
Storyteller Shadow |
1 person marked this as a favorite. |

Not trying to hurt my own chances to get in but Mellowgoth is a great player, I know he is a PC in at least 2 of my PbP games :-)

Storyteller Shadow |

Have about 12,000 posts more to read and I am caught up.
My submission may be an old NPC or an old PC. Either idea has been approved by Aubrey just an FYI in case anyone else had the same idea :-)

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Just to let you know, I will be on holiday for a week from Friday and will not be able to post. This will give the various interested parties more time to peruse the game and come up with ideas. I should be back up and running the following Sunday (3rd of June), and we will then review what has come in and make a decision shortly thereafter.

Storyteller Shadow |

Just to let you know, I will be on holiday for a week from Friday and will not be able to post. This will give the various interested parties more time to peruse the game and come up with ideas. I should be back up and running the following Sunday (3rd of June), and we will then review what has come in and make a decision shortly thereafter.
OK great.
I am only at post 10,000, fell asleep early last night after a few nights of illness and insomnia :-(

natloz |

I think I'm done with it. There maybe some revisions to the crunch but he's mostly complete. Mintash the unchained enlightened monk/ fist of Dol Quor.
His training only got more intense as time went on. High in the mountains he learned to defy gravity by force of will. In the Shanjueed Jungle he learned to strike hard and fast to deny his opponents a chance to fight back. He meditated with masters to harden his mind against intrusion. He was eventually assigned to travel to Khorvaire to fight the Dreaming Dark abroad. He made his way to Dvaarnava to begin the long sea voyage to leave Sarlona behind.
He spent the next several years going from contact to contact always hunting down the inspired where he could find soft targets. One morning during his meditation he received a message from Venerable Thatari herself telling him that the situation has changed. "The Dreaming Dark is no longer satisfied to work behind the scenes. They have come out and attacked the royalty of Khorvair in their meeting chambers. Go to Sharn, your path will be made clear to you." Mintash immediately gathers his meager belongings and heads for the City of Towers.
Mintash
Unchained Monk (enlightened monk) 9, Fist of Dal Quor 4
LG Medium Kalashtar
Init +4; Senses Perception +24
==DEFENSE==
AC 30, touch 27, flat-footed 26 (+3 armor, +4 dex, +4 monk bonus, +5 wisdom, +2 deflection, +1 insight, +1 Dodge)
hp 108 (13d10+(2*13))
Fort +16, Ref +15, Will +16
Defensive Abilities AC Bonus
Still Mind (Ex): +2 bonus on saving throws vs enchantment spells and effects.
Resilient Mind (Ex): +2 vs mind affecting spells, powers, and abilities.
Purity of Body (Ex): immunity to all diseases, including supernatural and magical diseases.
Improved Evasion (Ex)
==OFFENSE==
Spd 70ft/x4
Melee Unarmed Strike +19/+14/+9(2d8+6) 20/x2
Melee UaS Flurry +19/+19/+14/+9(2d8+6) 20/x2 [FoB]
Special Attacks Flurry of Blows, Improved Unarmed Strike, Stunning Fist (DC 21 Fort Save), Style Strikes (Leg sweep, Flying Kick 30 ft), Dragon style (+2 damage on first Unarmed Strike on a turn), sudden strike (+2d6 damage if target is denied dex), +1 damage if psionicly focused.
==STATISTICS==
Str 18 (14+2+2), Dex 18 (16+2), Con 14 (13+1), Int 10 (9+1), Wis 20 (16+4), Cha 11
BAB +12, CMB +16, CMD +43
FeatsDodge, Improved Unarmed Strike, Stunning Fist (13x), Combat reflexes(4), Dragon Style, Dragon Ferocity, Psionic Fist, Speed of Thought, Up the walls, Wild Talent x2
Skills 44 ranks
Acrobatics +21 (13 ranks, +3 class skill, +4 Dex, +1 luck)
Acrobatics [jump] +37
Know planes +4 (1 rank, +3 CS)
Perception +24 (13 ranks, +3 CS, +5 wis, +1 Luck, +2 race)
Sense motive + (3 ranks, +3 CS, +5 wis, +1 luck, +2 racial)
Stealth +22 (13 ranks, +3 class skill, +4 Dex, +1 luck, +2 racial)
Swim + 9 (1 rank, +3 CS, +4 str, +1 luck)
Languages Common, Quor
Special Abilities
Naturally Telepathic: Psi-Like Ability: 1/day, Mindlink (as per Psionics Unleashed). The manifester level for this ability is the kalashtar's character level. Charisma is the related attribute.
Dream Native: +2 racial bonus vs. mind-affecting saving throws and are immune to dream-based effects.
Naturally Suspicious: Kalashtar have many enemies and know they could be hiding anywhere. They get a +2 racial bonus to Perception, Sense Motive and Stealth. This racial trait replaces naturally social.
Improved Unarmed Strike: You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Monk Stunning Fist (Ex)At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Stunning Fist (feat): Forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2
your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw
is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions,
loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for
every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants,
undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Psionic training: An enlightened monk unlocks his psionic power and learns to use it in combat. The enlightened monk gains the Wild Talent and Psionic Fist feats as bonus feats.
This ability replaces the bonus feat gained at 1st level.
Psionic Fist: While you maintain psionic focus, your unarmed strikes or attacks with a natural weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an unarmed strike or an attack with a natural weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend your psionic focus.
Psionic Stunning Fist: When an enlightened monk uses his Stunning Fist ability, he can choose to expend his psionic focus to gain a +1 bonus to the save DC of that Stunning Fist attack. If the enlightened monk expends his psionic focus for the Psionic Fist feat as part of a Stunning Fist attack, he gains this bonus in addition to the bonus damage from Psionic Fist.
Monk AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feats: At 2nd level, 10th, 14th, & 18th a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Improved evasion: At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Fast movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed
Ki Pool:
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Psionics:
An enlightened monk can use his ki points in place of power points for special abilities including manifesting powers. In addition, the enlightened monk can spend 1 ki point to use catfall as a psi-like abilitywith a manifester level equal to his class level.
This ability replaces the slow fall ability.
Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Powers: At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
-Quingong power (Barkskin): Cast barkskin for 1ki point. +4 natural armor
-Abundant step: A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk's caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Augmented Stunning Fist: An enlightened monk of 6th level can channel power points into his Stunning Fist attacks to make them more devastating. When the enlightened monk uses his Stunning Fist attack, he may choose to spend up to his class level in power points on the attack. If he does, he gains an insight bonus to the damage if the attack is successful equal to the number of power points spent. For every two power points spent adding damage, the save DC of the Stunning Fist attack increases by 1. The enlightened monk cannot spend more power points on this ability than his monk level.
This ability replaces the bonus feat gained at 6th level.
Psychic Stunning Fist: When an enlightened monk uses his Stunning Fist ability, he can choose to expend his psionic focus to gain a +1 bonus to the save DC of that Stunning Fist attack. If the enlightened monk expends his psionic focus for the Psionic Fist feat as part of a Stunning Fist attack, he gains this bonus in addition to the bonus damage from Psionic Fist.
Style Strike: At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
-Leg Sweep: The monk attempts to sweep his foe's leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
-Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Sudden Strike: If you can catch an opponent when he is unable to defend himself effectively from your attack,youcan strike a vital spot for extra damage. Whenever your target is denied a Dexterity bonus to Armor Class (whether the target has a Dexterity bonus or not), you deal an extra 1d6 points of damage with your attack. The extra damage increases by 1d6 points for every two fist of Dal Quor levels thereafter. You can't use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures that have concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strike. You can't make a sudden strike while striking the limbs of a creature whose vitals are out of reach. You can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target
Resilient mind: Your single-minded dedication to combat makes it harder to sway you from your purpose. At 2nd level, you gain a +2 bonus on saves against mind-affecting spells, powers, and abilities.
Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Dragon Ferocity: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Speed of Thought: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. You may expend your psionic focus to increase the insight bonus to your speed to 30 feet for your turn.
Up the Walls: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. You may expend your psionic focus while using Up the Walls and gain its benefits until the end of your turn.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.
Dol Quor Stunning Strike:
As part of a melee attack, you can attempt to stun a foe. This ability functions like the Stunning Fist feat (PH 101), except that you can stun opponents with your weapon attacks in addition to your unarmed attacks. You can attempt a stunning strike a number of times per day equal to your class level. Whenever you make a stunning strike, you can increase the save DC by 1 per 4 power points spent. The number of power points you expend on a single attack cannot exceed your class level. If you already have the Stunning Fist feat, you gain the ability to make a stunning attack with weapons in addition to unarmed attacks. Furthermore, you gain one additional use of the feat per day for each class level. If you are a monk who has taken Stunning Fist as a bonus feat, levels in this prestige class stack with monk levels for the purpose of determining how many times per day you can use your improved Stunning Fist attack.
Equipment:
Headband: Headband of inspired wisdom +4
Shoulder: Cloak of Resistance +3
Neck: Amulet of mighty fists +2
Chest: Unfettered Shirt
Body: monks robe
Ring 1: Ring of ki mastery
Ring 2: Ring of protection +2
Belt: Belt of physical might (str/ dex) +2
Feet: Boots of speed
Slotless: Stone of Good Luck
Ioun stone (dusty rose prism)
Ki Mat
MW Backpack
Belt pouch
Blanket
50 ft rope
Soap
Torches (10)
Trail rations (5 days)
Water skin

Storyteller Shadow |

Only a thousand or so posts to read and I'm all caught up!
I'll be submitting 2 concepts tonight, as I can't decide which idea I would like to play better.

Storyteller Shadow |
1 person marked this as a favorite. |

OK, that took a while but I've read the entire thread as I've followed it on and off during the years but never had the perfect feel for how everything came together.
There are three PCs left: Haladon ir'Tarravan (Human Oathbound Paladin), Kazadar Soranath (Dwarf Fighter/Cleric/Sovereign Speaker), and Gil (Changeling Beguiler/Recaster).
Based on the last several posts it appears that longtime characters Lightbringer & Ezreal Farlowe (will remain in Mournlands), Janosz & Rodergo (both heading to Thrane) will be leaving the group.
I've had several ideas for what to submit as I've been reading through for the past 10 days or so and my ideas kept changing and today has been no exception.
I'll walk through my ideas in spoilers and will the current PCs (if you don't mind) select the one they prefer the most? That will be my final selection as a submission.
Ez on the other hand, outside of his dream sequence where he has seen the Warforged rise up, would have the weakest argument for abandoning the quest. A breather is not going to do all that well in the Mournlands and while LB is an ally, his feelings towards the Silver Flame religion is lukewarm due to his allies, not because he is an adherent of any sort and he sure as hell would not be walking into Thrane. In fact, his position as a Karnnathi agent would really make the quest to defeat the Dreaming Dark paramount.
Thus, idea 1, is to simply reprise the role of Ezreal Farlowe played so well for so long by ithuriel. I have reprised roles of former PCs in PbPs before (notably Vaard albeit differently than originally played in Aubrey's Other Eberron Campaign and Creon 18 in this campaign).
With those few days, while Caerlyn's Blade has abandoned the Bazaar in Middle Dura post the betrayal of Runzyl, the Valenar still have a representative within the city, the Diplomat Daera Sorandal. My idea is that Runzyl sought out the diplomat to consult with a spirit talker representative of the Keepers of the Past who would send his soul on a journey of redemption. Perhaps a spirit walk or perhaps an actual attack on the Emerald Claw here in the city alone, to restore his lost honor.
Runzyl was one of my favorites and his build was excellent so I would certainly enjoy playing him. His levels at the point that Fatespinner left the game were: Barbarian 2/Fighter 3/Eanger 2/Tempest 4. I'd like to bring him in at level 13 with two levels in the PRC Revenant Blade, which was the Eberron Prestige Class that Fatespinner was building towards, in fact, he had met all of the prerequisites for the PRC.
Thus, idea 2, reprise the roll of Runzyl Steelsong the raging elven whirlwind of doom.
He began his exploits as a Inquisitive in Sharn and several months ago, traveled to Sarlona to break up a drug ring. As part of that quest he had a run in with the Dreaming Dark and became familiar with their tactics. Upon returning to Sharn, his friend Dorius Del Davandi, a Gnome reporter at the Sharn Inquisitive hooked Pierce up with Jendry Ascorthtir, a halfling runs the Throw of the Dice, a casino in Torchlight. Jendry is seeking vengeance for his friend now that the Daask agent who slew him, Gelb has escaped justice by breaking out of the Sharn prison he was sent to in preparation to be executed. The one lead that Pierce has is that Gelb ran afoul of a now famous "adventuring group" Rodergo's Reavers. Pierce is now actively looking for the Reavers who should not be hard to find, between his contacts at the Inquisitive and their penchant for high profile brawls in the city, he should be able to track them down in no time.
Pierce is different from most Warforged, he never fought in the last war as one of the last of his “kind” to be created by House Cannith before the forges were ordered to be closed by the Treaty of Thronehold. Pierce was in training to become a Ranger but perhaps due to an accident in his creation his mind was much sharper than many other members of his “kind”.
In addition to ending the Last War, the Treaty freed all Warforged leaving them without purpose. Pierce was left disillusioned, only weeks after stepping into the world from, wherever his kind gained sentience, he was now alone. No friends, no allies, no family. Pierce wandered from the Sharn Enclave of House Cannith into the streets of Sharn.
For months he wandered around the city gaining insight into its layout and the beings that dwelled there. All the while, he kept his form as hidden as possible from the “living” who seemed to despise his kind. Warforged do not sleep and Pierce used that time well spending many nights reading on numerous topics in Morgrave University. Professor Dash Dannigan on the faculty approved Pierce's nightly ventures in part to get to know on a personal level a Warforged as they were fast becoming more than mere servitors and in part because a Warforged attached to the Library would make an excellent night watchman and one for whom no payment would be required.
History, Engineering, Nature, of Sharn itself, Geography, Magic and finally of Religion. These books though did not provide Pierce the answers he sought, what was his purpose?
In interactions with the Warforged who did return to Sharn – Pierce did not gain any further insight from them but certainly the bitterness he felt was mirrored in these poor constructs. With all avenues exhausted, Pierce sought out High Priest Phthaso Mogan of the Pavilion of the Host to seek the Dwarves' wisdom. While Pierce found few answers he did hear the call of the Sovereign Host, most specifically Aureon seemed to whisper directly to Pierce.
Perhaps it was because Pierce was not present at House Cannith long enough to be warded away from religion like others of his kind but he took to the religious duties as few Warforged have. His calling was not that of a Cleric but of an Inquisitor, he was too aloof and disliked to be a member of the clergy proper. The life of an Inquisitor though suited the Warforged quite well.
For a few years Pierce served the Sovereign and the High Priest by default. However, his view of the Gods were much different than others of his order. He saw himself in a partnership with the Sovereign and more specifically with Aureon, after all, was Pierce not immortal unlike the “Breathers” who made up the vast portion of Sharn and the world at large. Perhaps House Cannith was merely a vessel for the Warforged to be created?! Such discussions led to censure by the High Priest.
Pierce, not one to worry overmuch about such things, began operating on his own. In such a large city it was easy to serve the Host and Aureon the way he saw fit, the Order itself be damned.
His work has recently begun as an Inquisitive for Information Acquisitions, run by Kalaash’arrna, a half-orc with the Lesser Mark of Finding. While dour in nature, Pierce is perceptive and knowledgeable, his spells granted by the Sovereign only heighten his abilities. In the course of his dealings he has come into contact with the dwarven associate of Abraxus Wren, Torin.
Torin has utilized Pierce on matters too small for Wren's attention or in matters tangential to cases Wren is working on. Pierce has yet to meet the famous and somewhat reclusive Wren, he has little interest in doing so really, after all, he is just another Breather who counts his life in shorter and shorter amounts of breath.
In addition to his acquaintance with Turin, Pierce has also struck up an unlikely friendship with Dorius Del Davandi, a charasmatic Gnome reporter of the Sharn Inquisitive. As with all of Pierce's other relationships, this is one of quid pro quo. Pierce assists in questioning witnesses for the gnomes articles in places where the gnome fears to tread while the gnome feeds Pierce information on cases where necessary.
Several months ago, Pierce joined a group of Inquisitives, the Wandering Eye. After his first successful mission with the group uncovering a Professor seeking to usurp the findings of an associate Professor one of his old acquaintances, Dorius approached him with a new assignment.
"The market for Dreamlilly within Sharn has recently been growing exponentially. A source of mine in the Sharn Watch has stated that the drug is coming from the mysterious continent of Sarlona. The drug is highly addictive and can cause serious side effects. I would like to write an expose on this growing story could your new group of Inquisitives investigate for me?”
Pierce and the group agreed to the assignment and within a week are able to find a syndicate which is importing the drug into the city. Pierce spent the week moving among the addicts in flophouses addicted to the drug and took some pity on these Breathers. After the article was published in the Sharn Inquisitive the syndicate was broken up by the Watch but Pierce knew this will not be the end of it. He approached the Watch commander and convinces him to hire the Wandering Eye to root out further dealers within Sharn while he journeyed to Sarlona, specifically to the port town of Ardhmen in Skrkarn where the drug seemed to be originating from.
Little did the rest of Pierce's comrades in the agency know the other reason that Pierce seeks to exit Sharn, at least temporarily. The high profile case brought scrutiny from High Priest Mogan. The High Priest was content to allow a single Warforged Heretic go unmolested so long as he stayed under the radar. Now that Pierce has received some notoriety, the High Priest was concerned that a Heretic proving that he is indeed favored by the Host may well cast doubt upon the official church doctrine concerning Aureon and perhaps the entirety of the Host. Thus, Pierce created a situation where he could escape the scrutiny and perhaps even arrest by church officials.
Prior to heading to Sarlona, Pierce contacted Professor Dash Dannigan to learn more about the history of Sarlona and its peoples and environs. His studies revealed the fact that the Sovereign Host indeed originated from these lands. Perhapsthe visit would allow him the chance to uncover information that would validate my own doctrine! This not only validates his decision to head to Sarlona but spurs Pierce on in the belief that the idea was divinely inspired. After a week of non-stop study Pierce boards a ship bound for Sarlona ready to start his investigations into the importation of the drug.
Once he arrived, Pierce fell in with a group that had already been investigating the exact same trafficking operators. After surviving a few assaults, Pierce and his new "adventuring crew" met with a Xeph named Sidrian who gave some context to what was happening in Sarlona and how it might have been connected to the dreamlilly trade.
"For centuries, Syrkarn has remained untouched by the forces of Riedra. None know why, for surely the Harmonious Shield has the power to conquer the land with ease, and it lacks Adar's protections. For many decades, the Shaaral tribe of northeast Syrkarn has been suspected of being under indirect Riedran influence, though it was never overt. In the last few days, however, the Shaaral have struck out violently against their long-time neighbors, and this time Riedra seems to be providing direct support. The Shaaral have long fought other Syrk tribes, particularly the Prugshuun and the Haarzuun, but never hath Riedra involved itself directly in Syrk affairs, and we know not why they have acted now for the first time. Mayhaps it hath something to do with Riedra discovering the Prugshuun's connection to the earliest yuan-ti, or perhaps it ith something else entirely. My partner and I want you, all of you, to venture into Shaaral territory and discover why the Harmonious Shield is so suddenly involved here, where they had let alone for five hundred years."
"The Haarzuun have long been neutral in the struggles between Adar, Reidra, and the other Syrk tribes, but you may find them to be potential allies. The Shaaral have long performed psionic experiments on warforged and other constructs, whilst the yuan-ti of the Prugshuun tribe have also tampered with warforged, though in different ways. There experiments have even clashed on occasion to devastating unexpected consequences, many of which occurred roughly four years ago, after which the yuan-ti ceased their experimentations (publicly, at least). Those friendly to the Quori, Reidra, and the Dreaming Dark are eager for artificial creatures to be given the ability to dream, in order that their dreams might be used by the Inspired for sinister purposes. Some of their...experiments...have spread to other continents as well."
"The Prugshuun have underground tunnels under much of central Syrkarn, making them difficult to observe compared to the open planes covering the rest of Syrkarn, hence I know little of their secrets."
"Now I am certain thou dost have other questions. When thy minds are satisfied, ye shall be off. Perhaps you should first explore towards Haarzuun territory first, in order that you may learn what they know of the Shaaral's recent outburst. Or you could travel directly to the source of the attacks."
Pierce listened to the Xepth with rapt attention finding the topic fascinating though perhaps not relevant to why he is here.
"You wish a large group of strangers to come together to solve a dilemma which may or may not involve them? A bold request. Let me pose this question to you, how does this tie to the export of Dreamlilly to Sharn?"
Sidrian provided all the context that Pierce needed, "The Dreaming Dark, the true power-brokers of Reidra, have long sought to extend their influence to Khorvaire, for they draw power from the dreams of their subjects. I believe they wish to use the dreamlilly to destabilize Breland, making it easier to garner influence or conquer the region in the future. It is also possible that dreamlilly could be used to make some more vulnerable to psychic manipulation. "
Pierce knew that the trade had to be disrupted, not only would the Draeming Darks plans injure the Breathers but perhaps he and his fellow 'Forged' as well!
Thus, he and his new allies traveled to the Haarzuun first to gather information and did they gather information! They used that data to disrupt the plans of the Dreaming Dark by smashing the drug trade in dreamlilly. Pierce though never did unravel the plot to effect the "dreams" of the Warforged. They also stayed out of the politics of the Tribes as best they could.
Unfortunately, Pierce never did find the theological support for his heresy but he did return to Sharn a much more formidable Inquisitor after his adventures in Sarlona.
But a week ago, Pierce returned to Sharn. Looking for work (as the Wandering Eye Inquisitives broke up in his absence) Pierce's friend Dorius Del Davandi, hooked Pierce up with one Jendry Ascorthtir, a halfling runs the Throw of the Dice, a casino in Torchlight. Jendry is seeking vengeance for his friend, Herisd Orlan, a former Inquisitive.
Jendry explained, "Several months ago, Heris was hired by House Cannith to find a Cyran member of the House, Norn d'Cannith. Heris was slain by a Daask agent Gelb. This shifter Gelb was captured by a band made famous by the Sharn Inquisitive's own Cornelius Brumptiou Banquat, "Rodergo's Reavers'". However, soon after his apprehension he escaped justice by breaking out of the Sharn prison he was sent to and avoided execution".
"I am not a killer. I must have left for Sarlona before all this happened as I've never heard of this group before", replied Pierce. Jendry huffed, "I am paying you to find him, after that, I'll take care of what needs to come next".
The one lead that Pierce has is that Gelb ran afoul of a now famous "adventuring group" Rodergo's Reavers. Pierce is now actively looking for the "Reavers" who should not be hard to find, between his contacts at the Inquisitive and their penchant for high profile brawls in the city, he should be able to track them down in no time!
Major "NPC" Relationships:
1. High Priest Phthaso Mogan - Dwarf - Approved Pierce's acceptance into the Sovereign Hosts clergy.
2. Professor Dash Dannigan - Contact at Morgrave University - Essentially the place where Pierce spends each and every night as he has no need for sleep.
3. Turn the Dwarf - Associate of Abrexus Wren. He hires Pierce for work and often gives Pierce referrals that Pierce would not otherwise obtain in exchange for assistance on other projects.
4. Dorius Del Davandi - Gnome Reporter with the Sharn Inquisitive - Trade favors between one another.
My apologies if that is a bit long winded but I've been following this game for quite some time and Eberron is probably my favorite world so I'd like to get in on this one! Crunch to follow later for Pierce.

Storyteller Shadow |
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Male Personality Warforged Inquisitor 12 (Favored Class) / Arcanist 1
Lawful Neutral
(32 Point Buy)
Strength 13 (Cost 3) – 13
Dexterity 15 (Cost 7) – 15
Constitution 14 (Cost 5) WF +2 – 16
Intelligence 16 (Cost 10) – 16
Wisdom 14 (Cost 5) WF -2 – 12 (+3 4/8/12) (15) 17 (Headband)
Charisma 12 (Cost 2) WF -2 – 10
Action Points (Max): 11
Action Points (Current): 11
Action Point Dice Rolled: 2d6
Total Hit Points:
Current Hit Points:
Speed: 30 feet
Armor Class: 20 (+5 Mithril Plating + Dex +2 + Ring of Protection +3)
Touch AC: 15
Flat-footed: 18
Damage Reduction:
With Buffs:
Initiative modifier: +11 (+4 Imp Ini, +2 Trait, +2 Dex, +3 Wis)
Fortitude save: +14 (Shake it off - +1 Save per Adjacent Ally)
Reflex save: +11 (Shake it off - +1 Save per Adjacent Ally)
Will save: +15 (Shake it off - +1 Save per Adjacent Ally)
Stalwart - An inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely.
Evasion (Ring) - If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
BAB: +9/4
CMB: +10
CMD: 22
Quarterstaff +1 Called 1d20 + 11 ⇒ (5) + 11 = 16 – 1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 6 ⇒ (20) + 6 = 26 – 1d6 + 2 ⇒ (6) + 2 = 8
Sickle +1 Corrosive 1d20 + 11 ⇒ (10) + 11 = 21 – 1d6 + 1d6 + 2 ⇒ (3) + (4) + 2 = 9
1d20 + 6 ⇒ (18) + 6 = 24 – 1d6 + 1d6 + 2 ⇒ (6) + (6) + 2 = 14
Shortbow +1 Endless Ammunition (+1 Monocle) 1d20 + 13 ⇒ (18) + 13 = 31 – 1d6 + 1 ⇒ (5) + 1 = 6 – OR Gravity Bow 1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 8 ⇒ (6) + 8 = 14 - 1d6 + 1 ⇒ (4) + 1 = 5 – OR Gravity Bow 1d8 + 1 ⇒ (2) + 1 = 3
Slam +10/+5 attack [1d4 (+1), bludgeoning]
Wand of Fireball – 5d6 ⇒ (6, 1, 6, 3, 1) = 17
Wand of Lightning Bolt – 5d6 ⇒ (3, 1, 2, 3, 3) = 12
Darkvision 60’
Feats: 7 feats
Proficiency - Simple Weapons, Hand Crossbow, Shortbow, Quarterstaff (Deity Favored Weapon) Light & Medium Armor, Shields, (1) Mithril Body (Light Armor/+5 AC/-2 Skill Checks/Arcane Spell Fail 15%), (3) Lightning Reflexes, (5) Skill Focus (Use Magic Device), (7) Improved Initiative, (9) Craft Wand, (11) Skill Focus (Spellcraft) (13) Two Wand Technique
Teamwork Feats: 4 feats
(3) Shake it Off (Gain +1 bonus to all saves per adjacent ally),
(6) Precise Strike (Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.)
(9) Duck and Cover (Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.)
(12) Paired Opportunists (Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.)
Traits:
Pragmatic Activator - You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary - You were bullied based upon your existence as a Warforged, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skills: Artificer 4+INT = 7 – Inquisitor 6+INT = 9 x 12 = 108 + Favored Class +8 – Total 123 – Class Skill (Ranks)
Acrobatics 0 (+2 Dex -2 Mithril Plates)
Appraise +3
Bluff +17 (11)
Climb -1 (+1 Strength -2 Mithril Plates)
Craft (Repair Warforged) +18 (12)
Diplomacy +4 (1)
Disable Device +12 (8)
Disguise 0
Fly 2
Heal 2
Intimidate +10 (1)
Knowledge Arcana +13 (7)
Knowledge Dungeoneering +7 (1)
Knowledge Engineering +8 (2)
Knowledge Geography +8 (2)
Knowledge History +8 (2)
Knowledge Local +7 (1)
Knowledge Nature +7 (1)
Knowledge Nobility 0
Knowledge Planes +7 (1)
Knowledge Psionics +13 (7)
Knowledge Religion +13 (7)
Linguistics 0
Perception +18 (+19 Find Traps) (12)
Profession 0
Ride 0
Sense Motive +22 (10)
Spellcraft +24 (12)
Stealth +21 (11) (-2 Mithril Plates)
Survival +7 (2) (+1 more to follow or ID tracks)
Swim -1 (-2 Mithril Plates)
Use Magic Device +25 (12)
Warforged Traits
• Living Construct Traits
• Immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain
• Spells and abilities from healing subschool or similar abilities (including healing ability damage) have only half effect
• Does not need to sleep, eat or breathe
• Light Fortification (25% chance to negate critical hits or sneak attacks)
• Slam attack
Arcanist Abilities:
Artificer Knowledge Unlike normal spellcasters, artificers count as both casters for the purposes of creating magical items. Likewise, they can create spell trigger, spell completion, power trigger and power completion items without having the ability to cast the necessary spells or manifest the necessary powers. They still need the necessary item creation feats, but the artificer can continue the item creation process with only a working knowledge of each spell or power needed.
Artisan Bonus An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.
Brew Potion Per the Feat.
Ingenuity An artificer has a pool of ingenuity points equal to his artificer level plus his Intelligence modifier. 4
This pool refreshes when an artificer regains his infusions for the day. While points from an artificer's ingenuity pool can be spent on other class features, the artificer can also spend a point from his ingenuity pool as part of casting an infusion that has a range of touch and does not involve an attack roll to cast it with close range instead. This increase in range for touch based infusions does not stack with any other source that alters the range of an infusion.
Scribe Scroll Per the Feat.
Trapfinding An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.
Cantrips An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.
Detect Magic, Guidance, Light, Mending, Resistance
Infusions Per Day:
1st - 2
Infusions
Inquisitor Abilities
Domain - Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your Inquisitor level + your Wisdom modifier.
Judgment (Swift Action) 4x Day – Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Second Judgment - At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
DDH Favored Judgments – Not Exhaustive List
Healing - Fast Heal 4/Rd.
Escape - Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, the Inquisitor can use a move action attempt to create a diversion to hide (see the Stealth skill).
Resiliency - This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. DR 3/Magic
Resistance - The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Energy Resistance 8
Purity - The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Stern Gaze - Morale bonus on all Intimidate and Sense Motive checks equal to 1/2 level (minimum +1).
Lore of Escape (Heretic) - Add Wisdom bonus to Bluff and Stealth.
Hide Tracks - Creatures attempting to track Pierce get a -5 penalty to their checks.
Cunning Initiative - Add Wis Bonus to Init.
Detect Alignment - At Will.
Track - As Per Ranger ability.
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Greater Bane: At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart: At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Concentration Check: +15
Spells Per Day:
1 - 6
2 – 6
3 - 5
4 – 3
Spells Known:
0th : 6 – Brand, Create Water, Read Magic, Sift, Stabilize, Disrupt Undead,
1st: 6 – Burst Bonds, Weaponwand, Wrath, Lend Judgment, Haze of Dreams, Heightened Awareness
2nd: 5 – Align Weapon, Invisibility, Knock, Tongues, Restoration (Lesser)
3rd: 4 – Cast Out, Searing Light, Resist Energy (Communal), Cure Serious Wounds
4th: 4 – Cure Critical Wounds, Freedom of Movement, Hold Monster, Spell Immunity
Appearance:
Pierce stands 5'6" tall, a height his creators judged to be useful for a scout/ranger not too tall and not too short. His modified Darkwood armor, while tough, weighs much less than the plating of many of his peers, as a result he only weighs 160 lbs.
His eyes glow green, to meld better within the intended forest setting he was to report to though he never did.
His clothing is as nondescript as possible, preferring flowing cloaks and clothing which allows him to hide his nature more easily from the people's of Sharn. This enable him to work more effectively. Generally he wears a fedora which is ill fitting on him in a pinch he will simply use the cowl from his cloak to conceal his head, the most obvious part of him that screams Warforged in clothing.
When ready for battle, if possible, Pierce abandons his cloak and dons a shield which he normally carries on his back. He utilizes a quarterstaff and a short bow but prefers the element of surprise against his enemies often abandoning these weapons for mundane items that are within close reach.
Region of Origin: Breland
Religion: Agent of the Sovereign - Aureon Deity of Lore and Magic
Languages: Common, Draconic, Dwarven, Elven,
Equipment: [Wealth 140,000 13th Level ]
Ring of Evasion – 25,000
Wand of Fireball (Crafted) 5,625
Wand of Lightning Bolt (Crafted) 5,625
Wand of Repair Critical Damage x2 (Crafted) 21,000
Cloak of Resistance +3 9,000
Headband of Inspired Wisdom +2 8,000
Boots of Tracklessness 3,500
Monocle of the Ebon Hunter 18,000
Ring of Protection +3 9,000
Wand Gravity Bow 375
Sickle & Quarterstaff 8,000 each
Shortbow 18,000
Mundane Equipment to follow.
Money: 875 GP

Storyteller Shadow |

Hmmm, was getting late forgot HP, maybe one other tweak as well and that submission will be complete.

Pierce - Agent of the Sovereign |
1 person marked this as a favorite. |

Level 1 Artificer HP 8+3 = 11
Minimum 4:
2 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Favored Class - 4+4 = 8
3 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Favored Class - 11
4 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Favored Class - 4+4 = 8
5 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Favored Class - 11
6 1d8 + 3 ⇒ (3) + 3 = 6 - 4+3 = 7
7 1d8 + 3 ⇒ (5) + 3 = 8 - 8
8 1d8 + 3 ⇒ (1) + 3 = 4 - 4+3 = 7
9 1d8 + 3 ⇒ (4) + 3 = 7 - 7
10 1d8 + 3 ⇒ (8) + 3 = 11 - 11
11 1d8 + 3 ⇒ (5) + 3 = 8 - 8
12 1d8 + 3 ⇒ (5) + 3 = 8 - 8
13 1d8 + 3 ⇒ (1) + 3 = 4 - 4+3 = 7
Total = 112

Green Giant |

Let’s see, we have 2 kalashtar and 1 warforged.
Vaisyrharath is a N kalashtar psion 13.
Mintash is a LG kalashtar monk (enlightened monk) 9/Fist of Dal Quor 4.
Pierce is a LN warforged inquisitor 12/artificer 1.
Both kalashtar have similar backstories in being antagonists against the Quori and Dreaming Dark. Both were ordered to Sharn and discover what the Dreaming Dark is plotting where ostensibly they'll run into Rodergo's Reavers.
Pierce’s backstory is more detailed but I’m wondering what’s going to happen when he asks about Gelb and we tell him that the Master ate his brains. Mission accomplished?

Pierce - Agent of the Sovereign |
1 person marked this as a favorite. |

Let’s see, we have 2 kalashtar and 1 warforged.
Vaisyrharath is a N kalashtar psion 13.
Mintash is a LG kalashtar monk (enlightened monk) 9/Fist of Dal Quor 4.
Pierce is a LN warforged inquisitor 12/artificer 1.Both kalashtar have similar backstories in being antagonists against the Quori and Dreaming Dark. Both were ordered to Sharn and discover what the Dreaming Dark is plotting where ostensibly they'll run into Rodergo's Reavers.
Pierce’s backstory is more detailed but I’m wondering what’s going to happen when he asks about Gelb and we tell him that the Master ate his brains. Mission accomplished?
Pierce has thwarted goals of the Dreaming Dark in his backstory but he never did find out some of the deeper mysteries as to what they were planning with Warforged, so it would certainly interest him to encounter them once more and throw an even greater wrench into their plans.
Are we sure the Flayer killed Gelb or just checked his memories :-). Inquisitive minds want to know!

natloz |

Good point Green Giant, I think being a kalashtar abroad sort of necessitates similar reasoning for being abroad especially if they are going to fit in and want to go along with the group. I figured the 'trained from a young age to fight the Dreaming Dark (and Riedra by extension)' origin of Mintash was different enough from Vaisyrharath's origin of 'Carrying on the family buisness (of fighting the dreaming dark)'. Sorry if I was stepping on toes mellowgoth.

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1 person marked this as a favorite. |

OK, I've had a look. I haven't gone through the crunch in exhaustive detail, but that's not really my concern at this stage. Right now the party is losing Janosz, the resident machine gun, 'Healbot' Rodergo and the party's generalist wizard in the shape of Ezreal. In the frame we have a 'half-drow' kalashtar telepath, a kalashtar monk, and a warforged inquisitor/artificer
The kalashtar have relatively straightforward motivations and potential entrances to the campaign - all kalashtar hate the Dreaming Dark, have been fighting it for millennia, and since the party are well known to the kalashtar hierarchy can be introduced that way. It's not mind-bogglingly subtle, but it works. Mintash has the most straightforward backstory, having been born in Adar and currently living in Khorvaire. Vaisyrharath has a Xendrik angle and his backstory is a bit more exotic, but is otherwise similar. Both could contribute usefully to the party.
Pierce feels a bit like a missed opportunity - it seemed a bit of a no-brainer to consider a warforged character as the party are currently in a fortress full of warforged, all worshippers of a Lawful Good crusading deity, which would otherwise seem an ideal way to introduce and motivate a warforged character. However, Pierce isn't there but in Sharn. He's been to Sarlona and tangled with the Dreaming Dark, but his reason for getting involved with the party doesn't connect to that but instead to Gelb (who has, for the avoidance of doubt, had his brains eaten). There are a series of references to NPCs that are unconnected to the story (except Jendry). His motivation to deal with the Dreaming Dark doesn't seem all that strong either. Ordinarily I'd simply work on the backstory with you, but this is more of a beauty contest.
That said, we've had three PCs drop out and we have had three suggested replacements. It makes my life a bit easier if we keep numbers similar, since I can keep my plans for encounters the same (ahahahahaha! oh, such lovely encounters... ahem). The two kalashtar PCs don't need any work and can be introduced more or less as described in their backstories. I think Pierce needs a bit of work to iron out the various bits and pieces of which I am not fond and to bring him closer to the plot and improve his motivations, but other than that he is a worthwhile character.
So, everyone's a winner - isn't that great?

Storyteller Shadow |
1 person marked this as a favorite. |

Woohoo. Shoot me a PM Aubrey and I'll iron everything out.
Thanks and Congrats to all.

Mintash |

It's like Christmas came early! I think I have everything organized nicely to make it easy to read on the character sheet. The only sticky issue is that kalashtar and the enlightened monk archetype both grant 'wild talent' as a bonus feat. I'm really hoping I can replace one of those for 'unlocked talent' or at least 'psionic talent'. Thanks Aubrey!

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You can have Extra Ki - I think Unlocked Talent might be taking things a bit far. However, you can simply add your PP and your ki points together and use that single total to fuel your abilities.
Checking over your character sheet, you seem to be owed one more ki power. Also, where are you sourcing your PF version of Fist of Dal Quor from?

Mintash |

Thanks, for the convirsion I pulled it straight from the book pretty much. I couldn't find a conversion for the class specifically. The only difference I could see to convert it is how 3.5 did skills for prerequisites. The requirement of 4 ranks in know planes would be less in pathfinder as you don't get extra skill points at lvl 1 any more. At least that was my reasoning. I can adjust my skills if necessary. I picked it up more for the story behind the group than the mechanics though an extra +2 to will saves is nice...
I'm going to go though the numbers one more time to make sure I didn't goof up the math. I'll also change out the extra speed feat to pick up unlocked talent as a regular feat. I thought it was a bit much to get for free as well but I had to ask.
As for the extra ki power, enlightened monk replaces the slow fall ability. The unchained monk can choose slow fall as a ki power but doesn't get it otherwise. At lvl 4 I picked slow fall so the archetype could replace it.

Pierce - Agent of the Sovereign |

OK, took some time to rebuild but he is done.
His focus is now as a ranged combatant and Inquisitor.
Had to reconfigure his stats and rework his skill points. I am utilizing the background per your PM Aubrey which should allow him to join the group right out of the gate.
I will create a new Avatar a his moniker no longer is applicable as he follow the Flame and not the Sovereign but his remake is included in this alias for now.

Storyteller Shadow |

Ok, Pierce’s backstory is much improved and provides a connection to join the band. You’ll need to make an adjustment to your appearance as it still contains some of his previous background.
Also, Resiliency should be DR 3/chaotic. If you were true neutral, it would remain as DR 3/magic.
Thanks GG!

Mintash |

So I just found out the way to convert the Fist of Dol Quor prc is to eliminate it and multiclass into rogue or soulknife... I can rebuild using rogue (unchained?) if that's preferred. It would probably raise my overall power if i did but it would be a major overhaul.

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Or you can just go full (enlightened) monk? Up to you, you can create the character you want (within reason). A rogue monk would be quite handy, and sneak attack is a bit more useful than studied attack anyway. But you'd reduce the emphasis on psionics (which is a feature rather than a problem, but worth noting) and there might be some redundancy (like evasion twice, and so on). You could consider if some of the PrC's from the Dreamscarred books are suitable - a phrenic slayer or psychic fist might be appropriate.

Mintash |

Sorry about the drastic changes but I went with an extra level of monk and 3 lvls of unchained rogue. Dropped str and upped dex as unchained rogue lets one use dex for attack and (at lvl 3) damage for a weapon. Changed the belt from str/dex to dex/con. I'll show the psionics with feats and ki abilities. Extra skill points went to disable device and sense motive. Extra level of monk lets me pick up medusa's wrath a level early. I dropped dragon style for pummeling style to thwart DR. Also, a bit of rogue skills might be handy as you said. The character sheet has been updated with all the things.
Thanks for the suggestions about prc's. Psychic fist was particularly tempting but I got used to the idea of possible extra damage dice.

Ezreal Farlowe |

Surprise. I was down but not out. After checking in with Aubrey he is fine continuing with 7 so I'm back.
Hey- look at that! The kalashtar finally decided to send some agents to save themselves from extinction. ;) Although to be fair I think we got the last one killed, so... good luck guys. Welcome. :)
Sidenote-
At some point Aubrey had split up Kn Local because it got ridiculous to roll 40+ on places we had never even been or studied. We didn't go into detail, but I split mine into the 3 of the 5 nations of Khorvaire Ezreal had reason to know about. I have no Kn Local regarding Sarlona where we will eventually be heading. Some of you guys might have a reason to have ranks there if you are interested in that.

Storyteller Shadow |

Surprise. I was down but not out. After checking in with Aubrey he is fine continuing with 7 so I'm back.
Hey- look at that! The kalashtar finally decided to send some agents to save themselves from extinction. ;) Although to be fair I think we got the last one killed, so... good luck guys. Welcome. :)
Sidenote-
At some point Aubrey had split up Kn Local because it got ridiculous to roll 40+ on places we had never even been or studied. We didn't go into detail, but I split mine into the 3 of the 5 nations of Khorvaire Ezreal had reason to know about. I have no Kn Local regarding Sarlona where we will eventually be heading. Some of you guys might have a reason to have ranks there if you are interested in that.
Welcome back! Ezreal got the party out of a ton of jams so I am glad you are still here with us.

Green Giant |

Surprise. I was down but not out. After checking in with Aubrey he is fine continuing with 7 so I'm back.
Glad you're back! Otherwise, it would have been a real facepalm moment when we got to Sarlona and discovered too late that Ez had the shards with him in a Leomund's secret chest back in Khorvaire. :<

Mintash |

Hey- look at that! The kalashtar finally decided to send some agents to save themselves from extinction. ;) Although to be fair I think we got the last one killed, so... good luck guys. Welcome. :)
We got here as soon as we could! In all fairness it's only been a couple days since Helkashtai attacked the royal meeting room.
Glad you're not gone!

Vaisyrharath |

Hey, all: Just introduced, and already slacking off. I am heading out to Origins for the weekend, and most likely won't post until Sunday. Please bot me as needed to keep things moving, and I'll catch up as soon as I get back.

Tenro |

RE: Acid
a flask holds a pint. a pit of acid does 1d6 and the squares around it take 1 damage. Energy attacks do half damage, but we could arguably find acid made to destroy metal.
Say they are using 3 inch thick steel (extremely hefty), that would be hardness 8 and 45 hp. If we have a big enough cauldron (or cauldrons) of acid, we could manage it. Using average die value of 3.5 for a d6, and even going so far as to omit the added splash damage, you need just over 15 flasks to destroy a square, double that if it only does half damage (or you just want to be safe). 8 pints to a gallon puts us at 4 gallons per 5ft square (not even counting the splash damage). I don't recall how big the monolith is, but I bet we could get enough acid to deal them a big setback (probably not enough to melt the whole deal down to the earth though).
That said, it is rather expensive so we'd have to get a good deal, so i suppose we should just stick to getting gouged for airfare.