+2 to Nature)
Theme: Ooze Master

FINAL ABILITY SCORES
Str 8, Con 18, Dex 20, Int 10, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 17, Int 10, Wis 13, Cha 10.


AC: 25 Fort: 19 Reflex: 21 Will: 16
HP: 50 Surges: 11 Surge Value: 12

TRAINED SKILLS
Athletics +8, Insight +8, Perception +8, Acrobatics +12

UNTRAINED SKILLS
Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +6, Heal +3, History +2, Intimidate +2, Nature +5, Religion +2, Stealth +7, Streetwise +2, Thievery +7

FEATS
Level 1: Unarmored Agility
Level 2: Crashing Tempest Style
Level 4: Fluid Motion
Feat User Choice: Improved Defenses
Feat User Choice: Ki Focus Expertise
Feat User Choice: Melee Training (Dexterity)

POWERS
Monk at-will 1: Dragon's Tail
Monk at-will 1: Five Storms
Monk encounter 1: Scattering of Leaves
Monk daily 1: Masterful Spiral
Monk utility 2: Reed in the Wind
Monk encounter 3: Wind Through the Willows
Monk daily 5: Water Gives Way

ITEMS
Monk Unarmed Strike, Blurred Strike Ki Focus +1, Magic Cloth Armor (Basic Clothing) +2, Ki Club +1, Rhythm Blade Dagger +1

Rip_Van_Winkle fucked around with this message at 13:12 on Jan 1, 2022

Mr. Humalong
May 7, 2007

Both those time spans work for me on Sat/Sun, so consider this an interest check. I'll have an app up by the end of the week.

E:

It was a scene Sharn had seen a thousand times before. A body, some nosy onlookers being held back by harried guardsmen, a couple members of the city watch standing around trying to look busy. The twist came when a rumpled sort of hobgoblin came from around the corner. He seemed slightly shorter than most of his kind and appeared to be sporting a wrinkled raincoat. He peered around the scene as he approached, only stopping when one of the guardsmen ordered him to identify himself.

“Oh, I’m Lieutenant Rhaano. I’m with the Marshals.” He said as he produced a badge that made the guardsman’s face go pale. He hesitated for a split second before waving the strange hobgoblin past and into the crime scene. Rhaano immediately approached the two city watch members and introduced himself. They brought him up to speed while giving each other quizzical looks. Rhaano knelt down and examined the body while taking notes on a piece of parchment he had to borrow from one of the city watch. Finally, he stood up and thanked them for their time and began to walk away.

As the two members of the city watch began to shake their heads he turned and said, “Oh, just one more thing. Ma’am, how much did you pay for those shoes? You see, my wife has been asking for a new pair and— no, the price of the shoes ma’am. Not the entire outfit. What do you mean that’s just the price of the shoes?”


Rhaano is a hobgoblin from the Seawall Mountains. He was a child when Lhesh Haruuc united the clans, but he went to war as a mercenary under House Deneith like many of his brothers and sisters. He rose through the ranks quickly, proving himself an extremely insightful and adept leader of troops. During a battle in Cyre he drew the attention of several members of House Deneith when he refused to violate the Code of Galifar in order to ensure victory. His unit barely escaped the battle with their lives, but Rhaano felt it was worth it if it meant not breaking the laws he felt were paramount.

A few months later he found himself pulled from the front lines and into a position in the Defenders guild, watching over a Karrnathi diplomat posted in Flamekeep. It was here that he drew the attention of the Sentinel Marshals when he was able to track down a would be assassin sent to eliminate several diplomats working to secure an end to the war.

From there he found himself offered a position almost no one outside of House Deneith had ever been offered: a Sentinel Marshal. Unfortunately, Rhaano has found most of his Marshal peers don’t approve of an outsider (much less a hobgoblin) being part of their team. He’s spent the past five years working very much alone, typically assigned to undesirable jobs in out-of-the-way locations. But it was in one of those locations that he caught the trail of a killer with a particular calling card, and now he’s followed that trail to Sharn.


(Character sheet will go here once I’m home and at my PC. Consider the background a very rough draft, just wanted to get some hooks on the table. Class will most likely be Ardent or Battlemind, though Bard could also maybe be made to work. Should I end up selected and in a group with a bunch of other CHA characters I could also go INT and make it work I believe. Swordmage or something along those lines. I’m flexible!)

Mr. Humalong fucked around with this message at 05:05 on Dec 26, 2021

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Name: Jiyup


Bio: Born to a small clan of Khyber worshipping Kobolds in Droam during the closing days of the Last War, Jiyup was orphaned at a young age when they ambushed and attempted to capture a small party from house Tharashk. This was to be a major mistake for the clan, leading to the death of several of the warriors and the evacuation of their cavern with a young Jiyup left behind in the chaos and confusion. He had been bonded by one of the tribe's minor aberrations who had teleported him to safety. The leader of the Tharashk expedition, a young half-Orc named Aurask d'Velderan, found him buried behind a pile of rubble in the caverns with his strange protector and took in the young kobold and raised him in house Tharashk. This was not met with universal approval by other members of house Tharashk, especially as the aberration bound to the boy grew as he did. Thankfully though, the aberration never attacked anyone else and the boy proved to be adept at learning and manipulating magic.

As Jiyup aged he became more aware of the discontent around his unusual adoption and training, developing an acid wit which he began to use to lash out at more and more people as his reputation for prickliness grew. It also led to conflict with Aurask who was quickly rising in prominence as house Tharashk took advantage of the immediate post-war period to establish lucrative contracts with Droam. As one of their dragonmarked in Sharn he was often dispatched on diplomatic missions to mark out mining territory or negotiate contracts and often left Jiyup in the care of a revolving cast of tutors, nursemaids and extended family members. Jiyup wished for nothing more than to be able to join these parties, but he was always left in Sharn as Aurask considered it far too dangerous to allow his small and acerbic son along. This drove Jiyup to excel, to prove he was strong enough to be helpful, but isolated him from those who would be his peers as well. As he was a kobold he was also aging much faster than the human and half-orc children and reached the age of majority on his seventh birthday, 3 years after the mourning.

He has finally managed an agreement with Aurask, to work with the Colwen Inquisitives and Securities guild to prove his mettle and hopefully show him that he can be a great asset to house Tharashk.

Full Sheet
code:
Jiyup, level 5
Kobold, Swordmage
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Blink Dog)
Swordmage Aegis: Aegis of Shielding
Background: Tharashk Gatekeeper (+2 to Arcana)

FINAL ABILITY SCORES
Str 13, Con 16, Dex 8, Int 19, Wis 10, Cha 12.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 8, Int 18, Wis 10, Cha 10.


AC: 24 Fort: 17 Reflex: 18 Will: 17
HP: 55 Surges: 11 Surge Value: 13

TRAINED SKILLS
Arcana +13, Insight +7, Intimidate +8, Athletics +7, Perception +7

UNTRAINED SKILLS
Acrobatics, Bluff +3, Diplomacy +3, Dungeoneering +4, Endurance +4, Heal +2, History +6, Nature +2, Religion +6, Stealth, Streetwise +3, Thievery +2

FEATS
Level 1: White Lotus Riposte
Level 2: Armor Proficiency: Hide
Level 4: Defender of the Wild
Feat User Choice: Intelligent Blademaster
Feat User Choice: Improved Defenses
Feat User Choice: War Wizard's Expertise

POWERS
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Booming Blade
Swordmage encounter 1: Sword of Sigils
Swordmage daily 1: Dimensional Thunder
Swordmage utility 2: Mythal Recovery
Swordmage encounter 3: Dimensional Vortex
Swordmage daily 5: Swordmage Shielding Fire

ITEMS
Adventurer's Kit, Summoned Hide Armor +2, Gauntlets of Arcane Might (heroic tier), Circlet of Arcane Extension (heroic tier), Rapier of Arcane Bonds +1

Zore fucked around with this message at 19:26 on Dec 23, 2021

Torches Upon Stars
Jan 17, 2015

The future is bright.
Hell yeah.

This is just an impression and not necessarily representative of what I'll actually bring, but it kind of carries the vibe of what I want to do (a low-op flavour-driven piece). Midvalla is a minotaur who's been... unfortunately involved with the Daask crime syndicate, and tries to leave it behind her, providing, to effect we might see in play. Spiritual advisor to the crew, and minotaur with a burning sword when things go south.
Gear accounting: a symbol of the sun +1 (level 4) from Mordenkainen's Magic Emporium, a flaming longsword +1 (level 5), and impostor's chain +2 (level 6) from Adventurer's Vault (which can transform into clothing), and 840 gp spent on... let's say a badge of the berserker +1 (520 gp, Adventurer's Vault 2, neck slot, charge movement doesn't provoke), 100 gp each in alchemical reagents and salves (ritual components for Arcana and Heal), and comfortable living in Sharn with the remaining 20 gp.


pre:
Midvalla Slowburn, Level 5 Minotaur Cleric of the Sovereign Host (level bonus +2)
HP 40 (32 + 8 Con; +5 at each level); healing surges 7 (7 +1 minotaur -1 Con); surge value 10
AC 20 (impostor's chainmail +2), move 5; returns to AC 14 and move 6 while using impostor's function
Fortitude 18 (4 Con, 1 enhancement), Reflex 16 (2 Dex, 1 enhancement), Will 19 (3 Wis, 2 cleric, 1 enhancement)
Heavy Blade Expertise: +2 defenses against opportunity attacks

Flaming longsword basic attack +11 vs. AC (1d8+5, versatile +1); crit 13 or 14 in two hands, +1d6 fire
Power (At-Will ✦ Fire): Free Action. All damage dealt by the flaming longsword is fire damage. Another free action returns the damage to normal.
Power (Daily ✦ Fire): Free Action. Use this power when you hit with the flaming longsword. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).

Abilities: Str 16+2 (+4/+6, 9 pts), Con 8 (-1/+1), Dex 13+1 (+2/+4, 3 pts), Int 10 (+0/+2), Wisdom 15+2+1 (+4/+6, 7 pts), Cha 13 (+1/+3, 3 pts)
Skills: Arcana +7, Bluff +5 (untrained), Heal +11, Insight +15, Nature +10 (untrained), Perception +8 (untrained), Religion +7; -1 physical checks while in armour

Background features: Cast Fortune
Class Features: Channel Divinity, Healer's Lore (+4), Healing Word, Ritual Casting
Midvalla's ritual book contains brew potion and gentle repose.

Feats: Weapon Proficiency (longsword), Power of the Sun [Domain] (Divine Power), Strength of the Gods [Divinity] (Divine Power)

Cleric Feature Prayers: Healing Word +1d6+4 2/encounter, Channel Divinity 1/encounter: Strength of Dol Arrah (Minor: target ally in Close burst 5 gains +4 power bonus to its next damage roll; Divine Power)/Turn Undead Close burst 2 +7 vs. undeads' Will (2d10+7 radiant (crit 27+1d6), push 5, immobilized until Midvalla's EONT)/Divine Fortune (Free: +1 to attack or save, once)

A symbol of the sun +1 adds +1d6 radiant damage on a critical hit, and has the following properties.
✦ When you pull, push, or slide an undead creature with an attack using this implement, you can increase the distance of the forced movement by 1 square.
✦ You gain a +2 item bonus to the damage rolls you make with this implement against undead creatures.

At-Will Attack Prayers: Lance of Faith Ranged 5 +7 vs. Ref (1d8+4 radiant (crit: 13+1d6) and hit ability and vulnerable 3 radiant), Righteous Brand Melee weapon +11 vs. AC (1d8+5 flaming longsword and hit ability; crit 13 or 14 + 1d6 fire)
Encounter Attack Prayers: Divine Glow Close blast 3 +7 vs. Ref of enemies (1d8+5 radiant (crit: 13+1d6), effect), Astral Flare Close burst 3 +7 vs. Will of enemies (dazed until end of Midvalla's next turn; Divine Power)
Daily Attack Prayers: Cascade of Light Ranged 10 +7 vs. Will (3d8+5 radiant (crit: 29+1d6), save ends: vulnerability 5 Midvalla, miss half), Halo of Consequence Ranged 10 +7 vs. Ref (save at -2 ends: halo of consequence imposes -4 to attacks and if the target makes attacks against Midvalla and co. they render the attacker dazed until its EONT; Divine Power)

Utility Prayers: Cast Fortune [E] (roll three d20s for nearby target ally's fortune in attacks, saves, and skill checks; their next three rolls are those rolls; cannot read someone's fortune twice on a given day), Life Transference [E] (Take surge value in damage (10); heal touched ally for double that (20 + 4 healer's lore); Divine Power)
Minotaur Power: Goring Charge +10 vs. AC (1d6+4)

Torches Upon Stars fucked around with this message at 00:09 on Dec 24, 2021

Dick Burglar
Mar 6, 2006
Interest post, will make a follow-up post for my submission.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk


Carden is a first generation refugee whose family was displaced from the Eldeen Reaches by the Last War. He and his brother Niath took the long trek to their new home alone on foot. They’d hunt and forage for food, scavenge old battlefields for supplies, and sometimes spend nights hanging in trees hiding from bandits. When they finally arrived in Sharn they took residence in Skysedge, where he fell in with the local druidic sect. He spent the remainder of his youth helping the druids tend their gardens, caring for exotic birds owned by local nobles, and learning how to sing to the moon in the tongue of frogs. Upon reaching adulthood he was formerly inducted into the Wardens of the Wood. His life, he believed, would be a simple one focused on taking care of both his community and the lofty parks of Sharn. It wasn’t meant to be.

His older brother Niath never recovered from losing his home. Filled with despair he turned to drink and cards, eventually becoming deeply in debt to Clan Boromar. To repay these debts Niath would take on jobs for the syndicate, eventually becoming muscle, but it was never enough. He was useful but never valued. He was expendable. And eventually Niath was used up and killed during a minor confrontation between Daask mercenaries and Boromar assassins.

Only Carden mourned the death of his brother. In his grief he flew into a primal rage and transformed into a beast that stalked the streets for his brother’s killers. But the deaths of those involved brought him no comfort. He had broken many of his druidic vows and unveiled the seedy underbelly of Sharn’s criminal networks. The true cause of his brother’s death, Clan Boromar and Daask’s bloody feud, was unending. Unable to bring himself to return to Skysedge with his hands bloodied and conscience heavy he instead joined up with the Colworn Inquisitives with a new life’s mission. Over the past five years he has risen to the rank of detective by bringing justice to the city’s criminal elements—usually on the right side of the law.

Carden is a bit of a mix between a defender, striker, and controller, not really excelling in any role as much as a dedicated class. I plan on taking polearm momentum and getting rushing cleats to improve his melee crowd control capabilities.

code:
====== Created Using Wizards of the Coast D&D Character Builder ======
Carden, level 5
Elf, Druid
Primal Aspect: Primal Predator
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Background: Detective, Born Under a Bad Sign, Refugee (Eberron Player's Guide) (Born Under a Bad Sign Benefit)
Theme: Guardian

FINAL ABILITY SCORES
Str 13, Con 11, Dex 19, Int 8, Wis 19, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 11, Dex 16, Int 8, Wis 16, Cha 10.


AC: 20 Fort: 15 Reflex: 19 Will: 19
HP: 51 Surges: 7 Surge Value: 12

TRAINED SKILLS
Nature +14, Athletics +7, Insight +13, Perception +15, Streetwise +7

UNTRAINED SKILLS
Acrobatics +5, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +1, Heal +6, History +1, Intimidate +2, Religion +1, Stealth +5, Thievery +5

FEATS
Druid: Ritual Caster
Level 1: Cunning Stalker
Level 2: Enraged Boar Form
Level 4: Battle Awareness
Feat User Choice: Versatile Expertise
Feat User Choice: Improved Defenses
Feat User Choice: Melee Training (Wisdom)

POWERS
Druid at-will 1: Grasping Tide (Druid)
Druid at-will 1: Magic Stones
Druid at-will 1: Savage Rend
Druid encounter 1: Thorn Spray
Druid daily 1: Summon Giant Toad
Druid utility 2: Verdant Bounty
Druid encounter 3: Predator's Flurry
Druid daily 5: Vine Serpents

ITEMS
Ritual Book, Claw Gloves (heroic tier), Enduring Beast Hide Armor +1, Horned Helm (heroic tier), Alfsair Spear Spear +1, Totem
RITUALS
Animal Messenger
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

The background benefit can be changed to Detective or Refugee if Born Under a Bad Sign is considered too cheesy. I think they all fit.

KPC_Mammon fucked around with this message at 07:29 on Jan 2, 2022

NutritiousSnack
Jul 12, 2011
It works perfectly math wise. Eberron is supposed to be the most kitchen sink setting in DnD. Only thing I want is a little more background/bio material because I like incorporating hooks from characters into how adventures develop

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Source

Valriki Rook, Half-Drow Ranger [Orokos] [PDF]

Sharn is both the exact same city Val grew up in... and nothing at all like her memories.

Or maybe her memories aren't what they used to be. She grew up here, before the waves of refugees, seeing the soldiers training. Back when she lived with her parents on the middle ward, in Greywall's. They were still there, still running their little courier business for everyone who couldn't afford or just didn't want to use House Sivis services.

Joining the army left a rift that Val suspected might never fully heal. She was young, she was in love... and Liatha Moonbrook wanted to help her country. Lia had a talent for healing. Val's work as a courier made her ideal to train as a scout. Not as safe a job as a healer, but hardly infantry. They got to spend as much time together as any army couple, and (for being in a war) life was good.

Until the Day Of Mourning.

Lia was behind the vanguard of the Brelish Army, performing her miracles when the mist hit. One account said she had been putting her patients on carts to evacuate, when she tried to save just one more soldier and never came out. Val knew it was probably just a story, a fellow soldier trying to console her, but those are the things you hold onto in grief.

When they put together an expeditionary force to explore the mists, to look for survivors, Val was first in line. She went in trying to find some trace of her love, or any others that might be stuck in there. Instead she found only darkness, horrors with too many mouths or none at all. They never rescued a single person, but Val went back time and time again. She learned to hide from the creatures of the mist, to hunt them, and to move like them. Most people didn't do more than a single tour of The Mournlands. The endless gray, the dull silence pierced only by the scrape of a Corpse Collector. It got into your bones, into your soul.

Val did it for four years before her former Captain came to her with an opportunity to work for Colworn Inquisitives. A chance to go home. And to give up on Lia.

Joining the war might not have been the right choice, but coming home was. Her parents don't understand what she went through. They probably never will. But they still bake sweetrolls every Sunday, and give her a hug before she leaves, and maybe that's enough for now.

Mid-Boss
Mar 3, 2013
Vesna, Eladrin Mage PDF

Vesna is an enchanting man, for whom magic is like breathing. His words are infused with charm, and so it's rare that he doesn't get what he wants.

But always having your way is deeply boring, and the centuries he's spent in hedonism in the Feywilds have left him wanting more and different experiences. Decades before the end of the Last War and the Day of Mourning that cut many of his people off from their home, he found his way to Sharn, a city of infinite possibilities. This place would be his home, and he was determined to see everything it had to offer.

Old habits die hard, however. Blithely unaware of the violation that enchantment magic is upon other peoples' autonomy, he has maintained a life of comfort by, in his mind, simply asking for what he wants and needs and receiving it. Needless to say, despite meaning no real ill, he leaves many confused and vengeful victims in his wake - people who give him money or possessions they would never part with had they not been coerced by magic and honeyed words.

Easy living hasn't made him all soft, however. The Eladrin are raised with a sword in their hand, and Vesna is no stranger to fighting for his life. A love for discovering the history of his new home of Eberron has led him to dangerous ruins filled with dangerous creatures, and though he doesn't understand why, he has made plenty of enemies in the city of Sharn itself.

Colworn Inquisitives offers a chance for adventure and to learn about the seedy underbelly of Sharn, an exciting prospect for a curious mind. Why would they hire Vesna? Who knows? All he did was ask.

quote:

Vesna, level 5
Eladrin, Mage
Level 1 Apprentice Mage: Enchantment Apprentice
Level 4 Apprentice Mage: Illusion Apprentice
Level 5 Expert Mage: Enchantment Expert
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 20, Wis 12, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 11, Dex 10, Int 18, Wis 12, Cha 13.


AC: 21 Fort: 15 Reflex: 19 Will: 20
HP: 46 Surges: 7 Surge Value: 11

TRAINED SKILLS
Perception +8, Arcana +14, History +14, Nature +8, Insight +8, Dungeoneering +8

UNTRAINED SKILLS
Acrobatics +2, Bluff +7, Diplomacy +7, Endurance +3, Heal +3, Intimidate +5, Religion +7, Stealth +2, Streetwise +5, Thievery +2, Athletics +1

FEATS
Level 1: Fey Escape
Level 2: Unarmored Agility
Level 4: Ritual Caster
Feat User Choice: Melee Training (Intelligence)
Feat User Choice: Improved Defenses
Feat User Choice: Staff Expertise

POWERS
Level 1 Mage At-Will Powers: Hypnotism
Level 1 Mage At-Will Powers: Arc Lightning
Level 1 Mage Daily Powers: Phantom Chasm
Level 1 Mage Daily Powers: Sleep
Level 1 Mage Encounter Powers: Glorious Presence
Level 1 Mage Encounter Powers: Charm of Misplaced Wrath
Mage Cantrips: Prestidigitation
Mage Cantrips: Spook
Mage Cantrips: Suggestion
Level 2 Mage Utility Powers: Shield
Level 2 Mage Utility Powers: Instant Friends
Level 3 Mage Encounter Powers: Blissful Ignorance
Level 3 Mage Encounter Powers: Maze of Mirrors
Level 5 Mage Daily Powers: Visions of Avarice
Level 5 Mage Daily Powers: Summon Abyssal Maw

ITEMS
Cloak of Distortion +1, Staff of Sleep and Charm +1, Magic Cloth Armor (Basic Clothing) +2, Bag of Holding (heroic tier), Adventurer's Kit, Drill, Filter mask, Dagger boots, Climber's Kit, Chalk and slate, Candle clocks (4), Bell and whistle, Artisan's Tools, Hacksaw, Lantern, Bull's-Eye, Oil (1 pint) (10), Orb Implement, Vial Bandolier, Tongs, Lantern, Mirror, Rubbing Kit, Sack (4), Shovel, Dagger, Belt Pouch (empty), Gambler's gear
RITUALS
Comprehend Language

Mid-Boss fucked around with this message at 19:35 on Dec 23, 2021

Anias
Jun 3, 2010

It really is a lovely hat

From the Records of House Tharashk Security, Threat Assessments of Subsidiary Operations for Infiltration...
Colworn Inquisitives and Security - Recruitment file and dossier for new agents and their handlers.

Svalaskulda - Sentinel|Shaman/Cleric


Pecularities of note - Deva, Bears a mark of Healing, Served with distinction under Lyrandar (see attached profile for Captain Radiant Dawnbreaker and the crew of the Stormskimmer), Devout Primalist, Optimistic!

Summary

An adopted member of House Jorasco recently finished with service to the Healer's Guild under an absolutely insane halfling witch (see attached dosier, Elmyrra Jorasco) who had them standing 14 hour shifts(!) because they were "A freak! Whoever heard of a Lyrandar deva in Jorasco! In my day you'd have been run off, but since the war we'll let any healer in." Six months ago they finished out their contract as Ship's Doctor (Lt) with the Airship Stormskimmer and House Lyrandar. They are currently in Sharn trying to figure out if they're willing to reup for another 8 years with Lyrandar (their third tour) even if it means a promotion to a larger ship now that the Stormskimmer is being retired, or trying to once again convince Anne (Weaverfast a local textile merchant and friend, see attached profile Anne Winterfrost, Pecularity: Abberant Mark, disguised) to come adventuring with them, or perhaps they will try their hand at something else. Their stomach is full on Sharn's wonderous food, they have a home for the next year, and they even got a nice bonus from their Captain at the end of their last run.

That was yesterday, and this morning they found themselves taking a job at the finest investigator that will hire them (Colworn Inquisitives,), because they can't hire the investigator (on account of being robbed by our agent in order to facilitate recruitment). They may not be much of an investigator yet, but they're going to learn. After all, how else will they get their deed back? Possible Complication if our operative's actions are exposed. See attached conditional operation manual in event of Svalaskulda discovering the identity of her recruiter.

Recommendation - plant her deed on an appropriate nemesis, and disavow all knowledge of how it came to be there. Agent responsible for retrieval has already been rotated out of Sharn.
Future outlook - Cheerful. Our diviners predict a reduction in casualties on any investigations assigned to a team with Svalaskulda, and only marginal chance of complications.

Anias fucked around with this message at 02:00 on Jan 2, 2022

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!


DudeBroAlly posted:

Relentless, your character's GF was lost during the Day of Mourning and you ventured there shortly there after: Do you think there is a chance she survived. Or anyone for that matter? What you THINK caused The Day Of Mourning?


Nothing survived the mist. Not really.

Every time we thought we'd found a survivor, something was... wrong. At first we thought it was necromancy, but they weren't just zombies. Zombies we knew how to deal with. Cut off the head or destroy the brain. First one we fought, as soon as the head came out, black blood spilled out, and the blood itself attacked us.

Another opened it's entire chest like a mouth. If enough corpses lay together, they tend to... merge. It's not pretty.

We ran into a handful of Warforged, but even they were changed. They would rip off parts of themselves to attack with, or just stand there repeating the same nonsense words over and over again. We tried to bring those ones out of the mist at first, to see if they could be repaired, but as soon as we got them out they just... shut down. Eventually we just started putting them out of their misery.

The few times we ran into something that could talk, it was always a trick. Something that wanted to eat our brains, or suck the marrow from our bones, or just lure someone to the death for the fun of it. It didn't take long for us to learn not to listen to the voices out there. Even if you recognize it, if you can't see their lips moving... assume the worst.

I never found any trace of Lia. If she escaped, she would have found me by now. If she was injured she would have healed herself. If there's anything left of her in there... it's not her. Not anymore.

As for what caused it... there's a lot of blame that's been thrown around. Cyran Artificers trying to build a warforged tarrasque is a favorite rumor among the troops, but so is a Karrnath ritual gone wrong. Personally... well, my favorite is that the Daughters Of Sora Kell somehow did this, just because it makes NO sense.

When you get down to it, the things in there... they're not of Eberron. They reek of twisted Khyber magics. I don't know if it was cultists or some remnant of the great dragon breaking through to the surface, this comes from The Dragon Below.

NutritiousSnack
Jul 12, 2011
Loving character submissions so far!

Also [Insert Important Sharn NPCs here]

DeTosh
Jan 14, 2010
Slippery Tilde
Medraut Irving, Human Assassin





https://www.myth-weavers.com/sheet.html#id=2570802

"Drink this slowly." You wouldn't think a cup of hot tea could help with literal unearthly cold, but it certainly made Medraut feel human again. He was back at Morgrave University. The shack where he had been hiding a few...some amount of time ago was gone. He found himself in a library, being watched by another, middle aged, gaunt human with glasses. "You have the Traveler's luck, boy. I was just about to close that rift for good. It isn't your time to face Dolurrh. Not yet."

His real name was none of Medraut's business. But he called himself Simon Lane, Lecturer of Last War History (and former Dark Lantern spymaster). Between the shack and the library, Medraut could only remember a flower field tended by shadowy figures. Lycoris radiata, commonly known as equinox flowers. Symbols of death, parting, and autumn, according to his twin sister. Well, not "only".

But while Lane would eventually start him on the path to mastering the Fallen Petal assassination arts, no one had ever taught them to Medraut. His fighting education had been limited to brawls on the streets of lower Dura. Yet after his detour to the flower field, he knew the apprentice forms reflexively. Lane asked him why a courier encountered danger so often that he needed to prepare for it. If not for the Colworn Guild, Medraut had planned to become an adventurer. With his Mark of Passage, House Orien would have given him an easy job if he wanted one. So, why?

For one, the members of the House said young master Irving "would be of great use" to them. If you asked Medraut, they already gave up their chance with him and Renette. Whoever their parents were, they had left the twins to grow up in a boarding school. One night, they stowed away on a caravan to Sharn. They played music on the streets to make ends meet, and while they were more skillful and lucky than most, these performances were nothing to stake their futures on. And Medraut had become curious about his new Dragonmark.

After House Orien made it clear they only valued his magical gifts, Medraut hid his Mark and accepted a low level courier job. Apparently not so low level he couldn't handle dangerous ancient artifacts. Then again, the mercenaries after the Dragonmarked gem probably figured no one would miss him. Medraut had been cornered in an old shack when his Mark of Passage flared to life. He heard his sister singing, then felt himself doing a belly flop in the icy cold flower field.

Medraut's teacher considered it worthwhile to learn who wanted to send and receive a Dragonshard bearing that same Mark of Passage. Though, his pupil would have to handle that for himself. Storing the gem in a Kundarak vault, Lane referred Medraut to Colworn Inquisitives for a test of his budding skills and more adventure than anyone could stand.

quote:

Medraut Irving, level 5
Human, Assassin
Guild Training: Night Stalker
Assassin: Black Flame Form
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Unarmed)
Human Power Selection: Heroic Effort
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 10, Con 12, Dex 19, Int 10, Wis 11, Cha 16.

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


AC: 20 Fort: 17 Reflex: 20 Will: 19
HP: 45 Surges: 7 Surge Value: 11

TRAINED SKILLS
History +7, Insight +9, Stealth +11, Bluff +12, Perception +7, Acrobatics +12, Athletics +7

UNTRAINED SKILLS
Arcana +2, Diplomacy +5, Dungeoneering +2, Endurance +3, Heal +2, Intimidate +5, Nature +2, Religion +2, Streetwise +5, Thievery +6

FEATS
Human: Bardic Dilettante
Level 1: Mark of Passage
Level 2: Cruel Shroud
Level 4: Word of Shadow
Feat User Choice: Melee Training (Dexterity)
Feat User Choice: Versatile Expertise
Feat User Choice: Improved Defenses

POWERS
Assassin at-will 1: Shadow Storm
Assassin at-will 1: Executioner's Noose
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Grave Spike
Assassin utility 2: Clairvoyance
Assassin encounter 3: Army of the Night
Assassin daily 5: Treacherous Shades

ITEMS
Light Gauntlets and Bracer Reinforcement (Light Shield), Leather Armor, Cape of the Mountebank +1 (Level 5), Bloodthirst Bracers (heroic tier, Level 4), Acrobat Boots (heroic tier), Climber's Kit, Fine Clothing, Silk Rope (50 ft.), Backpack (empty), Identification Papers with Portrait, Belt Pouch (empty), Sunrod (2), Waterskin, Potion of Healing (heroic tier) (2), Journeybreads (10), Writing case, Hidden item compartment, Guitar (Lute), Challenge-Seeking Rapier +2 (Level 6)

DeTosh fucked around with this message at 07:58 on Jan 2, 2022

Dr Pepper
Feb 4, 2012

Don't like it? well...


Ioulita Gallou - Human Warlock
Image source

Ioulita never asked to be a Inquisitive. She was once simply a promising student within a prestigious Aundair magical school. However her life was upended when in a fit of hubris she mad a pact with a Fae Noble from deep within Thelanis, putting herself and, due to some loopholes, the acadamy she was studying at in debt to the Fae. Her life was upended, and devoted to removing that debt.

Which lead to her getting expelled, and eventually puling together odd job to try and pay back the Noble that granted her the arcane might she could now wield casually. Eventually she signed up for Colworn Inquisitives, to try and find whether it be money or something more that can sever this oath she has made.

Whether she wants to deal with this nonsense or not.

NutritiousSnack
Jul 12, 2011
Important NPCs of Sharn

Councilor Nolan Toranak



A member of the Sharn city council representing the Cogs district; odd that there is even a seat considering how few people live there, even as squatters with it being a steaming hot mega industrial zone. Nolan's 'election' and seat on the Sharn Council is largely seen as Lord Mayor Cathan ir'Demell's bone to the capitalist and noble classes for the recent election of guild friendly and democratic or socialist councilwomen and men. A balding, plump not stout dwarf having entering the twilight of his second century comes from extremely minor Brelish nobility and a long, successful career as a steel magnate and 'captain of industry' type he is almost a stereotype of what Sharn citizens think of when hearing about the conservative reactionary "Boromar Block". Oddly for the politically astute, he is actually known as the most moderate member of the right wingers and Blue Bloods, with the notable exception on the issue of the Warforged, whom Councilor Toranak has called for not only their citizenship to be revoked but to be classified legally as property. While passing pro business legalization, while not outright totally alienating organized labor groups seems to be why he was elected, his hatred of the Warforged seems to be why Nolan ran in the first place

Councilor Ilyra Boromar



Member of the Boromar clan, a criminal syndicate and family that has dominated Breland for generations and leader of the conservative so called "Boromar Block" on the Sharn Council, representing Lower Cliffside and Dura. Adding to her fraternal lineage being the child of the patriarch of the Boromar clan, her mother, Mala Boromar d'Jorasco, is a high ranking member of the Dragonmarked House d'Jorasco. Despite nominally a member of that guild, Ilyra not only is the archetypal anti-labor, pro royalist and nobility traditionalist but leads the rest of them. On paper she's a very wealthy woman, but it's rumored secretly Ilyra is the richest Halfling in Sharn, her courier, construction, and entertainment businesses being far more lucrative than they seem thanks to the synergy with Boromar's illicit information and racketeering networks. Indeed, councilors, nobles, merchants, burrecrats, magistrates, activists...tend to disappear when they oppose something she really wants.

Most recently, Ilyra Boromar is applying all her political capital and favors to crush Stevedore and Lindare (Skyship dockworkers) Guild strike before it begins. The end of the Last War and ongoing strength and growth of the shipping industries (in both air and sea) prompted layoffs of experienced dockworkers and a mass hiring of cheap, poorly trained refugees and returning soldiers that logically lead to not only pay cuts and job losses, but a wave of injuries and worse dozens due to a hundred odd 'Sharn Falling Deaths.' While Sharn Falling Death, where a stumble could lead a person dropping from one of Sharns Upper Levels to theoretically the Cogs isn't unheard of it was something the shipping and warehouse interested mitigated through a variety of means lost to cost cutting measures. The recent march to the Lord Mayor's palace caused a stir throughout the city and especially throughout newspapers of Breland and beyond, and King Boranel ir'Wynarn's praise and encouragement has scared the merchant interests and inspired the Stevedore and Lindare Guild. Ilyra tells the papers she fears a 'rebellion' if a strike happens, taverns say Ilyra fears challangers from her Boromar Block ousting her from a leadership position, her patrons backing another candidate next election, and the Boromar clan expelling her from the family. With the powerful Ratcatcher and Sewer Runner's Guild offering a kick off solidarity strike to aid them and House Lyrandar considering financing the dockworkers' strike coffers, Ilyra Boromar is facing the first real struggle of her 13 year career.

Guildmaster Veglo




Head of the Ratcatcher and Sewer Runner's Guild, Veglo is beloved by the common folk, practically worshiped by the Goblinoids and so called 'monstrous' races, respected by local influencers and power brokers, and despised by the rich and noble Sharn denizens. The forty something Kobold who fled to Sharn penniless when the Daughters of Sora claimed Droaam turned a nothing, frankly boot-licking guild of jobs that were paid little money or respect and turned it into one of the most powerful workers' organizations in all of Khorvaire. Not only are these some of the highest paying, and benefit boasting jobs that a common person could hope to have, but over the past three years Veglo is shaping them up to be kingmakers, costing old, close minded magistrates their positions but electing Democracy and Guild favoring ones in their places. Indeed it looks like the Boromar Block might lose a seat in the next Sharn wide election next year, and the fence sitting moderates three, enough to give them a strong majority. Hell he's even had dinner with King Boranel ir'Wynarn and gone clawfoot racing with him!

Most recently he's decided to throw his weight behind the Stevedore and Lindare Guild plans for a strike, telling them the Lamplighter and Sewer Runner Guild would perform a sympathy one. Whether this is idealistic and ideological, or just a political maneuver to oust his nemesis, the powerful Councilwoman Ilyra Boromar, and cripple the powerful Blue Blood political machine and replace it with his own in the process, or perhaps both, no one can tell. Veglo seems to geninuely care and even have devoted himself to end the plight of the poor and working classes of Sharn, but on the other his enthusiasm for democracy seems very tepid in comparison and he's made himself quite rich ever since accuring all this political power and doing all this horse trading. Sharn's saviors tend to be secret oppressors all the time, but then again Sharn's cynicism and nihilism has grasped defeat out of the jaws of victory quite often as well. In any case he's painted a target on his back so openly challenging Councilwoman Boromar like this. Maybe literally

lightrook
Nov 7, 2016

Pin 188

Teodore "Teddy" Tepper, level 5

Born to a family of farriers, one would be forgiven for assuming one Teodore Tepper – or, more commonly, Teddy, would have grown up to do so as well. Reality, however, would not be so simple. Firstly because Teodore’s older brother Edmond and chief inheritor of the family business had been brutally and gruesomely murdered by persons unknown, and secondly because Teodore, unlike the other members of his family, was a six-foot-tall mantis person.

Teddy could not explain what could possibly have possessed his human parents to nurse a Thri-Kreen egg and raise the larvae within as a their own flesh and blood. Perhaps they believed the fast-maturing insectoid could provide a cheap pair of pair of helping hands, although if that were the case they would have been sorely disappointed, because Teddy’s oddly-shaped appendages would prove a poor fit for holding hammer and tongs, and even poorer for handling the animals. Perhaps they felt sympathy for the plight of the Thri-Kreen, who came in desperation to Sharn to escape terrible hardship, only to face strange, new hardships once they arrived. Perhaps they were just very unusual people. At any rate, he was raised by the Tepper family with respect and care, insofar as a human family could raise a Thri-Kreen nymph.

After his parents had passed, Teddy played the dutiful younger brother and helped his elder Edmond to the best of his ability. Although some customers had their apprehensions about the Thri-Kreen, people nonetheless brought them their custom, and Teddy’s presence tended to terrify the diverse burdenbeasts of Sharn into compliance and the equally diverse customers into paying promptly. One day, however, Teddy returned to the smithy to find his brother’s headless corpse – the message to him crystal clear. While he was still making funerary arrangements, Teddy was assailed by goons seeking to seize their family assets and sell Teddy into slavery – despite being raised as a son, his legal ties to his household were tenuous at best, and his assailants expected minor legal consequences for their robbery, if any. What they did not expect, however, was Teddy’s ferocity as a fighter, who quickly snatched a length of chain from the floor and lashed wildly at his attackers, successfully driving them off.

Once Teddy had completed the final filial arrangements, the imago dove headlong into personally investigating his brother’s murder, the local constabulary having little patience or interest in investigating the chittering of a mantis person. Teddy’s ferocity and tenacity, if not his subtlety, soon caught the attention of Colworn Inquisitives, who offered him help with his investigation, if he would only do the same for them, an offer to which he, perhaps naively, agreed. Since then, he has cracked his share of skulls for Colworn Inquisitives using the whirling chains concealed under his coat that would become his trademark. And although it has been several years since the last lead uncovered, the twitching in his antennae tell him that a breakthrough is just around the corner…

quote:

====== Created Using Wizards of the Coast D&D Character Builder ======
Teodore "Teddy" Tepper, level 5
Thri-Kreen, Fighter
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 20, Con 10, Dex 17, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 17, Con 10, Dex 14, Int 8, Wis 14, Cha 10.


AC: 20 Fort: 21 Reflex: 18 Will: 16
HP: 59 Surges: 9 Surge Value: 14

TRAINED SKILLS
Heal +9, Athletics +13, Intimidate +7

UNTRAINED SKILLS
Acrobatics +4, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +4, Endurance +1, History +1, Insight +6, Nature +6, Perception +6, Religion +1, Stealth +4, Streetwise +2, Thievery +4

FEATS
Level 1: Cunning Stalker
Level 2: Spiked Chain Training
Level 4: Nimble Blade
Feat User Choice: Flail Expertise
Feat User Choice: Improved Defenses

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Villain's Menace
Fighter utility 2: Guardian's Defense
Fighter encounter 3: Rain of Blows
Fighter daily 5: Dancing Defense

ITEMS
Amulet of Life +1, Iron Armbands of Power (heroic tier), Spiked chain of Defense +1, Pouncing Hide Armor +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

I'm not really an expert on Eberron, but the premise sounded fun, and then all the pieces of the build started falling into place, so I figured I'd put something together for fun.

lightrook fucked around with this message at 12:40 on Dec 23, 2021

NutritiousSnack
Jul 12, 2011
No, that's totally fine Lightrook! It fits with the setting perfectly, though I'd assume your parents went or did bussiness with adventurers who went to Xen'Dric to get Tri-Keen eggs (which is a plot hook!)

I updated the Discord link if you haven't joined yet too

NutritiousSnack
Jul 12, 2011
Also extending this to Jan 3 because of New Years, even with COVID that takes up time.

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KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Congratulations to those of you who got into the game, I hope everyone has a great time exploring Eberron!

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