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2 years ago  ::  Feb 01, 2011 - 2:02AM #1
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801

CHARACTER CREATION


This is a 4th Edition Dungeons & Dragons adventure designed for six 5th-level characters, closely based on the Scarred Lands Campaign Setting by Sword & Sorcery.


Level: 5th, so you may know history of and common foes.  I will provide as it happens in the section of the Campaign Play area.


Source Books: I have DDI and have not seen anything that I feel would ruin the flavor of the campaign by its inclusion that a bit of re-flavoring won’t fix.


Ability Scores: Either PHB or Essentials style.


Race: See Nations, Races entries in my wall of text areas.


Class: Any at this time.


Alignment: Choose from the following — lawful good, lawful neutral, neutral good, neutral, chaotic good, or chaotic neutral.  I will consider evil aligned but prefer that this be a tale of heroes and/or reluctant heroes.


Equipment: Choose one item of each of the following levels —4, 5 and 6. Additionally, all characters begin with items and gear of their choice totaling to be determined 1000 gp in value.



PLAYERS:
I will be bringing them on in pairs to allow time to ask and answer questions.


-Pashalik_Mons:  Warlock: Kaldred
-LinYurenya: Swordmage: Mariz
- Steph: Bard: Ryltar
- Jewels: Paladin:  Danae Trembor
Brys: Rogue: Kane
Orbin: Hunter: Adrik
-GROMkill: Captain Faust
-Walrus42: Pending


NOTES ON GAMEPLAY


A few notices for players:


   Pace of Play: My posting availability at this time is all the time — sometime in the future I hope to be back to work and at that time my posting may slow a bit.  Currently I have lots of free time. So the pace of this game will be determined by you, the actors.  Unfortunately being back to work my posting time is intermittent.  Somedays I work open to close and then come home and get some time in with the wife and TV.  Unfortunately 10 to 8 is the usual hours and usually I get home an hour plus past that.  I will post as often as possible. 


   Character Mortality: While I’ll try not to make the encounters bloody deadly, I don’t intend on pulling any punches, either. The Scarred Lands takes place in a time where the battle between Gods and Titans has recently ended and the world is a perilous place, subject to fickle hands of greater powers where one day one may have the favor of the Gods only to find the next day that one has angered them. As well, if the threat of death or worse doesn’t exist, the game in general will most likely lack life and drama. So be prepared for that possibility, the nice thing in this sort of setting is that there are methods to come back and there is no “Couch of Shame” one must sit at while you are being weighed by the Fates.


    Setting: Scarred Lands takes place on the Material Plane world of Scarn, 150 + years after the end of the Divine War. Different cities and nations of different laws and punishments and I shall make you aware of them should you ask or should you know that you are in danger of breaking one. I have all sorts of additional information on the setting that I’m more than happy to share but I have made an effort to keep most of the shared information short due to time and space.

   The adventure is infused with references to people, places and events specific to the world. I realise that relatively few of you will be familiar with the lands and history of the Scarred Lands, but that shouldn’t prove to be an obstacle in this game. Most of the need to know content is easily understood and expounded within the context of the adventure itself. If you have any questions, just ask and I’ll do my best to supply you with whatever information I can.  There is sadly no WiKi of worth that I have found that provides much in the way of background information into this setting.


    Character Hooks: As the tale begins for us, the player characters are traveling northeast toward Mithril, City of the Golem.  If you wish this can be the first time you have all met, some of you may already know each other.  The scene opens on a merchant caravan that some of you or all of you if you so wish are serving as caravan guards for, you may be merchants or representatives of a merchant house, pilgrims traveling to gaze upon the Great Mithril Golem, you may be heading to Mithril to offer your services or to use this city as a base of operations as you seek to carve names for yourselves from the wild places of the Plains of Lede.  It may be that you are running from something or on the trail of a hated foe.  Sharpen your wits and your weapons good traveler for the Gods are watching…

This is still in the working stages and may be subject to change primarily in the Character Hooks area.

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2 years ago  ::  Feb 04, 2011 - 11:10PM #2
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801

This will be helpful to myself in tying in more aspects of your characters and their past, present and futures.   This is not required but I have always tried to tie in the characters and their hopes, dreams, family, friends and the like into the tales I have crafted over my 30 some years of gaming.

Shamelessly liberated from elsewhere- 


The Ten-Minute Background:  In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required.  Don't feel pressured or at a loss due to unfamliarity with the Scarred Lands campaign world!   I'm more than happy to provide elements and more to assist in the process.
Example Show

: Martin Tenbones
1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.


2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.


3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.


4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.


5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


Example Show


1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.


2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.

Example Show

1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if pressed.


2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.


3) (Example of a secret I might make up about your character): Not only is Sasha alive, but also she has escaped captivity and killed Hellbeard. She has taken over his ship and crew, and has turned to piracy out of bitterness. She now IS the new Dread Pirate Hellbeard!


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Example Show


1) Martin's friend Audric Cwellen was one of his adventuring mate. Audric, a holy warrior in the service of the Goddess of Love, is the leader of the local cell of the White Fox society, and provides Martin with information and adventure hooks.


2) Another of Martin's old traveling companions, Aubrey LeVaine, is not as helpful as Audric, because they quarreled over the love of Sasha, and Aubrey is still bitter about losing her to Martin. Still, he can provide some magical support if Martin can convince him to let go of his hate.


3) Yebin Thistledown is a strange little creature from the Feywild called a gnome. Martin met the gnome in the Shroudmist Forest and saved him from a pack of Howlers. The Gnome makes all sorts of alchemical items and gadgets, and loves collecting odd souvenirs and items, as well as "recreational herbs." He operates a bizarre patchwork shop in the Rue Angélique district.


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


Example Show


1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.


2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.


3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.


Background - Family/Class/Profession/Institutions
Who raised you and how did they shape your life? What social class do you belong to, and how did that change your opportunities and your outlook? What do you do for a living, and have you changed careers in the past? What social institutions (religions, governments, civil society, businesses) are you a part of or interact with? Do you have a spouse? Children? Did you at one time?

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.

Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.

Goals - Short-Term/Medium-Term/Long-Term

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.

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2 years ago  ::  Feb 04, 2011 - 11:49PM #3
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801

PBP Rules:
-Please use the Invisible Castle dice roller or CoCo Dice Roller.  

-Please include all mechanics within an sblock.  

-Please keep OOC comments in the OOC thread.  There are 2 OOC threads, one for in game OOC and one for the giggles.  One is currently not locked and free to use for anything at this time. 
-Please use appropriate OOC thread to assist in important information not being lost in the shuffle.

-Please include a combat stat block with each post during combat. Please try to have the power description included if at all possible.  Saves everyone time if you are using example 2.
If using Example 1, please try to include a second sblock of "In Effect" or "Effects" for ongoing or special effects other than damage.

Example 1: Combat Stat Block Show

 

Aegean Brightscale
Male Lawful Good Dragonborn Paladin 2nd Lvl
Vitals: Medium, 6'8" tall, 320 lbs Senses: 18 Insight, 13 Perception, Standard Vision
Encounter Powers
[_] Second Wind
[_] Valorous Smite
[_] Dragon Breath
[_] Divine Strength
[_] or
[_] Divine Mettle 
[_]
Daily Powers
[_] Action Point
[_] Paladin's Judgment[_] Inspiring Word
[_] Inspiring Fortitude
[_] Lay on Hands
[_] Lay on Hands
[_] 
[_]Healing Potion 

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
39
11
22
16
15
17
RndX
39
11

0 hp Temp

Surge:10 hp
Init: +1
Speed: 5
Resist: none
Saves: none
Combat Round X Notes
• 




Example 2: Combat Stat Block Show
 

Init modifier:
MBA:
MRA:
Passive Perception:
Passive Insight:
 
AC:
Fort:
Reflex: 
Will: 

HP: current/max
Surges: current/max
Surge Value: 
AP:current/max

At will powers
[]Encounter powers Slap of the Angry Wench Show
 You've gotten fresh with the serving girl.  Take 10 pts of damage.  Stunned (save ends)  Serving girl may elect to have you thrown out and beaten until bloodied for touching her there. 

[]Daily powers

Other combat relevant information:
including resistances and conditional benefits
Any racial or item powers


Each player should choose a text color for IC purposes. Each player is to have a different color. When speaking in-character, use "bold" for speaking, "italics" for thoughts, and normal font for whispers. This is helpful if a player uses anothers in the posting of their response and prevents confusion of he/she said.  Please try to pick colors that can be read without causing one to go blind.

An example would be: "We will only go if you agree to pay us 100 gold each". Gerek looks to his dwarf companion and whispers to him, "This should buy us some time". "I sure hope this works", Gerek thinks to himself.


Please don't post in this thread other than your sheets.  There is a separate thread for the IC.
As your characters advance, pick up new skills and items please update them and attach a date of the update for ease of tracking.  Please try to insure that the character information in the Combat Stat Blocks is current as well as the Character Sheets.  I'd hate to see someone be taking a beating every combat because they forgot to make sure their AC was correct.  It's fun for me, not so much for you.

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2 years ago  ::  Feb 05, 2011 - 12:47PM #4
LinYurenya
Date Joined: Sep 17, 2010
Posts: 3,929
Lin was FIRST!

Placeholder #1 for my character.

Mariz, Earthsoul Genasi Swordmage
Ledean War College graduate

Complimentary Lin is Awesome and Harn is a Bone-Head post.  Because I  promised.
 
  
                                                                                                                      
[/sblock]
Moderated by Harn_Winterfell on Jan 17, 2012 - 12:41AM
Spoiler: Show
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2 years ago  ::  Feb 05, 2011 - 10:23PM #5
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095
In Play!
 
Character Sheet:
Spoiler: Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Kaldred
Level 6 Tiefling Warlock
Eldritch Strike Option: Eldritch Strike Constitution
Eldritch Pact Option: Infernal Pact
Parentage - Noble (Diplomacy class skill)
Theme: Scholar 

FINAL ABILITY SCORES
STR 10, CON 19, DEX 13, INT 17, WIS 8, CHA 13 
STARTING ABILITY SCORES
STR 10, CON 16, DEX 13, INT 16, WIS 8, CHA 11  

AC: 20
Fort: 19
Ref: 20
Will: 17
HP: 56
Surges: 10
Surge Value: 14 


TRAINED SKILLS
Bluff +12, History +13, Arcana +13, Diplomacy +10, Religion +12


UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +2, Endurance +7, Heal +2, Insight +2, Intimidate +5, Nature +2, Perception +2, Stealth +6, Streetwise +4, Thievery +4, Athletics +3



POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Scholar Utility: Use Vulnerability Show


Encounter        Arcane
Free Action      Personal


Trigger: You succeed on a monster knowledge check against a monster that you can see or hear.


Effect: If your check result meets or exceeds the hard DC for the monster’s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.
    If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.

Tiefling Racial Power: Infernal Wrath Show


Encounter        Fire
Free Action      Close burst 10


Trigger: An enemy within 10 squares of you hits you.


Target: The triggering enemy in the burst


Effect: The target takes 1d6 + Intelligence modifier or Charisma modifier fire damage.
    Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage.
    Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage.

Warlock's Curse Power: Warlock's Curse Show


At-Will
Minor Action  


Effect: Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.
    A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
    You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
    As you advance in level, your extra damage increases by +1d6 per tier.

Warlock Attack 1: Eldritch Strike Show


At-Will        ArcaneWeapon
Standard Action      Melee weapon


Target: One creature


Attack: Charisma or Constitution vs. AC


Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square.
Increase damage to 2[W] + Charisma or Constitution modifier at 21st level.


Special: When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life.
This power counts as a melee basic attack. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature.

Warlock Attack 1: Hellish Rebuke Show


At-Will        ArcaneFireImplement
Standard Action      Ranged 10


Target: One creature


Attack: Constitution vs. Reflex


Hit: 1d6 + Constitution modifier fire damage. The first time you take damage before the end of your next turn, the target takes 1d6 + Constitution modifier fire damage.
    Level 21: 2d6 + Constitution modifier damage and extra damage.

Warlock Attack 1: Diabolic Grasp Show


Encounter        ArcaneImplement
Standard Action      Ranged 10


Target: One creature of size Large or smaller


Attack: Constitution vs. Fortitude


Hit: 2d8 + Constitution modifier damage, and you slide the target 2 squares.


Infernal Pact: The distance of the slide equals 1 + your Intelligence modifier.

Warlock Attack 1: Flames of Phlegethos Show


Daily        ArcaneFireImplement
Standard Action      Ranged 10


Target: One creature


Attack: Constitution vs. Reflex


Hit: 3d10 + Constitution modifier fire damage.


Effect: The target takes ongoing 5 fire damage (save ends).

Scholar Utility 2: Useful Lore Show


Daily        Arcane
Minor Action      Personal


Effect: Choose one skill. Until the end of the encounter, you gain a +5 power bonus to checks with that skill.

Warlock Attack 3: Fiery Bolt Show


Encounter        ArcaneFireImplement
Standard Action      Ranged 10


Target: One creature


Attack: Constitution vs. Reflex


Hit: 3d6 + Constitution modifier fire damage, and creatures adjacent to the target take 1d6 + Constitution modifier fire damage.


Infernal Pact: Creatures adjacent to the target take extra fire damage equal to your Intelligence modifier.

Warlock Attack 5: Flames of the Smoking Crown Show


Daily        ArcaneFearFireImplement
Standard Action      Melee touch or Ranged 5


Target: One creature


Attack: Charisma or Constitution vs. Reflex


Hit: The target is affected by the flames of the smoking crown (save ends). Until the flames end, the target takes ongoing 5 fire damage. Also, whenever the target starts its turn you slide it a number of squares equal to your Intelligence modifier, and each enemy adjacent to the target after the slide takes ongoing 5 fire damage (save ends).


Effect: 1d10 + Charisma modifier or Constitution modifier fire damage.

Scholar Utility 6: Inimical Lore Show


Encounter        Arcane
Minor Action      Close burst 1


Target: You and each ally in the burst


Effect: Choose acid, cold, fire, lightning, necrotic, radiant, or thunder. Until the end of your next turn, any untyped damage each target would deal with attacks is of the chosen type instead.



CLASS FEATURES:
Pact Boon Show
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level.
Prime Shot Show
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk Show

On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.


THEME FEATURES:
Level 1: Use Vulnerability power and an extra language(elven)
Level 5: One extra skill(Religion) and one extra language(draconic)

FEATS
Level 1: Superior Implement Training (Ashen rod) Show
Allows the use of the Ashen Rod Implement type, which grants +1 to hit on attacks against Reflex, and +2 damage with Fire attacks.
Level 2: Rod Expertise Show
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex. The bonus to attack rolls increases to +2 at 11th level and +3 at 21st level.
Level 4: Blood Pact of Cania Show
Prerequisite: Tiefling, Cha 13, warlock, Infernal Pact class feature
Benefit: You gain a +2 bonus to damage rolls with any warlock power that uses Constitution for attack rolls. The bonus increases to +3 at 11th level and +4 at 21st level.
Level 6: Hellfire Blood Show
Prerequisite: Tiefling
Benefit: You gain a +1 bonus to attack rolls and damage rolls when you use a power that has the fire or the fear keyword.

Bonus: Arcane Familiar - Book Imp(reflavored as shoulder devil/angel) Show

Benefit: +2 arcana/history, +2 fire resistance, Can read and speak Supernal.


ITEMS
Ashen rod of Corruption +1 x1 Show
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Implement: Rod


Enhancement Bonus: attack rolls and damage rolls


Critical: +1d6 damage per plus


Property


Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your Warlock’s Curse to each enemy within 5 squares of the original target.

Leather Armor of Dark Majesty +1 x1 Show

Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp

Armor: Leather or hide


Enhancement Bonus: AC


Properties

  • You gain an item bonus to Bluff and Intimidate checks equal to this armor’s enhancement bonus.
  • You gain a +2 item bonus to all defenses against enemies under your Warlock’s Curse.

Power  Daily (Minor Action)


Place your Warlock's Curse on any enemy you can see, rather than the nearest enemy.

Amulet of Protection +2 x1 Show
Vanilla +NADs neck
Adventurer's Kit
Flask of the Dragon's Breath Show


Wondrous Item        680 gp


Property


Once per day, you can drink this elixir as a minor action. When you do, you can use the following power once before the end of the encounter. Power (Daily * Fire): Minor Action. Attack: Close blast 3 (creatures in the blast): Level +5 vs. Reflex. Hit: 1d6 + Constitution modifier fire damage.


First Part of the Rod of Seven Parts
Boon: Raidant Soul.  Add Radiant damage to all Arcane attacks. 


====== End ======




The Ten-Minute Background: 


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required.  Don't feel pressured or at a loss due to unfamliarity with the Scarred Lands campaign world!   I'm more than happy to provide elements and more to assist in the process.
Answers Show


1)Kaldred is the fourth child of a large merchant family in Lokil.  All of his siblings, without fail, possess some trait or tendency that was above and beyond the norm.   First-born Kanter was more silver-tongued.  Second-born Alchiro was more graceful.  Third born Silvia was always ahead of Kaldred in their studies.  Fifth born Nanten was wise beyond his years.  Sixth child Nashiro was strong beyond belief.  The seventh child, Lamin, is held to be lucky in most cultures.   Kaldred was...healthy.  

2)Kaldred's father swore a pact with the entity known as Malocchio.  He would owe Malocchio his soul if Malocchio would allow him to be a success as a merchant.  30 years of wild success later, Malocchio came to collect.  Kaldred offered himself in his father's stead.  As part of this deal, Malocchio transformed Kaldred into his current form, bestowing the power of flame and shadow unto him.

3) Kaldred's family recognizes his great sacrifice, but living with them after his transformation was...awkward.  Having always been a bit of a scholar, Kaldred decided to take some extended time away from home to pursue arcane lore, particularly that which relates to his situation.

4) Kaldred's control over flame is not absolute, or even that great to begin with.  The power is there, but the skill is still in the works.  This has had two major impacts on Kaldred.  First, even with his family's connections, he is barred from the Library at Lokil.  Nobody wants an absent-minded tielfing with poor personal control to undo what great Wars could not.  Second, it has lead him to try and master his powers, partly to get into that Library.  This hunt took him to the Adepts of Flame at Ukrudan, but they turned him away.  He now hunts rumors of a Flame Adept in Mullis Town.

5)Kaldred dresses in the Hollowfaust fashion, and has a bit of academic interest in his old neighboring city-state as well(and wide brimmed hats are great for covering up horns!).  Definitely a Solomon Kane with blaster rod image going on.




Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


Spoiler: Show


1) Kaldred would like to find a Flame Adept and learn to properly control his power.


2) I would like to see Kaldred find a greater goal or purpose in life beyond his immediate concerns.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.

Spoiler: Show

1) 


2) When Kaldred uses his powers to kill, the soul is sent to Malocchio, instead of its proper resting place.  He is not aware of this. 


 


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Spoiler: Show


1) Kaldred's family is still his family.  His father allows Kaldred to rack up small bills in his family's name, in times of need.  A night at an Inn, a new coat, nothing grand.  He hasn't had to use this yet, though.


2) Kaldred's old teacher, Vern Lamont, lives in Lokil.  He remembers his student fondly, and could be persuaded to share magical lore.


3) The ukrudan nomads Kaldred tried to learn the secrets of Flame from did not take to him well.  Likely they would not be pleased to learn his search still continued. 


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


Example Show


1) Kaldred remembers the confusion and fear of the night Malocchio showed up the family's dinner.  He also remembers the clarity that came when he realized he could do something to help.


2) Kaldred always feels cold, unless invoking fire.  His heavy coat and clothes only offset it.  He remembers walking through the desert, he was wary of the heat, but it turned out to feel good upon his skin.


3) Kaldred is still getting used to having a tail.  He's not always sure where to put it when he sits, but it is still funny to poke people with it.


Background - Family/Class/Profession/Institutions

Kaldred was the fourth child of a large, very rich merchant family.  His father instilled in him strong value in keeping one's word, perserverance and self-sacrifice.  His large array of talented siblings has made Kaldred somewhat competitive, out to prove himself and feeling like he needs to find his own niche in the world to stand out.  

He has never needed to work for a living.  He's been a scholar by choice, due to a natural curiosity and natural intellect, but it's never truly been a career.  

Drives - Primary/Secondary/Tertiary

Kaldred's primary drives are curiosity, compassion, a strong sense of justice, a desire for acceptance, and loyalty.


Goals - Short-Term/Medium-Term/Long-Term

In the short term, Kaldred is looking for a Flame Adept to help him master his newfound power.  In the medium/long term, he would like to be able to face his family again.  Behind both of these lies an urge to cope with the major burden he has accepted in the form of the curse.

Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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2 years ago  ::  Feb 09, 2011 - 8:51AM #6
Brys
Date Joined: Jan 10, 2008
Posts: 4,521
Kane, Half-Orc Brutal Scoundrel Rogue, friend/travelling companion of Danae for the past 3 years Show

Kane, level 7
Half-Orc, Rogue
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Thme: Guttersnipe

FINAL ABILITY SCORES
Str 19, Con 11, Dex 19, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.


AC: 21 Fort: 18 Reflex: 21 Will: 15
HP: 61 Surges: 6 Surge Value: 15

TRAINED SKILLS
Stealth +13, Thievery +12, Acrobatics +12, Athletics +13, Insight +9, Perception +9, Streetwise +8

UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +4, Endurance +5, Heal +4, History +2, Intimidate +5, Nature +4, Religion +2

FEATS
Level 1: Backstabber
Level 2: Light Blade Expertise
Level 4: Battle Awareness
Level 6: Cunning Stalker

POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Piercing Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Blinding Barrage
Rogue utility 2: Sneak in the Attack
Rogue encounter 3: Low Slash
Rogue daily 5: Bloodbath
Rogue utility 6: Ignoble Escape
Rogue encounter 7: Sand in the Eyes

ITEMS
Adventurer's Kit, Thieves' Tools, Iron Armbands of Power (heroic tier), Badge of the Berserker +1, Rhythm Blade Dagger +1, Sylvan Leather Armor +1, Vanguard Short sword +1,  Onyx Dog (heroic tier), Ghoststride Boots (heroic tier), Assassin's Dagger +2, Antivenom (heroic tier) x4


Progression Show

Level 6 Show

Level 6 Utility Power: Ignoble Escape:  If you're marked, end that condition.  You can shift a number of squares equal to your speed.
Added feat: Cunning Stalker.  Kane has CA against any creature with no other creatures (other than Kane) adjacent to them.
+1 attacks, defenses, initiative, skills
+5 HPs

Level 7 Show

Level 7 Encounter Power: Sand in the Eyes
+5 HPs



Combat statblock Show

Normal Defenses  AC 21, Fort 18, Ref 21, Will 15
HP: 61/61
Healing Surges Remaining 6/6 (15)
Init +7
Status:
Action Points: 1.0 [ ]
Other Combat Relevant Info: +2 to speed when charging (Swift Charge Racial Property)
  +1 bonus to damage rolls with Combat Advantage (Light Blade Expertise Feat)
  Sneak Attack: Once per turn when you hit with CA, add 2d8+4
  Vanguard Short Sword: +1d8 damage on a charge attack
  Badge of the Berserker: Your movement as part of a charge does not provoke opportunity attacks.
  Cunning Stalker: You have CA against enemies that have no other creatures adjacent to them other than you.
  Ghoststride Boots: While you are running, you gain a +1 item bonus to AC and you become insubstantial.
  Gadgeteer's Goggles: You gain a +4 item bonus to Perception and Thievery checks to detect and disable traps.
Skills Show

TRAINED SKILLS
Stealth +13, Thievery +12, Acrobatics +12, Athletics +13, Insight +9, Perception +9, Streetwise +8

UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +4, Endurance +5, Heal +4, History +2, Intimidate +5, Nature +4, Religion +2


Melee Basic Attack Show

Standard Action  Melee weapon
Target: One creature
Attack:  +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8

Ranged Basic Attack Show

Standard Action  Ranged weapon
Target: One creature
Attack:  +13/+14 vs AC (Dagger+1, Dagger+2)
Hit: 1d4+5/1d4+6

Riposte Strike Show

Standard Action  Melee weapon
Target: One creature
Attack:  +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8
Hit: If the target attacks you before the start of your next turn, you make your riposte strike as an immediate interrupt.
Risposte Strike Riposte Show

Attack:  +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8


Piercing Strike Show

Standard Action  Melee weapon
Target: One creature
Attack:  +12/+13/+14 vs Reflex (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8

[ ]Battle Awareness Show

Immediate Interrupt Action  Melee Weapon
Trigger: An adjacent enemy shift or makes an attack that does not include you.
Effect: Make a Melee Basic Attack
Target: One creature
Attack:  +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+5/1d4+5/1d4+6

[ ]Running Slash Show

Standard Action  Melee 1
Effect: You move up to your speed and make the attack at any point during your move.  This movement does not provoke an opportunity attack from the target.
Target: One creature
Attack:  +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+5/1d4+5/1d4+6 damage and the target is slowed until the end of your next turn.

[ ]Furious Assault Show

Free Action  Personal
Trigger:  You hit an enemy
Effect:  The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.

[ ]Low Slash (Minor Action) Show

Minor Action  Melee Weapon
Target: One creature
Attack:  +12/+13/+14 vs Reflex (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8
Hit: You slide the target 1 square, and the target is slowed until the end of your next turn.  If you are flanking the target, the attack does +4 (STR) extra damage.

[ ]Dazing Strike Show

Standard Action  Melee Weapon
Target: One creature
Attack:  +12/+13/+14 vs AC (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8
Hit: The target is dazed until the end of your next turn.

[ ]Sand In The Eyes Show

Standard Action  Melee Weapon
Target: One creature
Attack:  +12/+13/+14 vs Reflex (Short Sword, Dagger+1, Dagger+2)
Hit: 1d6+7/1d4+7/1d4+8
Hit: The target is blinded until the end of your next turn.

[ ]Sneak In The Attack (Minor Action) Show

Minor Action  Melee 1
Target: One creature
Effect: Until the start of your next turn, the next ally who hits the target and had combat advantage against it deals extra damage equal to your Sneak Attack damage (2d8+4).

[ ]Ignoble Escape (Move Action) Show

Effect:  If you are marked, end that condition.  You can shift a number of squares equal to your speed.

[ ]Gadgeteer's Goggles (Minor Action) Show

You make a thievery check to disable a trap.

[ ]Blinding Barrage Show

Standard Action  Close Blast 3
Target: Each enemies in blast you can see
Attack:  +13/+14 vs AC (Dagger +1, Dagger +2)
Hit: 2d4+5/2d4+6 damage and the target is blinded until the end of your next turn.
Miss: Half damage and the target is not blinded.

[ ]Bloodbath Show

Standard Action  Melee or Ranged weapon
Target: One creature
Attack:  +12/+13/+14 vs Fortitude (Short Sword, Dagger+1, Dagger+2)
Hit: 1d4+7/1d4+8 damage and ongoing damage equal to any Sneak Attack damage you deal as part of this attack (save ends).



Combat Stat Block (sexy version) Show
 
Kane
Male Unaligned Half-Orc Rogue 5th Lvl
Vitals: Medium, 5'9" tall, 185 lbs Senses: 19 Insight, 19 Perception, Low-Light Vision
Encounter Powers
[_] Second Wind
[_] Furious Assault
[_] Dazing Strike
[_] Sneak In The Attack
[_] Low Slash
[_] Ignoble Escape
Daily Powers
[_] Action Point
[_] Blinding Barrage
[_] Bloodbath

[_] Vanguard Shortsword

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
61
6
21
18
21
15
RndX
61
6

Temp
: 0 hp
Surge: 15 hp
Init: +6
Speed: 6
Resist: none
Saves: none
Combat Round X Notes
• 



Appearance Show

Short for a half-orc, Kane is a made up of corded lean muscle that lets him blend in with a crowd.  He heavily favors his human side and tusks aren't visible until he talks.  His hair isn't short or long and his brown eyes are neither submissive nor challenging.  All in all, he is easy to overlook and even easier to forget.  His skill at his job is trumpeted only by the fact that no one knows what he really does.  He helps as a hauler, works as a net mender, sells his poorly made wooden crafts in the market (most of his sales are out of pity).  He has a tattoo of a forked tongue on his left deltoid.


Background Show

Kane grew up homeless in (some city) with his only family being The Mole.  The Mole was the head of a small gang that was allowed to exist mostly because they weren't a real threat to anyone.   Kane worked for The Mole for 3 years picking pockets, pinching food, running messages, and playing lookout for larger gangs.  Then there was a cleanup.  The Mole went missing and the rest of the gang was hunted down and killed.  Kane was the last one left and, at 10 years old, evaded The Hunters for nearly two months before they found his hiding spot inside a rolled-up rug of an abandoned warehouse.  He was offered the chance to work for The Hunters, mainly doing what he had done for The Mole.  Kane didn't even have to think about it - alive was alive. 

Several weeks went by before he was told store some food and lie low for three weeks - not to try and make contact no matter what happened.  Kane hid out for three weeks.  Fires broke out in the city for a couple of night, but Kane's new hiding spot (a small nest built under The Old Pier, a remnant of when the water was higher) was far enough removed that he didn't hear much.  When he finally came out and made contact again, there was much less work that needed doing.  It seems that most of the people that had previously run the city had all left and a bit of order was restored.  Curfew was strict and the penalty for breaking curfew severe, but evading capture was never an issue for Kane.  Finally, Kane was given orders to move to another city and learn the lay of the place.  He would have a year to learn all he could about the power brokers in the city, both the visible ones and those that worked behind the scenes.  Kane's life went on in this way for several years and several cities.  He was always one city ahead of Etan Trembor's Horde, and given the state they left their Conquered cities in, that was much preferred to one city behind.  Kane became a favorite agent of Daviene and even got to meet her once.

While Etan Trembor was the feared Warlord, Daviene helped make it all possible, and her skill is best marked by the fact that no one even suspects.  Daviene is a "facilitator".  She has a network of intelligence officers and assassins that work for her directly.  It's unclear if Etan is even aware of this network.

When Danae disappeared several years ago, it took some doing but Daviene eventually found her at the Temple of Tanil.  Upon her graduation Kane was tasked directly by Daviene to befriend her/work for her/kidnap her/whatever it took to ensure that he was by her side and looking after her.  Hearing tales of Danae and Dante as they grew up, Kane always thought she was soft.  But during the past three years he has learned that it has taken greater strength to follow her path.  By comparison, his job is easy.  Listen when and where you're told, kill when directed, follow the path that is most expedient and accomplishes the mission.  No regard is given for collateral damage or personal growth.  No mercy asked for, none granted.

Kane has come to appreciate all that Danae is and now travels with her as a true friend (though, his first loyalty is still to her mother).  After years of silencing dissidents, weakening opposition, fomenting unrest, and extracting information, this current assignment has been very cathartic - plus his wood carving is getting much better.


10 Minute Background Show

Sorry if this rambles, I didn't have the time to make it shorter.
Someone needs to learn how to tell time.  I spend 10 minutes on each portion of each question.  This is a work in progress.  Only read this if you feel like your character would know this.  Or if you want to know it but can keep it separate from character knowledge.  Or if you're curious.  Or bi-curious.

Step 1: Background Concepts Show

1) He was an abandoned orphan who grew up with a street gang as his only family.  His “family” was taken away from him when he was still a child and replaced with a singular contact.  He knew many people from having lived in the same area for a long time, but because he was with the gang, no one trusted him.  He always saw everyone else as potential targets.  What did they have that he needed to survive?
2) He is gruff and independent.  His childhood was difficult and he used to think of everything in terms of survival.  Kane habitually tries to stay quiet and pay attention to all the talk going on around him.
3) Kane was taken in as an informant by the band that killed his gang.  He worked his way up the organization to become a trusted intelligence agent.  His first loyalty is to Daviene as he sees her as the person that allowed him to escape his impoverished lifestyle.  She gave him a purpose greater than finding his next meal and, with the slightest bit of positive feedback, gave him back his dignity.
4) Kane has been travelling with Danae for three years now as part of a mission set by Daviene to keep Danae safe.  During this time, she has inspired him to view his sense of worth based on what he has done for other people.  Whereas at first he was only concerned with survival, then next he was only concerned with being the best agent he could for Daviene, he is now starting to wonder what he can do to exert a larger positive influence.  He is daring to dream about a place where basic needs are met for everyone and they can concern themselves with more than just their next meal.
5) Danae has taken over his first loyalty.  At this point he is still unaware as nothing she has asked of him has ever put him at odds with what Daviene tasked him with.  On the surface, he thinks he is still with Danae because it is part of his mission.  If he were ever asked to leave her, Kane would realize that she has captured his heart (not in a romantic sense, but the way a truly great leader can inspire fanatics).


Step 2: Goals Show

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) Kane is always on the lookout for information on The Mole any other gang member he was close with and assumed dead.  He secretly hopes that others were offered a similar deal and are working (or retired) somewhere out there.  They were his only family and he has a hard time making connections with anyone else since they were ripped away from him.
1.5) Kane would like to retire one day.  He has a wide variety of mediocre skills (due to picking up odd jobs that put him in the places he needed to be) and would like to hone one or two of them.  He hasn’t met any former agents and hopes that it’s because they were quietly relocated and allowed to live out their lives in peace; a sort of witness protection program. 
2) Kane should find out who he is working for.  I am assuming that Daviene is just an arm of some other intelligence-gathering body and she is using the information to her benefit (which I assume is permitted by the network so long as the agent is not working at cross purposes – sort of like legal insider trading).


Step 3: Secrets Show

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.
1)  Kane befriended Danae on orders from Daviene. 
2)  There was a reason Kane was sent out to babysit: someone in the command structure wanted him removed from the field.  This current mission takes him out of contact with his handler, leaving him completely on the outside.  Why?  I dunno, I’m just making this stuff up…
2.5) Kane knows all of two people in the agency: his handler, Abram Elam, and Daviene.  He has no idea where he sits in the structure or how large a player Daviene is in the agency.  He also doesn't know exactly what the agency is, what it's end goal is, or pretty much anything about it.  He knows that it gave him meals (to start with) and a purpose, short-term though that purpose was.  He never looked at the big picture or anything beyond his current assignment.


Step 4: Relationships Show

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Kane’s handler, Abram Elam, has been watching over Kane and relaying his missions and intelligence for close to 15 years now.  Abram has had countless names, a variety of disguises, and never contacted Kane is the same way twice.
2)  Kane’s only other contact within his organization is Daviene.  Though he is working under direct orders from her right now, he has no means of contacting her.
3) Someone in the organization (let’s name him Xavier) doesn’t like Kane for some unknown reason.   Perhaps it’s an old gang-mate that also made it out and worked his way up the chain (while Kane was content with his more anonymous role) and still harbors a grudge.  The grudge could either be from something Kane did during childhood or perhaps this member is upset that Kane did nothing to protect the other members of the gang and blames Kane indirectly for the death of a friend/relative. Kane was removed from the field because of Xavier – either by Daviene as a means of protecting Kane or on Xavier’s orders to get Kane out of the way (or perhaps he wanted Kane in the way of more danger).

Step 5: Memories/Mannerisms Show

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Kane frequently keeps a couple of pebbles in his mouth.  It was a habit he picked up from the many nights he went to bed hungry – the mineral saltiness of the pebbles substituting for dinner.
2) Kane remembers watching Maribel goes to sleep for the last time.  They were 6 and neither had eaten in days.  Kane had stolen some food from the market trash earlier that day, but a bigger street urchin found the two of them before they could eat it and, weak as they were, beat them unconscious and took the scraps.  They woke later but Maribel was too weak to get up and look for more food.  She drifted back to sleep with Kane promising he’d be back with food.  He went out and stole some oats from the feedbag of a horse of a visitor at the inn (the stable boy was off in the corner relieving himself).  By the time Kane made it back to Maribel she had died.  He blames himself for letting the other street kids take that first haul of food they had.
3) Kane spends most nights whittling wood.  It’s a skill he picked up as a way of hanging around markets.  Markets make great places to pick up information, but people tend to be much more secretive around other shoppers than they are around the homeless guy with a couple of crappy carvings who obviously only has the items out there as a means of legally begging.  No one would buy the crafted wood for any artistic value.  They only buy out of pity.  Kane has actually gotten quite good at carving, though he usually carves poor pieces as that sort of collection in a market makes him a nobody – which is exactly what he needs to be for people to discuss things in front of him more openly.

Step 6: Motivations Show

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.
Kane’s primary motivation has always been survival.  Even with his first gang family, everything they stole or any jobs they took was for the sole purpose of getting food for the family.  No one ever thought beyond eating.  Being full was a completely foreign concept.
Once Kane was adopted into Daviene’s network, loyalty was his primary motivation.  He was eternally grateful for the coin and food they provided and he initially worked hard to ensure that would keep coming.  Once he got good at what he was doing, there was some professional pride, but he would never leave the agency.  He felt that he owed them too much.
After meeting Danae, Kane began to see the wider world and was amazed at what people could do when they didn’t have to spend all their time trying to find their next meal.  He is still disgusted by excess – taking more than you need just to have it while others growing up like he did are dying of starvation is a self-centered notion he cannot stand.  While he has never killed anyone solely for this reason, he has wanted to.  It was only the consequences that prevented him – dead men help no one.  Kane now has enough for himself.  He is beginning to be motivated by compassion, but this is new to him.  He used to share his food with his family because a strong family makes it more likely that they will have food to share with him.  These days he is willing to work for the greater good, especially if it benefits the needy more than the well-to-do.
Notes Show

Rumors from MullisTown:
Slitherin (or something) are killing Vigilants.  There is a bounty.
Half-orcs are treated well in Mullis Town and Darakeene.



Step 7: Goals Show

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.
Goals - Short-Term/Medium-Term/Long-Term
Short-term: Protect Danae
Medium-term: Figure out how long this mission is going to last (three years is already longer than he expected – he thought there was some known immediate threat to her when he was given the assignment).  When he took the mission, he would have said a medium term goal is: Find out how to get back to work ; but in his time with Danae, he is finding his drive to return lessening.  He is enjoying being out on his own with no one to report to.  Perhaps a medium-term goal then is to figure out how to make this a long-term gig.
Long-term:  Retire and start a community center for impoverished kids.  Teach them marketable skills with the proceeds feeding back to help the next generation.  Sort of like his own little commune.



Career Highlights Show

Level 5 Show

Child Slayer Show

Slew children infested with lard worms making them hungry.  Sick, hungry children.  And we killed em.
XP earned: 500 (at least it wasn't for nothing)
Mad lewt: 150 gp, Heavy Bashing Shield Circlet of Arcane Extension (Mariz)
Total XP: 6000; (1500 to next level)
Coin: 280gp

Army Builder Show

Build alliances to help take out the Fatling.
XP earned: 200
Mad lewt: 150 gp (not yet split)
Total XP: 6200 (1300 to next level)
Coin: 280gp

The Dieteer Show

Cut a few pounds from the Fatling (got to kill Mariz too!)
XP earned: 1500
Mad lewt: here
Total XP: 7700 (Level 6, 2300 to next level)
Coin: 1626gp
4 vials of Antidote (need to get these checked)
Danae's wealth (on Kane's person): 651

Temple of the Dead Show

Fought of a legion of the undead to save the girl (but not the priest)
XP earned: 600
Booty: here
Coin: 1626 + 150/5 = 1626 + 30 = 1656
Danae's wealth (on Kane's person): 681


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2 years ago  ::  Feb 10, 2011 - 5:19PM #7
LinYurenya
Date Joined: Sep 17, 2010
Posts: 3,929
Mariz, Earthsoul Genasi Swordmage
Ledean War College graduate

Character Sheet Show
Mariz, level 7
Genasi, Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault Show
Minor, Close Burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to one mark at a time. A new mark supersedes the mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can't use this immediate reaction.
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)
Elemental Manifestation: Earthsoul Show
You gain a +1 racial bonus to Fortitude defense, a +1 racial bonus to saving throws, and the Earthshock power.
Earthshock: Earthshock (Strength) Show
Minor, Close burst 1, Reliable
Target: Enemies in area that are touching the ground
Attack: Strength +2 vs. Fortitude
Hit: 1d8 damage and the target is knocked prone.
Extra manifestation: Watersoul Show
You can breathe underwater. You also gain a +2 racial bonus to saving throws against ongoing damage and the swiftcurrent power.
Swiftcurrent: Swiftcurrent Show
Move, Personal
Effect: You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move accross would ordinarily deal damage to you.
Background: Auspicious Birth (Auspicious Birth Benefit) Show
You substitute your highest ability score for Constitution to determine your initial hit points.
Theme: Elemental Initiate

FINAL ABILITY SCORES
Str 19, Con 8, Dex 13, Int 19, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 8, Dex 13, Int 16, Wis 11, Cha 10.


AC: 26 Fort: 17 Reflex: 17 Will: 14
HP: 64 Bloodied: 32 Surges: 7 Surge Value: 14

Initiative: +4
Speed: 6 squares
Languages: Common, Primordial
Vision: Normal

TRAINED SKILLS
Arcana +12, Insight +8, History +12, Athletics +12, Diplomacy +8

UNTRAINED SKILLS
Acrobatics +4, Bluff +3, Dungeoneering +3, Endurance +4, Heal +3, Intimidate +3, Nature +5, Perception +3, Religion +7, Stealth +4, Streetwise +3, Thievery +4

FEATS
Level 1: White Lotus Riposte Show
When an enemy you hit with an arcane at-will attack power attacks you before the end of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to that attack power's damage.
Level 2: Versatile Expertise Show
Gain a +1 feat bonus to one weapon group and one implement group
Level 4: Earthshock Master Show
Your earthshock power deals 1d8 damage when it hits, and it gains the Reliable keyword.
Level 6: Extra Manifestation Show
Select a new genasi elemental manifestation. When you take a short rest or an extended rest, you can adopt this new elemental manifestation instead of the one you had been exhibiting.

POWERS
Swordmage at-will 1: Greenflame Blade Show
Standard, Melee weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier (+5) fire damage, and you deal fire equal to your Strength modifier (+4) to all enemies adjacent to your target.
Swordmage at-will 1: Sword Burst Show
Standard, Close burst 1
Targets: Each enemy in burst
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier (+5) force damage.
Swordmage encounter 1: Lightning Clash Show
Standard, Melee weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier (+5) damage. Make a secondary attack.
Secondary Target: One creature within 5 squares of the primary target.
Secondary Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier (+5) lightning damage.
Swordmage daily 1: Dance of the Sword Show
Standard, Close burst 2, Charm/Psychic
Targets: Each enemy in burst
Attack: Intelligence vs Will
Hit: 1d8 + Intelligence modifier (+5) psychic damage, and the target cannot make opportunity attacks or shift (save ends).
Miss: Half damage, and until the end of your next turn, the target cannot make opportunity attacks or shift.
Swordmage utility 2: Host of Shields Show
Minor, Personal
Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex.
Elemental Initiate 1: Disciplined Counter Show
Immediate Reaction, Melee 1
Trigger: An adjacent enemy misses you with a melee attack
Target: The triggering enemy
Attack: Highest ability mod vs Reflex
Hit: 1[W] damage, and you slide the target up to 2 squares. The target grants Combat Advantage until the end of your next turn.
Swordmage encounter 3: Dual Lightning Strike Show
Standard, Melee weapon
Primary Target: One creature
Primary Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier (+5) lightning damage, and the target is marked until the end of your next turn.
Effect: You teleport 8* squares and make a secondary attack
*Aegis of Assault: The number of squares you teleport equals 4 + your Strength modifier (+4).
Secondary Target: One creature other than the primary target.
Secondary Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier (+5) lightning damage, and the target is marked until the end of your next turn.
Swordmage daily 5: Lingering Lightning Show
Standard, Ranged 5
Targets: One, two or three creatures
Attack: Intelligence vs Reflex, one attack per target.
Hit: 1d8 + Intelligence modifier (+5) damage, and ongoing 5 lightning damage (save ends).
Miss: Half damage, and no ongoing damage.
Swordmage utility 6: Swordmage's Decree Show
Minor Action, Close blast 3
Target: Each enemy in blast
Effect: The target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. If you mark only one target with this power, you do not expend the power but cannot use it again during this encounter.
Swordmage encounter 7: Spikes of Agony Show
Standard, Melee weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 2[W] + Intelligence modifier (+5) force damage. If the target moves before the endo fi its next turn, it takes force damage equal to 5 + your Strength modifier (+4).
Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack.

ITEMS
Adventurer's Kit
Clothborn Plate armor +2
Warded Vambraces (heroic tier) Show
Item Set: Marjam's Dream
Item Slot: Arms
Power (encounter) Show
Minor
Until the end of your next turn, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature (+3).
Longsword of Arcane Bonds +1 Show
Item Set: Marjam's Dream
Critical: +1d6 damage per plus
Enhancement: +1 to attack and damage rolls
Power (encounter) Show
Free
Trigger: You hit a target with an arcane attack power using this weapon.
Effect: That enemy is marked by you (save ends).
Marjam's Dream set Show
2 pieces owned.
Benefit (2): When you make an Arcana check to detect magic, you gain a bonus equal to the number of items you have from this set.
Benefit (5): The area affected by your Swordmage Aegis class feature increases to a close burst 3.
Gift of Thirsting Salt Show
Elemental Gift
Power (Daily) Show
Free
Trigger: You hit and damage an enemy with a melee attack.
Effect: You regain 10 hit points, or 20 hit points if you scored a critical hit.
Gift of Fire Show
Elemental Gift
Property: You gain resistance 5 fire
Power (Daily) Show
Minor Action
Fire erupts from the weapon you are wielding. Until EONT attacks made with that weapon deal 1d6 extra fire damage

REMAINING WEALTH:
160 gp
Combat Stat Block Show
Miraz
Male Good Genasi Swordmage 7th Lvl
Vitals: Medium, 5'8" tall, 224 lbs Senses: 18 Insight, 13 Perception, Standard Vision
Encounter Powers
[_] Second Wind
[_] - Earthshock
     - Swiftcurrent
[_] Lightning Clash
[_] Dual Lightning Strike
[_] Spikes of Agony
[_] Disciplined Counter
[_] Warded Vambraces
[_] Longsword of Arcane Bonds
Daily Powers
[_] Action Point
[_] Dance of the Sword
[_] Host of Shields

[_] Lingering Lightning
[_] Swordmage's Decree

Item Daily Powers [_]
[_] Gift of Thirsting Salt
[_] Gift of Fire

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
70
7
26
17*
17
15
Curr
70
7

Temp
: 0 hp
Surge:17 hp
Init: +4
Speed: 6
Resist: 5 fire
Saves: +1 racial to all (Earth)
            +2 vs ongoing (Water)
*Fort: +1 if manifesting Earth
Current Manifestation: Earth/Water
Combat Round Notes
S/1

Updates Show
Apr 27th 2011: Level up to 6 (Extra manifestation (Water), Swordmage's Decree), Gift
Sep 4th 2011: Elemental gift of Fire
Apr 30th 2012: Level up
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2 years ago  ::  Feb 10, 2011 - 5:21PM #8
LinYurenya
Date Joined: Sep 17, 2010
Posts: 3,929
Mariz
Background and concept elements Show


1) He is a Ledean War College graduate. He was an excellent student, graduating in the minimal amount of years required, although several professors frowned upon his desire to study the elements rather than explore the arcane influences one can exert on the brain.


2) He is friendly and seeks to serve the common man. He believes in honor and discipline, oft seeming almost old-fashioned in his ways, a relic of the slow-moving Earth from whence he was born. Over the years he has learned to temper the wild chaotic nature of the other elements residing within him, although he has yet to learn to manifest other natures than that of the Earth.
Among friends he has the tendency to open up a lot more, often sharing a good laugh with those he trusts the most, sometimes even reverting back to when he was younger, pulling light-hearted pranks on eachother and on strangers, this being the more wild chaotic side brought on by the elements of wind, water and fire.


3) His skintone usually is the color of sand with white crystal energy lines, although his features are distinctively Human. He has no hair on his body, and the texture of his skin is rough yet soft, pleasant to the touch in the way bare feet can relish the feel of a sandy beach. His eyes resemble polished blue-and-green opals, a dark ring marking where the Human iris would reside.
He however has excellent control of the natural minerals that make up his body, and can change the hardness and coloration to resemble other stone or crystal types. For example, another appearance he sometimes wears is that of the jade warrior. His eyes however never change.

4) He is clothed in heavy sashes of ivory and crimson-dyed cloth and leather, and on his head he wears a turban adorned with dyed horse-tail hairs. These clothes and armor were given to him after he graduated, and Mariz wears these with pride, openly displaying his affiliation with the College. His sword, crafted at the College, is a tribute to Mariz' element. The blade is made of stone, cut and smoothed to make a very damaging weapon.


5) Though he is still friends with most of his former fellow students and professors, many of them chose to remain in Glamerhill to further their studies after graduation, while the rest, like Mariz, chose to venture out into the world alone. Perhaps, one day, he will return to the college, be it as a teacher or as a researcher.

6) Mariz is a fervent follower of Denev, every evening taking several minutes to pray for her grace and aid the following day.


Goals Show
1) I would like to have Mariz master a few more manifestations, maybe all of them (the natural ones). I'm already nearly completely decided on the Paragon path with which he can manifest two elements at once.

2) It could be nice to have Mariz meet up with former fellow students, perhaps aid them in quests or seek them out for their knowledge.


3) It would be cool to have Mariz come back to his roots. Perhaps fund a new school/location for the college, or work together with the college in exploring a dangerous area or defeating a new enemy, or have him retire into tutorship at the college. Maybe even become head of the Ledean War College!


Secrets Show
1) Mariz has been accepted in a small subculture in the Ledean War College. Dedicated to the more damaging aspects of arcane magic, the Ledean Elemagi research and teach magic using tomes stolen from Calastian Battle-Mages. Openly banned by the College, the Elemagi are forced to gather in secret.

2) Of course the Ledean War College is aware of the Ledean Elemagi (among the few other 'secret' societies). They could have dismantled the group easily, but they too see the benefits of gathering and distributing this knowledge gained from the Calastians. The Elemagi themselves are unaware that they are, in fact, 'allowed' to conduct these banned practices.


3) Mariz has parents he has never known, nor even heard of. He believes he was born from the Earth itself, a true child of Denev. Well, actually...

4) Dunaar Scalebir (see below) has deserted the Ledean War College and has found his way into the ranks of the Calastian Battle-Mages.


People tied to my character Show
1) Mariz' good friend Karishin Di Kuwith, a Human Wizard, currently resides in Mithril. A fellow member of the Ledean Elemagi, the man travelled back to his home right after graduating and is now a valued member of the city council, as well as the owner of one of the more successful smithies, with two of the best Dwarven smiths working for him, and coming in himself when weapons or armor need special enchantments placed on them.


2) Pannia Gilt, the Eladrin girl who heads the Ledean Elemagi. Hormally she lives in Glamerhill, working on her research and secretly mentoring the more advanced members of the Elemagi, but Mariz has heard rumours that the girl has chosen to leave Glamerhill, although the reasons given vary from personally trying to obtain new Calastian Battle-mage tomes to taking a vacation away from books and magic to simply vanishing in a portal to another plane. Similarly, none of his contacts have been able to tell Mariz where the girl has gone.


3) Yebin Mindartae is the current head of the Ledean War College. He is ancient, having been born from a Eladrin and a Half-Elf many many years back, and he is very experienced in both the ways of the arcane and that of the sword. Although he rarely teaches anymore, the man is very involved with his school, and Mariz is not the only student who has had long and heated discussions and conversations with the man. Mariz always found the man to be pleasant company.

4) Dunaar Scalebir, a Dragonborn professor at the Ledean War College never liked Mariz, nor did Mariz like him. His expertise lay in the tricking of the mind into experiencing huge doses of pain, enough to kill a man without laying a hand on him nor leaving a mark. Mariz was never good at tricking the mind through the arcane, and Dunaar never missed a chance to punish his students for performing poorly, using the method above. He never went so far to kill his students, although with Mariz and two others, he came very close. Mariz still sometimes suffers from a migraine, the legacy left by that moment.


Memories Show
1) Mariz doesn't remember his youth. He knows a Human cared for him before the man brought him to the Ledean War College, but the Genasi cannot even remember what the man looked like, let alone what his name was.


2) Mariz often recalls the pranks he and his friends played on the professors, the captains, other students and the other residents of Glamerhill during their first years of attending the College. Even at the darkest of times, the memories bring a smile to his face.


3) Mariz has a clear memory of Dunaar's face when the Dragonborn professor nearly killed him. The merry glint in the man's eyes still haunts him in his sleep, but in his dreams no captain walks past to stop him.


Background - Family/Class/Profession/Institutions Show

Mariz doesn't remember much of his youth. He knows a Human male raised him, but his memories of the time are faded at best. He does not remember his name, his appearance, in fact, all he remembers is a vague recollection of a deep, male voice.
At a fairly young age, Mariz was brought to the Ledean War College, already showing some skill with the arcane, and the strength in his arms was enough to make the captains believe he would someday be able to handle a sword properly, given the right training.
Over the years it became obvious Mariz was a promising student indeed, and he easily progressed in both military and arcane studies, although the professors of magic would have preferred it if he bettered his studies in working the mind, rather than focus on wielding the elements in combat.

During his studies he made many required travels, moving to the various lands and kingdoms to study their ways of life, combat, religion and government, so he is familiar with several of the nations of Ghelspad.

Drives - Primary/Secondary/Tertiary Show
Early during his years at Ledean War College Mariz was mostly driven by curiosity and the search for power. It served him perfectly, as it made him an eager student, keen on perfecting the new material given to him.
Over the years this curiosity and desire for power has subsided somewhat, being replaced with a duty-driven honor-bound quest in search of personal excellence. He strives to serve the land and the various communities surviving on its surface. For him, this quest goes hand in hand with a quest for knowledge.

Goals - Short-Term/Medium-Term/Long-Term Show
Short term: Mariz is in search of Karishin, the Human Wizard who was one of his closest friends before graduation. He has never seen the Blood Sea, the red patch of water which fascinates Mariz to no end. He hopes that in Mithril he can find his friend, and perhaps learn more about the blood-red ocean.
Medium term: Mariz hopes to master more elements, learning to manifest these in his own body. In addition, he desires to learn the fate of Pannia, the leader of the Elemagi.
Long term: Mariz one day hopes to provide a large contribution to the Ledean War College, be it as becoming a notable professor, granting them new lands to extend the College, or providing source material for extensive studies.


ooc Show
because Harn ruined the first

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2 years ago  ::  Mar 18, 2011 - 1:26PM #9
LinYurenya
Date Joined: Sep 17, 2010
Posts: 3,929
Esteru Oakdream, Minotaur Life Warden
Shrine Guardian

No longer a PC Show
Character Sheet Show
Esteru Oakdream, level 5
Minotaur, Warden
Build: Life Warden
Guardian Might: Lifespirit Show
While you are not wearing heavy armor, you can use your Wisdom modifier (+4) in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw.

Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Forest Warden (Forest Warden Benefit) - +1 to Nature and Perception checks.

FINAL ABILITY SCORES
Str 18, Con 15, Dex 9, Int 10, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 15, Con 15, Dex 9, Int 10, Wis 15, Cha 10.


AC: 22 Fort: 18 Reflex: 15 Will: 18
HP: 60 Surges: 12 Surge Value: 15

Initiative: +1
Speed: 6 squares
Languages: Common, Elven
Vision: Normal

TRAINED SKILLS
Nature +14, Endurance +6, Heal +11, Perception +14, Religion +7

UNTRAINED SKILLS
Acrobatics -2, Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +6, History +2, Insight +6, Intimidate +2, Stealth -2, Streetwise +2, Thievery -2, Athletics +3

FEATS
Level 1: Initiate of the Faith Show
Prerequisites: Wis 13
You gain training in the Religion skill.
Once per day, you can use the cleric's healing word power. In addition, you can use a holy symblol as an implement.
Level 2: Divine Channeler (Cleric) Show
Prerequisites: Wis 13, trained in Religion
Choose a Channel Divinity power available as a class feature for clerics.
If you don't already have the Channel Divinity class feature, you can use the selected Channel Divinity power once per day.
If you already have the Channel Divinity class feature, add the selected Channel Divinity power to your list of available Channel Divinity powers.
You are treated as having the Channel Divinity class feature for the purpose of meeting prerequisites. If you gain additional Channel Divinity powers by selecting divinity feats, you can use them in place of the power granted by this feat, but that doesn't change your normal limit on uses of Channel Divinity.
Special: This feat counts as a class-specific multiclass feat for the cleric class.
Level 4: Versatile Expertise Show
Gain a +1 feat bonus to one weapon group and one implement group

POWERS
Initiate of the Faith: Healing Word Show
Minor, Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus.
Divine Channeler (Cleric): Healer's Mercy Show
Standard action, Close burst 5
Target: Each bloodied ally in burst
Channel Divinity: You can use only one channel divinity power per encounter
Effect: The target can spend a healing surge. You are weakened until the end of your next turn.
Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus.
Warden at-will 1: Earth Shield Strike Show
Standard, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit:  1[W] + Strength modifier (+4) damage, and you gain a +1 power bonus to AC until the end of your next turn.
Warden at-will 1: Resilience of Life Show
Standard, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier (+4) damage, and an ally adjacent to you gains temporary hit points equal to your Wisdom modifier (+4).
Warden encounter 1: Warden's Sacrifice Show
Standard, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier (+4) damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 temporary hit points.
Lifespirit: Add your Wisdom modifier (+4) to the temporary hit points.
Warden daily 1: Form of the Walking Conflagration Show
Minor Action, Personal, Fire/Polymorph
Effect: You assume the guardian form of the walking conflagration until the end of the encounter. While you are in this form, you gain resist 5 fire. Until the end of the encounter, when you mark an enemy using your Nature's Wrath class feature, that enemy gains vulnerable 3 fire damage until the mark ends.
Once during this encounter, you can use the power Walking Conflagration Attack while you are in this form.
Walking Conflagration Attack Show
Standard, Melee weapon, Fire/Polymorph
Target: One creature
Attack: Strength vs AC
Requirement: The power Form of the Walking Conflagration must be active in order to use this power.
Hit: 1[W] + Strength modifier (+4) damage.
Effect: The target takes ongoing 5 fire damage and is dazed (save ends). While a target is dazed by this effect, whenever an enemy starts its turn in a square adjacent to the target, that enemy takes fire damage equal to your Constitution modifier (+2) or your Wisdom modifier (+4).
Warden utility 2: Guardian Thorns Show
Minor, Close burst 5
Target: One ally in burst
Effect: Until the end of your next turn, when any enemy marked by you hits or misses the target, that enemy takes 5 damage.
Warden encounter 3: Strongskin Clash Show
Standard, Close burst 1
Target: Each enemy you can see in burst
Attack: Strength vs AC
Hit: 1[W] + Strength modifier (+4) damage, and each ally in the burst gains resist 3 to all damage until the end of your next turn.
Lifespirit: The resistance equals 2 + your Wisdom modifier (+4).
Warden daily 5:  Wellspring Strike Show
Standard, Close burst 2
Targets: Each enemy in burst
Attack: Strength vs AC
Hit: 1[W] + Strength modifier (+4) damage, and ongoing 5 damage (save ends.)
Miss: Half damage.
Effect: Until the end of the encounter, you gain regeneration 5 while bloodied. At the start of each of your turns, you can forgo regaining the 5 hit points to allow a bloodied ally adjacent to you to regain them instead.

ITEMS
Adventurer's Kit
Riding Horse
Foe Fending Shield Heavy Shield (heroic tier) Show
AC Bonus: +2
Check: -2
Item Slot: Arms
Power (Daily) Show
Immediate Interrupt.
Trigger: An attack that targets AC or Reflex hits an ally adjacent to you.
Effect: The triggering attacker is marked (save ends). If the attacker is already marked by you or an ally, the attacker instead takes a -2 penalty to the attack.
Healer's Hide Armor +1 Show
AC Bonus: +3
Check: -1
Enhancement: +1 AC
Property: When you use a healing power that lets a creature spend a healing surge to regain hit points, the target regains additional hit points equal to the armor's enhancement bonus.
Vigilant Blade Rapier +1 Show
Critical: +1d8 fire and radiant damage
Enhancement: +1 attack rolls and damage rolls
Property: Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers.
Power (At-Will) Show
Minor Action
Effect: The weapon casts bright light out to 4 squares until you end this effect as a minor action.
Power (Encounter) Show
Immediate Reaction.
Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
Collar of Recovery +1 Show
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex and Will
Property: Gain extra hit points equal to this item's enhancement bonus when you spend a healing surge to regain hit points.

REMAINING WEALTH: 70 GP

Combat Stat Block Show
[]Minor
[]Move
[]Standard
[]Immediate

AC: 22 Fort: 18 Reflex: 15 Will: 18
HP: 60/60
Bloodied Value: 30
Healing  Surges: 12/12
Surge Value: 15+1
Initiative Modifier: +1
Status:
Other Relevant Information:
Action Points: 1/1

Powers and Features
At-will
Melee Basic Attack Show

Standard, Melee weapon (Vigilant Blade Rapier +1)
Target: One creature
Attack: Strength vs AC (+11)
Hit: 1[W] + Strength modifier (+4) damage. (1d8+5)
Ranged Basic Attack Show
Standard, Ranged weapon (unarmed)
Target: One creature
Attack: Dexterity vs AC (-1)
Hit: 1[W] + Dexterity modifier (-1) damage. (1d4-1)
Earth Shield Strike Show
Standard, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit:   1[W] + Strength modifier (+4) damage, and you gain a +1 power bonus to  AC until the end of your next turn.
Resilience of Life Show
Standard, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit:  1[W] + Strength modifier (+4) damage, and an ally adjacent to you gains  temporary hit points equal to your Wisdom modifier (+4).
Nature's Wrath Show
Free, Close burst 1
Target: Each enemy in burst
Effect: You mark the target. The mark lasts until the end of your next turn.
Warden's Fury Show
Immediate Interrupt, Melee weapon
Target: The triggering enemy
Attack: Strength vs Fortitude
Trigger: An enemy marked by you makes an attack that does not include you as a target.
Hit:   1[W] + Strength modifier (+4) damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Warden's Grasp Show
Immediate Reaction, Close burst 5
Target: The triggering enemy in burst
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target.
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Vigilant Blade Rapier +1 Show
Minor Action
Effect: The weapon casts bright light out to 4 squares until you end this effect as a minor action.
Encounter
[] Action Point
[] Second Wind/Collar of Recovery
[] Goring Charge Show
Standard, Melee 1
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: Strength, Constitution or Dexterity +4 vs AC
Hit: 1d6 + Strength modifier (+4), Constitution modifier (+2) or Dexterity modifier (-1) damage, and you knock the target prone.
[] Warden's Sacrifice Show
Standard, Melee weapon
Target: One creature
Attack: Strength vs AC
Hit:  2[W] + Strength modifier (+4) damage. Until the end of your next turn,  when any enemy hits you, an ally within 3 squares of you gains 5  temporary hit points.
Lifespirit: Add your Wisdom modifier (+4) to the temporary hit points.
[] Guardian Thorns Show
Minor, Close burst 5
Target: One ally in burst
Effect:  Until the end of your next turn, when any enemy marked by you hits or  misses the target, that enemy takes 5 damage.
[] Strongskin Clash Show
Standard, Close burst 1
Target: Each enemy you can see in burst
Attack: Strength vs AC
Hit:  1[W] + Strength modifier (+4) damage, and each ally in the burst  gains  resist 3 to all damage until the end of your next turn.
Lifespirit: The resistance equals 2 + your Wisdom modifier (+4).
[] Vigilant Blade Rapier +1 Show
Immediate Reaction.
Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.
Daily
[] Healing Word Show
Minor, Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus.
[] Healer's Mercy Show
Standard action, Close burst 5
Target: Each bloodied ally in burst
Channel Divinity: You can use only one channel divinity power per encounter
Effect: The target can spend a healing surge. You are weakened until the end of your next turn.
Healer's Hide Armor +1: Regain additional hit points equal to the armor's enhancement bonus.
[] Form of the Walking Conflagration Show
Minor Action, Personal, Fire/Polymorph
Effect:  You assume the guardian form of the walking conflagration until the end  of the encounter. While you are in this form, you gain resist 5 fire.  Until the end of the encounter, when you mark an enemy using your  Nature's Wrath class feature, that enemy gains vulnerable 3 fire damage  until the mark ends.
Once during this encounter, you can use the power Walking Conflagration Attack while you are in this form.
Walking Conflagration Attack Show
Standard, Melee weapon, Fire/Polymorph
Target: One creature
Attack: Strength vs AC
Requirement: The power Form of the Walking Conflagration must be active in order to use this power.
Hit: 1[W] + Strength modifier (+4) damage.
Effect:  The target takes ongoing 5 fire damage and is dazed (save ends). While a  target is dazed by this effect, whenever an enemy starts its turn in a  square adjacent to the target, that enemy takes fire damage equal to  your Constitution modifier (+2) or your Wisdom modifier  (+4).
[] Wellspring Strike Show
Standard, Close burst 2
Targets: Each enemy in burst
Attack: Strength vs AC
Hit: 1[W] + Strength modifier (+4) damage, and ongoing 5 damage (save ends.)
Miss: Half damage.
Effect:  Until the end of the encounter, you gain regeneration 5 while bloodied.  At the start of each of your turns, you can forgo regaining the 5 hit  points to allow a bloodied ally adjacent to you to regain them  instead.
[] Foe Fending Heavy Shield (heroic) Show
Immediate Interrupt.
Trigger: An attack that targets AC or Reflex hits an ally adjacent to you.
Effect:  The triggering attacker is marked (save ends). If the attacker is  already marked by you or an ally, the attacker instead takes a -2  penalty to the attack.


Other Combat Relevant information
Combat Stat Block (sexy version) Show

Esteru Oakdream
Female Good Minotaur Warden 5th Lvl
Vitals: Medium, 7'4" tall, 333 lbs Senses: 16 Insight, 24 Perception, Standard Vision
Encounter Powers
[_] Second Wind
[_] Goring Charge
[_] Warden's Sacrifice
[_] Guardian Thorns
[_] Strongskin Clash
[_] Vigilant Rapier +1
Daily Powers
[_] Action Point
[_] Healing Word (+1)
[_] Healer's Mercy (+1)
[_] Form of the Walking Conflagration
  [_] Walking Conflagration
[_] Wellspring Strike

[_] Foe Fending Shield

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
60
12
22
18
15
18
RndX
60
12

Temp
: 0 hp
Surge:16 hp
Init: +1
Speed: 6
Resist: none
Saves: none
Combat Round X Notes
• 

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2 years ago  ::  Mar 21, 2011 - 11:13PM #10
Orbin
Date Joined: Feb 9, 2007
Posts: 3,266
Hi All,

I will be joining up

I'm working on a Dwarf Scout.  I'm having trouble finding the "Nations" section of block text to find out about races, so I hope dwarf works out ok.

I'll post the character tomorrow once completed.

- Orbin
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