xp 0/7,500 Tier 1
Destiny Points 1 Hero Points 5
Initiative +3 (+3 Dex); Senses darkvision 60 ft., scent; Perception +5
Favored class
Man vs. Society
Sin: Greed
"I am denied the right to live the life your 'laws' promise both of us. So I am labeled an outlaw for existing and surviving. I am guaranteed nothing; but I will never be your victim."
"Your real friends tell you when you have food in your fur. They'd take a brick for you."
"The real scoundrels, the real criminals are the hyper-patriotic nationalists still trying to convince Khorvaire that they need to fight a war."
Goal (what) I want to have more wealth than those who have held me down. And more freedom. That is righteous justice.
Motivation (why) I feel angry when they say I am equal when I am not.
Seed (originating thought) I have no real rights.
Embodiment Streetwise scoundrel/War-torn hero
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==DEFENSE==
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Defense +6, touch +3, flat-footed +3 (+3 Dex, +3 natural)
Hit Points 34/34 (3d8) Vigor 34/34 Wound Points 30/30 (Threshold 15)
DR 0/- damage 0 non-lethal damage 0
Clobbered 15 Massive damage 30 Stabilize 30%
Staggered from 0 to -2, dying from -2 to -30 MaxDex 0 ACP 0 ASF 0% F/R/W 4/7/2
Defensive Abilities Weaknesses
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==OFFENSE==
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Speed 30 ft. 6 squares (8 counts) Melee
• Unarmed strike +6 (1d3+4, 20/x2) B non-lethal
Ranged Space 5 ft. Reach 5 ft.
Special attacks
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==ABILITIES==
----------------------
Str 18 (+4), Dex 17 (+3), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 9 (-1)
Bab +2, CMB +6, CMD +9
Feats
• Catch Off-guard - Foes are surprised by your skilled use of unorthodox and improvised weapons.
• Combat Expertise - You can increase your defense at the expense of your accuracy.
• Combat Reflexes - You can make additional attacks of opportunity.
• Deadly Aim - You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
• Power Attack - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Flaws Beady-eyes Claustrophobia Traits
• Bloody-minded - You are always ready for bloodshed.
• Dirty fighter - When you flank you do +1 dmg; this is multiplied on a crit.
• Nonchalant thuggery - You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
• Bullied - You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have a level in monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You simply cannot make use of it until a later point if you do. Drawbacks Self-doubting Insatiable Skills
• Acrobatics +4
• Climb +8
• Handle Animal +3
• Heal +4
• Intimidate +4 (+4 racial)
• Perception +4
• Ride +7
• Stealth +11 (+4 racial)
• Survival +4
-----------------------------------
==SPECIAL ABILITIES==
-----------------------------------
• Bloody-minded - You gain a +1 trait bonus on initiative and Intimidate checks.
• Catch Off-Guard - You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
• Combat Expertise +/-1 - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1, and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
• Combat Reflexes (4 AoO/round) - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
• Darkvision (60 feet) - You can see in the dark (black and white only).
• Deadly Aim -1/+2 - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1, and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal any Hit Point damage.
• Envy - Steal at least 10 gold worth of goods to avoid DC 20 will save vs. -1 penalty to Will, Reflex, and concentration checks.
• Finesse Weapon Attack Attribute - Finesse weapons use Strength on attack rolls.
• Hero Points - Hero Points can be spent at any time to grant an Advantage or Disadvantage.
• Power Attack -1/+2 - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1, and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal Hit Point damage.
• Scent (Ex) - Detect opponents within 15+ ft. by sense of smell.
• Stalker (Ex) - Perception and Stealth are always class skills for bugbears.
I think I know a guy...
• Sledj Orc barbarian alchemist
• Garrick ir'Kraal, Male human (Karrnath) bloodrager (steelblood) 1
• Mintash, Unchained Monk (enlightened monk) 10, Unchained Rogue (dark lurker) 3
Runelords of Khyber Konghruul:
==RUNELORDS OF KHYBER==
==STATISTICS & ABILITIES== STR 18 (+4) DEX 18 (+4) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 12 (+1)
Bab +2 CMB +6 CMD +10
Feats
• Simple Weapon Proficiency - You make attack rolls with simple weapons without penalty.
• Armor Proficiency, Light - When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
• Shield Proficiency - When you use a shield (except a tower shield), the shield’s Armor Check Penalty only applies to Strength– and Dexterity-based skills.
• Sow terror - Anytime you win an opposed Stealth check by 5 or more you might sow terror as a standard action. The victim must roll a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become shaken for 1d4 rounds.
• Stealthy - You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
• Combat Reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus (5 total). With this feat, you may also make attacks of opportunity while flat-footed.
Traits
Flaws
• Claustrophobia - When in an enclosed area of 10'x10'x10', you are shaken
• Short Attention Span - You suffer a -2 penalty on all skill checks made to retry an action that you previously failed. This penalty is cumulative, increasing by -2 for every failed attempt. In addition, you may not take 20 on any skill check
Drawbacks
• Insatiable - Goods and services cost you 10% more (and can’t be paid for by allies), and you need twice as much food and liquid as normal for the purposes of preventing starvation and thirst.
• Self-doubting - The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.
Sin
• Greed - Certain Grip - The subject’s grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver.
Languages
• Common
• Goblinoid
Age 14
Height 6' 3" Weight 375 lbs.
Fur Black and gray Eyes Black
Occupation Drug dealer in the Sharn's Welcome District.
HomelandShaarat Kol, Droaam
Inspiration Hobbs (hammer)
Berserk button harming an innocent
BeliefThe Shadow Goal Riches beyond belief
Secret Loves kittens and puppies
TropesBest Served Cold, Gentle Giant
Next level Brawler mutagenic mauler venomfist/Bloodrager blood conduit primalist Logan
Description:
ADD
Personality:
Surprisingly polite. Very direct.
Background:
ADD
Build and rolls:
1st level Brawler mutagenic mauler venomfist
blood rager blood conduit primalist
HD 2 rolled 6
HD 3 rolled 5
Feats
Stealthy
Sow terror
Combat Reflexes
Stats:
Rolls 0 Average rolls 0
Average attacks: 0 Hits vs. misses: 0 = 0%
Natural 1's: 0 Fumbles: 0 Posts: 0
Bugbear PC:
Bugbear characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to (6 + Int modifier). Its class skills are climbing, Stealth, and Perception.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Stealth checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Level adjustment +1.
His fur stands on end, as his dark eyes glint in the light of the inn's fire. "Yeah. I'm a bloody shifter." His voice is deep and soft. Gravelly. "For 5 years I fought for Aundair, for the crown. I was there when Karmos...defeated the titan. Not like the stories you've heard, believe me." Konghruul finishes the brandy in front of him, then eying yours barely touched in front of you squints, reaching across the table to take your drink. "You need the rest of this, you think? Have you ever even seen the Mournland, Mourner?" He drains the shot before continuing. "I served in the Shadow crags. Fighting over the Demon Wastes." He belches softly. "The 'wisdom' of men."
"No one suspected I was a spy for Queen Aurala. It was good. I was rich and powerful. I was a terror, given missions of stealth, espionage, assassination..." He chuckles. "Yeah, greatest diplomat queen my furry backside."
"But all that was taken from me. I lost my money, my connections, my friends...I lost my life. I was betrayed. By the very people, I put in power. I was discarded."
"Look, this is pretty simple...I was sent here - by the person who brought me back. I have a certain set of skills." His teeth glint wickedly. "You should use them".
Originally Kongrhuul was a concept as a bugbear in Eberron, from Droamm. Perhaps starting out lacking a class altogether and only taking "level 1" at the second or third level. The concept has been adapted for if a DM would allow a bugbear or not (most not) to be that he had been an elf or some other race and had been killed, betrayed by his country, and reincarnated by a druid in the Reaches...and came back as the 1% bugbear, with negative levels that made him essentially 1st level again.
Konghruul is a Brawler mutagenic mauler, and will likely take levels of Bloodrager as a blood conduit/primalist. My idea for him is to be sort of a governmental insider on this...perhaps someone from Sharn, Aundair, or Droamm. The person who resurrected him is likely dead, killed by someone [DM hook]. They were a druid, I think. He may want to do this mission because of a prophecy they made, or to finish their final desires as a way of honoring them or repaying them for bringing him back. These are all hooks I'd work with the DM to develop where he sees fit.
“Don’t ask how I know this guy, I just know this guy who can help us out,
all right?”
—R’kash, shifter rogue
Not every hero is born to privilege in a noble family or a dragonmarked house. You certainly weren’t, though you
might hesitate to call yourself a hero. The streets are your home—the gutters, truth be told—and you know the back
alleys and the criminals of your home city as well as you know your own gear.
Adventuring: If there’s a better way than adventuring to earn a quick fortune, you haven’t found it yet. It’s a perfect deal: You can make use of the survival skills you learned growing up on the streets, you gain some measure of
respectability, and you occasionally find bags of gold pieces, which hold more money than you can imagine anyone actually using. (Though you’re more than willing to try.) The driving force in your adventuring life is, whether you admit it or not, a burning desire to escape the circumstances you grew up in. You want to make a life for yourself that’s better than the poverty and crime that defined your youth. You want money, certainly, but more than that you
want respect, dignity, a sense of meaning and purpose, and a shred of hope. You definitely do not want to die, alone
and friendless, and be left to rot in an abandoned sewer tunnel. In your adventuring career, that’s one risk you
would just as soon not take. You want to live to enjoy your hard-earned wealth.
Personality: You know the ways of the street. You’re acquainted with unsavory characters, you know how to get
certain things done even if they’re not quite legal, and you have more than a passing familiarity with the slang, signals, and methods used by criminals. You might not be an outlaw yourself—at least, not now—but the criminal underworld is your world, for better or worse. You have a sense of ethics and honor, primarily focused on the idea that you don’t turn on your friends. But actions that might make a paladin of the Silver Flame cringe are just the way things get done to your mind—actions such as paying bribes, fencing valuable goods, or stealing magic tomes from your enemies. You’re wary of officers of the law, even if you have committed no crimes. You’ve had too many bad experiences with the town watch arresting you or your friends for no good reason other than your poverty.
Behavior: You’re fidgety. You pick things up and put them back down, fiddle with moving parts, or pace if you
have nothing interesting to hold in your hands. When you’re in a small room, you stay on your feet near the door you don’t want to be trapped. When your companions are talking to the city watch, you stay in the back of the group or
out of sight completely. But when they need to find the lost goblin shrine in the depths of Sharn, you step right up and lead the way. That’s your chance to shine.
Language: You speak the language of the street. Slang is your native language, and your grammar is probably poor by the standards of a noble or otherwise well-educated individual. You talk tough to back up your swagger and wisecrack to deflect any probing questions about your background. You probably know words and expressions that would make a sailor blush and you might forget not to use them in respectable company — especially when you’re very angry.
Variants: Perhaps you were not born poor, but fell into poverty at a young age. Your parents might have been disowned by their dragonmarked house, or they staked all their money on a business venture that failed. Perhaps they were natives of Cyre who lost everything they had on the Day of Mourning. In this case, your driving ambition is not so much a matter of wanting what you could never have as a child, but of regaining the status that should have been
yours by birthright—the wealth and power you deserve.