The setting for this campaign is the Elsir Vale, a thinly populated human frontier and the surrounding wilder lands. The vale stretches almost 250 miles west to east and averages about 70 miles north and south. Several small mountain ranges and dense forests form the vale's borders.
Elsir Vale lies in the subtropical latitudes. Summers are hot and dry, though punctuated by occasional and intense thunderstorms, and winters are warm and rainy. Large stretches of the area are quite arid, and the vale is flanked by vast savannahs stretching for mile after dusty mile. The forests that stretch across most of the vale's northern reaches are stifling and sweltering hot during the summertime, with not a breath of wind to relieve the oppressive heat.
This campaign will take place in the middle of a hot, dry summer. Typical temperatures are between 85* to 100* F during the day, dropping to 65* to 85* at night. This time of year, storms are a fair rarity, but when they do come, they are violent and severe.
A Brief History of the Vale The kingdom of Rhestilor, the last large scale local kingdom, collapsed under civil strife, monstrous incursions, and magical blights. About two hundred years ago, the city of Rhest was burned by a savage hoard out of the Wymsmoke mountains. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens swallowed the ruined city.
In the years since the kingdoms fall, the towns of Elsir Vale have come tolook after themselves. Most of the local lords, such as Jarmaath of Brindol, still hold titles derived from the old kingdom. While everybody knows that the kings of old are gone, no knew realm has arisen in the vale.
((For those interested, further history can be learned with a well placed history check))
Major Settlements of the Vale
Brindol One of the largest settlements in the vale, Brindol is a prosperous farming community and caravan stop over located along the Dawn Way on the southern bank of the Elsir River. Orchards of apple and pear trees follow the river's winding shores, while broad fields of grain and farmlands surround the town for miles in all directions. Brindol is the home of lord Jarmaath, and his small keep and the city walls are the only fortifications this side of Dennovar.
Dauth A sleepy little hamlet about halfway between the Hammerfist Holds and Brindol, Dauth is home to about two hundred people. It is noted for the Tired Giant, an inn and taproom. The Rhestorilan nobles who once ruled here died out two generations ago, and Dauth Keep, their ancestral home, is only a burned out shell overlooking the settlement. A council of elders rules the village.
Dennovar A trade-city located on the shores of Lake Ern, Dennovar is the largest community in Elsir Vale. It's the eastern gateway to the vale, the first bit of civilization a weary traveler encounters after crossing the Golden Plains. Lady Yisel Bristeir is the titular ruler here, but in practice the city is governed by the Merchant's Council, powerful oligarchs primarily concerned with keeping the city a good place to do business. Dennovar is also noteworthy for dozens of temples, both minor and major, that dot its streets. The activities of these places are over-seen by the Temple Council, made up of high-ranking clerics devoted to each of the deities the temples serve.
Drellin's Ferry If Dennovar is the eastern gateway to Elsir Vale, then the small town of Drellin's Ferry is the western. Once a dwarf-made bridge spanned the Elsir River here, but it was destroyed during an epic flood nearly one-hundred years ago. Since that time, travelers on the Dawn Way have crossed by means of a ferry, from which the town gets it's name.
Elsircross A small town at the ford of the Elsir River, Elsircross is known for woodcutting and papermaking. The Baron Hargil Trask and the rest of the Trask clan rule the town by the baron's fiat.
Hammerfist Holds In the high foothills of the Wyvernwatch Mountains lie the Hammerfist Holds, a half-dozen dwarf clanholds that sometimes trade with the humans of the vale. Each of the holds is a hamlet or village, each home to one hundred or more dwarves.
Hillwatch A dusty flyspeck of a hamlet located in the northernpart of the Brown Hills, Hillwatch is primarily populated by shepherds and cattleherds. The town has no inn or tavern; travelers often stay at the home of Jerossil Indo, a well-off rancher who takes the chance to earn a few extra coins by boarding strangers for a night or two.
Marthton Located in the shadows of the Marth Forest, this small town thrives on woodcutting and catering to traders on the Dawn Way.. In the hills nearby lie a number of ancient barrows and stone circles of the long-vanished druidic folk who once dwelled in these lands. One of the more unusual towns in the vale, Marthton houses an unusual population of gnolls, the remains of clan subdued and converted by local priests over the past decades.
Nimon Gap A tiny hamlet located at a place where the Dawn Way descends out of the Nimon Hills, Nimon Gap grew up around a large walled inn known as the Cross-Eyes Beholder. The folk of Nimon Gap grow apples, pears, and chestnuts in orchards sheltered below the hills, while shepherds and goatherds keep their livestock to the heights.
Prosser A village located about halfway between Brindol and Hillwatch, Prosser is a quiet little place where the adventuring band known as the Six Blades retired some years ago. The former adventurers cleared a number of troublesome monsters from the woods to the west and brought a new prosperity to the town. The wizard Sardith is recognized as the leader of the band, but he usually leaves most affairs in the hands of Deillyr Starcloak. Deillyr runs the towns taphouse and serves as the chief constable, judge, and troubleshooter.
Red Rock Rich copper veins in the high foothills of the Giantshield Mountains eventually gave rise to the rough-and-tumble minding town of Red Rock. In addition to the copper mines, Red Rock also serves as a trading post for trappers, hunters, and prospectors who wander all over the southern flank of the mountains. A number of dwarves and half-orcs live here, and there is no small amount of bad blood between them.
Talar A small town west of Brindol, Talar is governed by Lady Celiira Nesten, a high spirited young woman who lately returned home to take up her fathers title on the old Lord Nesten's death. He impulsive ideas are tempered by and old conservative town council, whose members grew accustomed to running things during the old lord's long decline.
Terrelton The western end of the Elsir Vale is dried and more sparsely settled than the eastern end. Terrelton is a dusty town that gets by on the livestock and leather traders; several large, foul-smelling tanneries sit in the hills east of the town. The town is governed by a Merchants Council shot through with connections to various gangs of brigands and highwaymen, but a crusading cleric is working to clean up the council by exposing the misdeeds of the criminal members.
Witchcross A large village located at the ford of the Witchstream, Witchcross is ostensibly governed by a council of elders. However, the elders make no discussion without consulting the circle of Witchwood druids known as the Keepers of Eth.
Vault of Vraath Keep You discovered an old map in the hands of a recently slain foe. The map reveals the location on an old fortress known as Vraath Keep and hints at a hidden vault containing treasure.
Lord's Request Lord Jaarmath of Brindol has been hearing rumors that some goblin and hobgoblin tribes have banded together under an unusually charismatic warlord. Concerned about a possible attack, his aids hired you to investigate the rumors and determine if they are true.
Message Deliver One of you accepted a job to deliver a message to one Soranna Anitah, a resident of Drellin's Ferry. Though you are not privy to the contents of the letter (unless you intend to pry), the employer stressed that it was very important that the letter be delivered promptly and immediately. A small amount of prying uncovers that your employer is a trusted adviser to Lord Jaarmath of Brindol.
Please note this. At least one member of the group must choose a hook. Not character may choose more than 1 hook. Each hook does come with a quest. If a player's background inspires me, I may PM that player with a custom built plot hook for them.
The ancient fortress of Vraath Keep has at times been held by less than friendly forces, and during one of those times, your tribe attempted to eliminate a particularly powerful necromancer that was inflicting his abominations on the surrounding forest and even our into the Endless Planes. Your tribe failed, and an ancestral weapon was lost. Over the intervening generations, your tribe migrated across the plains, and the location of the keep was lost from living memory. Just recently, you discovered the keeps location, and hope to recover the lost weapon.
Okay, on to other things.
Alrighty then, that lovely note to players I mentioned. First and foremost, nobody post any comments here until all character sheets have been post. I'd like to have them all lined up in a row. Please remember to make one final pass at them now and insure that they are correct and in coimpliance with all house rules. Second, I will be opening the IC thread shortly. Until you have posted your finalized sheet here, you are not cleared to post IC. Thirdly, I want to see every other day posting. If you have nothing to say in character (or your turn hasn't arrived in combat yet), please at least mention something in the OOC or discuss the game so far. If someone has not taken their turn in combat within the 48 hour limit, I will NPC that character. As a general rule when NPCing a character, they take the most obvious action, using anh at-will (excepting leaders. I will heal if the party needs it)
Fourth, if anyone has not posted there character sheet within the next 30 hours, I will begin considering them out and start considering replacements
Fifthly and finally, I am assuming that by now you have all managed to cobble together a general outline of character relations and why you all started travelling together. I would appreciate a quick synbopsis of this after alol character sheets are posted, as we will begin the tale with the group of you travelling west to the small town of Drellin's Ferry. If you have not accomplished this, please finish it in short order.
Alright, lets get these character sheets oposted and this show on the road.
Powerful and proud, Ignatius stands near the very top of the list of powerful figures among his kind at a full 6'7" and 312 pounds. The most striking feature of him however, is that beginning with a crest forming on the back of his Gold-scaled head and wrapping around his neck and entire body except for the lower portions of his extremities are long brown feathers dappled with gold and black patterns. He dresses simply, only covered by the stitched together skins of many boars trimmed with vibrant feathers, a single pouch hanging from his belt. His falchion is incredibly heavy, almost more of a crushing paddle than a sharp blade and has three skulls hanging by chord from the hilt, each of them plugged with clay, their own teeth rattling around inside each skull.
From hatching, his tribe believed Ignatius to be a chieftain. Having hatched with a fine coating of gray down, he was immediately separated from the rest of his clutch to be groomed to one day become the ruling figure they believed him to be. After several molts, when his feathers true colours were determined, his tribe became even more sure, training him to be both a warrior and a scholar(or as close as they could make him).
Once he reached adulthood, his tribe sent him away with a two fold mission. First, was to recover their long lost ancestral weapon which they had recently learned of a possible location for. The other, arguably more important mission was to learn of the outside world which they no longer believed they could evade for long.
+1 Terror Falchion, +2 Veteran's hide armor, +1 Cloak of Resistance, Bag of Holding, Wavestrider Boots, Gloves of peircing, Standard Adventurer's Kit, Climber's kit, and 5 Javelins
Prestidigitation At-Will - Arcane Standard Action - Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below: * Change the color of items in 1 cubic foot. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * Clean or soil items in 1 cubic foot. * Instantly light (or snuff out) a candle, a torch, or a small campfire. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to 1 hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Mage Hand At-Will - Arcane, Conjuration Minor Action - Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. * Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. * Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. * Free Action: The hand drops the object it is holding.Sustain Minor: The hand persists until the end of your next turn.
Ghost Sound At-Will - Arcane, Illusion Standard Action - Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Howling Strike At-Will - Primal, Weapon Requirement: Ignatius must be wielding a 2 handed Weapon. Standard Action - Melee Weapon Target: One creature Attack: +13 vs. AC Hit: 2d4 + 1d6 + 5 damage. Effect: When charging Ignatius may use this power as an MBA. If Ignatius is raging he may move two extra squares as part of the charge.
Storm Pillar Encounter - Arcane, Conjuration, Implement, Lightning Standard Action - Ranged 10 Effect: Ignatius conjures a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of his turn. Each enemy that moves into a square adjacent to the pillar takes 1d6 + 4 lightning damage.
Icy Terrain Encounter - Arcane, Cold, Implement Standard Action - Area Burst 1 within 10 squares Target: Each creature in burst Attack: +8 vs. Reflex Hit: 1d6 + 4 cold damage and the target is knocked prone. Effect: The Powers Area is difficult terrain until the end of Ignatius' next turn. He can end this effect as a minor action.
Shatterbone Strike Encounter - Primal, Weapon Standard Action - Melee Weapon Target: One creature Attack: +13 vs. AC Hit: 4d4 + 5 damage, and the target takes a -2 penalty to AC until the end of Ignatius' next turn.
Dragonfear Encounter - Fear Minor Action - Close burst 5 Targets: Each enemy in the burst Attack: +10 vs. Will Hit: The target takes a –2 penalty to attack rolls and grants combat advantage until the end of your next turn.
Arcane Whirlwind Daily - Arcane, Implement, Thunder, Zone Standard Action - Area Burst 2 within 10 squares Target: Each Creature in the burst Attack: +9 vs. Reflex Hit: 2d6 + 4 thunder damage and you slide the target 1 square. Miss: Half Damage Effect: Until the end of Ignatius' next turn, as a minor action he may slide one creature within the zone 2 squares. As a move action, he may move the zone 6 squares. Sustain Minor: The Zone persists, and Ignatius may slide one creature within the zone 2 squares.
Ancient Berserkers' Rage Daily - Primal, Rage, Weapon Standard Action - Melee Weapon Target: One creature Attack: +13 vs. AC Hit: 4d4 + 5 damage. Miss: Half Damage Effect: Until the rage ends, Ignatius gains combat advantage against each adjacent enemy and gains a +3 power bonus to damage against them until the end of his turn.
Mystical Debries At-Will - Arcane Minor Action - Ranged 5 Effect: One square in range becomes difficult terrain until the end of the encounter. Ignatius can end this effect as a minor action. Special: Ignatius cannot have more than 3 squares under this effect at one time.
Laugh it Off Encounter - Primal Immediate Reaction - Personal Trigger: Ignatius is hit by an enemy’s attack. Target: The triggering enemy Effect: Reduce the triggering attack’s damage by 2. Ignatius gain a +2 power bonus to his next attack roll and damage roll against the triggering enemy made before the end of his next turn.
Background: No Prior Background Relationship: Ignatius equates Jin to a simple mercenary, parked under the highest bidder. Believing money to be the weakest of bonds, Ignatius is somewhat suspicious of the character. He's also bent there is something deeper there, but he isn't sure what. Ignatius appreciates his combat capacities, but believes them all the more reason to keep his eye out.
Background: Long time friend Relationship: Ignatius views Pete as something of a little brother. Wether he likes it or not. Despite variace times in their lives when they parted, Ignatius always returns to Pete's company with a jovial greeting, and lets his competetive side get the best of him, often trying to compare stories to see who is the greater of the two, the little dragon as he likes to say, or himself. Ignatius adores the little dragon's spirit and drive, but believes his over confidence will cost him in time.
Background: No Prior Background Relationship: Ignatius finds himself both fascinated and afraid of the walking statue. He has seen statues come to life for brief times.. Animated and moved by all manner of magicians.. but this one moves by itself. It walks, it talks, it feels. And most horrifying of all, It thinks. Ignatius admires Runebright's quest against darkness, but fears he is consumed by it, and that as an item his capacity to with stand the darkness is much more limited.
Background: Met once or twice when the mercenary had travelled particularly far into the plains. Relationship: Ignatius buys into Victors presentation of himself hook line and sinker. A bloody mercenary, devoted only to money and his own well being. But these men have uses, they just can't be trusted with your hide. Ignatius admires the man's forthright dealings, but despises his profession, and his apparent motivation.
Background: No prior background Relationship: Ignatius is particularly interested in Quincy's strange collection, often asking if it has expanded in hopes the man has somehow aquired the item of Ignatius' quest. He also admires the man's dedication to his work and skill of his craft, but is leary of his seeming dependance on the items.
Background: No Prior Background Relationship: Another, similar to himself and the little dragon. Too bad this one is a pointy ear. Ignatius kind of likes him despite that though. Ignatius looks at him as something of a half kinsman, Despite the fact he's clearly not a dragonborn. Ignatius appreciates the elfs dedication to his tribes elders and their rule, and has is considering inviting himself to assist in the elf's hunt for the arrow.
Ignatius in combat is a tempest of blade and raw elemental might. Bending the very stuff of the world to his whim, Ignatius forces his foes onto his blade with the aid of the world itself. Summoning pillars of lightning to block his foes escapes, the earth heaving over, even the very winds drive his foes to stand before his wrath. Ignatius tends to try and isolate his foes with himself, and crush them on his own terms, away from any allies. Particularly those he doesn't trust fully.
The most notable thing about Ignatius, that everyone gets right away, is that he believes himself to be a larval primordial even if he doesn't use those words. His very birthright is to control the raw stuff of the world, and he believes none have more right to do so than himself. While he believes the gods are there, he believes they have no part in his power, that creation itself picked him as it's avatar and that dependance upon powers barrowed from the gods is a weakness.
Ignatius is also fairly distrusting of those from outside his tribe, but in particular those who can bear to reside in cities which block the sight of the world he beleives himself to be a part of. While he doesn't wish them ill, he will often try, even self destructively, to do something himself rather than allow them to help him.
Ignatius, under absolutely no circumstances will allow corpses to dirty running water, often making shallow earthen bowls after battle to pile the dead in to keep their blood from reaching near by water, or at the least, low earthen walls.
Ignatius often sings tales of great warriors from the plains when his turn to amuse the party comes around, regaling his friends, kinsman, and allies alike with their deeds. His stories are always solemn, and often have some sort of morale that one on the outside could easily link with necessities of plains life in uncivilized areas. He's easily persuaded to engage in friendly contests, particularly those of might.
Well, I come from a fairly populous village in the mountains. My people have always worshiped the dragons above, and I said to myself 'hey, why should we bow before the dragons, when we are strong in an of ourselves?!' This did not go over with the shaman of the tribe, so we kinda left on bad terms. I want to get as much treasure as I can to bring back to my people to show them the world is for the taking, in a good way. I also want to prove you don't have to worship a dragon to gain a dragon's power. The elements are what do this.
Background: As Vic is hired to do jobs for Lord Jaarmath from time to time, it makes sense for the two to have worked together on assignments in the past. This occured mostly when an expeditionary force sent by him needed extra muscle and expected resistance.
Opinion: Though he doesn't look like much, he seems to be compitant. His relience on a deity is where we split. I take power and he asks for it. Seems simple enough, who is independent; however, I work with people of all ilk. Just don't come crying to me if you just get thrown aside...
Background – With his numerous contacts in Dennovar, Victor learned of Quincy and his rapid rise through the ranks of its city guard. The two met before Quincy’s heart attack on friendly terms on a messenger run, and Victor visited him many times afterwards, taking advantage of an acquaintance with that had a different kind of arcane education. He often brought scrolls found or supply lists for missions to Quincy, as he cannot cast rituals or perform alchemy. Quincy is the first person Vic turns to for arcane puzzles he cannot solve and supplies he cannot scrounge. In return, Quincy is the first person Vic recommends as a guide to others for alchemical and magical services.
Opinion: Don't know much about him, he seems helpful to others, and at least he looks tough.
Background - As a guide and explorer of Elsir Vale, Vic spends as much time in wilderness as he does in civilization. Because of this, he has strived to make contacts among those that live outside society as well. Vic has met Corwen several times in forrays through the forests of Elsir Vale and often seeks him out for nature advise or to guide his group through particularly dangerous parts. In return, Vic sends word to Corwen whenever his network of contacts hears of threats to Corwen's forest home and advises others to avoid the area.
Background – Assuming ND’s new PC is still a defender explorer/scout, Victor and him share a friendly rivalry due to the fact the cater to much the same clientele. They’ve worked several times alongside each other in the cases where both of their expertise is needed. They often tap each other for their specific specialties.
Background - As a wilderness explorer, Vic has encountered the barbarian tribes on several occasions. These interactions have amounted to some friendly trading, but not much more.
Opinion:Well, Iggy is a great guy, and obviously very strong. We get along, and he is a great example as to what a dragonborn should be. Independent and strong. I really look up to his leadership.
Polymorph Minor: Personal Alter appearance to look like any Madium humanoid; stats, powers, clothing, & possessions do not change. Creatures attempting to see through may make opposed Insight vs Bluff +5.
Divine Minor: Close burst 10, 1 visible enemy within burst Effect: When making melee attack on this target, and Jin is not adjacent to any other enemies, Jin may roll 2 twice and take either result. Lasts until end of encounter or until target drops (when this power recharges).
Divine Close burst 10, 1 ally within burst Trigger: Target makes an attack against OoE target Immediate Interrupt: Target rolls twice, uses either result
Shadow Minor: Close burst 10, 1 visible enemy within burst Effect: Add a shroud to the target (max of 4), which lasts until invoked, end of encounter, or until this power is used on different target. When attacking target normally, before making attack roll, choose to invoke all or none. If invoked, causes 1d6 (no other bonuses) untyped per shroud in addition to attack's damage; causes 1 shroud less if the attack misses. Special: Shadow Initiate - may only use this power twice per encounter.
Divine*Weapon Melee weapon, one creature, +11 (Wis 3, prof 2, enh 2, lvl 3, hr 1) vs AC 1d8 (weapon) +8 (Wis 3, enh 2, vers 1, item 2) untyped; with hit, shift 1 and slide target into vacated space Melee Basic Attack (due to Power of Skill)
Shadow*Weapon Melee weapon, 1 creature, +11 (Dex 3, prof 2, enh 2, lvl 3, hr 1) vs AC 2d8 (2*weapon) +6 (Dex 3, enh 2, vers 1) untyped; with hit, Jin is invisible within 2 spaces of target until eynt.
Divine*Teleportation*Weapon Melee weapon, 1 creature, +11 (Wis 3, prof 2, enh 2, lvl 3, hr 1) vs AC 2d8 (2*weapon) +6 (Wis 3, enh 2, vers 1) untyped; with hit, Jin teleports target 4 (CoP: 1+ Dex 3) spaces, then teleports himself to a space adjacent to target.
Divine*Illusion*Weapon Melee weapon, 1 creature, +11 (Wis 3, prof 2, enh 2, lvl 3, hr 1) vs AC 2d8 (2*weapon) +6 (Wis 3, enh 2, vers 1) untyped; with hit, Jin is invisible to target (save ends) After Save: Jin is invisible to target until eynt Miss: Half damage, and Jin is invisible to target until eynt.
Appearance: Jin looks vaguely unremarkable in his appearance. He seems to be a male human, of medium height and slender build, with blackish hair, brown eyes, and sun-darkened skin. His hair is cropped short, and he wears a very thin beard along his jawline, with a whisp of a moustache on his upper lip. He is usually dressed in the uniform of House Jarmaath of Brindol, though his armor itself amounts to little more than a battle harness.
He could be described, at various times, as elusive, furtive, mysterious, adaptable, subtle, prudent, and cunning. He also could be seen at times as reserved, grim, & skeptical; at other times as humble, flexible, & oblivious; and still at other times as reckless, vengeful, & restless.
Whereas many people are not comfortable around the dead, Jin appoints himself the handler of bodies. For his "duty," he keeps a bag of copper coins with him. After encounters, he treats the bodies of those who died honorably (by his own personal reckoning, not necessarily that of others) by placing a coin in each eye, as a token of respect. Those that he deems to have died without honor, he leaves their eyes open to face the Queen's judgment. If time permits, he also sorts their bodies into two stacks, according to the same sense of honor.
Jin also talks to his old mentor's spirit. Whether she is actually there or not, even he cannot say. On occasion, his half of the conversation may be aloud.
Jin has two standard styles of fighting which depend upon the situation, and may even incorporate both into any combat encounter if possible. His primary tactic is to stay to the periphery of the battlefield, not wading into the middle of the fray until the situation has been controlled. He will work his way as quickly as possible to the opposite side of the field, cutting off routes of escape, until the enemy has been flanked and they either submit or die. His secondary tactic is to use stealth in combat, attempting to not be seen by his enemies before he is upon them, and then doing what he can to keep them on their heels once engaged. He will help with larger enemies when necessary, but he will not face them directly and alone without reason.
Jin vaguely remembered his upbringing. Always on the outskirts of society, always moving whenever his parents became too suspicious. Jin longed to belong, longed for the concrete. But being a changeling, he thought that he would never get that chance.
In his teens, his family ended up in the Shadowfell among an enclave of Shadar-Kai, a decision which ended up not sitting well with the rest of his kin; they moved on in short order, to save themselves from ennui. But for Jin, he found a home. The Shadar-Kai he fell in with seemed just like him, but they embraced their differences, living them to the fullest. Jin became comfortable among them, and when his family moved on, he stayed behind.
It was not long before the old woman, Nadya, came to him. She saw beyond the front he put up for the rest, and knew him for what he was; but she did not care. She took him to the Temple of the Raven Queen; he knew what he needed to do once he was there, that his Fate was bound in service with this Deity. He spent several years in training, first at the temple and then at a monastery elsewhere in the Shadowfell. He trained as an Avenger, to become the weapon of his Goddess. And then Nadya came for him and took him once again. This time, she took him to a shrine, and she and he trained again, and he gave part of his soul to Shadow, to seal his pact with the Raven Queen. His first duty in his new life was to end Nadya's. After sending her to join the Queen, he never looked back.
His new life took him back through the gates and to a place known as Overlook. He took odd jobs among the mercenaries and guardsmen of the various trading houses there, and from there built a reputation as a fighting man of some skill and, at times, extreme intensity. Ultimately, he ended up in Brindol, in the service of Lord Jarmaath. He maintains the illusion of being human, though his Lord and his closest associates are made aware of that particular heritage; and while he doesn't overtly hide his primary class, he does not advertise his Goddess, nor the occasional duties he performs in Her name, except with those he trusts the most.
Hook: Lord's Request - Employed by Lord Jarmaath, he has been tasked to ensure the success of this particular venture, and to report back anything that has been found. The opportunity to work once again with Victor makes the assignment that much better.
Due mainly to Jin's "abilities" and his duties to both Lord and Goddess, Jin has on more than a few occasions been on errands as different personae. Due to the compartmentalization which is inherent to Changeling nature, just for such situations, he usually does not let his different personas bleed over into this one; but he does keep track of his associations, and as a result has far more opinions on others than they have on him.
Of all the others, Victor is the one whom Jin knows best. He has, as Jin, worked with him in battle, and as other identies employed him as a scout, guide, and hired sword. Of the seven, Victor is the one Jin trusts the most, and has even considered revealing himself to the human, but has not committed to that decision just yet.
In Jin's opinion, Victor is a good man, and will be welcomed into the Queen's army.
Whenever Crowen has been involved in a negotiation with the city of Brindol, Jin has been their as well; never as a negotiator himself - technically, "herself" in that case, a female half-elf named Thia - but as an aide to the lead negotiators, lending her insight into the elves' words and deeds. To the best of Jin's knowledge, Crowen has been honest in his dealings in those situations. In Crowen's assistance to Lord Jarmaath, Jin has deemed him a worthy fighter and tactical asset, and will trust in his abilities on the field of battle.
In Jin's opinion, Crowen is honest, and will be judged honorable in death.
As a fellow stranger in a strange land, Jin is aware of the warforged, and has met it on a few occasions, each time as a different person. He appreciates the runepriest's zeal of belief and its devotion to its faith, but he does not know much of the creature beyond that. As for Erathis, so long as her devotees remember the one wilderness they will never be able to conquer, he has no position on their proclivities.
In Jin's opinion, Runebright's zealotry is a sign of honorable devotion, and the Raven Queen welcomes all, no matter their heritage.
Jin had worked with Quincy on a couple of occasions, in coordination between Brindol and Dennovar. He was not present at the time of Quincy's incident, but heard about it both through the grapevine of the towns' guards and from Victor as well. In Jin's view, the treatment that the artificer has been given since the heart attack has been borderline criminal (although, in his opinion, it was more the stealing him from Death, and not so much what happened thereafter; so in a rare break from his normal duties, during the early planning stages of this mission with Victor, Jin assumed an identity as a recently hired member of the Dennovar guards and made an otherwise anonymous delivery to Quincy, in order to give him to opportunity face Death properly, on Her terms if not his own.
In Jin's opinion, Quincy deserves to die - well, more properly, he deserves the right to die.
In Jin's duties as the half-elf aide Thia, she has had some dealings with Ignatius and his tribe. The dragonborn's behavior befuddles Jin, and he half-believes that the self-aggrandizement and egotistical behavior are almost an affront to the Gods themselves.
In Jin's opinion, Ignatius has not yet proved himself to be honorable.
In relation to Pete, Jin has not had dealings with him before now. He probably has met him, in the course of his duties, but even if so has not been in his presence for any length of time; as a result, he is virtually a blank slate. As far as Pete's honor goes, he has not proven it, but neither has he had it shown to be lacking. In time, Jin will decide for himself if he is worthy or not.
Jin remains quiet, clearly keeping a evaluating eye on everyone else. He listens to the stories, nods at the jokes, and in general seems to be in the background. Chances are reasonable that he makes more than a couple uncomfortable with his reservedness. However, those who have been down this path with him before know that this is usual for him, perhaps even a good mood all things considered. Meanwhile, he does his duties during the travels, with barely a word to Victor if anyone.
Vicious Khopesh +2 - +1 damage while wielded 2-handed, weapon damage is 1d8, reroll 1s for Brutal, critical is +2d12 Robe of Contingency +1 - Daily|Healing,Teleportation: As an Immediate Reaction, when bloodied and an attack damages Jin, teleport 6 spaces and can spend a healing surge. Bracers of Mighty Striking - +2 to damage when hitting with Melee Basic Attacks. Power Jewel - Daily: After having reached a milestone for the day, as a Minor, regain the use of a 1st or 3rd lvl encounter power. Censure of Pursuit - 2 + Dex mod (total: 5) extra damage vs Oath of Enmity target when it willingly moves away, until end of next turn.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
FEATS Human: Hybrid Talent (PHB3) Level 1: Power of the Moon (DP) Level 2: Mark of Warding (EPG) Level 4: Melee Training (Charisma) Level 6: Bardic Dilettante (PHB2) User Choice: Versatile Expertise (For Houserule)
At-Will - Divine, Radiant Minor Action - Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While the target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. The first time it makes an attack that doesn’t include you as a target before the start of your next turn, you can use an immediate reaction to deal radiant damage to the target equal to your Charisma modifier (+4).
The damage increases to 2 + 4 modifier at 11th level and 4 + 4at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn.
Note: The mark penalty is -3 due to Mark of Warding
At-Will - Arcane, Teleportation Minor Action - 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 another creature using other powers, the target is still marked.
Until the mark ends, if the target makes any attack that does not include you as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after the target’s entire attack is resolved to teleport the target to any space adjacent to you. In addition, the target grants combat advantage to all creatures until the end of your next turn. If no unoccupied space exists adjacent to you, you can’t use this immediate reaction, and the target doesn’t grant combat advantage as a result of this effect.
Hybrid Note: I cannot use this again until the target is reduced to 0 HP or a mark supercedes it, which I can do with Divine Challenge.
Note: The Mark Penalty is -3 due to Mark of Warding
At-Will - Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: +13 vs. AC Hit: 1d8+5 damage, and the target is subject to my divine sanction until the end of my next turn.
At-Will - Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: +13 vs. AC
Hit: 1d8+5 modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.
Note: This also works with aegis mark, as it does not specify Divine Challenge. Note: Enemy also takes -2 AC if hit untill the end of my next turn due to Power of Moon.
Encounter - Arcane, Implement, Teleportation Immediate Interrupt - Ranged 10 Trigger: An enemy hits an ally with a melee attack Target: The triggering enemy Attack: +9 vs. Will Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.
Encounter - Divine Immediate Interrupt - Personal Trigger: An enemy attacks you Effect: You gain a +4 power bonus to Fortitude and Will until the end of your next turn.
Note: The bonus to WILL and FORT +5 due to Mark of Warding
Daily - Divine, Radiant, Weapon Standard Action - Melee weapon Target: One creature Attack: +13 vs. AC
Hit: 3d8+5 radiant damage. Miss: Half damage. Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn
Swordmage Shielding Fire (Dragon Magazine 367)Show
Daily - Arcane, Fire, Implement Standard Action - Close burst 10 Target: One creature in burst Attack: +9 vs. Fortitude
Hit: 2d8+3 fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one.
Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one.
Victor Nightingale is the son of two of the members of the mildly reknowned Six Blades adventuring party, currently retired in the town of Prosser. He grew up hearing stories of the party's exploits and heroics from the mouths of admirers, who took great pride in the fact the party had decided to settle there. Years of stories of the great unknown grew a great wanderlust and desire for reknown in young Victor, and he decided that his deeds would at least match those of his parents.
He began studying the arcane arts by becoming an apprentice to Sardith, the wizard and leader of the Six Blades. Though he quickly grew in power, incorporating magical attacks in swordplay and altering the wizards lessons to suit his own combat style, eventually his personality got the better of him. The open road called to him, and he found the routine and strucutre of this academic life stiffling. Thus, lessons unfinished but a powerful combatent in his own right, Victor said goodbye to his parents and Prosser to seek out personal glory on the road
He eeked out a living for a while providing services as a bodyguard for merchant caravans. While the pay was low, he enjoyed having people depend on him for protection; several successful stands against bandits eventually made him a looked- after addition to any crew in the major merchant towns. As his mild fame grew he decided this lifestyle was the best(and easiest) way to riches and legend. While on the road, he adapted his charm and arcane abilities to proficiency with music and storytelling to better draw attention to himself.
In his journeys he learned a great deal, eventually becoming attracted to the tenets of Sehanine. Her domains of Love, Trickery, and Moon called to his peronality, as he is jovial, mercurial, and connviving. Her ownership of the moon intrigued him most, as it stood out as a light in the darkeness, a guiding force in the night. He aspired to emulate that nature for the glory that would accompany it, and joined a minor temple in Dennovar devoted to the diety, albiet it focused on her aspect of love. There he found the texts and lesson needed to incorporate Sehanine's power in his own way; although he never became a full paladin of the diety, he appropriated much of their techniques and knowledge, then began selling his services anew.
Now well into his 30's, Victor has become a staple in the Elsir Vale trading and adventuring community. He has learned the history of the area's many curiousities and settlements and gained a basic understanding of survival in the wilderness. He has friends in every community that are valuable contacts and knows the right people to tap for the right information. He has learned the languages of the local evil creatures most likely to raid caravans in the night, and his mastery of Goblin and Giant has saved his charges on more than one occasion.
Anyone of note is aware that if you need an expert guide, whether for bodyguard purposes or to explore the less known areas of the vale, you can't go wrong by Victor Nightingale.
Victor is very charming and intelligent, and he knows it. He puts both traits to good use to find work, information, and merriment. He enjoys his reputation, and constantly seeks to increase his accolades to bring himself greater fame and fortune, though he tends to spend his hard-earned gold as fast as he makes it. Though charismatic, he is straightfoward in his social deals, which gives more weight to his promises and threats. He is known as a reliable in his work.
Victor is good, though he considers himself unaligned. He has embraced the mercenary lifestyle of fame and profit, though does good whenever the opportunity presents itself. He lies to himself to make it seem as if the actions are done to his benefit, and easily waves away most non-profitable heroics as a way to increase his fame.
Due to his profession, Victor knows all the ins and outs of the area, and only the most secret of information or areas are beyond his grasp. He has contacts in every community, wilderness survival skills, a lifetime of exploring and gathering information, and a voracious mind for knowledge.
Victor stands 6'2" with a average build of about 200lbs. He has a pale complexion, dark hair, and sports a goatee and a quick smile. He wears a full set of plate mail he discovered in an ancient barrow near Marthton that manifests the frightening images of its past owners when he wills it. His longsword's pommel is shaped as a cresent moon, Sehanine's sign of empowerment of attack. His shield boasts the image of the full moon, Sehanine's sign of a strong defense. He wears a necklace with the image of a black orb, representing a full moon and a blessing of avoidance/obscurance. He wears a pair of dark-tinted goggles on his head rather than a helm that allow his to magically see in the dark or just dim the suns rays at its peak.
Background: As Vic is hired to do jobs for Lord Jaarmath from time to time, it makes sense for the two to have worked together on assignments in the past. This occured mostly when an expeditionary force sent by him needed extra muscle and expected resistance.
Opinion: Victor has often been surprised at the ferocity Jin shows in battle. He holds slight reservations against Jin's lack of mercy near the end of a successful battle, but doesn't allow it to weigh too heavily as they're enemies are evil. Vic always has a feeling there is more to this fighting man than meets the eye, but hasn't been able to put a finger on it...
Background – With his numerous contacts in Dennovar, Victor learned of Quincy and his rapid rise through the ranks of its city guard. The two met before Quincy’s heart attack on friendly terms on a messenger run, and Victor visited him many times afterwards, taking advantage of an acquaintance with that had a different kind of arcane education. He often brought scrolls found or supply lists for missions to Quincy, as he cannot cast rituals or perform alchemy. Quincy is the first person Vic turns to for arcane puzzles he cannot solve and supplies he cannot scrounge. In return, Quincy is the first person Vic recommends as a guide to others for alchemical and magical services.
Opinion: Vic holds Quincy in high esteem and thinks highly of the man's utility. He considers him to be a great resource in any party and is thankful that he is along for this expedition.
Background - As a guide and explorer of Elsir Vale, Vic spends as much time in wilderness as he does in civilization. Because of this, he has strived to make contacts among those that live outside society as well. Vic has met Corwen several times in forrays through the forests of Elsir Vale and often seeks him out for nature advise or to guide his group through particularly dangerous parts. In return, Vic sends word to Corwen whenever his network of contacts hears of threats to Corwen's forest home and advises others to avoid the area.
Opinion - Corwen holds Vic's respect as a protector of nature and the embodiment of a survivalist. He values Corwen's knowledge of the natural world and his ability to harness the primal sprirts to manipulate foes with his bow.
Background – Assuming ND’s new PC is still a defender explorer/scout, Victor and him share a friendly rivalry due to the fact the cater to much the same clientele. They’ve worked several times alongside each other in the cases where both of their expertise is needed. They often tap each other for their specific specialties.
Opinion - Victor respects ND's PC as a fellow explorer and guide as well as for his abilities in combat. The rivalry is good-natured, and though Vic thinks ND would pull a fast one on him for some business he trusts him not to put him in any danger.
Opinion – Victor enjoys RUnebright’s straightforward attitude and singular mission. Despite the small time spent with the warforged, Vic knows he isn’t one to mince words. His loose affiliation with the divine mirrors his own, and his zealous drive makes him easy to understand and trust.
Background - As a wilderness explorer, Vic has encountered the barbarian tribes on several occasions. These interactions have amounted to some friendly trading, but not much more.
Opinion – Victor thinks that Ignatius has a high opinion of himself. He thinks that Sehanine, or any God, would put this mortal in his place in a heartbeat, but doesn't voice that opinion as it isn't partiularly constructive. However, Victor knows he himself carries a similar high self-opinion (bordering on narcissism) and can appreciate his confidence.
Opinion - Vic take's Pete's insistance that he can be more powerful than true dragons with a grain of salt, as he never truelly wishes to match his sword against the talons of a dragon in the forseeable future. However, he appreciates the blasting power Pete brings to the squad.
Victor is a showman defender – he attempts to make the punishment for his marks both more tempting to take and more powerful when violated. With both Divine Challenge and Aegis of Ensnarement Available, Victor can have two marks simultaneously without the need of an attack roll. He also has access to a burst Divine Sanction 1/enc to gain more enemies’ attention, and both dailies enable additional marking. He may end up taking Divine Sanction at-will if it proves worthwhile.
Vicotr enjoys marking two different enemies across the battlefield, alternating between the two to try to entice them into violating their mark or take OAs. Repeated applications with various tactics allow Victor to work two sides to a fight, as well as paint targets for focus firing with debuffs. This will work best when coordinated well with the other defender and controllers. If done right, the enemy will have to take multiple OAs to reach Vic, creating plenty catch-22 scenarios.
Each marked enemy takes -3 to attacks that don’t include him (Mark of Warding). If the aegis of ensnarement target inflicts mark punishment he is teleported next to him and grants CA to all party members (possibly with at will effect stacked) for a good round of focus fire. Divine Challenge and Sanction inflict radiant damage when violated. Also the first time an enemy hits an ally with a melee during an encounter, Vic nullifies with Dimensional Vortex and turns it against another enemy.
Victor typically uses a melee at will (Enfeebling Strike) that debuffs an enemy -2 atk and (thanks to a feat) -2 AC till the end of his next turn. When surrounded, he uses sword burst for maximum damage.
Victor believes that a cresent moon is a good omen for offensive tactics, and a full moon for defensive, and a new moon for subterfuge due to Sehanine's tenets.
He enjoys the acclaim that comes with adventuring, and is constantly trying to increase his reputation both to increase his fame and his clientele base. Thus, he is quick to claim his role in a victory and becomes angry when others downplay his abilities.
Vic thinks of himself as a selfish mercenary and embraces an unaligned nature. However, he is truelly good at heart, and often convinces himself through thinly veiled logic that the right thing to do is also the most profitable. For example:
When taking on humanoid bandits, Vic enjoys letting surrendering enemies go. He tells himself this allows them to spread the tale of defeat at his hands and is a means of job security; if no bandits were left to strong arm others his work would come in less frequently. In reality he doesn't wish to kill humanoids in cold blood and cannot afford to take prisoners with him.
*Boots of the Fencing Master Mage's Bastard Sword Dual-Threat Guantlets Circlet of Authority Map of Unseen Lands
Level 8
Foe Maker Longsword Inescapable Longsword Ravenclaw Warblade Longsword *Circlet of Indomitability Fey-Blessed Circlet *Peacemaker's Periapt Belt of Vim Strongheart Tatoo
Level 9
Battlecrazed Longsword *Longsword of Arcane Bonds *Recoil Heavy Shield Shadowflow Shield Goggles of the Bone Collector Amulet of Vigor *CLoak of Translocation *Belt of Raging Endurance *Davros Elden's Hasty Resurgence
Level 10
*Antipathy Gloves Periapt of Cascading Health *Eager Hero's Tatoo
AC: 26 Fort: 20 Reflex: 22 Will: 22 HP: 59/59 (Red while bloodied, black while not) Bloodied Value: 29 Healing Surges: 11/11 Surge Value: 14 Initiative Modifier: +2 Status: Other Relevant Information: Resist 5 Posion Action Points: 1
[]Second Wind []Aegis of Ensnairment (can reset when target < 0hp) []Valorous Smite []Dimensional Vortex []Pure Devotion []Screaming Armor []Vengeful Longsword []Viper Belt []Demonskin Tattoo []Majestic Halo []Swordmage Shielding Fire []Host of Shields []Majestic Word []Shield of Speed and Evasion
-Mark penalty is -3 and def bonuses +1 from Mark of Warding -Enfeebling Strike also debuffs -2 AC from Power of Moon -Violating Divine Challenge does 4 radiant damage as Immediate Interrupt. -Violating Aegis of Ensnarement w/in 10 allows me to teleport enemy adj and it grants
CA to all creatures as an Immediate Interrupt -Violating Divine Sanction does 7 radiant damage (No Action)
Crowen comes from a clan of particularly xenophobic wild elves from lands not far from the Vale. His youth was spent learning the hunting and scouting techniques of his people to drive off those who would threaten the forests and its inhabitants. Before leaving his clan, Crowen's dealings with other races not of the wild were largely at the damaging end of his longbow. One day while competing in one of the many games of the hunting skills of his people Crowens life changed. The contest called for each archer to fire a specially crafted and brightly fletched arrow high into the air of a large clearing. The hunter's arrow that took the longest to return to the earth was afforded great renown. On that day Crowen's arrow, to the astonishment of all those in attendence, clearly soared into the air but never returned. The elders saw this as a sign the the spirit StormHawk had chosen a champion. Indeed, Crowen found he could now commune with the elder spirits and ancestors of his clan and that the spirits would bind evocations to the arrows of his bow. The clan elders decreed that Crowen go forth into the wilds and do the bidding of the Primal Spirits returning only when StormHawk saw fit to returned his arrow to him. It has been Ten short years that Crowen has spent patrolling the Witchwood and forging tentative alliances with the surrounding civilization. While most of the time Crowen feels that he is a forward scout in the battle of nature's plight, he has begun to see that there may be a chance that a balance can be brought between civilization and the Spirit Way .
Crowen stand a lean 5'6". His hair is mossy green and his eyes are violet. At a glance it is easy to discern that Crowen is a seasoned woodsman both by his attire and the way he moves like some feral predator. Crowen is new without his longbow and seemingly enough arrows to slay an entire orc tribe.
Jin Corwin--In order to find scout the for possible threats to the natural world Crowen has made it a point to be as helpful to parties adventuring the wild as long as they were not an overt threat to nature. In doing so he has endeared himself to Lord Jarrmath by the favorable reports that those in his employ have given him. Now Crowen is actively working for Lord Jarrmath along with Jin and the other PC's Crowen is impressed with Jin's stealth as it matches his own. He sees Jin as he wpuld a predator and holds nothing against Jin as he prunes the herds of the undeserving. Victor Nightingale--Crowen knows Victor from both his work with Lord Jarrmath as well as a fellow woodsman. While Victor's connection to the gods over the Primal Spirits confounds Crowen, Victors devotion to nature and admirable woodland skills makes the two share a close kinship. Quincy Karthus --Crowen finds he has little in common with the Human Quincy. However, Quincy has shown unparalleled skill in crafting things including weapons. This level of mastery of craft impresses Crowen as well as Quincy devotion the group.
Runebright--What follower of primal spirits and the natural world would not be intrigued by a living statue! Every time adventure brings Runebright to the wild Crowen lends his help to both study and learn the effect a living statue will have on the natural world. Crowen knows Runebright is versed in religion but wonders if the primal spirits dwell within the warforged. Ignatius Balthar--Ignatius is one of two Dragonborn Crowen has obseved. Ignatius' curiosity about the world he explores reminds Crowen that he too is an explorer to this part of the land. Ignatius' relationship to the Gods and Primordials that once threatened the natural worl disturbs Crowen but thus far his dealings with the Dragonborn have shown him to be a great weapon in the fight agains those Crowen defines as enemies. Pete Wrench--Crowen knows the least about this Dragonborn when compared to the other PC's. For know his prejudices just couse him to lump Pete and Ignatius in the same "boat" as their intentions are concerned.
Crowen is offten seen whispering things to victims of his bow. Some have overheard him offering the victims as sacrifices to the elder spirits or taunting unworthy opponents as he condemns their spirits to the world serpent. Crowen always finds the time to examine his spent arrows, removing them from victims or breaking them off in the bodies and such. he appears to be looking for something among the spent missiles of the battlefield.
Crowen believes that the method of his death or the sign that he should return to his people will come when the great spirit StormHawk returns his arrow to him either by the shaft or the arrow tip. This causes Crowen to appear fearless to those who witness him in battle. With each shot from his bow primal spirits lend their aid to confound his opponents
FEATS Level 1: Mark of Healing Level 2: Warforged Tactics Level 4: Divine Channeler (Paladin) Level 6: Skill Power
POWERS Divine Channeler (Paladin): Divine Strength Runepriest at-will 1: Word of Diminishment Runepriest at-will 1: Word of Shielding Skill Power: Physician's Care Runepriest encounter 1: Executioner's Call Runepriest daily 1: Rune of the Undeniable Dawn Runepriest utility 2: Shield of Sacrifice Runepriest encounter 3: Symbol of Wrath Reversed Runepriest daily 5: Rune of the Final Act Runepriest utility 6: Rune of Meritorious Alacrity
ITEMS Dwarven Drakescale Armor +2, Dynamic Warhammer +2, Amulet of Life +1, Bashing Shield Light Shield (heroic tier), Erathis's Beacon (level 3), Delver's Light (heroic tier), Potion of Healing (heroic tier) (3) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
In a far away valley, a village was protected by a statue blessed by Erathis. Powerful runes were enscribed into the surface of the statue, creating a field of power that prevented all of evil intent, those who would destroy the village, from approaching. As a result, the village lived in realtive peace for quite some time. However, one day, a great darkness approached from the wilderness, a darkness that was too strong for the statues power. The darkness was in the town when a great bolt of power reached from the sky and touched the statue. There was a bright flash, and when all could see again, the statue had changed, becoming mobile. It fought the darkness, but was unable to prevail, dispite being imbuned with Erathis' power. It was banished to a place far away, and darkness washed over the land.
The statue woke up in a place far away, but still alive. Over time, it began to develop a personality and it began to remember the events that had created it. It began to crusade against darkness, in hopes of one day meeting the darkness that it had lost against, and destroying it. It named itself Runebright, after the runes carved into itself, and the way the glowed when he called upon their power. He wanders, hoping to find his destiny, guided only by the runes on his body, which sometimes glow on their own, revealing strange messages that give him strange directions....
He appears to be a stone statue, albight one that moves with the fluidity of a human being. It's "skin" appears to be wrinkled, but closer inspection reveal lines covering its body, forming strange runes and symbols. His eyes are where many of those lines converge, into glowing circles on it's face that change in intensity and color depending on his mood. He carries a large hammer on his back, with a shield attached to his arm. An orb is embedded in his chest, with the lines running into it. This orb will glow or be dark depending on his will.
AC: 24 Fortitude: 18 Reflex: 17 Will: 17 HP: 54/54 Surges: 10/10 (Value 13) Initiative: +3 Status: Relevant Information: +2 racial bonus to saving throws vs. Ongoing damage, +1 bonus to saving throws until I fail one. Action Points: 1
[]Rune of Diminishment []Rune of Shielding []Delver's Light (Item) []Warforged Resolve []Rune of Mending (2/enc) []Executioner's Call []Symbol of Wrath Reversed []Physician's Care []Action Point []Dynamic Weapon (Item) []Symbol of Life (Item) []Rune of Undeniable Strength []Divine Strength (Channel Divinity) []Rune of the Final Act []Shield of Sacrifice []Rune of Meticulous Accuracy []Dwarven Drakescale (Item) []Bashing Shield (Item) []Earthis' Beacon (Boon, Item) []Potion of Healing (Consumable) Other Relevant Combat InformationShow
*When I use Aid Another, the bonus I grant is +4. *When I take damage, I get a bonus to damage against the creature who damaged me equal to my Con. mod. Lasts EoNT.
Runebright thinks that Corwin is a bit too stealthy for his own tastes. Yes, it does have a place, but relying on it all the time isn't a good thing to do. While he appreciates the skills he brings to the party, he does think that he some times tries to be too many things at once.
Runebright considers him to be a like soul to him. Both have a fairly singular goal, and both are relative outsiders to the world that they live in. As such, he tends to feel a bit closer to the dragonborn, even if he occasionally finds him to be a bit rough in his manner.
He knows very little about this dragonborn, and as a result tends to be fairly cautious in his dealings with him. Still, he is open-minded, or tries to be.
He considers Victor to be an invaluable resource. His knowledge of the terrain and the network of informants that he has made make him a source of information whose depths no statue knows. While he is a bit suspicious, and considers him to be a bit overconfidant, he trusts that Victor will lead them true.
Quincy's magical enchanting intrigues Runebright. The way he can put magic into ordinary objects to make them magical enchants him, and makes him very curious about how this works. he wonders what the limits of this magic is, for he is constantly reminded that he was brought about in a simliar way to Quincy's enchanting. As a result, he likes to stay near him.
Crowen, like most of the party, is very close to nature, something that Runebright doubts that he will ever truly understand. As a result, he watches the elf in his reverance of nature, hoping to understand someday what drives this reverance.
Yay, I'd like to keep gold, if possible, as it kind of fits Runebright. I can't really see his voice as Blue, or Red, or anything like that. Yah, sorry about that. I didn't notice.