
EltonJ |

I have an idea for a classic spy thriller mixed with Fantasy. A weird combination of James Bond, the movie RED, and Lord of the Rings. You are spies and assassins working for the Citadel of Breland. You are trained to be ghosts with licenses to kill. You are also dangerous!
Your enemy maybe something you don't expect (Order of the Emerald Claw). Since the Last War, the result was a cold war. No one was on the throne, and the treaty of Thronehold formed 12 different nations. As someone Retired and Extremely Dangerous, your country calls for your aid once again. You may watch any James Bond movie. the classic Wild Wild West t.v. show, or the RED movie for character ideas. Of course, you have allies in unlikely places. We will be playing in Eberron.
Character Creation
1. You may submit characters of level 7, veterans of the Last War. You have 25 ability points to spend, you may have two traits. I'll be looking for the Factor of Cool. I'm also looking for five characters. You can't play a character of a rival spy network (the Royal Eyes for example).
2. Races: You may choose any core rule book race. It's possible to submit characters of a Eberron race (such as a Kalashtar, Warforged, Shifter, or Changeling). If you want to submit characters of a different race, you must justify why he's working for the Citadel. You may use Races of Eberron for ideas.
3. Classes and Archetypes: You may pick classes from the Core Rulebook and the Advanced Player's Handbook. Also, be judicious of picking an archetype. Try to go with the theme of being an agent with the Citadel. And remember, be Cool.
4. Wealth: Try not to spend all of your starter wealth. You're getting a Lightning Rail coach that holds a number of spy items for your team.

JonGarrett |

Hmm, since we're being secret agents perhaps a secret mage would be a good idea.
Would a Halfling with the Childlike and Pass for Human feats, along with the Cunning Caster feat, to make what is basically a magical assassin, be in with the theme of the game? No one's going to expect the little girl with the stuffed dragon toy of blowing up the General with Fireball. Probably.

Mus |

This looks interesting! GM, how do you feel about the samurai alternate class of cavalier? I'm thinking that warrior poet into shadowdancer could make for a perfect genteel, sophisticated assassin.
Also, for Eberron races should we be looking at the Pathfinder conversions here, or is there some other adaptation you'd like us to use?
One more question: any restriction on alignment?

EltonJ |

Hmm, since we're being secret agents perhaps a secret mage would be a good idea.
Would a Halfling with the Childlike and Pass for Human feats, along with the Cunning Caster feat, to make what is basically a magical assassin, be in with the theme of the game? No one's going to expect the little girl with the stuffed dragon toy of blowing up the General with Fireball. Probably.
Ah, I see. That would work out perfect. You do realize that you have to have the deceitful feat or trait?

EltonJ |

This looks interesting! GM, how do you feel about the samurai alternate class of cavalier? I'm thinking that warrior poet into shadowdancer could make for a perfect genteel, sophisticated assassin.
Also, for Eberron races should we be looking at the Pathfinder conversions here, or is there some other adaptation you'd like us to use?
One more question: any restriction on alignment?
I hate the Pathfinder version of Samurai. Not enough customization. Yes, that's the right site. Well, you each have a license to kill, like James Bond. But try not to be evil.

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I have the sheet done. Unrogue(snoop) 4/Unmonk 3. A trained infiltrator and assassin. His greatest strength is his ability to not rely on weaponry, but make others think he does. Not to say he won't benefit from weapons, just he doesn't need them.
Standard practice is to feint with feinting flurry to get sneak attack. He has pretty great social with bluff/sense motive.
I picture him as having been from one of two stocks, either a noble (far down the line for head of house) or a common thug that someone saw potential in. Not entirely sure as of yet. I'm leaning towards a common thug, born an orphan on the steps of a monastery. Likely has a jaded world view with a healthy dose of cynicism. But, perhaps also a deep-seated hope for tomorrow.

Ouachitonian |

I’m definitely making a warforged, but I keep going back and forth between unMonk and Barbarian. Monk is appealing because he can walk around looking like a normal menial labourer, no weapons or armor, no sir, but still be highly effective in combat. But there is already at least one monk submission Also, wearing a monk’s robe might make me stick out a bit, lol. Barbarian might not be as good at being sneaky, since I’d need armor and would probably be wielding a weapon, though I guess I could still take IUS and pass off the armor as plating I’ve had since the war, even though now I’m just a simple labor robot. And DR feels appropriate for a warforged. Hmm, decisions, decisions.

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However, Dela Delmire wanted her child to be a soldier, so a soldier Cari would be. She disguised herself as a human to avoid suspicion. The military recognized her as a bard instead. She trained under a gnome mentor, Eric Plumeworth. Cari Learned to use her magic singing to boost dozens of soldiers and cure wounds. During a battle with Crye, Cari was grievously injured and reverted to her natural, changeling form. Her life was spared, but not the trust of her comrades. Many refused to believe she had been a changeling all along, assuming she had been replaced as a spy.
In fact, a spy she did become, but working for Breland. Cari was sent undercover into Thrane for the remainder of the war. In Thrane, Cari posed as Mark Smith, a cleric of the silver flame. She did things she’s not proud of for Breland. As soon as the war was over, Cari resigned, returning to Ardev to take care of her mother. She started singing in the local inns, but quickly got caught up in problem solving for the locals. Helping people get a loan, petitioning the local council, and organizing fundraisers, Cari does it all. She’s become a figure of self-governance for Ardev.
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1: Cari Delmire passes as a human. She’s scared of being revealed as a changeling again. It cost her friendships during the war.
2: Cari loves and takes care of her mother, a veteran named Dela Delmire. She doesn’t know her father.3: Cari was involved in ugly spy stuff in Thrane. She didn’t like it, but she did what she had to.
4: Cari is a little famous for her singing and taking care of people in Ardev.
5: Cari is very loyal to Breland, but would like to see it move to more democracy.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1: I’d like to see Cari take on more responsibility as a leader in Ardev. Maybe getting a council position.
2: Cari should build a new “found family” dynamic with the party.Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1: Cari is a changeling. This is known to the citadel of Breland, but not to Cari’s friends.
2: Cari’s father was sent to Ardev as part of a deal with a demon. Cari’s actions have some importance for the draconic Prophecy. The Father is a criminal with demon connections.Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1: Dela Delmire, Cari’s Mother. A veteran of the last war, she needs help around the home now.
2: Eric Plumeworth, Cari’s mentor as a bard. He believes she died and was replaced by a changeling, and wants the changeling spy dead.3: Cari’s mysterious father, who wants her for some unknown goal.
Step 5: Describe three memories that your character has.
1: Singing in Sharn. Such a beautiful and wonderful place. Cari would love to return.
2: Nearly dying in Crye, and the reactions of her squad as she was revealed to be a changeling.3: Killing innocents in Thrane. She’s not proud of what happened there.
Neutral Good Medium Changeling Bard 7;
Init 6; Senses Perception: +9
DEFENSE
AC 23, touch 15, flat-footed 18
hp (10 +6d8 +12)
Fort 5, Ref 11, Will 5 (+2 racial bonus to saving throws vs. mind-affecting effects and poisons.)
OFFENSE
Speed 30 ft.
Melee Rapier +12 (1d6+6 18-20),
Bard spells known (CL 7; concentration +17)
3rd (2/day)- Cure Serious Wounds (DC 18); Dispel Magic (DC 18);
2nd (4/day)- Blistering Invective (DC 17); Cure Moderate Wounds (DC 17); Invisibility (DC 17); Mirror Image (DC 17);
1st (6/day)- Comprehend Languages (DC 16); Cure Light Wounds (DC 16); Expeditious Retreat (DC 16); Feather Fall (DC 16); Grease (DC 16);
0th (at will)- Detect Magic (DC 15); Ghost Sound (DC 15); Light (DC 15); Mage Hand (DC 15); Prestidigitation (DC 15); Summon Instrument (DC 15);
STATISTICS
Str 9, Dex 20, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +4; CMD 19
Traits: Influence (intimidate), Arcane Temper
Feats: Arcane Strike; Combat Casting; Disruptive; Piranha Strike; Weapon Finesse; Weapon Focus: Rapier; Weapon Versatility;
SQ Arcane Bond; Arcane Strike; Bladethirst; Distraction; Fascinate; Inspire Competence +3; Inspire Courage +2; Rallying Cry; Minor Shape Change (Su):
Skills Bluff (7) +17; Diplomacy (7)+15; Disguise (7)+15; Intimidate (7) +18; Perception (7) +9; Perform (Sing) (7)+15; Sense Motive (0) +1; Stealth (7) +15;
Equipment 3,446.9 GP
+1 Agile Rapier, (8,320)
MW Shortbow (330)
20 arrows (2)
+1 Mithral Shirt (2,100)
+1 heavy wooden shield (1,157)
Headband of Alluring Charisma +2 (4,000)
Belt of Incredible Dexterity +2 (4000)
MW Backpack, Entertainer's outfit, Bard’s kit, Disguise Kit

JonGarrett |

JonGarrett wrote:Ah, I see. That would work out perfect. You do realize that you have to have the deceitful feat or trait?Hmm, since we're being secret agents perhaps a secret mage would be a good idea.
Would a Halfling with the Childlike and Pass for Human feats, along with the Cunning Caster feat, to make what is basically a magical assassin, be in with the theme of the game? No one's going to expect the little girl with the stuffed dragon toy of blowing up the General with Fireball. Probably.
Yup, it's the first time I've ever had my feats planned out before I even start.

EltonJ |

EltonJ wrote:Yup, it's the first time I've ever had my feats planned out before I even start.JonGarrett wrote:Ah, I see. That would work out perfect. You do realize that you have to have the deceitful feat or trait?Hmm, since we're being secret agents perhaps a secret mage would be a good idea.
Would a Halfling with the Childlike and Pass for Human feats, along with the Cunning Caster feat, to make what is basically a magical assassin, be in with the theme of the game? No one's going to expect the little girl with the stuffed dragon toy of blowing up the General with Fireball. Probably.
I'd like to see what you come up with.

EltonJ |

I have the sheet done. Unrogue(snoop) 4/Unmonk 3. A trained infiltrator and assassin. His greatest strength is his ability to not rely on weaponry, but make others think he does. Not to say he won't benefit from weapons, just he doesn't need them.
Standard practice is to feint with feinting flurry to get sneak attack. He has pretty great social with bluff/sense motive.
I picture him as having been from one of two stocks, either a noble (far down the line for head of house) or a common thug that someone saw potential in. Not entirely sure as of yet. I'm leaning towards a common thug, born an orphan on the steps of a monastery. Likely has a jaded world view with a healthy dose of cynicism. But, perhaps also a deep-seated hope for tomorrow.
Seems neat. Can I look at the sheet?

Prosperity Jann |

Alright, Mus here with my submission! Allow me to introduce Prosperity Jann, an audacious and brilliant middle-aged Khoravar smuggler-turned-assassin who trusts no one except their fiercely protective nycar familiar Zoa, but who is wholeheartedly along for the ride. I decided to play with a bit of a different angle on the classic Bond figure, someone who adopts the same sophisticated demeanor but underneath is more of a wild card or loose cannon — I figure we can't all be goody-goodies.
Mechanically they're a half-elf alley witch specializing in efficiently incapacitating opponents. In particular they can use their greater gift of consumption hex for some truly creepy supernatural assassin vibes: imagine them drinking poison at a banquet and someone across the table starts choking, or they swing an axe into their familiar's neck and an enemy's head falls off. They can also fill a utility role with a boatload of skills and some fun alley witch shenanigans that let them turn circumstantial hexes into gadgets that anyone in the party can use.
Over the next months and years Prosperity immersed themselves in the study of magic, this strange new world serving as a much-needed distraction from the one they had just lost. They learned to squeeze arcane power not from books or any otherworldly entity, but from the background hum of the city itself. And this power was life-changing — Prosperity was able to quickly rise through the ranks of the smuggling operation until they were at the head of it. That was their life for decades. They grew to know the city like the back of their hand — they couldn't rely on it, of course, but that was fine.
Until it wasn't. Eventually the Citadel of Breland cracked down on the operation and imprisoned Prosperity. They would have certainly been burned at the stake, were it not for the fact that Breland was fighting a war and the Citadel needed their skills. So they struck a deal: they help do the kingdom's dirty work, and their crimes would be forgotten. Honestly they didn't much mind — they'd grown to be happy with a life of danger, and they didn't much care who they were loyal to as long as they had Zoa at their side. So the Citadel trained them as an assassin, using their magic to eliminate enemies who couldn't be dealt with on the battlefield. They learned to adopt the mannerisms of the nobility as a tool to help destroy them. Prosperity is nothing if not adaptable.
And then came the Treaty of Thronehold. With the Last War officially at an end, Prosperity had fulfilled their end of the bargain. They parted ways with the Citadel as amicably as possible, and for the first time since... well, ever, their life could be described as quiet. They had time to study, to experiment, to build. And they've enjoyed it well enough.
But honestly, they're starting to get bored.
CN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +18
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DEFENSE
——————————————————————————————
AC 19, touch 12, flat-footed 17 (+2 Dex, +4 armor, +2 shield, +1 natural)
hp 61 (7d6+21+1d10+8)
Fort +6, Ref +6, Will +10
——————————————————————————————
OFFENSE
——————————————————————————————
Speed 30 ft.
Melee cestus +0 (1d4-3)
Ranged heavy crossbow +5 (1d10)
Special Attacks hex trader, hexes (gift of consumption, greater gift of consumption, slumber (DC 21))
Witch Spells Prepared (CL 7th; concentration +15)
4th—confusion (DC 22), threefold aspect, wall of blindness/deafness (DC 22)
3rd—marionette possession, stinking cloud (DC 21), suggestion (DC 21), [empty]
2nd—blindness/deafness (DC 20), detect thoughts (DC 20), false life, glitterdust (DC 20), hold person (DC 20)
1st—charm person (DC 19), ear-piercing scream (DC 19), mage armor, touch of blindness (DC 19), unseen servant, [empty]
0th (at will)—dancing lights, detect magic, guidance, message
——————————————————————————————
STATISTICS
——————————————————————————————
Str 4, Dex 14, Con 14, Int 26, Wis 17, Cha 8
Base Atk +3; CMB +1; CMD 13
Feats Accused Hex, Craft Wondrous Item, Extra Hex, Improved Familiar
Traits Elven Reflexes, Pragmatic Activator, Student of Philosophy
Drawback Paranoid
Skills Acrobatics +3, Appraise +9, Artistry (philosophy) +12, Bluff +9 (+18 to lie), Craft (alchemy) +17, Diplomacy +9 (+18 to persuade), Fly +6, Intimidate +3, Knowledge (arcana) +17, Knowledge (dungeoneering, engineering, geography, nature, nobility, planes, religion) +9, Knowledge (history) +12, Knowledge (local) +18, Linguistics +9, Perception +18, Sense Motive +16, Sleight of Hand +3, Spellcraft +18, Stealth +12, Survival +4, Use Magic Device +18
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Sylvan, Undercommon
SQ alert for betrayal, child of the streets, crowd patron, fey thoughts, keen senses, speak to the city +4
Combat Gear feather token (tree), scrolls (delay poison, dimension door, lesser restoration, raise animal companion, remove sickness, see invisibility, soothing word), snapleaf, hex tokens (combat hypnosis, disguise, feral speech, flight, floating lotus, minor prophecy, mother’s eye, seduction, water lung)
Other Gear haramaki, +1 mithral buckler, cestus, heavy crossbow (50 bolts), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2/muleback cords, cracked dark blue rhomboid ioun stone, handy haversack, hexing doll, level 1 pearl of power x2, sleeves of many garments, traveler’s any-tool, wayfinder, aboleth mucus extract (3 doses), bedroll, belt pouch, blanket, butchering axe, candles (10), chalk, charcoal, dew of lunary (40 gp), earplugs, flint and steel, icecap ale (3 doses), magnesium (16 gp), monk’s outfit, oil (1 quart), myrrh (6 gp), phosphorus (6 gp), powder, quicksilver (21 gp), refined false pesh (42 doses), sack of 19 house centipedes, salt (30 gp), silver crescent, silver mirror, signal whistle, soap, spell component pouch, spring-loaded scroll case, spring-loaded wrist sheath, string (50 ft.), tindertwigs (5), trail rations, wandermeal (6 days), waterskin, 2,678 gp, 9 sp, 8 cp
Spells Stored in Familiar
0: all
1: adhesive spittle, comprehend languages, detect secret doors, ear-piercing scream, ears of the city, enlarge person, identify, infernal healing, mage armor, mount, shadow trap, touch of blindness, unseen servant
2: alter self, blindness/deafness, detect thoughts, euphoric cloud, false life, glitterdust, hold person, web
3: barrow haze, bestow curse, bleed for your master, clairaudience/clairvoyance, dispel magic, locate object, marionette possession, paragon surge, seek thoughts, stinking cloud, speak with dead, suggestion, remove blindness/deafness, remove curse, remove disease, witness
4: charm monster, confusion, divination, locate creature, neutralize poison, scrying, threefold aspect, wall of blindness/deafness
CN Tiny dragon (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
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DEFENSE
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AC 21, touch 15, flat-footed 18 (+3 Dex, +1 armor, +5 natural, +2 size)
hp 24 (48/2)
Fort +4, Ref +6, Will +5
Defensive Abilities ferocity, improved evasion; DR 5/cold iron; Immune paralysis, sleep; Resist acid 5
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OFFENSE
——————————————————————————————
Speed 30 ft., swim 30 ft.
Melee bite +8 (1d4+1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells, poison (Fort DC 12, 1/round for 6 rounds, 1d4 acid and 1 Con, cure 2 consecutive saves)
——————————————————————————————
STATISTICS
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Str 13, Dex 16, Con 12, Int 9, Wis 10, Cha 9
Base Atk +1; CMB +4; CMD 15 (can’t be tripped)
Feats Skill Focus (Stealth), Spell Sponge
Skills Acrobatics +7, Appraise +3, Artistry (philosophy) +3, Bluff +9, Craft (alchemy) +8, Diplomacy +9, Escape Artist +13, Fly +10, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering, engineering, geography, history, nature, nobility, planes, religion) +3, Knowledge (local) +9, Linguistics +3, Perception +10, Sense Motive +10, Sleight of Hand +4, Spellcraft +9, Stealth +23, Survival +4, Swim +13, Use Magic Device +11; Racial Modifiers +8 Escape Artist
Languages Common, Draconic (cannot speak); speak with master
SQ amphibious, elusive, empathic link, share spells
Combat Gear belt pouch, wands (ill omen, infernal healing), hex tokens (ameliorating, aura of purity, beast of ill omen, blight, cackle, charm, city sight, congeal, cursed wound, discord, disrupt connection, distraction, enemy ground, evil eye, fortune, healing, heralding bloom, misfortune, no place like home, peacebond, poison touch, pollute water, prehensile hair, scar, sink, summer’s heat, swine, tongues, unnerve beasts, ward)
Other Gear nonhumanoid leather armor, masterwork tool (Use Magic Device)
Let me know if there's anything else you need from me!

EltonJ |

Alright, Mus here with my submission! Allow me to introduce Prosperity Jann, an audacious and brilliant middle-aged Khoravar smuggler-turned-assassin who trusts no one except their fiercely protective nycar familiar Zoa, but who is wholeheartedly along for the ride. I decided to play with a bit of a different angle on the classic Bond figure, someone who adopts the same sophisticated demeanor but underneath is more of a wild card or loose cannon — I figure we can't all be goody-goodies.
Mechanically they're a half-elf alley witch specializing in efficiently incapacitating opponents. In particular they can use their greater gift of consumption hex for some truly creepy supernatural assassin vibes: imagine them drinking poison at a banquet and someone across the table starts choking, or they swing an axe into their familiar's neck and an enemy's head falls off. They can also fill a utility role with a boatload of skills and some fun alley witch shenanigans that let them turn circumstantial hexes into gadgets that anyone in the party can use.
** spoiler omitted **...
Well, I could see Helen Mirin or Cait Blanchet playing this sort of witch. Good job working on this!

Ceneth d'Thuranni |

Ceneth Tialaen d'Thuranni - Assassin of Skyway, Courtesan of Shadow
Ceneth is a Synthesist, who made a name for himself once he transfigured his fused eidolon to allow him to fly. Based in Sharn for years, he was focused like many on flight magic, but found a radically different path to the sky when he called on the primal power of elven flight, Avariel, and found that the magic joined to him. The relative safety provided by the floating island of Skyway was shattered, and the rogue house Thuranni gained a foothold it needed during the Last War.
Flying faster and faster as he refined Avariel’s evolutions, he offered additional "services" to his house. There were no other flying courtesans; there were no others who could come & go as discreetly as Ceneth anywhere. There wasn't any other member of the House who could simply fly to Stormreach on a moment's notice without an airship ... and there wasn't anyone whose magic made them as "strong & agile" as Ceneth either. Alter Self allowed for quite a palette of “service alternatives” too.
Ceneth dreams of greater and greater service to his Family: he wonders if he can push himself to manifest a Dragonmark one day.
Suitor: “What would you say is your language of love?”
Ceneth: “Venmo”
Crunh will be built out into profile ASAP.

drbuzzard |

How about an overwatch sniper based on Bob Lee Swagger from Point of Impact?
Norn Roole
Grows up in the western area of Breland in the foothills of the Greywall mountains. He was a sheep herder and mastered the crossbow to keep predators off his flock. He had to use stealth to do this since he wasn't about to get close to fight as a halfling. That's for crazy dwarves and such.
After winning a few local turkey shoots his notoriety got him drafted into the army and his talent got him trained to be a sniper. After the war he went back to his home area, mostly living on his pension and trying to forgot all the people he killed. He'll still kill of predators for the local shepherds as needed.
Norn Roole
Halfling fighter 2/gunslinger (bolt ace) 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
N Small humanoid (halfling)
Init +7; Senses Perception +19
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Defense
--------------------
AC 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 dodge, +1 size)
hp 60 (7d10+14)
Fort +12, Ref +12, Will +6 (+1 vs. fear); +2 vs. fear
Defensive Abilities nimble +2
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Offense
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Speed 20 ft.
Ranged +1 light crossbow +15 (1d6+6/19-20/×3)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (2)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 22
Feats Deadly Aim, Expert Sniper, Master Sniper, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (light crossbow)
Traits highlander (hills or mountains), wild shadow
Skills Acrobatics +13 (+9 to jump), Climb +9, Handle Animal +4, Perception +19, Stealth +25 (+27 in hilly or rocky areas), Survival +10, Swim +4; Racial Modifiers +2 Perception, highlander (hills or mountains), swift as shadows[APG]
Languages Common, Halfling
SQ crossbow maven
Other Gear +1 shadow mithral chain shirt, +1 light crossbow, cloak of resistance +2, efficient quiver, eyes of the eagle, handy haversack, ring of sustenance, 2,515 gp
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Special Abilities
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Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Master Sniper Make two ranged attacks while sniping at highest attack bonus -2.
Nimble +2 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.

EltonJ |

How about an overwatch sniper based on Bob Lee Swagger from Point of Impact?
Norn Roole
Grows up in the western area of Breland in the foothills of the Greywall mountains. He was a sheep herder and mastered the crossbow to keep predators off his flock. He had to use stealth to do this since he wasn't about to get close to fight as a halfling. That's for crazy dwarves and such.After winning a few local turkey shoots his notoriety got him drafted into the army and his talent got him trained to be a sniper. After the war he went back to his home area, mostly living on his pension and trying to forgot all the people he killed. He'll still kill of predators for the local shepherds as needed.
** spoiler omitted **...
Not bad. I never thought that anyone would make a crossbow ace.

EltonJ |

It gets you dex to damage and x3 crits on a crossbow. It's really not a bad archetype even if you can't go blasting touch AC all the time like a normal gunslinger.
Yeah, I bet. Crossbows are a thing in Eberron. Naturally, someone would be sniping with them.
Characters submitted so far:
* Cari Delmare -- Changeling Bard
* Prosperity Jann -- Half-elf Witch (might also be a Hermaphrodite, because she's the first to be listed as non-binary)
* Ceneth Tialaen d'Thuranni -- Synthesite Summoner
* Norn Roole -- Halfling sniper

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Seems neat. Can I look at the sheet?
Here is the Sheet for him, I haven't decided on a name I really like just yet.

EltonJ |

EltonJ wrote:Here is the Sheet for him, I haven't decided on a name I really like just yet.
Seems neat. Can I look at the sheet?
Ah. Ascetic style, huh?

Ouachitonian |

Ok, here's my submission: Lambda-42. A warforged barbarian assassin, you say? Yes, because who even notices warforged? They're just menial laborers now that the war's o-oh, by the Sovereign Host, did that warforged just sprout fangs and claws and rip that man apart in a shower of blood and electrical discharges? What on earth!? (not that there'd be witnesses. It waits until it's alone with targets. It isn't stupid.) I don't really know Eberron that well, so I hope you'll forgive me if the background's a bit generic. If anyone's wondering, I fully intend to get Greater Beast Totem at 10th. Go-go-gadget-spring boots! Also, its catchphrase when it goes into attack mode (ie Rage) may or may not be "Exterminate!"

Prosperity Jann |

* Prosperity Jann -- Half-elf Witch (might also be a Hermaphrodite, because she's the first to be listed as non-binary)
Yeah they're non-binary, they don't fit into the social categories of male or female and they wouldn't use gendered language to describe themselves. They're not to their knowledge intersex, though I think that sort of distinction becomes somewhat less relevant when you have access to magic that lets you swap bodies like baseball cards.
Unrelatedly, I made a minor update to Prosperity's feats and traits on this profile because I just remembered the existence of Amplified Hex and it seems perfect for conducting more distant, stealthy assassinations of key targets. Also might tweak their gear.

Rabscuttle |

Thinking of an Gnomish alchemist. Saboteur archetype from Advanced Race Guide seems thematic, if you'll allow it, otherwise can just go standard.

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Making a minor change to my character. Changing my wooden shield to a mithral one and swapping piranha strike to Combat reflexes.
Neutral Good Medium Changeling Bard 7;
Init 6; Senses Perception: +9
DEFENSE
AC 23, touch 15, flat-footed 18
hp (10 +6d8 +12)
Fort 5, Ref 11, Will 5 (+2 racial bonus to saving throws vs. mind-affecting effects and poisons.)
OFFENSE
Speed 30 ft.
Melee Rapier +12 (1d6+6 18-20),
Bard spells known (CL 7; concentration +17)
3rd (2/day)- Cure Serious Wounds (DC 18); Dispel Magic (DC 18);
2nd (4/day)- Blistering Invective (DC 17); Cure Moderate Wounds (DC 17); Invisibility (DC 17); Mirror Image (DC 17);
1st (6/day)- Comprehend Languages (DC 16); Cure Light Wounds (DC 16); Expeditious Retreat (DC 16); Feather Fall (DC 16); Grease (DC 16);
0th (at will)- Detect Magic (DC 15); Ghost Sound (DC 15); Light (DC 15); Mage Hand (DC 15); Prestidigitation (DC 15); Summon Instrument (DC 15);
STATISTICS
Str 9, Dex 20, Con 14, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +4; CMD 19
Traits: Influence (intimidate), Arcane Temper
Feats: Arcane Strike; Combat Casting; Disruptive; Combat Reflexes; Weapon Finesse; Weapon Focus: Rapier; Weapon Versatility;
SQ Arcane Bond; Arcane Strike; Bladethirst; Distraction; Fascinate; Inspire Competence +3; Inspire Courage +2; Rallying Cry; Minor Shape Change (Su):
Skills Bluff (7) +17; Diplomacy (7)+15; Disguise (7)+15; Intimidate (7) +18; Perception (7) +9; Perform (Sing) (7)+15; Sense Motive (0) +1; Stealth (7) +15;
Equipment 2,579.9 GP
+1 Agile Rapier, (8,320)
MW Shortbow (330)
20 arrows (2)
+1 Mithral Shirt (2,100)
+1 heavy Mithral shield (2,020)
Headband of Alluring Charisma +2 (4,000)
Belt of Incredible Dexterity +2 (4000)
MW Backpack, Entertainer's outfit, Bard’s kit, Disguise Kit

Meiji Whittlestorm |
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Rabscuttle's submission: Meiji Whittlestorm: Gnome Alchemist (Saboteur)
After an exciting career of... emphatically weakening vital pieces of enemy siege weapons, walls and the like, the lack of active conflicts has meant that she has now retired back to her humble baking life. Those outside her immediate family that remember her, assume that her long absense is due to punishment or prison, and Meiji is not inclined to correct them.
Crunch is in profile. Still need to do some minor fiddling with equipment and formulas