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Auf ein Wiedersehen ...

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Teeblatt:
Hier finden sich, wie ihr euch alle denken könnt, werden hier alle wichtigen Nichspielercharaktere hier, zum Wiederfinden, abgelegt ;)

Teeblatt:
Hauptmann Sorrana Anitah

Aussehen: Sorrana ist eine durchaus gutaussehende Frau, wenn sie auch nicht jederman(n)s Geschmack ist, denn sie ist nicht nur groß und schlank, sondern auch recht kräftig und zäh, wie jeder deutlich sehen kann. Außerdem wirkt sie meistens stark unterkühlt, weil sich selten ein Lächeln in ihrem Gesicht findet, was auch genügend Männer abschreckt, denn ihr Gesichtsausdruck trägt viel bei zu dem Bild einer Frau, die sehr gut allein klar kommt.
Sie hat pechschwarze, lange Haare, die glatt herunterfallen. Ein braunes Stirnband hält es aus ihrem Gesicht fern, dass meist einer eisernen Maske gleich kommt. Wer es schafft sie doch zu Lächeln zu bewegen, der sieht in ein ebenmäßiges und wirklich schönes Gesicht.
 
Ausgerüstet ist sie mit einem hochqualitativen Langschwert und einem schweren Schild. Neben dem Schild gibt ihr eine magische Brustplatte Schutz. Des Weiteren besitzt sie einen magischen Kompositlangbogen für den Fernkampf.
Ansonsten trägt einfache Kleidung, zumeist aus Wildleder. Nichts buntes und auch nichts ausgefallenes.

Hintergrund: Ist die Anführerin der Trosses von tapferen Reisenden, die sich das Ziel gesteckt haben, das Dorf Drellin´s Ferry, am Rande der Eldeenreiche, wieder in Besitz zu nehmen, um damit ein deutliches Zeichen in Richtung der Nachbar zu senden, damit niemand auf die Idee kommt, dass die Eldeenreiche so sehr am Boden liegen, dass jeder kommen und sich etwas abschneiden kann.

Vor dem Krieg war sie Führerin der Stadtwache von Drellin´s Ferry und Hauptmann der dortigen Miliz. Sie hatte sogar einen Sitz im Stadtrat, war jedoch nicht erpicht auf eine Führungsrolle, sondern kümmert sich darum, dass in Drellin´s Ferry alles reibungslos funktioniert und folgte den Anweisungen der Stadtoberen.

Teeblatt:
Lydia

Aussehen: Die kleine Wandlerin, hat in gewisser Weise Glück im Unglück, denn es fällt nicht sofort auf, dass die zierliche Frau, eine Wandlerin ist. Das ist unter Menschen ein nicht zu verachtender Vorteil. Ein zweiter Blick ist nötig, um auf den spitzen Ohren das Fell zu entdecken oder die flausigen Haare auf den Handrücken. Neben dem Fell, verraten nur die Krallen nicht unähnlich wirkenden Fingernägel die Abstammung.
Lydia ist recht klein, gerade mal anderthalb Meter übertrifft sie, was ihre kindlich wirkenden Züge noch verstärkt und sie deutlich jünger wirken lässt, als sie ist. Ihr Haar ist schwarz und die Augen tief grün, wie jener einer Katze.

Wie die meisten Bewohner Brindols, trägt Lydia alle ihre Sachen bei sich. Ihre Habe ist aber nicht groß, doch trotzdem besitzt sie ein Kurzschwert, einen Kurzbogen und eine einfache Lederrüstung.
Ihre Kleidung ist sehr einfach und in unauffälligen Braun- und Grüntönen gehalten. Ihr restlicher Besitz befindet sich in ihrem Ruksack, der jedoch nicht sehr gut gefüllt zu sein scheint.

Teeblatt:
Dellios der Wanderer

Aussehen: Das braungebrannte, wettergegerbte Gesicht und die grauen Strähnen in Bart und Haar lassen Dellios weit älter erscheinen, als er tatsächlich ist, den tatsächlich ist er erst Mitte zwanzig, zumindest soweit er sich erinnern kann, den seinen genauen Geburtstag kennt auch er selbst nicht. Stiefel und Mantel, den man ansieht, dass sie bereits mehr Meilen auf dem Buckel haben, als ein normaler Bauer wohl in seinem ganzen Leben an Strecke zurücklegt lassen ihn ein wenig heruntergekommen aussehen, doch möchte er ihre Bequemlichlichkeit nicht missen. Trotz allem geht von ihm eine Aura aus, die ihm vielen, die er auf seinen Wegen begegnet Vertrauen zu ihm ergreifen lässt, dass man einem normalen Vagabunden nicht entgegen bringt. Vermutlich liegt es an dem für jemand seines Lebenstils unnatürlichen stolzen Ausdruck in Haltung und seinen grauen Augen. Doch ebenso, wie die Kleidung von den langen Wanderung zeeugt, zeigen seine Waffen, dass mit ihm im Zweifel nicht zu Spaßen ist, denn sie weisen bereits einige Gebrauchsspuren auf.

Status (Anzeigen)TP: 13/19 (verletzt)

Aktive Zustände:
[*]keine[/list]

Aktive Zauber:

Vorbereitete Zauber:
Orisons:[*]Create Water
[*]Ligth
[*]Stabilize[/list]
Grad 1:[*]Shild of Faith [x]
[*]Cause fear [x][/list]

Domänekraft:[*]Copy Cat aktiv [_]
[*]Dimension Hop Benutze Distanz 0/10ft[/list]

Channel Energy: [x][x][x][x][x]

Gegenstände
Trank: Leichte Wunden heilen: 1
Bolzen: 20
Fackeln: 5
Reichtum: 42,5 Galifar
Charakter (Anzeigen)Male Human Cleric 1
CN; medium Humanoid
Exp: 300 / 1300 (Stand: 17.06.2009)
Faith: The Traveler
Region of origin: Eldeen Reaches
Init: +1; Senses: Perception: +4

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DEFENSE
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Defenses (Anzeigen)AC 15; touch 11; flat footed 14
(Dex: +1; Shield: +1; Armor: +3)
CMB: 16 (defensive)
Hitpoints: 19; 1 HD
Fort +4, Ref +1, Will +6
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OFFENSE
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Offenses (Anzeigen)Spd 30 ft.
CMB: +1
Attack Options: n.a.
Melee (Scimitar) +1 (1d6+1, slashing, 18-20/*2)
Ranged : (Ligth Crossbow) +1 (1d8, piercing, 19-20/*2)
Special Attacks: Orisons, Spells, Channel Energy
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STATISTICS
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Statistics (Anzeigen)Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 18 (+4), Cha 14 (+2)
Base Atk. +0
Feats: Selective Channeling, Endurence
Skills: Spellcraft +4, Knowledge (Religion) +4, Heal +8
Languages: Common, Goblin
Gear: Scimitar (15gp), Light Crossbow (35gp), 20 Bolts (2gp), Shield light wood (3gp), Studded Leather (25 gp), Spell Componet Pounch (5gp), Backpack (2 gp), Bedroll (0,1 gp), Flint and Steel (1 gp), 5 Torches (0.05 gp), Holy wodden Symbol (1 gp), Cold Weather Outfit (8 gp), Ausweispapiere mit Bild (5gm), Reisepapiere für Eldeenreiche, Aundair und Breland (0.6 gm), 5 Rationen (2.5 gm)
Gold: 33; Silver: 10; Copper: 5
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MAGIC
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Magic (Anzeigen)Cleric Spells, CL 1:
Orisons: 3/day, DC 14
1st: 2/day, DC 15
2nd: n.a.
3rd: n.a.
4th: n.a.
5th: n.a.
6th: n.a.
7th: n.a.
8th: n.a.
9th: n.a.

Domains:
Travel Domain
Level Ability
1st Dimensional Hop (Su): You can teleport up to 10
feet per caster level per day as a swift action. This
teleportation must be used in 5-foot increments
and such movement does not provoke attacks of
opportunity. You can bring other willing creatures
with you, but you must expend an equal amount of
distance for each creature brought with you.
2nd Expeditious Retreat (Sp): You can cast expeditious
retreat 1/day per 2 caster levels you possess.
4th Levitate (Sp): You can cast levitate 1/day.
8th Flight (Su): You can f ly at your base speed for a
number of rounds per day equal to your caster level.
These rounds do not need to be consecutive. Your
maneuverability while f lying in this manner is
perfect, granting you a +8 racial bonus on Fly skill
checks.
12th Dimension Door (Sp): You can cast dimension door 3/
day.
16th Greater Teleport (Sp): You can cast greater teleport 1/
day.
20th Astral Projection (Sp): You can cast astral projection 1/
day.

Trickery Domain
Level Ability
1st Copy Cat (Su): You can create an illusory double of
yourself as a move action. This double functions
as a single mirror image and lasts for a number of
rounds equal to your caster level (unless dispelled
or destroyed). You can have no more than one copy
cat at a time. This ability does not stack with mirror
image.
2nd Disguise Self (Sp): You can cast disguise self 1/day per 2
caster levels you possess.
4th Invisibility (Sp): You can cast invisibility 1/day.
8th Master’s Illusion (Su): You can create an illusion that
hides the appearance of yourself and any number of
allies within 30 feet for one round per caster level.
This ability otherwise functions like the spell veil.
The rounds do not need to be consecutive.
12th Confusion (Sp): You can cast confusion 3/day.
16th Mass Invisibility (Sp): You can cast mass invisibility 1/
day.
20th Time Stop (Sp): You can cast time stop 1/day.
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Cleric: talents & class features
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Cleric (Anzeigen)Hit Die: d8.

Class Skills
The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy
(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge
(history) (Int), Knowledge (nobility) (Int), Knowledge (religion)
(Int), Knowledge (planes) (Int), Linguistics (Int), Profession
(Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Clerics are proficient
with all simple weapons, with all types of armor, and with
shields (except tower shields). Clerics are also proficient
with the favored weapon of their deities.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity
has a particularly powerful aura corresponding to the
deity’s alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from
the cleric spell list. Her alignment, however, may restrict
her from casting certain spells opposed to her moral or
ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.
A cleric must choose and prepare
her spells in advance.To prepare or cast a spell, a cleric must have a Wisdom
score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a cleric’s spell is 10 + the
spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain
number of spells of each spell level per day. Her base daily
spell allotment is given on Table 4–5. In addition, she receives
bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric
must choose a time at which she must spend 1 hour each
day in quiet contemplation or supplication to regain
her daily allotment of spells. Time spent resting has no
effect on whether a cleric can prepare spells. A cleric may
prepare and cast any spell on the cleric spell list, provided
that she can cast spells of that level, but she must choose
which spells to prepare during her daily meditation.

Channel Energy (Su): Any cleric, regardless of alignment,
has the power to affect undead creatures by channeling the
power of her faith through her holy (or unholy) symbol (see
Channel Energy in the Combat Chapter). This power also
heals or harms living creatures in the radius.
A good cleric (or a neutral cleric who worships a good
deity) channels positive energy, damaging undead creatures
and causing them to f lee. An evil cleric (or a neutral cleric
who worships an evil deity) channels negative energy,
healing undead and bending them to her will. A neutral
cleric of a neutral deity must choose whether she channels
positive or negative energy. Once this choice is made, it
cannot be reversed. This decision also determines whether
the cleric can cast spontaneous cure or inf lict spells (see
spontaneous casting).
A cleric may channel energy a number of times per day
equal to 3 + her Charisma modifier.

Domain Powers (Su): Each cleric must choose a deity.
Each deity has a number of domains associated with its
faith, and its clerics must choose two of these domains
to focus on. Each domain grants a number of domain
powers dependent upon the level of the cleric, as well
as a number of bonus spells. A cleric gains both of the
listed powers and bonus spells granted by her domains
at each of the listed levels. See the Spells Chapter for
more information.
If your cleric is not devoted to a particular deity, you still
select two domains to represent her spiritual inclinations.

Orisons (Sp): Clerics can prepare a number of orisons, or
0-level spells, each day. They can cast these spells at will as a
spell-like ability. The number of orisons a cleric can prepare
each day is noted in Table 4–5 under “Spells per day.” Orisons
are treated like any other spell cast by the cleric in terms of
duration and other variables based on level. Orisons cannot
be channeled through spontaneous casting.

Spontaneous Casting: A good cleric (or a neutral cleric of
a good deity) can channel stored spell energy into healing
spells that she did not prepare ahead of time. The cleric
can “lose” any prepared spell that is not an orison in order
to cast any cure spell of the same spell level or lower (a cure
spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t
convert prepared spells to cure spells but can convert them to
inf lict spells (an inf lict spell is one with “inf lict” in its name).
A cleric who is neither good nor evil and whose deity
is neither good nor evil can convert spells to either cure
spells or inf lict spells (player’s choice). Once the player
makes this choice, it cannot be reversed. This choice
also determines whether the cleric turns or commands
undead (see channel energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t
cast spells of an alignment opposed to her own or her
deity’s. Spells associated with particular alignments are
indicated by the chaos, evil, good, and law descriptors in
their spell descriptions.

Bonus Languages: A cleric’s bonus language options
include Celestial, Abyssal, and Infernal (the languages of
good, chaotic evil, and lawful evil outsiders, respectively).
These choices are in addition to the bonus languages
available to the character because of her race.
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HUMAN: racial traits
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Racial Traits (Anzeigen)+2 to one ability score: Human characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature.

Medium: Humans are Medium creatures, and have no
bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first
level and one additional rank whenever they gain a level.

Weapon Training: Humans are proficient with any one
martial weapon of their choice, in addition to those granted
by class proficiencies. This weapon must be chosen at 1st
level and cannot be changed. [Longbow]

Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as
Druidic).

Favored Class: Humans can choose any one class as
their favored class at 1st level. Once made, this choice
cannot be changed. [Cleric]
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BACKGROUND
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Hintergrund (Anzeigen)Appearance:
Das braungebrannte, wettergegerbte Gesicht und die grauen Strähnen in Bart und Haar lassen Dellios weit älter erscheinen, als er tatsächlich ist, den tatsächlich ist er erst Mitte zwanzig, zumindest soweit er sich erinnern kann, den seinen genauen Geburtstag kennt auch er selbst nicht. Stiefel und Mantel, den man ansieht, dass sie bereits mehr Meilen auf dem Buckel haben, als ein normaler Bauer wohl in seinem ganzen Leben an Strecke zurücklegt lassen ihn ein wenig heruntergekommen aussehen, doch möchte er ihre Bequemlichlichkeit nicht missen. Trotz allem geht von ihm eine Aura aus, die ihm vielen, die er auf seinen Wegen begegnet Vertrauen zu ihm ergreifen lässt, dass man einem normalen Vagabunden nicht entgegen bringt. Vermutlich liegt es an dem für jemand seines Lebenstils unnatürlichen stolzen Ausdruck in Haltung und seinen grauen Augen. Doch ebenso, wie die Kleidung von den langen Wanderung zeeugt, zeigen seine Waffen, dass mit ihm im Zweifel nicht zu Spaßen ist, denn sie weisen bereits einige Gebrauchsspuren auf.

Background:
Dunkel ist es, als Dellios den Hügel hinaufläuft, von dessen Spitze man an schönen Tagen den Verlauf des Wynarn über scheinbar hunderte Kilometer überblicken kann, zumindest kommt es ihm so vor. In Wahrheit sieht man höchstens das fünfzig Kilometer entfernte Wyr am anderen Ende des Ufers. Doch heute war keiner dieser Tage gewesen, statt dessen würde er aus anderen Gründen im Gedächtnis des grade Neunjährigen hängen bleiben. Erschöpft lehnt er sich an den Baum, auf den er am liebsten kletterte. Erschöpft macht er sich daran in die Krone zu erklimmen. Dabei fällt sein Blick zurück auf das Dorf aus dem er stammte. Mittlerweile stand bereits das halbe Dorf in Flammen, die meisten Leute, die zwischen den Gebäuden zu sehen sind tragen die Uniformen der Armee Aundairs, die anderen sind ebenso wie er vor kurzem noch dabei zu fliehen. Seit der Loslösung von Aundair war dies der erste Angriff aufs Dorf. Sich ängstlich an die dicken Äste klammernd, wispert er leise Gebete zu den Neun, um sie zu bitten ihn von dem Schicksal zu verschonen, das so viele Bewohner ihres Dorfes ereilt hatte und an deren Leichen er vorbei gelaufen war. Doch seine Gebete scheinen nicht erhört zu werden. Die Kampftruppe, mittlerweile fertig damit das Dorf zu plündern und zu brandschatzen, marschiert genau auf ihn zu, genau unter seinem Versteck zu. Reihe um Reihe maschieren die Schwertträger unter ihm vorbei, gefolgt von den drei sich leise unterhaltenden Robenträgern, die während der kurzen Kampfes über das Schlachtweld flogen und Vernichtung mit ihren Zaubern säten. Doch sein schreckensbleiches Gesicht haftet  auf den Kreaturen am Ende des kleinen Zuges metallenen Kreaturen schwarz wie die Nacht, die schwere Äxte geschultert haben. Zu seinem Schrecken bleibt einen von ihnen stehen, mustert den Baum aufmerksam. Bitte Reisender lass die Gefahr an mir vorbei ziehen, bitte!, fleht er inbrünstig eine der dunklen sechs an, nachdem die Neun versagt haben. "Storm! Zurück ins Glied!", ertönt in dem Moment eine laute befehlsgewohnte Stimme und der Kriegsgeschmiedete und das lebende Konstrukt verfällt in leichten Trap um den Rückstand wieder aufzuholen und lässt den jungen Dellios noch starr vor Schreck an den Ast geklammert zurück, bis die ersten Strahlen der Sonne den Syberis berühren und die Monde verschwinden.

Sieben Jahre später schreckt der nun schon, zumindest in seinen Augen, erwachsende Dellios aus seinem Schlaf hoch. Dabei erblicken er eine ihm nur allzu bekannte Konstellation der Monde am Himmel, erst einmal hat er sie gesehen, doch da hat sie sich in sein Gedächtnis gebrannt unwiederbringlich, während er sich verzweifelt an den Ast eines Baumes klammerte. Nur kurz rätselt er darüber, was ihn wohl geweckt hat, vielmehr überlegt er, was seit dem aus ihm geworden ist, einem Bauernjungen der sich mit den anderen Jungs des Dorfes datum stritt wer der Stärkste, Schnellste oder in etwas anderem der Beste war. Würden sie sich jetzt wieder sehen, könnte er sicherlich von sich behaupten derjenige zu sein, der am weitesten gereist ist. Das er dies nur einem glücklichen Zufall zu verdanken war, war ihm sehr wohl bewusst. Hätte er nicht irgendwann die schwere Hand eines Mannes auf seiner Schulter gespürt würde er wohl immer noch neben seinem abgebrannten Heim knien. Doch so waren die Wege des Reisenden. Mit einer Hand nahm er, mit der anderen bot er an, man musste seine Geschenke nur annehmen. Welche seltsame Fügung des Schicksals es zu verdanken war, das an genau diesem Tage ein Kleriker des Reisenden seinem Weg kreuzte weiß er nicht, doch er nahm an. Seit dem hatten ihn die Wanderung an der Seite seines Ziehvaters und Mentors Thearynn bereits durch halb Breland, Aundair sowie einen groß Teil seiner Heimat den Eldeenreichen geführt. Kurz darauf hört er jedoch das Geräusch, welches ihn geweckt hatte erneut, es ist ein leises Stöhnen, das vom Nachtlager seines Mentors kommt. "Ist alles in Ordnung mit euch Meister?", fragt er diesen, während er sich an dessen Lager kniet. "Ich glaube die Tage meiner Wanderungen sind gezählt, ich werde nur noch eine Reise ohne Widerkehr antreten. Morgen werden sich unsere Wege trennen, ich habe dir eh alles beigebracht, was ich dich lehren kann. Die restlichen Geheimnisse des Reisenden musst du selbst erkunden auf einsamen Wanderungen und den Siedlungen auf die unterwegs trifft. Ich weiß du bist darauf vorbereitet. Hier, nimm das, wenn du morgen aufwachst werde ich bereits fort sein." Bei diesen Worten hängt er Dellios das Amulett um, welches er immer trug, ein durchs Wetter gebleichte Knochenamulett auf dem geheimnisvolle Runen eingraviert sind.trotz seines festen Willens nicht einzuschlafen, wacht er am nächsten Morgen auf um fest zu stellen, dass nun für ihn die Zeit gekommen war seinen Weg allein fortzusetzten.

Brindol es hatte nach Jahren der Wanderung wieder Mal ein Ort sein sollen an dem er sich für ein Weilchen niederlassen wollte um unter Menschen zu sein. Doch kurz darauf hatte Krieg ihn eingeholt, den er immer auf seinen Wanderungen umgangen hatte. Kurz hatte er überlegt wieder weiter zu ziehen, doch etwas in ihm hatte es sich anders überlegen lassen, diese mal würde er bleiben und mit den Leuten kämpfen.
Auch er hatte mit auf der Mauer gestanden, mit seinem Klinge auf Hobgoblins erschlagen und sich schließlich mit in den Häusern verschanzt, bis die Armee sich schließlich Führerlos zurückzog. Nun zwei Wochen später steht er unter der Menge bei der großen Trauerfeier, auch um den Menschen Trost zu schenken. Den der Reisende gibt und nimmt,

Character Theme:
In Extremo: Ihr Allein

Teeblatt:
Mukrurak

Physical Description and Personality: Mukrurak carries himself with the proud and militant bearing of a Karrnathi soldier and graduate of Rekkenmark Academy. His bleached steel chain shirt is battle-worn, but always impeccably polished, bearing the embossed symbol of the three faces of war that identifies him as a Karrnathi battle-champion und duelist of rekkenmark.

Spending the last seven years of his life in the Karrnathi military, first as a recruit and student at Rekkenmark Academy, then as a frontline warrior during the Last War has left Mukrurak with the lean, strong build of a professional soldier. He appears older than his age, his facial features having the sharp and chiseled look of a warrior that has known privation. His dark brown eyes are limned with crow's feet, and they have the intimidating thousand yard stare known in Karrnath as the "Eyes of the Wolf", a sure sign that one has witnessed the worst horrors that the Last War had to offer. Few folk trifle with one that has such a look to him, and Mukrurak is no exception. Though not overly tall or imposing, he carries himself with the quiet dignity and nobility of his knighthood, a trait that earned him the respect of soldiers even twice his age. His dark, almost blood-red auburn hair with an little touch of gray was cut short, in military fashion, a far cry from the long-haired style favored in the lands of his birth in eastern Karrnath and his style now after the day of mourning.

Mukrurak personifies the ideals and tenets of his three faiths, being both loyal, honorable, and self-sacrificing. The humility and rural sensibilities engendered in him while growing up as the second son of a country burgomaster in the tiny village of Barovia has never left him. Despite his ascension to the rank of major in the Karrnathi military and being a decorated hero and veteran of the Last War, he has remained humble.

This is not to say that Mukrurak is not fierce when it is called for. His training at Rekkenmark academy has removed anything remotely resembling hesitation in battle, and his tactical intelligence is still spoken of in the classrooms of his former instructors. Though he is slow to anger and cautious in battle, rarely does he show mercy to a deserving foe. He is a reluctant leader, but a leader nonetheless, and despite the self-doubt that he has carried with him since the day he left his homeland to forge his destiny, he has become the man he presumed his father always wished him to be.

But now, after the day of morning, everthing changes.

Charakter (Anzeigen)Male human (karrn) fighter
CG; medium Humanoid
Exp: 0 / 1.300 (Stand: 01.01.2009)
Patron Deity: The three faces of war
Organization: Alumnus of the knights of rekkenmark
Region: Eldeen Reaches
Init: +4; Senses: Perception: +0
Aura: n.a.

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DEFENSE
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Spoiler (Anzeigen)AC 18; touch 14; flat footed 14
(Dex: +4; Shield: +0; Armor: +4; Magic: 0)
CMB: 19 (defensiv)
Hitpoints: 25; 1 HD
Fort +3, Ref +4, Will +0
Special:Dodge
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OFFENSE
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Spoiler (Anzeigen)Spd 30 ft.
CMB: +4
Attack Options: n.a.
Melee Rapier: +5 (1d6+3; 18-20*2)
Ranged Shortbow: +5 (1d6; *3)
Special Attacks: n.a.
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STATISTICS
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Spoiler (Anzeigen)Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Attributserhöhung : -
Actionpoints: 5 (1d6)
Base Atk. +1
Feats: 1a. Dodge; 1b. Weapon Finesse; 1c. Toughness
Skills:  Acrobatics +5 (1), Knowledge (dungeoneering) +6 (1), Knowledge (engineering) +6 (1); Perform (Dance) +1 (1), Stealth +5 (1), Survival +4 (1)
Languages: Common (Khorvair), Orc, Goblin
Gear: Rapier, Chain shirt, Shortbow with Arrows (20), Explorer’s outfit, Signet ring of the Knights of Rekkenmark, Backpack, traveling papers, Trail rations (3), Waterskin
Goldgalifar: 5; Silversoldier: 0; Cuppercrown: 0
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Fighter: talents & class features
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Spoiler (Anzeigen)Hit Die: d10

Class Skills
The fighter’s class skills are Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering)
(Int), Knowledge (engineering) (Int), Profession (Wis), Ride
(Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.

Weapon and Armor Proficiency:
A fighter is proficient with
all simple and martial weapons and with all armor (heavy,
medium, and light) and shields (including tower shields).

Bonus Feats:
At 1st level, and at every even level thereafter,
a fighter gains a bonus feat in addition to those gained from
normal advancement (meaning that the fighter gains a feat
at every level). These bonus feats must be selected from either
fighter bonus feats or combat feats (see the Feats chapter).
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Human racial traits
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Spoiler (Anzeigen)[*]+2 to one ability score: Human characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature. [Dex]

[*]Medium: Humans are Medium creatures, and have no
bonuses or penalties due to their size.

[*]Normal Speed: Humans have a base speed of 30 feet.

[*]Bonus Feat: Humans select one extra feat at 1st level.

[*]Skilled: Humans gain an additional skill rank at first
level and one additional rank whenever they gain a level.

[*]Weapon Training: Humans are proficient with any one
martial weapon of their choice, in addition to those granted
by class proficiencies. This weapon must be chosen at 1st
level and cannot be changed.

[*]Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as
Druidic).

[*]Favored Class: Humans can choose any one class as
their favored class at 1st level. Once made, this choice
cannot be changed. [Fighter][/list]
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BACKGROUND
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Spoiler (Anzeigen)Physical Description and Personality:
Mukrurak carries himself with the proud and militant bearing of a Karrnathi soldier and graduate of Rekkenmark Academy. His bleached steel chain shirt is battle-worn, but always impeccably polished, bearing the embossed symbol of the three faces of war that identifies him as a Karrnathi battle-champion und duelist of rekkenmark.

Spending the last seven years of his life in the Karrnathi military, first as a recruit and student at Rekkenmark Academy, then as a frontline warrior during the Last War has left Mukrurak with the lean, strong build of a professional soldier. He appears older than his age, his facial features having the sharp and chiseled look of a warrior that has known privation. His dark brown eyes are limned with crow's feet, and they have the intimidating thousand yard stare known in Karrnath as the "Eyes of the Wolf", a sure sign that one has witnessed the worst horrors that the Last War had to offer. Few folk trifle with one that has such a look to him, and Mukrurak is no exception. Though not overly tall or imposing, he carries himself with the quiet dignity and nobility of his knighthood, a trait that earned him the respect of soldiers even twice his age. His dark, almost blood-red auburn hair with an little touch of gray was cut short, in military fashion, a far cry from the long-haired style favored in the lands of his birth in eastern Karrnath and his style now after the day of mourning.

Mukrurak personifies the ideals and tenets of his three faiths, being both loyal, honorable, and self-sacrificing. The humility and rural sensibilities engendered in him while growing up as the second son of a country burgomaster in the tiny village of Barovia has never left him. Despite his ascension to the rank of major in the Karrnathi military and being a decorated hero and veteran of the Last War, he has remained humble.

This is not to say that Mukrurak is not fierce when it is called for. His training at Rekkenmark academy has removed anything remotely resembling hesitation in battle, and his tactical intelligence is still spoken of in the classrooms of his former instructors. Though he is slow to anger and cautious in battle, rarely does he show mercy to a deserving foe. He is a reluctant leader, but a leader nonetheless, and despite the self-doubt that he has carried with him since the day he left his homeland to forge his destiny, he has become the man he presumed his father always wished him to be.

But know, after the day of morning, everthing changes.

Background and History:
"Karrnath born in war. Karrnath, land of night. Karrnath, we salute you. Let the world marvel at our might!"

Mukrurak was born in the small village of Barovia, nestled in the shadows of the western Ashen Spires where the Karrn River meets the base of Mount Tharzil. Raised as the noble-born second son of the village's burgomaster, he was quiet and shy, a stark contrast to his boastful and popular brother, Ismark. Though Mukrurak's father, Kolyan Indirovich was a good and just man who loved all of his children, he was a widower, and his duties to the Duchy often left him preoccupied. For this reason, most of his attentions to family life were dedicated to teaching Ismark the duties that would eventually fall to him as his eldest heir.

As such, Mukrurak was often lonely, and to avoid the bullying of his elder sibling, he often sought the solace of the village church, where his best friend, Doru lived, the son of Danovich, the village priest of the three faces of war. For the young and forgotten Mukrurak, Doru became as a beloved brother, and Danovich almost a foster-father to him. The priest told both boys fabulous stories of Karrn the Conqueror, the early battles of the Last War in which he served as a young man, and the religious parables of his faith. Given that most folk outside of the wealthy nobles of Barovia favored the Blood of Vol, Danovich was always glad to see his teachings find purchase.

At the age of fourteen, the skinny and awkward Mukrurak was informed by his stern father that he would be sent to study at Rekkenmark Academy, to become a loyal soldier of Karrnath like so many other second-sons of nobility in the waning days of the Last War. His friendship with Doru and studies under Danovich would come to an abrupt end, and he would know loneliness once again. On the day that he departed Barovia for Rekkenmark, the only member of his family to see him off was his younger sister Ireena, who waved her goodbye from the gabled porch of the burgomaster's house, her doll clutched tightly clutched in one hand, her nurse's hem in the other.

Once the overland journey to Atur, the City of Night, and Barovia had been left behind, Mukrurak was overcome by a profound but inexplicable sense of freedom that buoyed his heretofore darkened spirits. As he rode the baroque lightning rail to Rekkenmark on the coast of Scion's Sound, it felt as if his life was beginning anew. By the time he had crossed the Karrn River, he found himself looking forward to the challenges of the academy.

On the third day of Dravago, 991 YK, two days after Kaius III had been coronated King of Karrnath, Mukrurak arrived in the cliff-perched city of Rekkenmark, the vast gulf of Scion's Sound separating Karrnath from Aundair coming into view as the lightning rail slowed into Rekkenmark Station, the toppled ruin of the once-majestic White Arch Bridge limned in bloody twilight. In short order, he was gathered by stoic representatives of the academy along with the many other young Karrns from the eastern provinces and led away to the frowning gray walls of Rekkenmark Academy. The scent of salty sea spray from the Sound, oiled armor, and coal smoke filled his nostrils as he waited interminably for the process of registration and the assignment of equipment to end. Only hours later, as night began to fall, when he was assigned the tan uniform of a Karrnathi cadet and the sword bearing the insignia of the Order of Rekkenmark did it all seem real to him. Reality actually asserted itself quickly in the following months; brutal physical training regimens, constant drilling of tactics, and the notoriously difficult examinations continuously battered the unworked 'ore' of his body and psyche. Only his faith in his three deities carried him through those exhausting days and sleepness nights, but in time his 'ore' became 'iron', and the 'iron' was forged and tempered by his instructors into a finely honed 'blade'. Few have the honor to say that they graduated at the top of their class in Rekkenmark Academy, but Mukrurak is one. Upon graduation, he was given the rank of lieutenant. His transfer to the southern front came quickly. Karrnath needed trained officers desperately, as attrition had purged the ranks during a year-long offensive into Cyre. It was here, in Cyre, that Mukrurak lost his innocence to the horrors of war and became a hero.

In the three years that followed, Mukrurak and his men fought without end. In desperate naval engagements as marines across the eastern reaches of Scion's Sound. At the Battle of Ironblood Shore in northern Cyre, storming the beaches amid undead conscripts and blood golems while acid storms rained down from Cyran mages on the bluffs above and endless waves of warforged came to push the Karrns back into the Sound. The Scouring of Angwar Keep in Thrane saw the death of many friends to Thranite cavalry as the offensive pushed on, down the coast, and it was here that Mukrurak saw the utter inhumainty of the undead soldiers that his kingdom commanded, as they slaughtered the starving Thranites remaining to defend the Keep despite their pleas of mercy, as the stop order from their Blood of Vol handlers was lost in the din of battle.

Finally, in 994 YK, he fought at the Siege of Eston, in Cyre, during the final days of the Cyran defense. On this day he would battle warforged, Cyrans, and Thranites alike as each faction fought over the toppled ruins of the once proud city. The adamantine mines and Cannith creation forges at stake led the Cyran defenders to fight to the last, and during the height of the battle as Karrnath was ready to claim the advantage, came the Day of Mourning. Great tremors ripped through the surrounding lands, collapsing the mines and toppling the spires of once proud Eston. Men, warforged, and siege equipment plummeted into the enormous rent in the earth where southern Eston once stood, and the flooding waters of the Sound washed away those unlucky enough to reach the high ground as Lake Arul doubled in size in the matter of hours. Through some miracle combined with Mukrurak' leadership, the survivors of the chaplain's platoon were inside Eston's tallest building, the shattered remains of the House Cannith tower-enclave, holding off a Cyran counterattack. When the flood waters receded, Eston was claimed by Karrnath, though so little remained it could scarcely be called a prize. It mattered little, as a short time later, a great gray mist surged on the southern horizon, and despite the orders of his superiors, Mukrurak knew that it heralded doom. Assuming command of those survivors that would follow him, he fled for the shores of Scion's Sound, and in a makeshift flotilla of a few hundred men, watched the apocalypse claim Cyre forever.

After the fall of Cyre, Mukrurak was debriefed by senior warlords of the Karrnathi military, awarded the Order of Rekkenmark for being the sole surviving officer and savior of the veterans of the Siege of Eston, and reassigned to the capital of Korth. Here, for a time, he took command of a small detachment of troops charged with maintaining order while the walls of the city were rebuilt.
After that Mukrurak broke down with his homeland, almost because of the blood of vol, and sattle down to the reaches of eldeen.
The war must end, also for Mukrurak and his heart.

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