Ethos, level 12 Elf, Ranger, Battlefield Archer Build: Archer Ranger Fighting Style: Archer Fighting Style Background: Eldeen Reaches (+2 to Nature)

FINAL ABILITY SCORES Str 10, Con 12, Dex 22, Int 11, Wis 20, Cha 11.

STARTING ABILITY SCORES Str 9, Con 10, Dex 17, Int 10, Wis 16, Cha 10.

AC: 29 Fort: 22 Reflex: 26 Will: 24 HP: 79 Surges: 7 Surge Value: 19

TRAINED SKILLS Dungeoneering +16, Heal +18, Acrobatics +17, Perception +20, Nature +20

UNTRAINED SKILLS Arcana +6, Bluff +6, Diplomacy +6, Endurance +7, History +6, Insight +11, Intimidate +6, Religion +6, Stealth +12, Streetwise +6, Thievery +12, Athletics +6

FEATS Level 1: Hunter’s Aim Level 2: Combat Medic Level 4: Far Shot Level 6: Lethal Hunter Level 8: Two-Weapon Fighting Level 10: Alertness Level 11: Called Shot Level 12: Armor Specialization (Hide)

POWERS Ranger at-will 1: Hunter’s Teamwork Ranger at-will 1: Careful Attack Ranger encounter 1: Singular Shot Ranger daily 1: Split the Tree Ranger utility 2: Far Sight Ranger encounter 3: Thundertusk Boar Strike Ranger daily 5: Splintering Shot Ranger utility 6: Swift Recovery Ranger encounter 7: Spikes of the Manticore Ranger daily 9: Spray of Arrows Ranger utility 10: Open the Range

ITEMS Adventurer’s Kit, Inescapable Longbow +3, Feytouched Earthhide Armor +3, Amulet of Protection +3


Roc Shearclaw is an Orc Druid Gatekeeper who was second in command to his father of a sect of Gatekeepers charged with guarding a planar seal deep in the Howling Peaks of eastern Breland. You met him early on in your home town’s establishment. Hyde’s Pass was a mining colony that grew in the mountains over a decade or so near the waning years of the Last War. Being so remote, you escaped a lot of the hardships of the war. In fact, it was that very reason your family moved there to help establish the town and have steady work. The Gatekeeper sect made themselves known very early, attempting to establish a boundary that they explained only as “out of bounds” for mining. The mayor of Hyde’s Pass agreed and no more was said of it for years.

You grew up hearing tales of the war and longed for adventure, so as these things go you managed to find yourself in the presence of the Gatekeeper sect more often than not. After a while, Roc, who is about your same age, befriended you and the two of you went on many hunts together. Eventually he even began to instill in you some of his druidic teachings. But the religious aspect of it didn’t really appeal to you. You were a boy of action. Seeing this, Roc didn’t push you. But he did lend you tales of times past when the Gatekeepers battled great abberrations. His tales of triumph and tragedy wooed you and you longed to become a member. When you asked him, he laughed and said you would never be allowed. But you couldn’t take no for an answer, so you worked hard under him. Learning all you could get.

Eventually the day came when you set off to apply as an Initiate in the Eldeen Reaches. And, as expected, you were turned away. But persistent as ever, you kept trying taking odd jobs and helping out in many mundane ways trying to, in essence, work your way in from the ground up. Proving your worth through humility.

It took a great many months (amounting to a couple of years) before you finally saw some progress. You were finally given a chance to take some qualification trials, which you passed. But even with success after success, your road up the chain was harder than for any other because of your race.

Eventually you did manage to become an official member, though, and were stationed in Droaam to mind one of the many seals there. Droaam being a savage and dangerous land toughened you more than any place else on Khorvaire could have, save the Demon Wastes. In truth, you discovered the Gatekeepers didn’t expect you to survive. But you did and it earned you much respect among them.

Several months ago, a messenger made his way to you in Droaam requesting you investigate a disturbance back in your home town. When you got there, you discovered the Gatekeeper sect Roc was a part of had been decimated by the town, and Roc went into the mine and had poisoned their drinking water. You later discovered it was because it was the only way he knew to stop them from digging deeper and breaching into Khyber. They were dangerously close to a Daelkyr realm the sect was charged to guard. But when the sect confronted the mayor, rather than negotiate he and the townsfolk turned on the group they had been living so harmoniously with for so many years.

Roc explained it was as if they were all under some sort of mind control. They just didn’t act themselves. But the Gatekeepers were far outnumbered, and being equipped to combat aberrations, they were ill-equipped for this challenge. Roc and a couple others who were mortally wounded in the battle, stole into the mine and convinced the kobolds living there to aid him in warding off the townsfolk. Later, a group of adventurers known as Omega Company came through and rid the town of the curse, as well as rescuing Roc. One of their members, a druid named Zed, took tutelage under Roc, and is now furthering his studies in the Eldeen Reaches. Roc relayed what little Zed told him about Omega’s current mission. Apparently the company is somehow tied to an ancient Aberration named Gribnakh, who has somehow managed to come back from the grave and is plotting something major, but Zed didn’t have much more info. Roc said it would be wise to track down Omega and see if there’s anything the Gatekeepers can do, as a foe such as this couldn’t possibly be a minor one.

So, taking this info back to the Gatekeepers, it is decided that your term in Droaam was sufficiently over and that your next mission would be to join up with Omega if you can, offering the assistance of the Gatekeepers. After a few weeks, you do manage to drum up their location, out in Q’Barra. Calling up a few favors, you manage to get there through a portal. You arrive beside an inn they’re supposedly staying in. You see a Warforged and a Knightly-type frantically questioning all about as to the disappearance of their party members. When they drop a name or two, you realize these are what remains of Omega Company. Just as you’re about to approach them, an Elven woman does so and questions them. Not too much later a large rustic man approaches as well. You hang back to see what more you can learn before you make your appearance known.


Eberron Omega tetralynx