Difference between revisions of "Warmarshal Adricus Primus"

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== Feats ==
 
== Feats ==
* Sacred Vow (1st level, BE 45)
+
# Mithral Body
* Vow of Poverty (3rd level, BE 48)
+
#
* Exalted Companion (2nd level, BE 42))
+
# Item Familiar (composite plating)
* Gatekeeper Initiate (6th Level, ECS 54)
+
#
* Intuitive Attack (6th level, BE 44)
+
#
* Sanctify Natural Attack (8th level, BE 46)
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# Song of the Heart
* Natural Spell (9th Level, PH 98)
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#
* Exalted Wild Shape (10th level, BE 42)
+
#
* Maximize Spell (12th level, PH 97)
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# Action Surge
* Nimbus of Light (14th level, BE 44)
+
#
* Quicken Spell (15th level, PH 98)
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#
 +
# Improved Toughness
 +
#
 +
#
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# Heroic Spirit
  
 
== Class Features ==
 
== Class Features ==

Revision as of 05:33, 19 March 2008

(I have stolen this formatting wholesale from John_C's character in this game and will be converting the sheet to my own purposes over time)

Warmarshal Adricus: Character in the Eberron: Lord of Blades campaign.

(OOC Thread)

Character

  • Warmarshal Adricus Primus
  • Neutral Good Warforged Bard 15
  • Experience:

Abilities

Ability Score Modifier
Strength 18 +4
Dexterity 18 +4
Constitution 18 +4
Intelligence 12 +1
Wisdom 10 +0
Charisma 22 +6

Combat

  • Action Points: 12 (3d6, choose best)
  • Hit Points: 130
  • Initiative: +4
  • Speed: 30 ft (run x4)
  • AC: 31 (+4 Dex +10 armour +2 natural +5 shield), touch 14, flat-footed 25
  • Base Attack Bonus/Grapple: +11/+15

Melee

  • Longsword +18/+13/+8 (1d8+7, 19-20/x2) and Slam +10 (1d4+2)

Ranged

  • Shortbow +16/+11/+6 increment 70' (1d6+5 plus 1d6 electricity, 20/x3)

Saving Throws

  • Fort +13 (5 base +4 Con +4 resistance)
  • Ref +17 (9 base +4 Dex +4 resistance)
  • Will +13 (9 base +0 Wis +4 resistance)

Skills

Skill Ranks Ability Modifier Misc Total
Concentration 10 Con +2 0 +12
Handle Animal 17 Chr +0 0 +17
Knowledge(nature) 17 Int +0 +2 +19
Knowledge(planes) 9 Int +0 0 +15

Languages: Common, Orchish, Druidic

Feats

  1. Mithral Body
  2. Item Familiar (composite plating)
  3. Song of the Heart
  4. Action Surge
  5. Improved Toughness
  6. Heroic Spirit

Class Features

  • Spontaneous Casting: Can spontaneously cast summon nature's ally spells, by sacrificing a pre-prepared spell of equal or higher level.
  • Animal Companion(Ex): You have selected a Celestial Dire Ape as your companion.
  • Nature Sense(Ex): You gain a +2 bonus on Knowledge(nature) and Survival checks.
  • Wild Empathy(Ex): You can make a check(1d20+16) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action.
  • Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically altered areas still hamper you.
  • Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.
  • Resist Nature's Lure(Ex): +4 to saving throws against the spell-like abilities of fey creatures.
  • Wild Shape(Su): You can turn yourself into a Tiny to Huge animal or plant (and back) 5 times per day for 15 hour(s). The new form's Hit Dice cannot exceed 15.
  • Venom Immunity(Ex): You are immune to all poisons.
  • A Thousand Faces(Su): You can change your appearance at will, as if using the spell alter self.
  • Timeless Body(Ex): You no longer suffer additional penalties for aging, and cannot be magically aged. Your lifespan is not increased.


Spells

Equipment

Shabby clothing,Wooden Club,Quarterstaff (Changestaff stored within, via Spellstaff)

Description

  • Age: 42
  • Height: 6'1"
  • Weight: 160 lbs.

His clothing is ragged, his gaze unnervingly intense, his stride slow but sure. Very, very sure. Kurrik looks like a vagabond at first glance, but no one who meets his eyes is able to pretend that he is anything less than a hero.

Rather more foul-mouthed and rude than most heroes, it must be admitted. And much dirtier. But even so, there's an indefinable aura of Power that accompanies him. Enough so that it generally takes a moment before observes notice the giant snow-white ape that shambles along beside him.

And is that a necklace of flowers the beast wears 'round its neck? By the gods, so it is....

History

"I'm a wanderer. Always have been. My mother used to joke that I was born walking; perhaps I was. It's been years since last I saw her, or any of my family. They liked living in a home, having a room over their heads. I didn't. Never have. You need to be able to see the stars when you lay your head down, if there's stars to be seen. Who wants to look at a ceiling? Not I, friend. Not I.

"I was born in Droaam, but I left the marshes behind the year I turned ten. It's not safe, being on the road as such an age, but the road called to me, and I chose to listen. It took me to a great many place over the years, that road, but in the end I found myself in the Eldeen Reaches, and in the company of an Orc older than the hills themselves.

"Or so he claimed. He was probably lying; he did that a lot, Torad did. But he had things to teach me, and again...I chose to listen. He taught me a lot, over the years. Secret names and secret paths, and how to speak that the World might hear. He told me of the Things that lay outside the world and wish to lay waste to it, and how they might be defeated by a man with a strong will and a willing heart.

"He laid a charge upon me, and I accepted it. It was the least I could do, after all the things the World had done for me. And then we went our separate ways, as fate would have it. Perhaps we'll meet again, eventually. Perhaps not. However fate wills it.

"I've seen much in the past few years, and faced death more often that I care to remember. But I have survived, and prevailed, and I have served the World in my way. But there is much more to be done, if life is to endure...."