Shivra

Maddock d'Tharask's page

33 posts. Alias of Evilturnip.


Full Name

Maddock d'Tharask

Race

Half-Orc

Classes/Levels

Druid 1

Gender

Male

Size

Med

Age

22

Alignment

NG

Languages

Orc, Common, Druidic

Strength 19
Dexterity 13
Constitution 13
Intelligence 10
Wisdom 19
Charisma 8

About Maddock d'Tharask

Background:

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.
Also, with the mournland covering most of the continent, and without the ability to maintain the ancient wards and prisons, the Gatekeepers fear that the undefended weak spots will be breached, and demons that have been imprisoned for thousands of years (by the first Gatekeepers)will escape and start another age of demons.

As a statement of intent, Maddock wants to ensure that the Gatekeepers reverse the mournland and remove it.
Also, he wants to regain contact with his tribe, the Blood Moons, in the Shadow Marches, and his mother.
As a statement of refresh, Maddock has a few goals. He wants to use his Tharask training and abilities to help reunite separated people, or recover useful things or equipment for people. He will devote himself to any goal which benefits the Gatekeepers or nature, or weakens the mournland.

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
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AC 14 (+1 Armor, +1 Dex), T 11, FF 13
Hp 20
Saves: Fort +5, Ref +2, Will +8
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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
Wealth: 12gp
XP: 1050
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Druid

* Spontaneous Casting (summon nature's ally)
* Animal Companion
* + 2 on Knowledge (nature) and Survival (already included)
* Wild Empathy
* Woodland Stride
* Trackless step

Zero-level Druid spells: 4 per day
First-level Druid spells: 3 (2 + 1) per day
Second-level Druid spells: 2 (1 + 1) per day

General spell loadout
Level 0
Detect Magic
Cure Minor Wounds
Flare

Level 1
Entangle
Shillelagh
Goodberry

Level 2
Resist Energy
Barkskin
Size: Medium
Height: 6' 3"
Weight: 260 lb
Eyes: Dark Brown
Hair: Black
Skin: Dark Green

Light load: 116 lb. or less
Medium load: 117-233 lb.
Heavy load: 234-350 lb.
Lift over head: 350 lb.
Lift off ground:700 lb.
Push or drag: 1750 lb.

Grimmit
OWL Companion (advanced, since Maddock is Level 3 now)

Tiny Animal
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +2/–9
Attack: Talons +8 melee (1d4–3)
Full Attack: Talons +8 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +16, Move Silently +18, Spot +8*
Feats: Alertness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Advancement: 2 HD (Small)

hp for Grimmit (1d8=6, 1d8=3)

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.
Combat

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
Appraise Int 0 = +0
Balance Dex* 1 = +1
Bluff Cha -1 = -1
Climb Str* 4 = +4
Concentration Con 2 = +1 +1
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 1 = +1
Forgery Int 0 = +0
Gather Inf Cha -1 = -1
Handle Animal Cha 1 = -1 + 2
Heal Wis 6 = +5 + 1
Hide Dex* 3 = +1 +2 [hiding hide]
Intimidate Cha -1 = -1
Jump Str* -2 = +4 -6 [speed 20]
Knowl (nature) Int 5 = +0 +3 + 2 [druid]
Knowl (the planes) Int 3 = +0 + 3
Listen Wis 8 = +4 + 4
Move Silently Dex* 1 = +1
Ride Dex 1 = +1
Search Int 2 = +0 + 2 [least mark of finding]
Sense Motive Wis 4 = +4
Spot Wis 7 = +4 + 3
Survival Wis 10 = +4 + 4 + 2 [druid]
Swim Str** 5 = +4 + 1
Use Rope Dex 1 = +1

hp for level 3 (1d8 1=9)

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