Garthanos's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/garthanos Encounter Powers, Tricks and beyond the narrative device.
I like encounter abilities they are especially cool for martial characters. For me they represent a trick that once performed is revealed and is becomes prohibitively hard to repeat as the enemy is now aware of it, it relied on surprise before, A big bad can push you with his secondaries hoping you will reveal your tricks and thus undermine what you can bring to bear against him. The reason you can use the tricks again later even against the same adversary is because you have had time to think of a subtle variation on it especially true since you have that niggling feeling you may encounter the bad guy again.

Similarly in arcane spell casting reality adjusts itself and learns to resist ie it hardens against the warping you just subjected it to until the fabric has time to relax once more. (At wills are talents where you are able skirt around resistance by adusting underlying details each time you perform them).-- see flavor text that encourages describing your spell different every time what is not to love about that.

Divine powers as encouragement to press on... at some level I think all divine powers should be either encounter powers or milestone governed powers. The divine inspires and gives independent of mortal sleep cycles. The divine rewards for being heroic and not pausing to rest.

Narrative and Game agree about encounters being good.
Game wise they allow an intermediate ground between a really climactic ability and the at-will. -- >They break up and create variation in the potency texture within a given fight that merely having at-wills and dailies rather lack. They reduce the effective percieved "need" to stop when the climactic abilities are expended because they are going to be there and useful and allow some variance within the fight if you keep pressing on...  As an unrepeatable (well atleast within a single situation), they become a reason to use something other than just the "best" one available over the course of a longer span and where you know more than one... face it game designers are bad at avoiding there being a best... there will always be a best.
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Tue, 28 Feb 2012 11:06:56 -0600 http://community.wizards.com/garthanos/blog/2012/02/28/encounter_powers,_tricks_and_beyond_the_narrative_device. http://community.wizards.com/garthanos/blog/2012/02/28/encounter_powers,_tricks_and_beyond_the_narrative_device.
I like encounter abilities they are especially cool for martial characters. For me they represent a trick that once performed is revealed and is becomes prohibitively hard to repeat as the enemy is now aware of it, it relied on surprise before, A big bad can push you with his secondaries hoping you will reveal your tricks and thus undermine what you can bring to bear against him. The reason you can use the tricks again later even against the same adversary is because you have had time to think of a subtle variation on it especially true since you have that niggling feeling you may encounter the bad guy again.

Similarly in arcane spell casting reality adjusts itself and learns to resist ie it hardens against the warping you just subjected it to until the fabric has time to relax once more. (At wills are talents where you are able skirt around resistance by adusting underlying details each time you perform them).-- see flavor text that encourages describing your spell different every time what is not to love about that.

Divine powers as encouragement to press on... at some level I think all divine powers should be either encounter powers or milestone governed powers. The divine inspires and gives independent of mortal sleep cycles. The divine rewards for being heroic and not pausing to rest.

Narrative and Game agree about encounters being good.
Game wise they allow an intermediate ground between a really climactic ability and the at-will. -- >They break up and create variation in the potency texture within a given fight that merely having at-wills and dailies rather lack. They reduce the effective percieved "need" to stop when the climactic abilities are expended because they are going to be there and useful and allow some variance within the fight if you keep pressing on...  As an unrepeatable (well atleast within a single situation), they become a reason to use something other than just the "best" one available over the course of a longer span and where you know more than one... face it game designers are bad at avoiding there being a best... there will always be a best.
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Arcane and Primal skills...

I am a serious fan of making the flavor your own taking skills and manipulating them to fit your character rather than the reverse. My Warlocks intimidate is most definitely a fear spell isnt yours?

But in some ways this all inspired me to think of using a feat ie the same kind of character design cost you use for skills as the enabler for a properly themed set of magically flavored abilities ie the feat call it a Talent or Gift allows fast casting of ritual magics... the rituals are then subcomponents of a skill. Rather like the specifc skill uses. Well enough defined the Gift could then be employed like skills are in a skill challenge type environment.

Invocations of Mecha and Pyrexia

These are Arcane and Primal manipulations associated with Mechanical Devices... They are largely analogous to Thieving and can even be employed in some skill challenges 
 
Knock or the Admittance Spell, Following Hidden Mecha Pathways (make an Arcana Check vs the lock with +5 on the DC but you also add your Wis Mod to offset that (ie the perception attribute) you are sending your minds eye down through the mechanics of the mechanism)I paint runes on the surface of the lock and send my minds eye down the path ways of its mechanics make an arcana check it is difficult unless you are very perceptive however.
Warding the Baneful Device 
- a glowing rune appears on a complex mechanism such as a trap so long as the glow is active the trap may seem to fire but it is harmless ghostly visuals and hollow sounds without bite and moments later it appears to once more be in an un-triggered state. A successful religion or arcana check befoul this ward and make the trap active once more.  
Conjuring of  Gremlins - minor demonoids suround the mechanical device gnawing on its pieces, if you dont carefully prevent them they will simply destroy it but you might be able to repair the damage with a purification or some elbow grease and ingenuity after wards as most of the damage is actually cosmetic they arent actually that smart, this might make the device stick open or closed and istn always predictable.

Primal

Bribing Appropriate Spirits - this is Charisma based, the household spirits are really the ones who allow or deny entrance in to a building locks are camouflage (a bowl of milk or similar inocuous thing when properly invoked with mystical forces is usually just the thing to allow entrance as nobody remembers to propiate them these days).

Binding Guardian Spirits 
- all things have spirits and humans invest mana in the devices they use to protect themselves, forcing one of these to manifest and binding it will disable the device associated with it at least for a time, its not actually that difficult to free such a bound spirit after all the original investor in it was able to manipulate or create this spirit unknowingly.

Conjuring a Spectral Seaman - this fellow is expert at fixing and repairing boats.
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Sat, 18 Feb 2012 14:02:11 -0600 http://community.wizards.com/garthanos/blog/2012/02/18/arcane_and_primal_skills..._ http://community.wizards.com/garthanos/blog/2012/02/18/arcane_and_primal_skills..._

I am a serious fan of making the flavor your own taking skills and manipulating them to fit your character rather than the reverse. My Warlocks intimidate is most definitely a fear spell isnt yours?

But in some ways this all inspired me to think of using a feat ie the same kind of character design cost you use for skills as the enabler for a properly themed set of magically flavored abilities ie the feat call it a Talent or Gift allows fast casting of ritual magics... the rituals are then subcomponents of a skill. Rather like the specifc skill uses. Well enough defined the Gift could then be employed like skills are in a skill challenge type environment.

Invocations of Mecha and Pyrexia

These are Arcane and Primal manipulations associated with Mechanical Devices... They are largely analogous to Thieving and can even be employed in some skill challenges 
 
Knock or the Admittance Spell, Following Hidden Mecha Pathways (make an Arcana Check vs the lock with +5 on the DC but you also add your Wis Mod to offset that (ie the perception attribute) you are sending your minds eye down through the mechanics of the mechanism)I paint runes on the surface of the lock and send my minds eye down the path ways of its mechanics make an arcana check it is difficult unless you are very perceptive however.
Warding the Baneful Device 
- a glowing rune appears on a complex mechanism such as a trap so long as the glow is active the trap may seem to fire but it is harmless ghostly visuals and hollow sounds without bite and moments later it appears to once more be in an un-triggered state. A successful religion or arcana check befoul this ward and make the trap active once more.  
Conjuring of  Gremlins - minor demonoids suround the mechanical device gnawing on its pieces, if you dont carefully prevent them they will simply destroy it but you might be able to repair the damage with a purification or some elbow grease and ingenuity after wards as most of the damage is actually cosmetic they arent actually that smart, this might make the device stick open or closed and istn always predictable.

Primal

Bribing Appropriate Spirits - this is Charisma based, the household spirits are really the ones who allow or deny entrance in to a building locks are camouflage (a bowl of milk or similar inocuous thing when properly invoked with mystical forces is usually just the thing to allow entrance as nobody remembers to propiate them these days).

Binding Guardian Spirits 
- all things have spirits and humans invest mana in the devices they use to protect themselves, forcing one of these to manifest and binding it will disable the device associated with it at least for a time, its not actually that difficult to free such a bound spirit after all the original investor in it was able to manipulate or create this spirit unknowingly.

Conjuring a Spectral Seaman - this fellow is expert at fixing and repairing boats.
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Warlock Channeling Flavor
Even the methods they exploit Constitution or Charisma for their power can be melded into very interesting flavor.

Constitution can be percieved as
  • Using there own life force the stronger that life force the mightier there power
  • perhaps this life force is in promise of the future gift where the quality of their eventual sacrifice to their pact holder is based on those life energies 
  • Constitution may represent resisting of pain I mean the idea that the alien power source they draw from is painful and your ability to resist that pain governs the control you have over it.
Charisma opens the other end of the scales 
  • having the will to resist the pleasure which channelling your power induces.
  • clever bending of the rules of this universe (I would love Arcana to be based on charisma for this one).
  • tricking/seducing the other worldly entities in to giving you power they dont necessarily want you to have.
  • The voice of power - many warlock powers are psychic and remember communication is a medium of control - perhaps you were chosen to be the voice of this other world entity and your ability is entirely eldritch charm.

Individual powers 

I will also be compiling and presenting inspirational flavors and descriptions for specific powers 

Eldritch Strike

  • Glare of the Possessed : An intimidating roar mingled with a spirited slashing attack and your enemy cannot resist drawing back.
  • Otherworld flames: I wreath my weapon in flames in which you can see other worlds if you look closely enough - space itself warps and slides my enemies back when the flames lick them.
  • Slash to the Knees : Nothing special I try to cut his legs out from under him and he staggers back
  • Saurons Smash : With each hit a boom presses the enemy back 

More Dynamic flavoring of the classes fightersswordmages.

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Fri, 30 Dec 2011 22:40:53 -0600 http://community.wizards.com/garthanos/blog/2011/12/30/warlock_channeling_flavor http://community.wizards.com/garthanos/blog/2011/12/30/warlock_channeling_flavor
Even the methods they exploit Constitution or Charisma for their power can be melded into very interesting flavor.

Constitution can be percieved as
  • Using there own life force the stronger that life force the mightier there power
  • perhaps this life force is in promise of the future gift where the quality of their eventual sacrifice to their pact holder is based on those life energies 
  • Constitution may represent resisting of pain I mean the idea that the alien power source they draw from is painful and your ability to resist that pain governs the control you have over it.
Charisma opens the other end of the scales 
  • having the will to resist the pleasure which channelling your power induces.
  • clever bending of the rules of this universe (I would love Arcana to be based on charisma for this one).
  • tricking/seducing the other worldly entities in to giving you power they dont necessarily want you to have.
  • The voice of power - many warlock powers are psychic and remember communication is a medium of control - perhaps you were chosen to be the voice of this other world entity and your ability is entirely eldritch charm.

Individual powers 

I will also be compiling and presenting inspirational flavors and descriptions for specific powers 

Eldritch Strike

  • Glare of the Possessed : An intimidating roar mingled with a spirited slashing attack and your enemy cannot resist drawing back.
  • Otherworld flames: I wreath my weapon in flames in which you can see other worlds if you look closely enough - space itself warps and slides my enemies back when the flames lick them.
  • Slash to the Knees : Nothing special I try to cut his legs out from under him and he staggers back
  • Saurons Smash : With each hit a boom presses the enemy back 

More Dynamic flavoring of the classes fightersswordmages.

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Entitled to the Items which define you It occured to me that in previous editions of the game, some DMs tried to do some balancing of well the non-spell caster with the caster by giving the unempowered ones items that were both powerful and highly flavor defining for the character...King Arthur isnt himself without Excaliber. The problem was they were a bit overwhelmingly so the character didnt feel special except with this item and the acquisition of which was completely under the DMs jurisdiction. 

Premise

The acceptabilitiy of these "character defining items" or even "character defining magics" for me is directly based on how player controlled they are.

Basically an item can be more important to a character both in terms of defining there abilites and acting as the basis of his power if the player has more say in its nature and certainty of its inclusion in the characters story.  

The trend I have seen and heard in 4e is towards making items less defining by using inherent bonuses... without inherent bonuses item based power seems too great... Items with big themes and lots of powers and lots of impact on the characters power... are fine if they are literally a player resource.

Legend and fantasy give us both heros like lancelot and beowulf who may have had magic items but who's personal awesome totally over shadowed them ... and we have arthurs and elrics who conversely were probably either highly item dependent or overshadowed.

Solution

 Allow the same resource spent for personal awesome to be spent for magic item awesomeness..  You could do this by defining a theme or paragon path in terms of magic item awesomeness... Fated Weilder would make your character the bearer of insert Item of uberness X which they determine to be part of there characters story... its no longer an item that can be lost or stolen except temporarily its nature is something the player can design perhaps you could spend item specific feats on it... 
However maybe that can be done already.
OK I admit it I do think a healthy dose of flexible imagination solves everything. See the player is welcome to explain how any of his advancements occur ... where did you get those new rituals or that new battlefield spell oh wizard ? and why does the character get a white lotus riposte from his eldritch strikes?  Perhaps its that new magic sword that is responsible (is it the source or did it just awaken that innate gift?).  This can be done with any character design feature .... I didnt learn to do ritual magic the skull with runes painted on it I tote about possesses me and I can do deep magics because of it.   

Some people moan about players feeling entitled to there magic items.. I say they should be.

 

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Wed, 24 Aug 2011 07:09:44 -0500 http://community.wizards.com/garthanos/blog/2011/08/24/entitled_to_the_items_which_define_you http://community.wizards.com/garthanos/blog/2011/08/24/entitled_to_the_items_which_define_you It occured to me that in previous editions of the game, some DMs tried to do some balancing of well the non-spell caster with the caster by giving the unempowered ones items that were both powerful and highly flavor defining for the character...King Arthur isnt himself without Excaliber. The problem was they were a bit overwhelmingly so the character didnt feel special except with this item and the acquisition of which was completely under the DMs jurisdiction. 

Premise

The acceptabilitiy of these "character defining items" or even "character defining magics" for me is directly based on how player controlled they are.

Basically an item can be more important to a character both in terms of defining there abilites and acting as the basis of his power if the player has more say in its nature and certainty of its inclusion in the characters story.  

The trend I have seen and heard in 4e is towards making items less defining by using inherent bonuses... without inherent bonuses item based power seems too great... Items with big themes and lots of powers and lots of impact on the characters power... are fine if they are literally a player resource.

Legend and fantasy give us both heros like lancelot and beowulf who may have had magic items but who's personal awesome totally over shadowed them ... and we have arthurs and elrics who conversely were probably either highly item dependent or overshadowed.

Solution

 Allow the same resource spent for personal awesome to be spent for magic item awesomeness..  You could do this by defining a theme or paragon path in terms of magic item awesomeness... Fated Weilder would make your character the bearer of insert Item of uberness X which they determine to be part of there characters story... its no longer an item that can be lost or stolen except temporarily its nature is something the player can design perhaps you could spend item specific feats on it... 
However maybe that can be done already.
OK I admit it I do think a healthy dose of flexible imagination solves everything. See the player is welcome to explain how any of his advancements occur ... where did you get those new rituals or that new battlefield spell oh wizard ? and why does the character get a white lotus riposte from his eldritch strikes?  Perhaps its that new magic sword that is responsible (is it the source or did it just awaken that innate gift?).  This can be done with any character design feature .... I didnt learn to do ritual magic the skull with runes painted on it I tote about possesses me and I can do deep magics because of it.   

Some people moan about players feeling entitled to there magic items.. I say they should be.

 

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Vampire, Bloodwright

I am writing this one both to Flesh out and Explore an Idea I have for a new character and as a response to a poster who was very adamant about saying no divine classes - belong in Dark Sun no matter how you flavor them... this is a hybrid between two divine classes who might fit well in Darksun as I understand it. (Mechanically it is a shifter/cleric-invoker ) But really this is Vampyre, Bloodwright.

Point of View : The world is a dark place and we stride as heros through it ... but for me it is a question of making up for my past.

My powers source is not something I flaunt outwardly in fact its basis is something of a secret though though at least one of my companions knows my nature and others may suspect... you see I am a Vampire. Most emotions I lock behind a veil of pure discepline I really dont think this is a choice  

At-Will Powers:

Guided by Scent: I strike the monster and the smell of his spilt blood fills the nostrils of my cohort who's eyes gleam his vehement attack will be guided by that scent lending insight in to our enemies next move  (originally righteous brand)

".... they might not remember it clearly in part because the hunger is prone to leaving your mind a bit fuzzy but in a fight my allies manifest the needs of blood, and teeth which gleam sharp  and to a degree the very infecton I carry almost as much as I do. "

Visions of Blood  nightmares from her own experience fed in to the minds of enemies. (as per original invoker power)

Encounter Powers

Blood Hunt: Can you feel its fear my freind justice shall feed (wisdom vs will attack ) allies gain temporary hit points equal to my wisdom when they attack the target... and it takes additional damage of that amount when they hit (originally exacting utterance)

Daily Powers

Blood Tears : I bleed tears of blood as they spout fountains of life on to the sands of this desert  ... a shame really.  (originally execretion) 

Implement : The ankh symbolizes life and immortality and is a focus I have grown fond of . Alternately a Bloodstone in a necklace or embeded in a rod or staff (per invoker).

Rituals :

Communal Blood - we cut our palms and blood pumps betwen our bodies in a circle of unity you may have seen something like this used by mortals even to shore up social connections and establish emotional bonds ... when I do it blood actually flows.(originally Comrades Succor) 

Appearance: She is thin and pale in spite of the supernatural strength in her veins, Shortly after her "genesis" she  was almost entirely white skinned with a birthmark on her throat that looks like a moon crossed by twin blades...  the birthmark... has grown since then and she now has what seems to be monotone tattoos including complex dragon forms which touch upon brow and wrap her breasts and thighs.  In the heat of battle she finds it difficult to restrain the beast within and her teeth and nails grow longer her eyes become swirling gold and red. The life force which seems to flow in to her in her rage is it nature sympathetically feeding her? is she defiling? or is she giving in and drawing on dark power in her blood.

Serellia Fontaine, level 8 Vampire, Bloodwright Longtooth Shifter, Cleric|Invoker Hybrid )

Cleric: Battle Cleric's Lore (scale armor proficiency+)
Covenant Manifestation: Manifestation of Malediction
Hybrid Invoker: Hybrid Invoker Reflex
Background: Redemption Seeker, Birth - Cursed, Nightmare of Defiling (Redemption Seeker Benefit)
Theme: Templar of Borys (Dragon of Tyr)?

FINAL ABILITY SCORES
Str 20, Con 10, Dex 10, Int 13, Wis 20, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 10, Int 13, Wis 16, Cha 9.
AC: 23 Fort: 19 Reflex: 16 Will: 20

HP: 21 Surges: 6 Surge Value: 5
TRAINED SKILLS
Heal +9, Insight +10, Bluff +5, Nature +9
UNTRAINED SKILLS
Acrobatics, Arcana +1, Diplomacy -1, Dungeoneering +4, Endurance +2, History +1, Intimidate -1, Perception +4, Religion +1, Stealth, Streetwise -1, Thievery, Athletics +6

FEATS
Learned Spellcaster: Ritual Caster
Wild Talent: Thought Projection
Level 1: Vampiric Heritage
Level 2: Learned Spellcaster
Level 4: Word of Retaliation 
Level 6: Harbinger of Rebirth 
Level 8: Wild Senses or Sturdy Shifter

POWERS
Hybrid at-will 1: Guided By Scent (Righteous Brand)
Hybrid at-will 1: Visions of Blood (remembrance of the defiling)
Hybrid encounter 1:Blood Hunt ( Exacting Utterance )
Hybrid daily 1: Blood Tears (Execration)
Hybrid utility 2: Sanguine Lending (Sacrificial Aegis)
Hybrid encounter 3: Fearsome Command (from theme)
Hybrid daily 5: Vampyric Thrall (Servitude in Death)
Hybrid utility 6: Otherworld Mysts (Solid Fog)
Hybrid encounter 7: Fettering Glare (from theme)

ITEMS

Adventurer's Kit, Ankh (Holy Vampyric Symbol), Cloak of Resistance +2, Deathsteel Scorpion Scale Armor +2, Lifestealer Morningstar +2, Javelin of Speed +1(impaling fun), Warwing Drake (Servent Mount).
RITUALS
Communal Blood (Comrades' Succor), Endure Elements, Feat of Strength, Animal Messenger, Banish Vermin, Simbul's Conversion, Last Sight Vision, Spirit Fetch, Transfer Enchantment, Mindshape Warwing Drake, Gravesight, Inquisitive's Eyes, Shadow Bridge, Phantom Steed

Her genesis may have related to Defiling we can leave that a mystery to explore

The mace picture is just in case anyone actually thinks they are gentle weapons. And not blood nasty. For Darksun one made out of the skull of some creature with bone spikes coming out of it might be nice.

Shifted.... 

NOTE its possible to leave the draining as a life force manipulation rather than an actual blood thing but blood is so visceral that it feels like a flavor that fits the world.

More unusual character designs at the Creative Character Build Collection

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Sat, 13 Aug 2011 13:21:19 -0500 http://community.wizards.com/garthanos/blog/2011/08/13/vampire,_bloodwright http://community.wizards.com/garthanos/blog/2011/08/13/vampire,_bloodwright

I am writing this one both to Flesh out and Explore an Idea I have for a new character and as a response to a poster who was very adamant about saying no divine classes - belong in Dark Sun no matter how you flavor them... this is a hybrid between two divine classes who might fit well in Darksun as I understand it. (Mechanically it is a shifter/cleric-invoker ) But really this is Vampyre, Bloodwright.

Point of View : The world is a dark place and we stride as heros through it ... but for me it is a question of making up for my past.

My powers source is not something I flaunt outwardly in fact its basis is something of a secret though though at least one of my companions knows my nature and others may suspect... you see I am a Vampire. Most emotions I lock behind a veil of pure discepline I really dont think this is a choice  

At-Will Powers:

Guided by Scent: I strike the monster and the smell of his spilt blood fills the nostrils of my cohort who's eyes gleam his vehement attack will be guided by that scent lending insight in to our enemies next move  (originally righteous brand)

".... they might not remember it clearly in part because the hunger is prone to leaving your mind a bit fuzzy but in a fight my allies manifest the needs of blood, and teeth which gleam sharp  and to a degree the very infecton I carry almost as much as I do. "

Visions of Blood  nightmares from her own experience fed in to the minds of enemies. (as per original invoker power)

Encounter Powers

Blood Hunt: Can you feel its fear my freind justice shall feed (wisdom vs will attack ) allies gain temporary hit points equal to my wisdom when they attack the target... and it takes additional damage of that amount when they hit (originally exacting utterance)

Daily Powers

Blood Tears : I bleed tears of blood as they spout fountains of life on to the sands of this desert  ... a shame really.  (originally execretion) 

Implement : The ankh symbolizes life and immortality and is a focus I have grown fond of . Alternately a Bloodstone in a necklace or embeded in a rod or staff (per invoker).

Rituals :

Communal Blood - we cut our palms and blood pumps betwen our bodies in a circle of unity you may have seen something like this used by mortals even to shore up social connections and establish emotional bonds ... when I do it blood actually flows.(originally Comrades Succor) 

Appearance: She is thin and pale in spite of the supernatural strength in her veins, Shortly after her "genesis" she  was almost entirely white skinned with a birthmark on her throat that looks like a moon crossed by twin blades...  the birthmark... has grown since then and she now has what seems to be monotone tattoos including complex dragon forms which touch upon brow and wrap her breasts and thighs.  In the heat of battle she finds it difficult to restrain the beast within and her teeth and nails grow longer her eyes become swirling gold and red. The life force which seems to flow in to her in her rage is it nature sympathetically feeding her? is she defiling? or is she giving in and drawing on dark power in her blood.

Serellia Fontaine, level 8 Vampire, Bloodwright Longtooth Shifter, Cleric|Invoker Hybrid )

Cleric: Battle Cleric's Lore (scale armor proficiency+)
Covenant Manifestation: Manifestation of Malediction
Hybrid Invoker: Hybrid Invoker Reflex
Background: Redemption Seeker, Birth - Cursed, Nightmare of Defiling (Redemption Seeker Benefit)
Theme: Templar of Borys (Dragon of Tyr)?

FINAL ABILITY SCORES
Str 20, Con 10, Dex 10, Int 13, Wis 20, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 10, Int 13, Wis 16, Cha 9.
AC: 23 Fort: 19 Reflex: 16 Will: 20

HP: 21 Surges: 6 Surge Value: 5
TRAINED SKILLS
Heal +9, Insight +10, Bluff +5, Nature +9
UNTRAINED SKILLS
Acrobatics, Arcana +1, Diplomacy -1, Dungeoneering +4, Endurance +2, History +1, Intimidate -1, Perception +4, Religion +1, Stealth, Streetwise -1, Thievery, Athletics +6

FEATS
Learned Spellcaster: Ritual Caster
Wild Talent: Thought Projection
Level 1: Vampiric Heritage
Level 2: Learned Spellcaster
Level 4: Word of Retaliation 
Level 6: Harbinger of Rebirth 
Level 8: Wild Senses or Sturdy Shifter

POWERS
Hybrid at-will 1: Guided By Scent (Righteous Brand)
Hybrid at-will 1: Visions of Blood (remembrance of the defiling)
Hybrid encounter 1:Blood Hunt ( Exacting Utterance )
Hybrid daily 1: Blood Tears (Execration)
Hybrid utility 2: Sanguine Lending (Sacrificial Aegis)
Hybrid encounter 3: Fearsome Command (from theme)
Hybrid daily 5: Vampyric Thrall (Servitude in Death)
Hybrid utility 6: Otherworld Mysts (Solid Fog)
Hybrid encounter 7: Fettering Glare (from theme)

ITEMS

Adventurer's Kit, Ankh (Holy Vampyric Symbol), Cloak of Resistance +2, Deathsteel Scorpion Scale Armor +2, Lifestealer Morningstar +2, Javelin of Speed +1(impaling fun), Warwing Drake (Servent Mount).
RITUALS
Communal Blood (Comrades' Succor), Endure Elements, Feat of Strength, Animal Messenger, Banish Vermin, Simbul's Conversion, Last Sight Vision, Spirit Fetch, Transfer Enchantment, Mindshape Warwing Drake, Gravesight, Inquisitive's Eyes, Shadow Bridge, Phantom Steed

Her genesis may have related to Defiling we can leave that a mystery to explore

The mace picture is just in case anyone actually thinks they are gentle weapons. And not blood nasty. For Darksun one made out of the skull of some creature with bone spikes coming out of it might be nice.

Shifted.... 

NOTE its possible to leave the draining as a life force manipulation rather than an actual blood thing but blood is so visceral that it feels like a flavor that fits the world.

More unusual character designs at the Creative Character Build Collection

1 Comments - Leave a Comment
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