The Red Knights of Iskarin – Obian Bloodwrath

   Obian Bloodwrath of the Marjak Berserkers has slain monsters and hacked down many enemies in his frothing berserker rage.

   He doesn’t normally mention that the “Marjak Berserkers” never existed, except in the overactive imagination of a small (and rather belligerent) child – at least until years later, when Ian Tomarin, now a journeyman butcher, got kicked in the head by a horse. When he woke up, he was Obian Bloodwrath – and promptly “escaped from his captors” and ran off into the forest with a battle axe and the militia equipment which his “captor”s had foolishly left where he could get at it.

   The Cure Light Wounds spell had easily repaired his skull, but it took a more powerful healing spell – which he was not to receive for some weeks after he encountered and joined the Red Knights – to restore his memory.

   By that time, he’d participated in several small fights, and shared a modest treasure horde – which made life as an adventurer far more attractive than admitting that he’d woken up with his brains a bit scrambled and had run off with his grandfathers axe and his own militia gear.

   Since then, Ian has quite determinedly thrown himself into being Obian – and hasn’t been doing at all badly at it. Still, he has been wishing that he had some of those cool magical tricks, like Temorath had, or a few more adventuring skills, like Serrulan had. Even backed by strength and stamina, a hot temper and a natural knack with weapons could only take you so far.

   Obian Bloodwrath

   Level Two Shadow Elf Barbarian

  • Rolled Attributes: Str 18, Dex 15, Con 18, Int 8, Wis 14, and Cha 14.
  • Race-Modified Attributes: Str 20 (+5), Dex 17 (+3), Con 20 (+5), Int 10 (–), Wis 14 (+2), and Cha 14 (+2).
  • Secondary Attributes: Inherent Power 7, Generic Spell Levels 7, and Mana 3.

   Available Character Points: 72 (level two base) +6 (level one Feat) +10 (three disadvantages; History, Unluck, and Showman) = 88 CP.

   Basic Purchases (58 CP):

  • Proficient with All Simple and Martial Weapons (9 CP), and Light Armor (3 CP).
  • +10 Skill Points (10 CP).
    • Net Total: 0 (Int) +10 (Purchased) = 10.
  • Fortitude +8 (+2 Purchased [6 CP] +5 Con +1 Race)
  • Reflex +4 (+3 Dex +1 Race)
  • Will +3 (+2 Wis +1 race).
  • Hit Points: 20 (L1, d20, 16 CP) +5 (L2, d6, 2 CP) +12 (Racial Bonus HD) +20 (4 x Con Mod) = 57 HP.
  • BAB +2 (12 CP)

   Combat Notes:

  • Armor Class 10 (base) +4 (Armor, Shimmermail) +5 (Dex) +2 (Natural) = 21.
  • Initiative +5 (Dex) -2 (Showman) = +3
  • Move 60′.
  • Ranged Attacks +7/+7 (+2 BAB +5 Dex).
  • Melee Attacks +7/+7 (+2 BAB +5 Str), +8 Damage (Str).
  • Greatsword: +10/+10 (Additional +3/Martial Art), 2d6+5 (Str), Combat Reflexes and Whirlwind Attack.

   Special Abilities (30 CP):

  • Fast Learner, Specialized in Skills for double effect (6 CP).
  • Adept (6 CP): May buy Spot, Listen, Survival, and Craft skills for half cost (6 CP). (Craft is stretching things a bit there – but this way at least he’ll be buying some Craft skills).
  • Berserker with Odinpower, Odinmight, Enduring, and +2 Bonus Uses, Corrupted/must spend a full round working himself up and shouting war cries (12 CP).
  • Action Hero/Stunts, Specialized for Double Effect (he gets twice as many action points as usual)/must invoke some mighty hero who “did something similar” to aid him – which means he must spin a quick tale of mighty heroism sufficient to satisfy the game master (6 CP).
  • Initial Wealth Level/Poor: Skill Bonuses, +2 Skill Points,
  • Current Wealth Level/Common, effectively Well-Off for use of Charms and talismans (may use three charms and one talisman): Currently uses Foothold Boots, a Phylactery of Whispering Shadows, an Elfin Cloak, Elfin Rope, Sovereign Ointment, and Shimmer Mail.
  • House Powers: +2 Con, Unlimited use of “Personal Haste” (not normally allowed, but as an extradimensional conversion, he didn’t have to grow up it), and +3 to eight “Barbarian Skills”.
Skills: SP Base Att Bonuses Net
Bluff 4 +4 +2 +3B +2W +10M +21
Climb 2 +2 +5 +3B +10
Craft/Butcher 2 +5* +2 +4W +11
Gather Information 2 +2 +2 +2W +6
Handle Animal 2 +2 +2   +4
Intimidate 2 +2 +2 +3B +7
Jump 2 +2 +5 +3B +10
M. Art/ 2 +2 +5 +3B +10
Listen 2 +5* +2 +3B +10
Ride 2 +2 +5   +7
Search 2 +2 +0 +2R +4
Spot 2 +5* +2 +3B +10
Survival 2 +5* +2 +3B +10
Swim 2 +2 +5   +7


   Blade Expert Techniques Known: +3 to Hit, Combat Reflexes and Whirlwind Attack with Greatsword.

 +0 ECL Shadow Elves Summary.

  • +2 Int, +2 Dex, +2 to Str, Con, Wis, or Chr (as per house), and +2 to any attribute.
  • Low-Light Vision.
  • May use Charms, Talismans, and four CP worth of Relics.
  • +2d6 Hit Dice (treated as two rolls of “6”).
  • +1 bonus on Saves. Additional +2 to Saves versus Spells.
  • Skill Bonuses: +2 Search, +3 to all skills in a chosen group (as per house), may add their Int Mod to their scores in wisdom-based skills (Heal, Listen, Profession, Sense Motive, Spot, and Survival).
  • Use-Activated Abilities at Caster Level One: Dancing Lights 1/Day, Detect Magic 1/Day, Faerie Fire 1/Day, Fast Healing 1 (for up to 16 points per day), and Magic Weapon 1/Day.
  • They also gain unlimited use-activated caster level one use of any one first-level spell permitted by the game master (as per house). Spells such as “Cure Light Wounds” are available once per day per level instead of being truly unlimited-use.
  • Shadow Elves are inherently enchanted, and can be readily spotted – and their houses identified – by a simple Detect Magic spell.
  • Shadow Elves can only tolerate (Con) “points” worth of regular magic items – and the “point” cost of any given item is up to the game master (as a rule, low-level single-charge items are little trouble, spell storing items are only moderately troublesome, and permanently-active personal enhancement items are very troublesome). Annoyingly enough, this limit also affects temporary external spells – although their short-term nature means that the limit is increased by the user’s (Con Mod).
  • The Shadow Elves are really quite formidable – but those magic item restrictions will pinch later on. Without those limitations they’d be a +1 ECL race.

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