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    Brock

    Thursday, November 5, 2009, 4:13 AM
    Categories: General

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    Character Information
    Name: Brock Level: 6 Race: Dwarf Class: Fighter
    Age: 28 Gender: Male Height: INSERT Weight: INSERT Alignment: Good Deity: ----
    Passive Insight: 15
    Passive Perception: 15
    Speed Base Armor Item Misc
    5 5 0 0 0
    Total Ability Abil Mod Mod + 1/2
    19 STR 4 7
    16 CON 3 6
    10 DEX 0 3
    10 INT 0 3
    15 WIS 2 5
    8 CHA -1 2
    AC Type Total 10 + 1/2 Armor/Abil Class Feat ENH Misc
    AC 23 13 8 0 0 2 0
    FORT 18 13 3 2 0 INSERT 0
    REF 13 13 0 0 0 0 0
    WILL 15 13 2 0 0 0 0
    Max HP Bloodied Surge Value Surges/Day
    61 30 15 12



    Initiative: 3 = 3 lvl

    ATTACK WORKSPACE
    +11 Big Axe = 3 lvl + 4 str + 1 ftr + 2 prof + 2 enh
    +8 Lil Axe = 3 lvl + 4 str + 2 prof + 1 enh

    DAMAGE WORKSPACE
    1d12+10 Big Axe = 4 str + 2 enh + 2 feat + 2 item
    1d6 +7 Lil Axe = 4 str + 1 enh + 2 feat

    Skills (Click to Open / Close)
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    Score Skill Name Abil(+1/2 lvl) Trained Armor Penalty Misc
    3 Acrobatics(Dex) 3 0
    3 Arcana (Int)> 3 N/A
    12 Athletics (Str) 7 5 0
    2 Bluff (Cha) 2 N/A
    2 Diplomacy (Cha) 2 N/A
    14 Dungeoneering (Wis) 5 5 N/A 4
    8 Endurance (Con) 6 2
    10 Heal 5 5 N/A
    3 History(Int) 3 N/A
    5 Insight (Wis) 5 N/A
    2 Intimidate (Cha) 2 N/A
    5 Nature (Wis) 5 N/A
    5 Perception (Wis) 5 N/A
    3 Religion (Int) 3 N/A
    3 Stealth(Dex) 3
    2 Streetwise (Cha) 2 N/A
    3 Thievery (Dex) 3




    RACIAL FEATURES
    Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
    Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
    Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
    Stand your Ground: When an effect forces you to move- through a pull, a push, or a slide- you can move 1 square less than the effrect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would know you prone, you can immedciately make a saving throw to avoid falling prone.

    CLASS / PARAGON PATH FEATURES
    Combat Challenge: In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark last until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy makred by you is adjacent to you and shifts or makes a an attack that does not include you, you can make a melee basic attack againsst that enemy as an immediate interrupt.
    Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
    Fighter Weapon Talent: +1 bonus to attack rolls using two-handed weapons.


    FEATS

    Dwarven Weapon Training (Click to Open / Close)
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    Heroic
    Prerequisite: Dwarf
    Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.


    Powerful Charge (Click to Open / Close)
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    Heroic
    Prerequisite: Str 13
    Benefit: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.


    Power Attack (Click to Open / Close)


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    Heroic
    Prerequisite: Str 15
    Benefit: When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
    This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.
    Level Extra Damage (Two-handed Weapon)
    1st-10th +2(+3)
    11th-20th +4(+6)
    21th-30th +6(+9)


    Fast Runner (Click to Open / Close)
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    Heroic
    Prerequisite: Con 13
    Benefit: You gain a +2 bonus to speed when you charge or run.



    POWER INDEX
    AT-WILL

    Cleave (Click to Open / Close)
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    Fighter Attack 1
    You hit one enemy, then cleave into another.
    At-WillMartial, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier.
    Increase damage to 2[W] + Strength modifier at 21st level


    Reaping Strike (Click to Open / Close)
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    Fighter Attack 1
    You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
    At-WillMartial, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage.
    Increase damage to 2[W] + Strength modifier at 21st level
    Miss: Half Strength modifier damage. If you're wielding a two-handed wepaon, you deal damage equal to your Strength modifier.



    ENCOUNTER

    Steel Serpent Strike (Click to Open / Close)
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    Fighter Attack 1
    You stab viciously at your foe's knee or foot to slow him down. No matter how touch he is, he's going to favor that leg for a time.
    EncounterMartial, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage, adn the target is slowed and cannot shift until the end of your next turn.


    Crushing Blow (Click to Open / Close)
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    Fighter Attack 3
    You wind up and deliver a devastating blow with your weapon.
    EncounterMartial, Weapon
    Free Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 2[W] + Srength modifier damage.
    Weapon: If you're wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.



    DAILY

    Brute Strike (Click to Open / Close)
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    Fighter Attack 1
    You shatter armor and bone with a ringing blow.
    DailyMartial, Reliable, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 3[W] + Strength modifier damage.


    Dizzying Blow (Click to Open / Close)
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    Fighter Attack 5
    You crack your foe upside the head.
    DailyMartial, Reliable, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 3[W] + Strength modifier, and the target is immobilized (save ends).



    UTILITY

    Unstoppable (Click to Open / Close)
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    Fighter Utility 2
    You let your adrenaline surge carry you through the battle.
    DailyHealing, Martial
    Minor Action Personal
    Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.


    Unbreakable (Click to Open / Close)
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    Fighter Utility 6
    You steel yourself against a brutal attack.
    EncounterMartial
    Immediate Reaction Personal
    Effect: Reduce the damage from the attack by 5 + your Constitution modifier.


    Unbreakable

    MAGIC ITEM INDEX
    Weapon

    +2 Vicious Execution Axe (Click to Open / Close)
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    Weapon
    Enhancement: +2 attack rolls and damage rolls.
    Critical: +1d12 damage per plus.



    Weapon

    +1 Throwing Axe (Click to Open / Close)
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    Weapon
    Enhancement: +1 attack rolls and damage rolls.
    Critical: +1d6 damage per plus.
    Check this out: It returns when thrown! How awesome is that?



    Armor

    +2 BloodIron Drakescale Armor (Click to Open / Close)
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    Armor
    Enhancement: +2 AC.
    Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn.



    Arms

    Iron Armbands of Power (Click to Open / Close)
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    Arm
    Level: 6
    Property: gain a +2 item bonus to melee damage rolls.



    Feet

    Hands

    Neck
    ring
    ring
    waist


    OTHER EQUIPMENT

    Adventurer's Kit (Click to Open / Close)
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    Gear
    Description: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.





    LANGUAGES KNOWN
    Deep Speech
    Dwarf
    Common

    COINS AND OTHER WEALTH
    30g, 42s, 86c

    CHARACTER BACKGROUND
    East Rift: Huddled on the eastern shelf of the yawning Undercasm, East Rift is a living symbol of gold dwarf ingenuity and stubbornness, having survived when the surface collapsed into the bowels of the Underdark. Protected by enormous towers connected by a high curtain wall, the gold dwarves are ready to defend themselves against the drow or any other horror that rises from the depths. You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 to Dungeoning.

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    The characters

    Thursday, November 5, 2009, 4:11 AM
    Categories: General

    Kiressa Sathensaik
    Race: Elf
    Size: Medium
    Age: 33
    Gender: Female
    Height: 5'7"
    Weight: 147 lbs
    Eyes: Violet
    Hair: Autumn's deep red / orange, Wavy, Mid-back in length
    Skin: Dark Tan

    Level: 6

    Class (Level): Ranger
    Alignment: Good
    Langauge: Common, Giant
    Diety: None.

    ~ Ability Scores ~
    STR: 17 (+3) [16 Base + 1 (4th)]
    CON: 12 (+1) [10 Base]
    DEX: 19 (+4) [16 Base + 2 Elf + 1 (4th)]
    INT: 10 (+0) [10 Base]
    WIS: 14 (+2) [12 Base + 2 Elf]
    CHA: 08 (-1) [08 Base]

    AC: 22 Fort: 19 Reflex: 20 Will: 17
    HP: 54/54 Surges: 7/7 Surge Value: 13
    Second Wind: [] | Death Saving Throws: [][][]

    Initiative: + 9 [4 Dex + 3 Level + 2 Misc]
    Speed: 7 Squares
    Vision: Normal, Low-Light
    Armor Class: 21 [13 Base + 4 DEX + 2 Hide + 2 Magic Armor]

    ~ Defenses ~
    H.P.: 54 [12 Ranger + 12 CON + 25 (Level x 5) + 5 Toughness]
    Base: 13 [10 + 3 Levels]
    A.C.: 21 [13 Base + 4 DEX + 2 Hide + 2 Magic Armor]
    Fort: 19 [13 Base + 3 STR + 2 Cloak + 1 Ranger]
    Refl: 20 [13 Base + 4 DEX + 2 Cloak + 1 Ranger]
    Will: 17 [13 Base + 2 WIS + 2 Cloak]

    ~:- Combat -:~

    Note: All attacks assume Reckless (-2 AC, +4 Damage) & Bloodclaw (-2 HP, +4 Damage) for maximum damage. Damage from Bloodclaw is per round (on activation) as is the AC drop from Reckless.

    Summer Flame Attack: +11 [3 Level + 3 STR + 2 Prof + 2 Enh + 1 Expertise]
    Summer Flame Damage: 1D10 + 17 [3 STR + 2 Enh + 1 TWF + 1 WF:Hammer + 4 Reckless + 4 Bloodclaw + 2 Iron Armbands]

    Winter Moon Attack: +11 [3 Level + 3 STR + 2 Prof + 2 Enh + 1 Expertise]
    Winter Moon Damage: 1D10 + 16 [3 STR + 2 Enh + 1 WF:Hammer + 4 Reckless + 4 Bloodclaw + 2 Iron Armbands]

    - Basic -
    Summer Flame (Bloodclaw Craghammer +2): +11 vs. AC, Melee, Damage: 1D10 + 17
    Winter Moon (Reckless Craghammer +2): +11 vs. AC, Melee, Damage: 1D10 + 16
    Longbow: +11 vs. AC, Ranged 20/40, Damage: 1D10 + 5

    - At Will -
    Twin Strike: +11/+11 vs. AC, Melee, Damage: 1D10 + 14 / 1D10 + 13 (Flame & Moon)
    Hit and Run: +11 vs. AC, Melee, Damage: 1D10 + 17 (Summer Flame)

    - Encounter -
    Two-Fanged Strike: +11/+11 vs. AC, Melee, Damage: 1D10 + 17 / 1D10 + 16 (Flame & Moon)
    Disruptive Strike: +11 vs. AC, Melee, Damage: 1D10 + 17 (Summer Flame)

    - Daily -
    Jaws of the Wolf: +11/+11 vs. AC, Melee, Damage: 2D10 + 17 / 2D10 + 16 (Flame & Moon)
    Frenzied Skirmish: +11/+11 vs. AC, Melee, Damage: 1D10 + 17 / 1D10 + 16 (Flame & Moon)

    ~:- Items -:~
    Bloodclaw Craghammer +2 [Brutal 2] (Summer Flame)
    Reckless Craghammer +2 [Brutal 2] (Winter Moon)
    Battle Harness Leather Armor +2
    Iron Armbands of Power (heroic tier)
    Distance Longbow +1
    Arrows (300)
    Dagger x10

    Adventurer's Kit
    Chalk x3
    Mirror
    Crowbar
    Lock x2
    Manacles
    Hammer & Leather Sack of Nails
    Everburning Locket
    Everburning Torch
    Torch x10
    Flint & Steel

    ~ Personal Items ~

    Main : Bloodclaw Craghammer +2
    Off-Hand: Reckless Craghammer +2
    Armor : Battle Harness Leather Armor +2
    Arms : Iron Armbands of Power
    Feet :
    Hands :
    Head :
    Neck : Deep-Pocket Cloak +2
    Ring 1 :
    Ring 2 :
    Waist :

    ~ Feats ~
    1: Toughness (TWF Style)
    1: Weapon Expertise (Hammer)
    2: Weapon Focus (Hammer)
    4: Two-Weapon Fighting
    6: Weapon Proficiency (Craghammer)

    magic items
    Deep-Pocket Cloak +2
    Reckless Craghammer +2
    Bloodclaw Craghammer +2
    Battle Harness Leather Armor +2
    Distance Longbow +1
    Iron Armbands of Power
    2 level 5 healing potions

    ~:- Abilities -:~

    - At Will -

    Hit and Run
    At-Will Martial, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage.

    Increase damage to 2[W] + Strength modifier at 21st level.
    Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

    Twin Strike
    If the first attack doesn't kill it, the second one might.
    At-Will Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding two melee weapons or a ranged weapon.
    Targets: One or two creatures
    Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
    Hit: 1[W] damage per attack.

    Increase damage to 2[W] at 21st level.

    - Encounter -

    1: Two-Fanged Strike
    You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.
    Encounter Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding two melee weapons or a ranged weapon.
    Target: One creature
    Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
    Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.

    3: Disruptive Strike
    You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow.
    Encounter Martial, Weapon
    Immediate Interrupt Melee or Ranged weapon
    Trigger: You or an ally is attacked by a creature
    Target: The attacking creature
    Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
    Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.

    - Daily -

    1: Jaws of the Wolf
    You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.
    Daily Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two melee weapons.
    Target: One creature
    Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
    Hit: 2[W] + Strength modifier damage per attack.
    Miss: Half damage per attack.

    5: Frenzied Skirmish
    You leap into the fray and unleash a torrent of steel upon your unsuspecting foes, staggering them with the ferocity of your attacks.
    Daily Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two melee weapons.
    Targets: One or two creatures
    Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
    Special: Before or after these attacks, you can move your speed without provoking opportunity attacks.
    Hit: 1[W] + Strength modifier damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.

    - Utility -

    2: Agile Recovery
    With a quick leap, you are back on your feet and ready to act.
    At-Will
    Minor Action Personal
    Effect: You stand up.
    Prerequisite: You must be trained in Acrobatics.

    6: Weave Through the Fray
    You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot.
    Encounter Martial
    Immediate Interrupt Personal
    Trigger: An enemy moves adjacent to you
    Effect: You can shift a number of squares equal to your Wisdom modifier.

    ~ Skills ~
    Acrobatics : +12 = [3 Base + 4 DEX + 5 Trained]
    Arcana : +3 = [3 Base + 0 INT]
    Athletics : +11 = [3 Base + 3 STR + Trained]
    Bluff : +2 = [3 Base + -1 CHA]
    Diplomacy : +2 = [3 Base + -1 CHA]
    Dungeon : +5 = [3 Base + 2 WIS]
    Endurance : +4 = [3 Base + 1 CON]
    Heal : +5 = [3 Base + 2 WIS]
    History : +3 = [3 Base + 0 INT]
    Insight : +5 = [3 Base + 2 WIS]
    Intimidate : +2 = [3 Base + -1 CHA]
    Nature : +12 = [3 Base + 2 WIS + 5 Trained]
    Perception : +12 = [3 Base + 2 WIS + 5 Trained]
    Religion : +3 = [3 Base + 0 INT]
    Stealth : +12 = [3 Base + 4 DEX + 5 Trained]
    Street Wise : +2 = [3 Base + -1 CHA]
    Thievery : +7 = [3 Base + 4 DEX]

    ~ Carrying Capacity ~
    Normal Load: 170 lbs
    Heavy Load : 340 lbs
    Max Drag : 850 lbs

    ~ Personality ~
    Kiressa is hot blooded and often acts before thinking - despite her ability to reason through most situations. She prefers to spend most of her time on the hunt, rather than going over strategies or possible situations. Usually she avoids crowded urban areas, though won't oppose going to one if it's needed. Keeping others motivation up is part of her act as well - she's long since learned that teamwork is always more effective than a single unit.

    ~ Mannerisms and Appearance ~
    Kiressa is always ready to spring into motion at any given time. She's nearly obsessive about keeping everything ready to go at any time, and hates being parted with her belongings for any extended amount of time. She has an intense love for the changing seasons and her mood tends to reflect them although it still still sprinkled with her spicy attitude.

    Kiressa's appearance is much what one might expect from someone of her intense personality. Violet eyes and hair the deep red / orange of autumn leaves, her clothing set to match that of a forest wildfire. Only during the winter is she more reserved in her dress style, preferring brilliantly cold blue and violets while covering her hair usually with a scarf or bandana.

    While in battle she wears a custom painted set of hide armor, and wields two massive hammers which cross across her back when not in use. She tends to name her weapons, calling her current ones Summer Flame and Winter Moon.

    ~ Background ~
    Kiressa was raised by trolls. She can barely remember her real mother and father, only vague images of them before they were brutally torn to shreds. The Ice Trolls of Shaddwick are the only family that she can really remember; if one could call the unique relationship she had with them a family. After slaughtering her parents, instead of killing Kiressa as the youth she had been then, they took her back with them. Childhood involved learning to survive the harsh environment of Shaddwick – the trolls cared little of her survival, only that she was excellent bait for their raids. As the years went on her existence became increasingly feral between the abuse from the trolls and watching their horrible raids on the nearby farms and towns.

    Her role was well thought out, on the part of the trolls. Nothing was more distracting than a fiery elf wandering the frozen trees of Shaddwick and her presence allowed for smoother attacks and ambushes. Kiressa was not totally innocent in these attacks either; one does not simply get used for decades without learning something of their place in the world. Her feral nature and deep-seated desire to survive combined with her instinctive understanding of the world around her eventually secured her place amongst the trolls, although not a very lofty position. Eventually she began to actively scout for the trolls, working in her own way to maintain the twisted family she lived in. It was one of these scouting missions that changed her world.

    For the most part anyone who had seen her did not live long enough to spread the knowledge as they were soon attacked by the trolls. Few if any survived those attacks and none who had seen her as she was quickly taught by the trolls to eliminate anyone who had previously seen her during the attacks. Most who saw her in the forest simply discounted her as chillborn and avoided her, an action she was happy to return when not scouting.

    It was when she was scouting the outskirts of Tatlum that her presence was finally noted permanently. Given the large amount of resources the town usually had, Tatlum made a juicy target for the trolls but they did not attack due to the large amount of Raven Queen clerics. However, Kiressa often found herself in the area looking for a potential weakness for her clan to attack and on this particular day she was spotted by Kravin, a paladin of the Raven Queen. He kept an eye on her as she spirited around the town’s edges, and realized quickly that she was not just another chillborn from the forest. Curious, he researched what he could about her and between prayer and books he eventually linked her to the troll attacks on the outlying villages and discovered the location of her clan’s lair.

    Gathering up a strike force, Kravin lead the attack against the troll clan. The fighting was fierce though in the end the numbers and tactics of those under the Raven Queen’s banner won victory in the frozen caves. During the fighting, Kiressa was rendered unconscious rather than killed by Kravin’s men as his intention was to rescue her, as he mistakenly believed that she was a prisoner of the trolls and forced to do their bidding. When she awoke she found herself imprisoned in the town of Tatlum, Kravin as her keeper.

    Though panic was her first reaction, as she was aware that Kravin had killed her clan, she soon came to a more practical assessment of the situation. Her first few weeks with Kravin made her realize that he was not simply interested in her, but rather obsessed. The fascination did serve its purpose – in her decades with the trolls Kiressa had never truly learned common, as the language held very little purpose beyond a threat to those that were shortly about to die. In her captivity with Kravin, he taught her the language to the point where she could actually communicate.

    She spent nearly two years with Kravin learning all the ways, terms and reasoning of a world she had been taken from initially. All of this time, however, was still spent in captivity though her cage had been expanded from a simple cube with metal bars to that of Kravin’s personal manor. While being considered a possession was not far from what she was used to, the forest and wild called to her. Over the last year with him she slowly put together an escape plan which she kicked off the night he failed to renew the wards keeping her in the manor. Fleeing from his bed in the middle of the night she took her leave of his manor and the town that surrounded it and using the knowledge he had imparted to her about the town to escape it.

    Fearing to return to Shaddwick lest Kravin once more find her, she took to travelling the roads using her skills to keep alive. Curiosity of the sights and stories she had been told by Kravin, she set out to find adventure in whatever place she could. Her highly trained abilities and deadly ferocity in battle lead her to take many mercenary jobs. Over time her paranoia of being hunted by Kravin diminished and she began to take a more active part in the world around her, her favorite pastime being challenges of skill. Eventually her hunt for challenges lead her to Cardinal Haavant and the promise of lost treasures and the difficulties that often follow in the search for said treasure.

     

     

     

     


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    The plot hook

    Thursday, November 5, 2009, 4:07 AM
    Categories: General

    A Cardinal’s wish


    The pcs are responding to job offer that has been advertised through the various mercenary guilds throughout the land which states that the most revered former Cardinal Haavant is looking for brave individuals to participate in the retrieval of lost treasures. The message states that all those willing to work for him, should come his home to discuss the details of the aforementioned task. The former cardinal Havaant is well known as a senior clergy member dedicated to the worship of Pelor

    The cardinals house is just west of the great dial and is coprimesd of an old manor house with a large garden the garden has been cultivated into a garden patch and there 2 humans working it, the house on the outside looks well maintained and a small elderly woman opens the door, she invites the party in and asks them politely to wait in the hallway and Erick the cardinals manservant will attend to you shortly

    The pcs arrive at the cardinal’s house and are asked to wait untill the cardinal is ready

    OOC: please introduce yourselves and the game will continue when everybody is ready

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    Atern

    Thursday, November 5, 2009, 4:07 AM
    Categories: General

    This is a blog for the game sessions of a game called Atern, I hope you all enjoy it

     

     

    A beginning.

    The city of Haxirn , the grandest achievement of scholars, wizards and philosophers ,a shining beacon hidden in valley between two great mountains, created by the great minds of the time as a place to work for the betterment of all.

    About 100 years ago in this grand city, however fate intervened and according to onlookers the city and its surroundings were encased in darkness that seemed to bleed from what looked like a tear in the sky. Many believe that the city and its inhabitants were punished by the gods for their arrogance and some believe it was meddling in forbidden magics that caused this disaster, what is for known for certain is the aftermath.

    Haxirn was left a shattered ruin, abandoned by all and left to the ravages of time. The area was declared off limits by the governing bodies of the region. The aftermath of the event left serious repercussions for the area around it. It was said that the people of Haxirn were not just destroyed but had been changed into ghosts and wandered out of Haxirn seeking revenge on all for their horrible fate. It was decided that the area should remain sealed away and a great wall was constructed to seal in what horrors lurked in this dark place

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