About Maddock d'TharaskBackground: Spoiler:
Born into the Blood Moon clan, in the swamps of the shadow marches, the son of a promising young single-mother clan shaman, it was a surprise when Maddock's dragonmark manifested. His mother had told him that his father was a strong, fierce, and rich half-human bounty hunter, but did not know his house heritage. As a boy, Maddock was being taught the ways of nature, and the subtle magics of the earth and plants, being groomed as a future religious leader for the clan until the mark of finding appeared on his shoulder, and house Tharask eventually came to claim him. Mixing with full-humans for the first time, Maddock developed a mild disdain for them, as they were on average physically weaker. While he could not match the quick wit of some of his human "brothers and sisters", his instincts were generally sharper, his patience longer, and his druidic training served him well in training as a tracker, guide, and bounty hunter. Though his genetic heritage is half-human, Maddock identifies himself as Orcish. When his training with house Tharask was complete, he returned to his clan and officially joined the Gatekeepers. While he enjoyed the company of the Finders, he felt he would be doing a disservice to his heritage by not offering to join and protect Eberron from outsiders and demons. During the war, Maddock was able to explore the world, working for house Tharask, making a name for himself. His house affiliation kept him out of the fighting, and there was plenty of work. In the confusion of war, plenty of money was available for those with the talents for finding lost things (missing equipment or missing valuables) or lost people. On the day of mourning, Maddock was near Sharn working with a small band of Gatekeepers, and has not really been able to leave the city since; the mournland being so harsh, and lines of travel being so damaged. Since the mourning, people have been even more desperate for individuals with a talent for finding lost people and things. With food stores dwindling or rotting and with the mournland's tendency to play havoc with the sense of direction, a skilled navigator and nature magician is in high demand. The simple druid spells of know direction and purify food and drink have earned Maddock a fair amount of coin in these times. Statements of Intent and Refresh: Beyond basic survival, several groups in Sharn are dedicating themselves to reversing the mournland problem. The Gatekeepers, having established that manifest zones repel the mournland, have been researching methods to create areas that manifest Lamannia, the Twilight Forest, or realm of Nature. The hope of breeding plants which mildly resonate with Lamannia, and cultivating these in strategic areas, is a goal. To start, hopefully corridors of normal land can be created to allow travel and communication with other cities and areas safe from the mournland.
As a statement of intent, Maddock wants to ensure that the Gatekeepers reverse the mournland and remove it.
Character Sheet
Spoiler:
Maddock d'Tharask XP - 3100 --------------------------------------------------------------------------- -------------- Half-Orc Druid 3 NG Medium humanoid Action Points: 5 Init + 1 Senses: Listen +8, Spot +6, darkvision 60 ft. Languages: Druidic, Orc, Common --------------------------------------------------------------------------- -------------- AC 14 (+1 Armor, +1 Dex), T 11, FF 13 Hp 20 Saves: Fort +5, Ref +2, Will +8 --------------------------------------------------------------------------- -------------- Speed: 30 ft. (20 in armor) Melee: dagger +6 (1d4+4/19-20; 10 ft.) Light, Piercing Melee: Stick of Bedevilment +6 (1d6+4/x2; 10 ft.) Bludgeoning, Daze 1/Day Ranged: Sling + 3 (1d4+4/x2; 50 ft.) Bludgeoning Base Attack: +2, Grapple: +6 Combat Gear: potion of cure lt. wounds x2 --------------------------------------------------------------------------- -------------- Str 19, Dex 13, Con 13, Int 10, Wis 19, Cha 8 Feats: Least Dragonmark of Finding (Locte Object 1/day and +2 Search) Gatekeeper Initiate [Friend of the Earth] , which grants access and a discount to the druidic store if your interested, the feat also allows you to identify all other friends of the earth by sight. Armor Check Penalty: -3 Skills: Balance +1, Climb +4, Concentration +2, Heal +6, Hide +3, Jump +1, Knowledge (nature) +5, Knowl (the planes) +3, Listen +8, Move Silently +1, Search +2, Sense Motive +4, Spot +7, Survival +10, Swim +5, Use Rope +1 Possessions: Combat gear plus Spell pouch, Holly and Mistletoe, Hiding Hide, Well Made Stick of Bedevilment, dagger, sling, 20 sling bullets
Druid * Spontaneous Casting (summon nature's ally)
Zero-level Druid spells: 4 per day
General spell loadout
Level 1
Level 2
Light load: 116 lb. or less
Grimmit
Tiny Animal
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Owls swoop quietly down onto prey, attacking with their powerful talons. Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. Skill Name Key Ability Skill Modifier Ability Mod Ranks Misc. Modifier
Gatekeeper Initiate Feat
Spoiler:
GATEKEEPER INITIATE [GENERAL] You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations. Prerequisite: Ability to spontaneously cast summon nature’s ally. Benefi t: You get a +2 bonus on saving throws against the supernatural and spelllike abilities of aberrations. Add Knowledge (the planes) to your list of druid class skills. You may use Knowledge (the planes) rather than Knowledge (dungeoneering) when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. 1st level: protection from evil 2nd level: zone of natural purity* 3rd level: dimensional anchor 4th level: nature’s wrath* 5th level: banishment 6th level: dimensional lock 7th level: return to nature* 8th level: mind blank 9th level: imprisonment |