3 TOTAL Scribe Scroll (Artificer Class Feat): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weird Gauntlet of Floating Disk: A gauntlet that interprets Ethan's gesturing to move the disk and its contents he wears on his right hand.
Weird Shoulder-Piece of Light: A piece of armor with a strange barrel that sits on his left shoulder, it can fire Light when activated to give an item the Light spell.
Being born to a set of parents that happened to be a sorcerer and wizard, Ethan was given a rare opportunity in the land of Eberron: he had magical parents and was broke. He learned to tinker with the variety of magical items brought into his home, finding a sort of calming facet to dealing with things that didn't flip out when they couldn't decide on whether their son's magical talent was best used in the company of a wizard or if he should develop on his own. Through this tinkering, the warring parents discovered that they were both wrong in their assumptions on magic.
Throughout his life, Ethan learned that the world reacts to an ebb and flow, and really all you can do is just live in it. He tried for a while to simply flow, taking all influences he could in his work. This led to a great deal of his jack-of-all-trades abilities, as he found himself working a mess of odd jobs and dealing with many different subjects on a regular basis. His intelligence was found to be quite above normal, which served him well in his dealings.
However, all "this is stupidly common in Eberron" things must come to a dry, sardonic end. Two years ago Ethan had it out with his parents, and after an explosive argument he stormed from his home to vanish into the slums. He spent a majority of his time in Tavick's Landing trying to ply his own (admittedly) shoddy wares. For better or worse, Ethan met a jolly old man named Hagrid and has become a 'Runner' ever since.
Equipment should be listed here. Shortspear Heavy Shield Chainshirt Rations (10) Explorer’s outfit Holy Symbol, Iron Bedroll Backpack Potions (3) Silk rope (50ft) Dagger
Vergerick's dad, Erick, had moved his new wife to a new town, for work reasons him and his beautiful pale skinned fragile , Veronica. and their little boy of one years old, richard. Erick loved his wife so much. Richard looked like dad, was build like dad, was strong, tough, and fearless like his father... 5 years pass and Veronica gets pregnant again, with our "hero".. there was complications with the childbirth, but both mother and child survived.. the happy parents named him after his mother and his father. thus is born Vergerick. he was a pale skinned child, like his mother. Though the happy couple didn't last long and Vergerick's name becomes more a curse then a blessing. his mother dies in 3 days of internal bleeding. his father blames him for the lost of his love.. and his brother blames him for the lost of his mother, being only 5. Erick raised both sons the best he could. but "Vergerick" didn't want to do what normal boy things. he didn't want to go out and fight or kill or get dirty.. and if someone got hurt he would be the first to run over and help them get up. As he got older he started exploring his town. he found the church. the priests and nuns welcomed him. for once someone listened to him.. for once he was at peace.. they were kind and respected him. they gave him treats and sweets. told him stories and gave him hugs. Vergerick's brother always had to get him out of trouble cause the other children teased and picked on him cause of his not so strong poster and he wasn't as skilled as them.. he did learn the basics of weapons. when Erick found out that his son was going to church he was not please. see his family wasn't very religious, not that they were evil, just didn't follow the bible and go to church. he forbid him to ever go to church again. So, Vergerick had to start sneaking out of the house and off to the church. at age 13/16 his dad caught him and was furious!!! "you go into that church again and I will disown you!" "fine! they have only showed me the love and respect that you have never shown me." "you walk out that door and never come back. i only have one son!!!" verge packed up his little things and left. his backpack/knapsack. his picture of his mother, he never knew, 3 notebooks, a pocket knife, the clothing on his back, and his bible. upon leaving his brother, richard, hands him his favorite hunting dagger, for protection and he knew he wouldn't be able to see his little brother again. the church took him in and there he learned and becomes friends with the town cleric, an older man. the cleric took him in and taught and mentored him. war broke out and his brother enlisted.. so did the cleric. he took Vergerick with him . it had been 5 years sense he had left his home. his mentor, cleric gets mortally wounded and so did his brother.. "go save him! this is your chance to make amends." he tries to refuse and get his mentor to do it but he cant even stand up. Vergerick goes to try his brother but fails. he goes back to the tend with his mentor only to find he had died wile he was gone... upon losing his brother and his mentor the poor boy of 18 years is hurt and broken. he puts himself in darkness and anger.. he devotes himself to his studies. no one sees him except for when he eats. he sits alone and doesn't speak. Eventually,7 years, he is called to his fathers deathbed. his father still wont forgive him and refuses to let him try to heal him. he dies. Vererick leaves his fathers house and belongings to the church, then leaves this church, going to the City of Sharn’s church, wanting to start a new life.
Stat Benefits: +2 Int, +2 Dex, -2 Con Skill Benefits: +2 Racial Bonus to Perception Other Benefits: Immune to sleep effects and +2 save against Enchantment spells and effects, +2 to Caster Level against spell resistance, [Alt] +2 to concentration checks while casting defensively
Weapon Proficiency: Club, Dagger, Light Crossbow, Quarterstaff. Armor Proficiency: [N/A] Shield Proficiency: [N/A] Class Features: Arcane Bond (Familiar:Scorpion, Greensting), Spells, Arcane School (+Conjuration; -Enchantment, -Necromancy), Cantrips, Bonus Feat: Scribe Scroll, Bonus Languages
Spell Focus (Conjuration): +1To save DC on cast Conjuration spells. Scribe Scroll: May craft magical scrolls. Alertness: +2 bonus on Perception and Sense Motive checks. Additional +2 AT 10 skill ranks. Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Sting Standard Attack: 1d20 + 7 Full Round Attack: 1d20 + 7 Damage: 1d2-4 Range: 0ft Critical: x2 Special Modifiers: Poison: injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Base Attack Bonus [BAB]: +1 Combat Maneuver Bonus: Score [BAB + Str Bonus + Size Modifier + Other Modifiers] Combat Maneuver Defense: Score [10 + BAB + Str Bonus + Dex Bonus + Size Modifier + Other Modifiers]
Movement: 30 [30Racial Speed] Movement Modifiers: N/a
Type of Attack [Ex: Touch Attack] - What Weapon, Maneuver, Trick, or Spell [Ex: Disintegrate] Standard Attack: 1d20+Score [BAB + Modifiers] Full Round Attack: List all attacks with their score and respective modifiers. Damage: XdX+Score [Modifiers] Range: List the attack's maximum range. Critical: List the attack's critical range and multiplier, if applicable. Special Modifiers: List any circumstantial modifiers the attack may have.
Shape Shadow: You can manipulate and command shadow as if it was a physical, malleable material. You gain the benefit of persistent prestidigitation, unseen servant, and spectral hand spells as a result of your ability to shape and command shadows.
Shadow Adept: Whenever you cast a shadow conjuration or shadow evocation spell from the death mage spell list (including lower and higher-level versions of those spells), you may use it to emulate any cleric, bard or sorcerer/wizard spell from the conjuration or evocation (as appropriate) schools. A typical death mage who casts those spells may only use them to emulate sorcerer/wizard spells, as outlined in the spell descriptions.
Known Spells: 0: Bleed | Detect Magic | Detect Poison | Stabalize 1: Deathly Pall | Spectral Eye | Ray of Enfeeblement 2: 3: 4: 5: 6: 7: 8: 9:
Everything in the world has a cycle, whether or not people know it or not. Rain will fall, only to rise again, and though civilizations may rise and seem indomitable, they too will eventually fall. Even life has a cycle, a child is born of this world and will one day fall to feed this world. Just like anything else in existence there are those that worship life, the clergymen that do their best to better the world and heal others. There are those that preserve the cycle, the druids, and try to keep the wheel turning for the betterment of all. Then there are those that revere death, such as necromancers, though there veneration of it is not quite the same. There are those that have an unnatural obsession with it and more still who believe that death is merely an obstacle to overcome. Then there are those that work with death, and its spirits and whatever remains of the living, to channel its power in a more natural way. Rather than prevent death, or circumvent it, or cheat it, a Death Mage is one that acts as more of a conduit for death, be it magical or a physical outlet to that which can be viewed as the most pure part of the cycle of life, for there is no judgement, no prejudice, in death.
Charles believed himself haunted, even from a young age he heard voices coming from the shadows of the world around him. He never told anyone about it, not even his loving mother, he didn't want to be branded a freak. The voices were that of the dead, though he didn't learn that for a long time, and unlike most children the voices made him not fear the dark. Over time he learned to block the voices until he wanted to hear them and they began to tell him secrets. He learned to manipulate shadow from these voices and they began to tell him more and more of their secrets. Charles was eager to learn, after all he was a nobody, though his mother loved him, his elven father left him long ago, before he even knew his mother was pregnant, and this could make him someone. As time passed he learned secrets of death from the spirits that spoke to him and he began to be able to cast simple cantrips, spells to cause a creature on the verge of death to die and live. At that point he realized what he was learning, the spirits of death were teaching him to play god. He would find rats in alleys and cut them within inches of their life and then use his powers to stop the creature from dying, then watch it try to run in its critical state, which would split the wounds and make it die slowly. He would keep tokens from the creatures he killed, though most of them were rats. He once found a man dying of a sickness on the street and Charles visited him daily, bringing him water and a little bit of bread. He didn't do it out of kindness, he did it to watch the man die, and to have an excuse to visit him. When the man died Charles did nothing to save him, he watched him in his death throes reveled in it. He was joining the realm of spirits, and though he longed to go there, the spirits told him he had a greater purpose on the land of the living. At 20 he started looking for odd jobs to fuel his desire to see death, maybe one day even lead to him becoming a mercenary, wreaking death across cities and battlefields, and that desire led him to a bar known as The Nest...
Last Edit: Jun 6, 2013 17:53:17 GMT -6 by Alfouginn