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Locked: [D&D 4e: Dark Sun] Freedom [IC]
2 years ago  ::  Mar 04, 2011 - 7:05PM #1
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861

FREEDOM--FREEDOM--FREEDOM






This is the In-Character Thread for the Adventure "Freedom" in the Dark Sun Campaign Setting.

“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.

This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men to slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs.

This is my home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.” – The Wanderer’s Journal

Link to Sand Raiders IC thread
 
Tyr Show




Introduction to Freedom Show

For over a millennium, Tyr has stood.

During the past thousand years, the city has labored beneath the oppressive eye of Kalak, Tyrant of Tyr. Under the fearful shadow of his defiling magic, Tyr has festered from a small oasis settlement to a sprawling and corrupt metropolis. Renown for wealth, power, and a steady though meager production of iron, Tyr is perhaps the most decadent city state in a decadent land. Here, where human life counts less than a drop of water, a person can buy anything and suffer any fate.

All but the poorest Tyrians own slaves and nobles tend vast plantations by the lash. Indeed, slaves outnumber freemen two-to-one within the brutal city of Tyr.

As you approach the city, you pass through verdant plantation-lands where crops receive more water than the unnumbered slaves who tend them. These fortress plantations belong to the city’s nobles and garner great wealth for them by providing nearly all of Tyr’s food. Standing armies fiercely guard each plot of land.

Once within the gates of Tyr, the throng of odd caravans, tang of exotic foods, and heady rattle of strange dialects unsettles you: Every Athasian city state follows unique laws and customs. Those unfamiliar with the ways of Tyr may run afoul of its templars or, worse yet, Kalak himself.
King Kalak, Lord Kalak, Tyrant of Tyr, he goes by many names. Defiant Tyrians mock their lord (when shielded from his psionically-enhanced senses) with the title “Kalak the Diminutive”, for Kalak’s ancient body is horribly wizened, gaunt, emaciate, and puny. This dry husk of flesh, though, channels unimaginable power: Kalak holds Tyr in an iron grip. His mind is said to roam the city, dealing death for the slightest offense.

As in most Athasian cities, the sorcerer king leaves day-to-day business to templars, his faithful. On the streets, the black cassocks and imperious manners of templars set them apart from other Tyrians. These men and women wield great power, checked only when their actions might offend Kalak, a superior templar, or a noble. Tyrians generally avoid templars, who, on the slightest whim, can imprison slaves and citizens alike. Of late, the templars of Tyr have been preoccupied, spending their careers upon Kalak’s massive public works.

Indeed, for the past 20 years, the templars’ lives have centered on a huge stack of stone, King Kalak’s ziggurat. Dominating the center of the city, the square-stepped tower rises in sharp-edged splendor over the neighboring slums. Only now, after 20 years of construction, does the ziggurat near completion. For two decades, lash striped slaves have borne massive blocks into place and mortared them together with their own blood. Now the streets and markets of Tyr ring with rumors that King Kalak has commanded his templars to finish it before month’s end.

No rumors tell why dread Kalak is building the ziggurat and dark looks dissuade those who may ask.

Beside the ziggurat stands a familiar sight, a gladiatorial arena. Here Kalak holds epics of blood- sport, and on rare occasions comes himself to hear the sanguine roars of the populace. A box seat at one end of the arena allows King Kalak to view the battles, well removed from the filthy rabble. Most of the time, though, Kalak remains hidden deep within his Golden Tower.

This tower lies off the arena’s other side (opposite the Ziggurat), rising from the center of Kalak’s palace. Lush gardens crowd the tower’s base, a green paradise from which Kalak’s defiler magic leeches its power.

Beyond the garden lies a clutter of buildings and colonnades where only King Kalak and his six high templars may walk. Few others summoned here ever emerge again.

On the outer periphery of the sorcerer king’s grounds rests the templar quarter. Templars dwell in happy seclusion from the populace, both to signify their privilege and to safeguard their lives. Greatly feared and little loved, if templars lived among the people, murder and riot would become commonplace. For their own protection, the templars draw together in pampered security. The best foods, goods, and services can be routinely had in the Templar’s Quarter, but only a fool-hardy or dazzling thief would dare tread within the compound.

The details of the Golden Tower and the templar quarter, however, come to you only through rumor. Any steps you tread in those high halls may well be your last.

Rather, the sights and sounds and smells of Tyr that work upon you come from the massive gates, bustling markets, bawdy streets, vermin-ridden slums, crowded merchant houses, and polished noble quarters.

You enter Tyr through the caravan quarter, where strange outlanders and plodding merchant caravans clog the streets. The main avenue, called Caravan Way, winds toward Kalak’s ziggurat and supports caravansaries, outfitters, beast traders, inns, merchant houses, and wine shops. The assortment of goods and services here is good, though they come at a premium price. The caravan quarter bustles both night and day and is well patrolled; merchants pay the templars dearly for protection. This is where you find House Wavir and turn in the caravan with its intact shipment. Without much concern, the representants of House Wavir pay your reward

The caravan quarter butts up against the noble quarter. Here, nobles keep small, walled citadels, complete with slave quarters, gardens, guardhouses, and private apartments. Most of the nobles wisely contribute generous sums to the city coffers: those who do receive preferential protection from the half-giant patrols of the templars. Few nobles actually reside within the city walls, where their private armies are forbidden, preferring to pass their time on estates outside the walls.

A few townhouses lie scattered in other areas of Tyr. Some such villas were constructed by rising sons of old families while others have been relocated by Kalak, himself, to chastise particular noble houses. Whatever their origin, these islands of wealth provide prime targets to thieves and thugs. Tradesman reside in the next lower niche in Tyrian culture. Tradesmen’s districts spread across various sections of the city, home to most of the Tyrian citizenry.

Tradesmen occupy the uncomfortable cusp between slaves and freemen: though bound to a particular noble house and occupation, they possess minor rights to property and protection. A street in a tradesmen’s district will house the practitioners of a single craft or the craftsmen of a particular noble. These districts are Tyr’s monetary badlands, they hold little to steal and even less to buy or trade.

You can hardly spend a day in Tyr without passing sometime through the warrens, the slum quarter, which gives Tyr much of its infamy. This vast crumbling sprawl houses the impoverished, the desperate, the outcast, and the enslaved. Many residents of the warrens work as day laborers, setting out each morning to seek work on the plantations. More desperate occupants might even sell themselves at the slave market near the dust-choked wadi. Others turn to theft or murder for hire. Those incapable of work, even illegal work, beg door-to-door. One way or another, these oppressed people glean enough food and water to live another day. What little extra they might own comes from hard labor in sweatshop shanties at night. Life in the warrens is brutal and unforgiving.

The darkest section in the warrens is the elven quarter. Treated as near-criminal outcasts by the rest of Tyr, the elves have settled their own portion of the slums, closer to the base of the ziggurat than others would find comfortable. Here they live, little bothered by templars or nobles, who consider them inconsequential vermin. Runaways, rebels, and murderers all find shelter in the narrow streets of the elven quarter. When the templars stage their rare incursions into the elven quarter, they go heavily armed, with a squad of half-giant guards at their heels. The elven quarter gives the slum its true notoriety. Here, you can literally buy or sell anything, if you have the coin or charisma to do so. Elven merchants boast that they will someday sell even the bones of your grandmother on a back street of the elven market. Indeed, they may already have. This trading acumen both sustains and justifies the elven quarter. The canny elves bring in exotic and sometimes priceless items from the ruins in the wilderness, items prized by Tyrian nobles. Even so, a deal struck in the elven quarter is anything but sure, for thieves, muggers, renegade wizards, and swindlers abound. A 50% markdown little compensates a buyer who loses his life.

Now, armed with knowledge gleaned in an hour upon the Tyrian streets, you set out to explore the brutal city of Tyr. Of course, much of the knowledge came in rumor rather than fact.


Group Show

The group is the continuity of the Sand Raiders Group. The characters are now level 2 and starting this adventure in Tyr.

Leader: Ekspery [PaulO.]: Male Half-Elven Bard, Veilled Alliance Theme
Leader: Nakir Taki-Taki [Harn_Winterfell]: Male Halfling Shaman, Elemental Priest Theme
Defender:
Zaffa
[MightyManrock]: Female Mul Battlemind, Gladiator Theme
Controller:
Saranikta
[Pashalik_Mons]: Female Human Wizard, Templar Theme
Controller: Tak-Tha [Vsteel]: Thri-Kreen Hunter, Wasteland Nomad Theme
Striker: Mika [AlexandrTheGreat]: Female Human Assassin, Dune Trader Theme
Striker: Iandak [Klockwork]: Male Half-Giant, Barbarian, Primal Guardian Theme

Please start by posting your characters' updated sheets


Guidelines Show

Tools:
I will be using Maptools, as I have been training hardcore for it, so hopefully everything will be ok. Please use Invisible Castle for rolling invisiblecastle.com/
Character builder with point buy


Posting:
Each player should choose a text color for IC use. Bold should be used for speaking, regular text for whispering, and italics for thoughts.



Starting Point Show

Characters should be pursuing their personal interests. I would need you to start split in two to three groups with each group doin something diffrent or on their way to doing something.
Ekspery could be looking for Veilled alliance in the Elven market or following Saranikta as he is now convinced she is an arcane caster... A sub-group could be in an inn looking for adventure...


Link to Freedom Out-Of-Character thread

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2 years ago  ::  Mar 05, 2011 - 9:45AM #2
Vsteel
Date Joined: Jan 11, 2009
Posts: 1,319
Tak-Tha, Thri-Kreen Hunter, Wasteland Nomad Theme



Character Sheet Show

Tak-Tha, level 2
Thri Kreen, Hunter
Archery Style: Bow Hunter
Bow Hunter Description Show

Selected    at level 1. You are given the choice between Bow or Crossbow Hunter.    Bow Hunter grants you the Bow Expertise feat as a bonus feat, along  with   other  features at higher levels.

Background: Last of the Clutch, +2 to Endurance
Theme: Wasteland Nomad

FINAL ABILITY SCORES
Str 10, Con 13, Dex 20, Int 10, Wis 15, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 18, Int 10, Wis 13, Cha 8.

AC: 18 Fort: 13 Reflex: 17 Will: 13
HP: 30 Surges: 7 Surge Value: 7

TRAINED SKILLS
Athletics +8, Endurance +9, Nature + 12, Perception +10, Stealth +11

UNTRAINED SKILLS
Acrobatics     +6, Arcana 1, Bluff 0, Diplomacy 0,  Dungeoneering +3, Heal +3,    History 1, Insight +3,  Intimidate 0,  Religion 1, Streetwise 0,    Thievery +6

FEATS
Class: Bow Expertise
Bow Expertise Description Show

Benefit: Gain a +1 feat bonus to attack rolls made with a bow. In addition, gain    a+1 bonus to damage rolls you make with a weapon attack using a bow    against a single creature that is not adjacent to any other creature.    Both of these bonuses increase to +2 at 11th level and +3 at 21st  level.

Level 1: Weapon Proficiency: Greatbow
Level 2: Wasteland Wanderer
Wasteland Wanderer Description Show

You gain a +2 feat bonus to Nature, Perception, and Initiative checks.
Source: Heroes of the Forgotten Kingdom (Essentials)


FEATURES:
Weapon Talent
Weapon Talent Description Show

Level 1 Hunter Class Feature. Gain a +1 bonus to the attack rolls of weapon attacks.


POWERS
Thri-Kreen Racial 1: Thri-Kreen Claws
Wasteland Nomad Theme Encounter Attack 1: Wasteland Fury
Wild Talent At-Will Utility 1: Mental Tools
Hunter At-Will Attack 1: Aimed Shot
Aimed Shot Description Show

At Will, Standard Action, Martial.
Effect:
Make    a ranged basic attack with a weapon, ignoring the penalty to attack    rolls imposed by partial cover and partial concealment. In addition,  the   penalty to attack rolls imposed by superior cover and total   concealment  is no worse than -2 for this attack.

Hunter At-Will Attack 1: Clever Shot
Clever Shot Description Show

At Will, Standard Action, Martial.
Effect:
Make    a ranged basic attack with a weapon. If the attack hits, the target  is   also subject to one of the following effects of your choice:
  • You slide the target up to 2 squares
  • The target falls prone
  • The target is slowed (Save Ends)


Hunter At-Will Attack 1: Rapid Shot
Rapid Shot Description Show

At Will, Standard Action, Martial.
Effect:
Make    a ranged basic attack with a weapon against each creature in or    adjacent to a square within the attack's range. You take a -2 penalty to    the attack rolls.

Hunter Encounter Attack 1: Disruptive Shot
Disruptive Shot Description Show

Encounter, Standard Action, Martial, Ranged Weapon.
Target:
One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (Save Ends) or dazed (Save Ends).
Miss:
Half damage, and the target is slowed until the end of your next turn

Hunter Utility 2: Stalker's Mist
Stalker's Mist Description Show

Daily, Minor Action, Prinal, Zone
Range:
Area Burst 1 Within 10
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily concealed for your enemies.
Move Action: You move the zone 5 squares.


ASPECTS
Apects Description Show

There is a list of 8 aspects you can choose from. At first level, you get two of them. They are all at will stances.

Hunter At-Will Utility 1: Aspect of the Dancing Serpent
Dancing Serpent Description Show

At Will, Minor Action, Primal, Stance
Effect:
You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
  • You can take a free action at the end of each of your turns to shift 1 square.
  • When you make a basic attack against an enemy that has none of its    allies adjacent to it, you gain a +1 power bonus to the attack and    damage roll.


Hunter At-Will Utility 1: Aspect of the Pouncing Lynx
Pouncing Linx Description Show

At Will, Minor Action, Primal, Stance
Effect:
You assume a stance, the aspect of the pouncing lynx. Until this stance ends, you gain the following benefits.
  • You gain a +4 power bonus to initiative checks
  • During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
  • You gain a power bonus to all defenses against opportunity attacks  that you provoke by moving. This bonus is equal to your wisdom modifier.



WILDERNESS KNACKS:
Wilderness Knacks Description Show

There is a list of 5 wilderness knacks in the book. You gain two of them at 1st level.

Ambush Expert
Ambush Expert Description Show

Benefit: Whenever    you make a Stealth check, each ally within 10 squares of you gains a   +2  power bonus to his or her next Stealth check before the end of your    next turn.

Wilderness Tracker
Wilderness Tracker Description Show

Benefit: During    a short rest, you can make a Perception check (DC Determined by the   DM)  to inspect the area around you. This area can be as large as 10   squares  on a side. If you check succeeds, you determine the number and   nature  of the creatures that have moved through the area in the past  24  hours.  You ascertain when and where they entered the area, as well  as  when and  where they left.


ITEMS
Leather   Armor,  Wood-Bone  Composite Greatbow, 60 Stone Tipped Arrows, Bone   Carrikal,  Desert  Clothing, Filter Mask, Giant Hair Rope, Fire Opal  (100 gold), Ruby (100 gold), 4 Survival Days.


Background Show

Tak-Tha's Clutch was attacked  by the dreaded  Tiefling Sand Devils when  he  was two years old. He  managed to hide  beneath the sand while his  kin  were slaughtered or  captured, emerging  two days later dazed,  confused,  and dying of  thirst and exposure.

As he lay in the  sand, a merchant caravan  came upon him. The guards   simply left him in  the sand, but one of  the merchant's wives, Kelanna, took pity   on the poor  creature and  nursed him back to health in secret.

From Kelanna he  learned  how to speak the common tongue, and the habits and   culture of  those  who lived in the city-states. When it was found that   she was   harboring a thri-kreen, Kelanna's husband threw Tak-Tha  back  out into   the desert, but  it had been enough. His health  restored,  Tak-Tha   turned to his instincts to survive.

While he was with Kelanna,  his latent psionic abilities began to manifest.  At first, he could  create  simple psionic tools if he focused his mind on it.   Using this  skill, he  fashioned a bow and arrows from discarded wood and   animal  bones, and  with string made from knotted hair. With this bow he made  his first kill. In the desert, alone, Tak-Tha learned the   joy of the  hunt that he had been deprived of without his clutch. For  years he  roamed the desert, selling animal hides  to  travellers and  avoiding  bandits and slavers. His psionic abilities increased, granting him  partial mastery over mind and body, making him into a lethal hunter and  archer.

However, the  hermit's life was  not for Tak-Tha. He  craved community, a clutch  he  could call his own,  and so he found  himself at the town of  Altaruk,  wondering what he would  find within  the crowded streets and  houses. With the memory of Kelanna's kindness  in his mind, Tak-Tha hoped to find those who would accept him.

In the town of Altaruk, he met up with a motley group of travelers, and agreed to join them in recovering a lost caravan. Through their travels and discussions together, Tak-Tha began to feel that he had finally found his clutch. Bowing to the leadership of the g'tok-hoz, Zaffa, Tak-Tha fit in well with the group, acting as a scout and hunter. His grasp of the language improved while with the g'tok-dra, and, even though there were some difficulties, the g'tok-dra was able to recover the caravan.

In Altaruk, new members wanted to join the g'tok-dra. Tak-Tha saw one in particular, a huge Mul named Corinth, as a threat to his position in the g'tok-dra and treated him with overt hostility, with only Zaffa keeping a fight from breaking out. Traveling towards Tyr in another caravan, Tak-Tha remained silent and brooding, debating how to best remove Corinth. When the party was ambushed by raiders, Tak-Tha was pleased to see Corinth dropped almost immediately, and fought to protect his g'tok-dra. After the battle, he felt that Corinth had been taught his lesson, and no longer felt a need to see to it personally.

Arriving in Tyr, Tak-Tha was bewildered by the massive city, and stuck close to Zaffa. He doesn't know what their purpose is in the metropolis, but he is willing to do whatever the g'tok-hoz asks of him.


Appearance Show

Age: 10
Height: 6'4''
Weight: 190 lbs
Physical  Description: Tak-Tha is tall and lean, with a sun darkened carapace.  When he speaks common, it is inter-spaced by clicks and hisses, making   him difficult to understand to those who rarely deal with his kind. To  many of the races of Athas, he is indistinguishable from other  Thri-Keen. To others of his race, however, he has a lean facial  structure that accent his eyes and mandibles. His movements are quick  and purposeful, as if his every action was made to maximize  productivity. His voice is sharp, and carries well over a distance. He  carries a great bow made of wood and bone on his back, along with a  quiver at his side made of animal skins.

A number of jagged scars now mark his carapace, evidence of fierce battles fought in service to the g'tok-dra. While eventually they will heal and dissappear, for now the lines give him a savage and untamed appearance.


Personality Show

Tak-Tha is abrupt and to the  point, and does not waste words on what he considers to be meaningless  chatter. He is uncomfortable around large groups of people, even his own  kind. His lack of social experience is quickly apparent after a few  moments of conversation. He studies everyone he sees in depth, as if  looking for a weakness he can exploit if the worse should happen. He  dislikes being in enclosed spaces, especially if any of the entry points  are out of his sight.

Tak-Tha judges the worth of someone by  their physical or mental abilities. He is astounded that much of the  leadership in the city states are lazy and corrupt, and that the people  of these city states are still subservient to them. He has wisely  decided to keep his voice quiet until he has learned more of the cities  and their culture.

Travelling with the g'tok-dra, Tak-Tha has learned much about the dra and their ways. He shows utter devotion to the well being of the g'tok-dra, and will stop at nothing to see that they remian safe.


Tak-Tha's Combat Statblock Show


AC: 18 Fort: 13 Reflex: 17 Will: 13 Speed: 7
HP: 30/30
Healing Surges: 7/7
Initiative: +8
Status Effects:
Action Points: 1
[ ]

Failed Death Saving Throws [ ] [ ] [ ]

Standard Action [ ]
Minor Action
[ ]
Move Action
[ ]
Immediate Action
[ ]


Melee Basic Attack Show

Standard Action, Carrikal
Target:
One Creature
Attack:
+5 vs AC (+0 Strength, +2 Proficiency, + 1 Weapon Talent, +1/Half level, +1/Enhancement)
Hit: 1d8 + 1 damage (Brutal 2) (+0 Strength, +1/Enhancement)


Ranged Basic Attack Show

Standard Action, Greatbow
Ranged:
25/50
Target: One Creature
Attack: +11 vs AC (+5 Dexterity, +2 Proficiency, +1 Bow Expertise, +1 Weapon Talent, +1/Half Level, +1/Enhancement)
Hit: 1d12 + 6 damage (+5 Dexterity, +1/enhancement)


Aimed Shot Show

Standard Action, Greatbow
Ranged:
25/50
Target: One Creature
Attack: +11 vs AC (Ignores Cover/Concealment, -2 from total cover or concealment)
Hit: 1d12 + 6 damage


Clever Shot Show

Standard Action, Greatbow
Ranged:
25/50
Target: One Creature
Attack: +11 vs AC
Hit: 1d12 + 6 damage, and the target it subject to one of the following effects:

  • You slide the target 2 squares
  • The target falls prone
  • The target is slowed (Save ends)



Rapid Shot Show

Standard Action, Greatbow
Ranged:
25/50
Effect: Make a ranged basic attack against each creature in or adjacent to a square in range. Note: This is not an area burst attack.
Attack: +9 vs AC (-2 Rapid Shot)
Hit: 1d12 + 6 damage


Aspect of the Dancing Serpent Show

Minor Action, Stance
Target:
Personal
Effect:
Assume the Dancing Serpent Stance. Until the stance ends, gain the following benefits:
  • You can take a free action at the end of each of your turns to shift 1 square
  • When                  you make a basic attack against an enemy that has none   of     its        allies     adjacent, gain a +1 power bonus to the   attack   and    damage    roll



Aspectt of the Pouncing Lynx Show

Minor Action, Stance
Target:
Personal
Effect:
Assume the Pouncing Lynx stance. Until the stance ends, gain the following benefits:
  • Gain a +4 power bonus to initiative checks
  • During your first turn in an encounter, gain a +2 power bonus to attack rolls.
  • Gain a power bonus to all defenses against opportunity attacks you provoke from moving equal to your wisdom modifier (+2)



Mental Tools Show

Minor Action
Target: Personal
Effect: You                  create a simple tool that you can hold in one hand. The        object         appears   in your hand or at your feet. You cannot   use      this  object   to      attack or   hinder another creature.   This   object    lasts  until  the  end  of     the   encounter or until   you   use this    object  again.


[ ]Disruptive Shot Show

Standard Action, Greatbow
Ranged:
25/50

Target: One Creature
Attack: +11 vs AC
Hit: 1d12 + 6 damage, and you choose for the target to either be immobolized (Save Ends) or Dazed (Save Ends)
Miss: Half damage, and the target is slowed until the end of your next turn



[ ]Thri Kreen Claws Show

Minor Action, Melee 1
Target: One, Two, Or Three Creatures
Attack: +10 vs AC (Dexterity +3, +1/Half level, +1/Enhancement)
Hit: 1d8 + 6 damage (Dexterity, +1/Enhancement)(Gain a bonus to damage equal to the number of targets)


[ ]Wasteland Fury Show

Standard Action, Greatbow or Carrikal
Ranged:
25/50
Effect: If you use this power while not adjacent to any of your allies, you can shift 1 square before or after the attack
Target: One Creature
Attack: +11 vs AC
Hit: 1d12 + 6 damage (If you have combat advantage, deal 5 extra damage (Dexterity))


[ ]Second Wind Show

Standard Action
Target: Personal
Effect: Spend a healing surge to regain 7 Hit Points and gain a +2 power bonus to all defenses until the start of your next turn


[ ]Stalker's Mist Show

Minor Action
Range: Area bust 1 within 10
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily concealed for your enemies.
Move Action: You move the zone 5 squares.



Skills Show

Passive Perception: 20
Passive Insight: 13

Trained
Athletics: 8
Endurance: 9
Nature: 12
Perception: 10
Stealth: 11

Untrained
Acrobatics: 6
Arcana: 1
Bluff: 0
Diplomacy: 0
Dungeoneering: 3
Heal: 3
History: 1
Insight: 3
Intimidate: 0
Religion: 1
Streetwise: 0
Thievery: 6



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2 years ago  ::  Mar 05, 2011 - 10:15AM #3
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Zaffa, Female Mul Battlemind, Gladiator Theme
Zaffa

Character Sheet Show
Race: Mul
Class: Battlemind (Resilient Battlemind), level 2
Alignment: Unaligned
Languages: Common, Dwarven
Background: Tattooed Warrior (+2 to Intimidate)
Theme: Gladiator
Wild Talent: Object Projection

Abilities STR 13, CON 18(16), DEX 15, INT 8, WIS 15(13), CHA 10
hp 39, healing surges 14, surge value 9
AC 20 (+7 Armor, +2 Shield, +1 level), Fort 15, Reflex 15, Will 15; Speed 5(6)
Skills trained Athletics +5(+7), Endurance +10(+12), Intimidate +8, Perception +8; untrained Acrobatics +1(+3), Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +0, Insight +3, Nature +3, Religion +0, Stealth +1(+3), Streetwise +3, Thievery +1(+3)
Feats Defender of the Wild (Perception), Weapon Expertise (Hammer)
Qualities Born of Two Races (Human), Fixed Enhancement Bonus (+1/+0), Mul Vitality, Psionic Augmentation, Tireless
Powers Battlemind's Demand, Blurred Step, Mind Spike, Object Projection, Twisted Eye, Vicious Cobra Strike, Battle Resilience, Disrupting Advance, Incredible Toughness, Accelerating Strike, Inspiring Fortitude
Possessions Backpack, Bedroll, Belt Pouch, Desert Clothing, Flint and Obsidian, Giant Hair Rope, Heavy Shield, Scale Armor, Survival Day (x9), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 274gp, 7sp

Changes Show
2nd Show
Level Bonus: +1 (attacks, defenses, skills, initiative)
Fixed Enhancement Bonus: +1 enhancement to attacks and damage
HP: +6 (39); surge value +1 (9)
Feat: Weapon Expertise (Hammer)
Power: Inspiring Fortitude
Equipment (Bought): Desert Clothing (10gp), Filter Mask (1gp), Giant Hair Rope (10gp), 4 Survival Days (20gp)


Background Show
Zaffa was born as a slave in Urik, bred for psionic power and raised to fight for the entertainment of others. Much of that, however, was beyond the walls of any arena: Zaffa instead took part in open-air skirmishes in the wastelands beyond the city. She and whatever team of slave gladiators she was assigned to didn't always win, but she always survived -- and she always learned something.

Then there came a day when there weren't quite as many guards around the makeshift battleground as usual; the spot the slave masters had chosen didn't form a natural enclosure as it normally did; the gladiators were not as focused on one another in their thirst for blood as they generally were. Both teams joined together to fight their way through their guards and made a break for the Tablelands.

But the slaves had neither the skills nor the resources to survive a trek through the desert. One by one they began to grow weak and drop. When their pursuers caught up to them, though her strength had dwindled, Zaffa managed to survive the encounter -- alone. With no other option, she plodded on through the wasteland.

Zaffa awoke from her semi-conscious state as she fell face-first into a pool of water. She looked up to find herself at a small oasis. After inhaling mouthfuls of water greedily and tearing open the strange fruit she'd found there, she slept sprawled out in the shade.

She felt a presence nearby as she awoke. A humanoid creature with blue, fishy skin stood atop the pool. Zaffa leapt to her feet and readied her weapons, barking a challenge. The creature stared into her eyes, calming her, and explained, "This world has fallen. Once all of Athas was like this oasis, and now that is all gone. But it shall rise again.

"You... are not ideal. But you have the potential to help heal this world, and that is why my power will now be yours."


Zaffa felt more aware as the strange creature vanished. After staring in awe at the world around her and adapting to how much more of it she could see, Zaffa leaned down to get another drink and noticed that her slave master's mark on her forehead was now gone. After packing up a few pieces of fruit, she once more stepped out into the wasteland.

After a few days' walk, Zaffa came across the town of Altaruk, where she found work and companionship. Ultimately this led her to Tyr.


Appearance Show
Zaffa is tall and broad, well-muscled and strong, with skin that was dark in the first place and is tanned even darker. She has a topknot of thick copper hair and wild eyes that match except for a slight greenish tint. Her features are very squared off, with a prominent jaw and a high-bridged nose. Her body and face are covered in all manner of tattoos; though most are simply black or light gray in plain geometric patterns, there are a few spots in bright colors with pleasing designs. Her ear lobes are stretched out by round bone earrings. Despite all of this, she is not necessarily ugly; there is, if nothing else, a touch of primal, exotic beauty to her. Also, in spite of the circumstances of her birth and the life she's lived, she has fairly few scars.

The habits she formed because of her birth, the environment in which she lives and the pride she has in her tattoos means that Zaffa exposes more skin than not. Her chest, throat, waist and extremities are adorned with kank hide, with a loincloth of kestrekel feathers for less practical purposes. A mixture of horn and scales of various animals also cover the vitals, as well as her left lower arm and leg and right shoulder. She wields a warhammer and throwing axes made of wood and dense rock, as well as a large, oval-shaped shield made of wood, baazrag leather, bone and a large shell.


Personality Show
Zaffa is ignorant of many things, but battle is one thing she knows inside-out. She knows the value of a companion. She knows when it is best to keep a clear head and when it is best to go all-out. She knows what to watch out for.

Zaffa has a gruff nature, but she is not uncouth. She is as given to boisterousness as she is to reticence, depending on the situation. She loves to laugh with her comrades-in-arms and to curse at her enemies, understanding that at some point those roles may change. She often can tell when others are lying and has a pretty good idea of when to point it out and when to let it pass.

Zaffa almost enjoys taking a beating, proof to her of just how tough she is.


Combat Statblock Show
AC 20, Fort 15, Reflex 15, Will 15; Speed 5/5
HP 39/39
Healing Surges 14/14 (9)
Init +3
Status
Action Points 1 [ ]
Power Points 2/2

[]Minor Action
[]Move Action
[]Standard Action
[]Immediate Action

Melee Basic Attack Show
Standard Action, Warhammer
+6 vs. AC
Target One creature
Hit 1d10+2 damage
Critical +1d6 damage

Ranged Basic Attack Show
Standard Action, Throwing Hammer
+5 vs. AC
Target One creature
Hit 1d6+2 damage
Critical +1d6 damage

Battlemind's Demand Show
Minor Action, Close burst 1
Target One creature in burst
Effect Zaffa marks the target until she uses this power again or until the end of the encounter.
Augment 1
Target
One or two creatures in burst

[]Blurred Step Show
Free Action, Personal
Trigger An adjacent enemy marked by Zaffa shifts.
Effect Zaffa shifts 1 square.
Special Zaffa can use this power only once per turn.

Mind Spike Show
Immediate Reaction, Melee 1
Target The triggering enemy
Trigger An adjacent enemy marked by Zaffa deals damage to her ally with an attack that doesn't include her as a target.
Effect The target takes force and psychic damage equal to the damage that its attack dealt to Zaffa's ally.

Object Projection Show
Minor Action, Personal
Effect Zaffa teleports an object she is holding in one hand to an unoccupied square within 10 squares of her or to a willing creature within 10 squares of her.

Twisted Eye Show
Standard Action, Warhammer
+9 vs.  AC
Target One creature
Hit 1d10+5 damage. Until the end of Zaffa's next turn, the target takes a penalty to attack rolls equal to the number of Zaffa's allies adjacent to it.
Critical +1d6 damage
Augment 1
Special
When making an opportunity attack, Zaffa can use this power in place of a melee basic attack.
Augment 2
Hit
1d10+5 damage, and the target is blinded until the end of Zaffa's next turn.

Vicious Cobra Strike Show
Standard Action, Warhammer
+9 vs. AC
Target One or two creatures
Hit 5 psychic damage, and Zaffa marks the target until the end of her next turn. If she targets only one creature with this power, the attack deals 1d10 extra damage.
Critical +1d6 damage
Augment 1
Hit
As above, and Zaffa also marks one enemy adjacent to the target until the end of her next turn.
Augment 2
Attack Type: Close burst 1
Target
Each enemy Zaffa can see in burst
Hit 1d10+5 psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of Zaffa's next turn.

[]Battle Resilience Show
Free Action, Personal
Trigger An attack hits or misses Zaffa for the first time during an encounter.
Effect Until the end of her next turn, Zaffa gains 5 resistance to all damage.

[]Defender of the Wild Show
Free Action
Effect Zaffa marks each enemy adjacent to her until the end of her next turn.

[]Disrupting Advance Show
Standard Action, Warhammer
+9 vs. AC
Target One creature
Hit 2d10+5 damage, and Zaffa pushes the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of Zaffa's next turn.
Critical +1d6 damage

[]Incredible Toughness Show
No Action, Personal
Trigger Zaffa starts her turn.
Effect Zaffa ends any ongoing damage or any dazed, slowed, stunned or weakened condition currently affecting her.

[]Second Wind Show
Standard Action, Personal
Effect Zaffa spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of her next turn.

[]Accelerating Strike Show
Standard Action, Warhammer
+9 vs. AC (Zaffa has combat advantage for this attack.)
Target One creature
Effect Before the attack, Zaffa shifts her speed. She can move through enemies' spaces during this movement.
Hit 2d10+5 damage. Zaffa's movement does not provoke opportunity attacks from the target until the end of the encounter.
Critical +1d6 damage
Miss Half damage.
Effect Until the end of the encounter, Zaffa gains a +2 power bonus to speed. In addition, when she shifts, she shifts 1 extra square.

[]Inspiring Fortitude Show
Standard Action, Close burst 5
Target Each ally in burst
Requirement Zaffa's second wind must be available for her to use.
Effect Zaffa uses her second wind, and each target gains 14 temporary hit points.
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2 years ago  ::  Mar 05, 2011 - 8:38PM #4
AlexandrTheGreat
Date Joined: Jan 6, 2005
Posts: 1,642
Mika, Sleeper Agent of House Wavir

Full-Sized Picture Show


Background Show
As  a young girl, Mika was a street urchin troublemaker in Altaruk. Often  the other children she played with got in trouble, while Mika escaped  notice and reprimand. It went like this for a few years, until one of  the youths complained to the merchant thugs that caught the thief. The  merchant house, Wavir, now in the know about Mika and her evasion for  years, had her captured and brought to the house. Rather than harm the  child, they took her under their wing. After several years of training,  Mika is considered one of House Wavir's prize possessions, as her skills  at such a young age are unmatched by any of her peers.

House  Wavir has sent Mika on a few missions to Tyr region, with her master, to  protect their investments and business interests in the area. Upon  completion of those tests, Mika is told that she is to become a sleeper  agent, and that House Wavir will contact her as necessary. They have  arranged for her to join a caravan heading out at dawn, already  scheduled with the necessary escorts. She is told to keep a low profile,  but to trust the escorts and travel with them.

After the  audience with her handler, Mika is ushered out of the room, and back to  her quarters to prepare her few possessions for a life on the road. She  is a rather quick witted woman now, and easily realizes that House Wavir  has it's eye on the escort party, but for what purpose she is unsure.  Perhaps one of the escorts has a treasure of value that is to be  collected, she muses. Regardless, she knows her orders and will be  easily ready by dawn to join the caravan, with her tools. For the first  time, she will be acting for House Wavir alone, and the excitement is  nearly overwhelming.

Mika joins the caravan in the morning, along with the other temporary 'employees' of Wavir. After brief introductions, they set off into the desert along the pathway for the great city of Tyr, a tragedy in it's own right. The journey was far from smooth, but smoother than most caravans that enter the wastes. Facing a storm stronger than most, the wagons manage to wade through the swirling sands and over dunes to the outside of the storm. Exhausted and scoured from the blowing sands, the merchant shipment was soon ambushed by elven raiders, who were nearly victorious. Mika and Zaffa managed to protect the wounded fellows, dispatching many of the raiders after the initial debaucle. Sadly Milos and Flaron, full-time employees, died in the battle.

A day outside Tyr, the last challenge lay before the caravan. A competing merchant house, Vordon, had a heavily defended caravan heading the opposite direction. Stopping the Wavir shipment, there was a brief, if threatening, discussion between Ekspery and the Vordon caravan master. Thankfully, the half-elf is highly diplomatic and articulate, allowing for Wavir to pass without incident. Perhaps the shipment being specifically for Kalak may have swayed their decision.
Character Sheet Show
Mika (Level 2)
Human (F) Unaligned
Assassin
Languages: Common, Elven
Background: Dune Trader

10 STR
11 CON
20 DEX
8 INT
10 WIS
14 CHA

25HP 18AC 13F 17R 15W
Surges: 6HP, 6/day
PI:11 PP:11
+8 Initiative
6 Speed

Race Features
+2 Dex
Bonus Feat (Wild Talent Master)
Bonus Skill (Endurance)
Bonus At-Will (Shadow Storm)
Human Defenses

Class Features
Night Stalker (Guild Training) +2(CHA) damage vs lone target.
Assassin's Shroud
Shadow Step
Shade Form

Skills
11 Acrobatics  (T)
 0 Arcana
 6 Athletics   (T)
 8 Bluff       (T)
 3 Diplomacy
 1 Dungeoneering
 6 Endurance   (T)
 1 Heal
 0 History
 1 Insight
 3 Intimidate
 1 Nature
 1 Perception
 0 Religion
11 Stealth     (T)
 3 Streetwise
11 Thievery    (T)

Feats
Wild Talent Master: +3 Wild Talents
Versatile Expertise (Heavy/Light Blades): +1 attack
Quick Draw: +2 Initiative. Draw and attack with weapon.

Equipment
Widow's knife (2)

Powers
MBA [Standard]: +6, 1d4.
RBA [Standard](Range 5/10): +11, 1d4+5.
Shadow Storm [Standard]: +11, 1d4+5.
~+1 damage per creature adjacent to target.
Inescapable Blade [Standard](+2 reach): +11, 1d4. Ignores cover.
Executioner's Noose [Standard: Fort](range 5): +8, 1d6+5. Pull target 2 squares and slowed.
Assassin's Shroud [Free](CB10, max4) +1d6 per shroud
Shadow Step [Move]: teleport 3 squares adjacent to a different creature.
Psionic Spark [Minor](Range 5): Ignite one flammable object.
Body Equilibrium [Move]: Move speed, +5 to Acrobatics. No sinking.
Mental Tools [Minor]: Create a simple tool.
Sensing Eye [Minor](Range 5): Choose one square that can be seen. Can see from target square.
Fast Hands [Free]: Can draw/sheath/stow/grab/etc. an item within my space or adjacent. Once per turn.

Second Wind [Standard]: Healing surge. +2 Defenses.
Shade Form [Minor]: Insubstantial, vulnerable radiant 5.
~Stealth with any cover or concealment (allies included). Ends upon attack. Sustain minor.
Nightmare Shades [Standard: Will](Range 5): +8, 2d8+5. Target grants CA to Mika, +2(CHA) damage against target.
Quick Formation [Standard](M or 5/10): +11, 1d4+5. Mika can shift 4 squares or all allies within 5 can shift 2.

Targeted for Death [Standard: Will](Range 5): +8, 3d8+5. Can add 2 shrouds against target EoE.
Starting Wild Talent: 7, Psionic Spark
Assassin Show
"By the time you see me, it is too late to save yourself."

Role: Striker
Power Source: Shadow
Key Abilities: Dexterity, Charisma, Constitution
Armor: Cloth, leath; light shields
Weapon: Simple one-handed melee, simple ranged, military heavy blade, military light blade
Implements: Ki focuses, proficient weapons
Bonus To Defense: +1 Fortitude, +1 Will

HP at 1st: 10+ Constitution Score
HP gained per level: 4
Healing Surges/day: 6+ Constitution mod

Trained Skills: Stealth + 4 more (Acrobatics, Arcana, Athletics, Bluff, Endurance, Insight, Perception, Streetwise, Thievery)

Build Options
Bleak Disciple: When you hit an unbloodied target, you gain temporary hit points equal to your CON.
Night Stalker: You gain a bonus to damage rolls equal to your CHA (+2) against any target that is adjacent to none of your enemies.

Class Features
Assassin's Shroud
At-Will * Shadow
Free Action   Close burst 10
Target: One enemy you can see in burst
Effect:  You subject the target to your shroud. If any of your shrouds are  already on the target, you subject it to an additional shroud, up to a  maximum of four. The shrouds last until you use this power against a  different enemy or until the end of the encounter. Before you make an  attack roll against the target, you choose to invoke either all your  shrouds on it or none of them. If you invoke your shrouds, the attack  deals 1d6 damage per shroud, minus one shroud if the attack misses, and  all your shrouds then vanish from the target. This damage roll never  benefits from bonuses to damage rolls, and is in addition to the  attack's damage, if any.
Level 11: 1d6+3 damage per shroud.
Level 21: 1d6+6 damage per shroud.
Special: You can use this power only on your turn and only once per turn.

Shade Form
Encounter * Shadow
Minor Action   Personal
Effect:  You assume a shadowy form that lasts until you make an attack roll or  until the end of your next turn. While in this form, you are  insubstantial, and you gain vulnerable 5 radiant. In addition, you can  make Stealth checks to become hidden if you have any cover or  concealment, and you can use cover granted by your allies both to become  hidden and to remain hidden.
Sustain Minor: The form persists.

Shadow Step
At-Will * Shadow, Teleportation
Move Action   Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.
Assassin Powers Show
Inescapable Blade
At-Will * Shadow, Weapon
Standard Action   Melee weapon +2 reach
Target: One creature
Attack: DEX vs AC. The attack ignores cover and superior cover.
Hit: 1[W] damage.

Executioner's Noose
At-Will * Force, Implement, Shadow
Standard Action   Ranged 5
Target: One creature
Attack: DEX vs Fortitude
Hit: 1d6+DEX force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.

Shadow Storm
At-Will * Shadow, Weapon
Standard Action   Melee weapon
Target: One creature
Attack: DEX vs ACHit: 1[W]+DEX damage, plus 1 damage for each creature adjacent to the target.

Nightmare Shades
Encounter * Fear, Implement, Psychic, Shadow
Standard Action   Ranged 5
Target: One creature
Attack: DEX vs Will
Hit: 2d8+DEX psychic damage, and the target grants combat advantage to you until the end of your next turn.
Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your CHA.

Targeted for Death
Daily * Cold, Implement, Shadow
Standard Action   Ranged 5
Target: One creature
Attack: DEX vs Will
Hit: 3d8+DEX cold damage.
Miss: Half damage.
Effect:  Until the end of the encounter, whenever you use assassin's shroud  against the target, you subject it to two shrouds instead of  one.
Status Tracker Show
25/25HP AC18 FORT13 REF17 WILL15
PI:11 PP:11
Surges: 6HP, 6/6 per day
Shrouds:
Powers: Action Point, Second Wind, Shade Form, Nightmare Shades, Targeted for Death
A liar will not be believed, even when he speaks the truth.
Mafia Show
[PROMO] The Siege of Balginor: Raz Putin, Town-Aligned > Lynched Day 3 ~ Town Win!
[INT+] MtG Custom Mafia Series Innistrad: Reaper from the Abyss, Town-Aligned > Survived! ~ Town Win!
[Player's Choice] Mythos: Richard Upton Pickman, Vanilla/Ghoul, Town Aligned > Vig'd Night 4 ~ Town Loss!
[BEGINNER] Revolutionary War Mafia: Vanilla, Town-Aligned > Killed Night 3 ~ Town Loss!

[EXPERT] 2011 Invitational - Shattered Galaxy: Assist/BuM
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2 years ago  ::  Mar 05, 2011 - 8:54PM #5
Klockwork
Date Joined: Feb 21, 2011
Posts: 615
Iandak Firepeak, Half-Giant Barbarian, Primal Guardian Theme


Background Show

Iandak was once a member of a tribe living in Firepeak Vale deep in the      Ringing Mountains.  Born the son of the tribe shaman, Iandak was     raised  to revere growth, water, and flowring things.  During his  youth,    Iandak  became disenchanted with the raids against other  tribes or    nearby  merchant trains.  He understood it was the heretige  of his    people to  compete and fight, to allow the savagery of the  land to    strengthen them  and test them, but he sensed a greater  purpose.  On his    23rd naming day,  he set out from his village to  travel Athas and   learn  what the land had  to teach him.  Considered a  great warrior in   his own  right, Iandak's  departure was met with  scorn and confusion by   his  fellow tribesman.   Only his father, the  tribe Shaman, gave his    blessing.  Upon leaving the  Ringing  Mountains, Iandak came to realize    that the world was very   different.  Enormous seas of sand as far as  the   eye could see  sweltering  in the heat of an unrelenting sun filled  him   with fear,  but fear had  never stopped him before.  Using his  natural   talents  and instincts,  Iandak was barely able to survive by  following a    trail of oasis and  shelters until he met a traveling  caravan, where   he  offered his services  of protection for food and  shelter.  Iandak   spent  the next several  years traveling with  merchants, caravans, and   the  like, all the while  learning more about  the greater world of   Athas.   During this time, he  has learned to  control the wild swings  of  emotion  experienced by his  people enough  to survive daily  interaction  in  strange communities.  His  most recent  travels have  brought him to  Tyr,  where men say Kalak, the cruel lord  of the city,  uses defiling  magic fueled by exquisite gardens to rule  with an iron  fist.  He has  recently grown unsure  of his goals, and  hasn't  decided  what he should  do or where he will  travel next.  What  can one simple  tribesman do to  stop the corruption when his adversaries  are so  powerful?  Out of money  and out of ideas, Iandak has begun to  doubt   his decision to leave his   tribe.


Appearance and Personality Show

Age: 26
Height: 7'6"
Weight: 290 lbs

Standing well over 7 feet tall, Iandak is built like a spire.  His      relatively narrow waist and lean body are contrasted by wide shoulders.       His skin is pebbled with tiny lithoderms and marked by the natual      tattoos common to his people.  His face bares a  long scar from the   left    corner of his mouth all the way back nearly to his ear, as if   someone    had cut through the flesh of his cheek.  This scar gives his   face an    oddly sardonic expression, a permanent half-grin grotesquely      exaggerated.  He is dressed in tough hides and bears several  weapons,     among them a few short throwing spears and a pair of thick    obsidium-edged blades long enough to be called swords.  At his  shoulder   is a   cluster of carved bone and rock shapes painted to  resemble   flowers.
Iandak at rest is a methodical creature, slow of  speech and hesitant to     express his opinions, particularly if he is  feeling especially   angry.    Though he can achieve some semblence of  eloquence in his   native Giant,   his common is not nearly so  practiced, creating odd   speech patterns.  Iandak   obsessively tries  to live in communion with   the land, never taking  more  than he thinks  he will need and stopping   senseless destruction of  the   environment.  The concept of defiling   fills Iandak with loathing  and   anger.
In combat, Iandak often taps the more volatile side of  his  race,    allowing his passion and emotion to lend strength to his   swings.  He seems to move with a grace unnatural in one so large.


Character Sheet Show

level 2
Half-Giant, Barbarian
Build: Whirling Barbarian
Feral Might: Whirling Slayer
Background: Ringing Mountains - Mountain Tribe +2 Nature
Theme: Primal Guardian
Wild Talent: Body Equilibrium 1d10=1

FINAL ABILITY SCORES
Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10.


AC: 18 Fort: 17 Reflex: 15 Will: 13
HP: 35 Surges: 10 Surge Value: 8

TRAINED SKILLS
Endurance +7, Nature +11, Athletics +11

UNTRAINED SKILLS
Acrobatics +3, Arcana 0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal      +2, History 0, Insight +2, Intimidate +1, Perception +2, Religion  0,     Stealth +3, Streetwise +1, Thievery +3

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Two-Weapon Fighting

FEATURES
Mountain's Tenacity (Racial):  +1 Racial bonus to Will
Powerful Athlete (Racial):  Roll twice and use either result when making an Athletics check to jump or climb.
Barbarian Agility (Class):  Gain +1 AC and Reflex when not wearing heavy armor
Rampage (Class):  Critical hit on a barbarian power grants a free MBA once per round.
Whirling Slayer (Class):   You can wield a one-handed  weapon in your off-hand a treat it as an  off-hand weapon.  Once per  round, when you bloody an enemy you can  shift 2 squares as a free  action, and each enemy adjacent to you at the  end of the shift grants  combat advantage to you until the end of your  next turn.


Attack - Bastard Sword = +9 attack (+4 Strength, +3 Proficiency, +1 half-level, +1 enhancement)
Damage - 1d10 + 6 damage (+4 Strength, +1 enhancement, +1 untyped for TWF)

POWERS
Primal Guardian Power: Mark of Thunder (DSCS p. 58)
Barbarian at-will 1: Whirling Rend (Primal Power p. 11)
Barbarian at-will 1: Pressing Strike (PHB2 p. 51)
Barbarian encounter 1: Whirling Frenzy (Primal Power p. 11)
Barbarian daily 1: Thunder Hooves Rage (Primal Power p. 12)
Barbarian utility 2: Combat Sprint (PHB2 p. 52)

ITEMS
Backpack, Bedroll, Belt-pouch, Waterskin, Fire Kit, Hempen Rope (50ft),   Hide Armor, 2x Bastard Swords, 2x Javelin, Filter Mask, Climber's Kit,   6x Survival days, 4x Torches, 10gp 5sp


Iandak's Combat Statblock Show

AC: 18 Fort: 17 Ref: 15 Will: 13 Speed: 6
HP: 35/35
Healing Surges: 10/10
Healing Surge Value: 8
Initiative: +4

Status Effects:
Action Points: 1 []
Failed Death Saving Throws  [] [] []

Standard Action []
Minor Action []
Move Action []
Immediate Action []

Melee Basic Attack Show

Standard Action, Bastard Sword
Target: One Creature
Attack: +9 vs. AC (+4 Strength, +3 Proficiency, +1 Half-level, +1 Enhancement)
Hit:  1d10 + 6 (+4 Strength, +1 Enhancement, +1 Untyped from TWF)


Ranged Basic Attack Show

Standard Action, Javelin
Ranged: 10/20
Target: One Creature
Attack: +8 vs. AC (+4 Strength, +2 Proficiency, +1 Half-level, +1 Enhancement)
Hit: 1d6 + 5 (+4 Strength, +1 Enhancement)


Pressing Strike Show

Standard Action, Bastard Sword
Target: One Creature
Effect: Before the attack, you shift 2 squares.  You can move through an enemy's space, but you can't end there.
Attack: +9 vs. AC
Hit: 1d10 + 6, and you push the target one square.  If you are raging, the attack deals 1d6 extra damage.


Whirling Rend Show

Standard Action, Bastard Swords
Target: One Creature
Attack: +9 vs. AC
Hit:   1d10 + 6, and an enemy adjacent to you other than the target takes  1d10  + 2 damage.  If you are raging, add your Dexterity modifier (+3)  to  both damage rolls.


Body Equilibrium Show

Move Action
Effect: You move your speed.  During the move, You gain a +5 power  bonus  to acrobatics checks to balance and do not sink when moving over  soft  and brittle terrain, such as dust, silt, mud, snow, or thin ice.


[]Whirling Frenzy Show

Standard Action, Bastard Swords
Close burst 1
Target: Each Creature in burst
Attack: +9 vs. AC or Ref
Hit: 2d10 + 6 damage
Miss: You take 1d6 damage, with no modifiers


[]Mark of Thunder Show

Standard Action, Bastard Sword
Target: One Creature
Attack: +9 vs. AC
Hit: 1d10 + 6 thunder damage
Effect: You mark the target until the end of your next turn.  Until the   mark ends, if the target makes an attack that doesn't include you, it   takes 5 thunder damage.


[]Whirling Lunge Show

Free Action, Bastard Sword
Melee 1
Trigger: Your attack reduces an emey to 0 hit points.
Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see


[]Stone's Endurance Show

Minor Action
Effect: You gain resist 5 to all damage until the end of your next turn


[]Combat Sprint Show

Move Action
Effect: You move your speed +4.  You gain a +4 bonus to all defenses   against any opportunity attack you provoke with this movement


[]Second Wind Show

Standard Action
Effect:  You can spend a healing  surge to regain hit points and gain a +2 bonus  to all defenses until the  start of your next turn.


[]Thunder Hooves Rage Show

Standard Action, Bastard Sword
Target: One creature
Attack: +9 vs. AC
Hit: 3d10 + 6 damage
Miss: Half damage
Effect:  You enter the rage of the thunder hooves.   Until the rage ends, you  can move through 1 or 2 enemies' spaces during  each of your turns.   When you move through an enemy's space, your next  attack against that  enemy during the same turn deals 1[W] extra damage.



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2 years ago  ::  Mar 05, 2011 - 11:01PM #6
PaulO.
Date Joined: Aug 31, 2010
Posts: 249
Ekspery - Half-Elven Bard, Veilled Alliance Theme

Character Summary Show

Ekspery, level 2
Half-Elf, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Half elf Power Selection: Dilettante
Background: Charlatan (+2 to Bluff)

FINAL ABILITY SCORES
Str 13, Con 15, Dex 10, Int 10, Wis 8, Cha 20.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 10, Wis 8, Cha 18.

AC: 18 Fort: 14 Reflex: 14 Will: 18
HP: 32 Surges: 9 Surge Value: 8

TRAINED SKILLS
Arcana +6, Insight +7, Streetwise +11, Bluff +13, Diplomacy +13

UNTRAINED SKILLS
Acrobatics +1, Dungeoneering +1, Endurance +3, Heal +1, History +2, Intimidate +7, Nature +1, Perception +1, Religion +2, Stealth +1, Thievery +1, Athletics +2

FEATS
Bard: Ritual Caster
Level 1: Combat Virtuoso
Level 2: Versatile Expertise (Heavy Blade / Wand)

POWERS
Bard at-will 1: War Song Strike
Bard at-will 1: Vicious Mockery
Dark Sun: Far Hearing
Dilettante: Concussive Spike
Bard encounter 1: Shout of Triumph
Bard daily 1: Stirring Shout (retrained to Verse of Triumph at Level 2)
Bard utility 2: Battle Feint

ITEMS
Ritual Book, Light Shield, Chainmail, Longsword, Backpack (empty), Desert Clothing, Filter mask, Lute, Amulet of Health +1, Survival Day (8), 305 ceramic coins

RITUALS
Amanuensis, Glib Limerick


background Show

Jaded, reluctant hero with a wry wit. Ekspery was born to an elven woman, who was outcast from her nomadic tribe for having a half-elf child. She moved to Draj to try and raise him where she preyed upon and sold into slavery within the city. She resented Ekspery greatly and he was eventually forced to leave her when he was old enough. He still checked on her from time to time.

Ekspery wandered the streets of Draj, learning to survive and fight from an old homeless wild battlemind. Ekspery quickly became a swindler and a drunk, although he gathered moderate wealth due to his talent. For the first time in his miserable life, he had hope. He was able to purchase his mother's freedom, although he never told her he was responsible even when she was on death's bed. He set about looking for ways to improve his talents and the art of interacting with others. This lead him to study the lore and history of magic. If you can convince a foreigner that the white sand from a dry well just outside the city walls is magic sand from a bygone mage, the price soars.

It was through this study that Ekspery learned the truth about defilement and how the world had come to be the way it is. Deeply moved, and letting himself get caught up in noble ideas, Ekspery began to learn what he could about the Veiled Alliance. He began trying to convince people about the truth regarding preserver magic. Due to his history of fraud, and people's set beliefs about arcane magic, he was mocked and scorned more than usual, and eventually chased out of the city. He left Draj and headed far, far away from Draj. It was in Altaruk that he officially joined the Veiled Alliance under Arisphistaneles' leadership.

Ekspery quickly became disillusioned. His naive dreams of easily convincing the masses about the truth regarding preserver magic and overthrowing the sorcerer-kings were shattered when he realized what an impossible task that would be. Working for the Veiled Alliance, he is essentially an errand boy and pencil-pusher. He has resorted back to his jaded, pessimistic views and these days spends more time getting drunk in the local pub than anything else.



Ekspery's Combat Statblock Show

AC 18, Fort 14, Reflex 14, Will 18
Resist: 5 poison
HP 32/32
Healing Surges 9/9 (+8)
Init +1, Speed 5
Status
Action Points 1[_]
 
[_] Minor Action
[_] Move Action
[_] Standard Action
[_] Immediate Action
 

Virtue of Valor Show
Free Action
Personal
Effect:  Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant 3 temporary hit points to that ally as a free action (+2 CON).

Far Hearing Show
Minor Action, Psionic
Personal
Effect: Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.

Melee Basic Attack Show
Standard Action, Weapon  (Longsword)
Melee Weapon. Target: One creature
Attack: +7 vs. AC (+3 Prof, +1 STR, +1 lvl/2, +1 Expertise feat, +1 Inherent)
Hit: 1d8+2 damage (+1 STR, +1 Inherent)

War Song Strike Show
Standard Action, Arcane, Weapon (Longsword)
Melee Weapon. Target: One creature
Attack: +11 vs. AC (+5 CHA, +3 Prof, +1 lvl/2, +1 Expertise feat, +1 Inherent)
Hit: 1d8+6 damage (+5 CHA, +1 Inherent), and any ally who hits the target before the end of your next turn gains 2 temporary hit points (+2 CON).

Vicious Mockery Show
Standard Action, Arcane, Psychic, Charm, Implement (None)
Ranged 10. Target: One creature
Attack: +7 vs. Will (+5 CHA, +1 lvl/2, +1 Inherent)
Hit: 1d6+6 psychic damage (+5 CHA, +1 Inherent), and the target takes a –2 penalty to attack rolls until the end of your next turn.



[_] Second Wind


[_] Battle Feint Show
Minor Action
Melee 1. Target: One creature.
Effect: You make a Bluff check opposed by the target's passive Insight check. If the check succeeds, one ally adjacent to you gains combat advantage against the target for that ally's next attack against it before the end of your next turn.

 [_] Shout of Triumph Show
Standard Action, Arcane, Thunder, Implement (None)
Close blast 3. Target: Each enemy in blast.
Attack: +7 vs. Fortitude (+5 CHA, +1 lvl/2, +1 Inherent)
Hit: 1d6+6 thunder damage (+5 CHA, +1 Inherent), and you push the target 2 squares (+2 CON).
Effect: You slide each ally in the blast 2 squares (+2 CON).

[_] Excise from Sight Show
Standard Action, Arcane, Psychic, Implement (None)
Ranged 10. Target: One creature
Attack: +7 vs. Will (+5 CHA, +1 lvl/2, +1 Inherent)
Hit: 1d10+6 psychic damage (+5 CHA, +1 Inherent), and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.

[_] Concussive Spike Show
Standard Action, Force, Psionic, Weapon (Longsword)
Close blast 3. Target: One creature seen in blast
Attack: +11 vs. AC (+5 CHA Combat Virtuoso, +3 Prof, +1 lvl/2, +1 Expertise feat, +1 Inherent)
Hit: 1d8+3 force damage (+2 CON, +1 Inherent), and you push each enemy in the blast other than the target 6 squares (+5 CHA).

[_][_] Majestic Word Show
Minor Action, Arcane, Healing
Close blast 5. Target: You or one ally in burst
Effect: The target can spend a healing surge and regain 5 additional hit points (+5 CHA). You also slide the target 1 square.

[_] Words of Friendship Show
Minor Action, Arcane, Charm
Personal.
Effect: You gain a +5 power bonus to the next Diplomancy check you make before the end of your next turn.



[_] Verse of Triumph Show
Standard Action, Arcane, Charm, Weapon
Melee weapon. Target: One creature.
Attack: +11 vs. Will (+5 CHA, +3 Prof, +1 lvl/2, +1 Expertise feat, +1 Inherent)
Hit: 2d8+6 psychic damage (+5 CHA, +1 Inherent).
Miss: Half damage.
Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.


The Intimident: Ridiculous Intimidate on a Dragonborn Ardent
Wild Mindreaver: A Dark Sun Brutal Barrage Crit-Fishing Battlemind
Empathic Elements: Making It Rain Healing with an Ardent in Athas
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2 years ago  ::  Mar 06, 2011 - 9:08AM #7
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Thread A: Zaffa & Tak-Tha]

Looking for fine weapons and armor, Zaffa and Tak-Tha are walking around the Artisan District, just north of the massive Ziggurat.

The red sky above Tyr is smudged with the soot of cooking fires; the thick odor of exotic spices hangs in the still air. A dull broil radiates from the stonework walls, and people bustle hotly through the streets. As you round a corner, someone suddenly knocks Tak-Tha sprawling into a fruit-vendor's stall.

The vendor, an old tattooed Mul, is panicked by the loss of his fruit. "Now, look where ya goin' you stupid giant ant! The finest fruit 'n Tyr! Now what a waste! Yer gonna have t'pay fer this!"
Looking over your shoulder, you see that you have been purposedly pushed by one of three burly Humans. Behind them, judging by his clothes and arrogant stare, stands a young noble.

The noble tells one of his three bodyguards "Get this vermin out of the way, I have urgent matters to tend to"

One guard shouts at Tak-Tha "You heard that big ant? Get out of the way!"

Another guard looking at Zaffa goes "What are you looking at, stupid half-breed wench? get out of the way, before I make you!"

The fruit Vendor camps in front of Tak-Tha: "Ye ain't leavin' til ye pay fer whut ye destroyed!"
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2 years ago  ::  Mar 06, 2011 - 9:29AM #8
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Thread B: Ekspery]

Following the lead you obtained in Altaruk, you spent a couple of days in the Elven market in search for clues for establishing contact with the Tyrian Veiled Alliance. At home in a urban environment, you followed you instincts, and seeing some individuals you spotted having an exchange in sign language. They then had a conversation in a dark alley, and thanks you your Far Hearing skills, you managed to hear "...shall meet you at the Red Kank".

This is where you are now, sitting at a table, sipping wine and waiting for your meal and for those individuals to show up. The cool air in your lungs and the sweet wine on your lips ease the day's tensions. All about, a cheerful clink of mugs and rattle of conversation fill the air, and the rich aroma of roasting meat bodes well for the meal to come.

All of a sudden, the inn door bursts open, and a woman frantically dashes into the room. She searches for someone table-to-table. When she reaches ekspery's, a commotion comes at the door. The woman abruptly takes the empty seat right in front of you. Two templars with 4 Half-Giants enforcers march into the hall and block all exits. One of the Templars harshly demands.

"Where is the renegade Preserver?"

No one says a word...

As they move among the tables, the enforcers twist patrons around for a better look at them. Their search starts at a table far from yours and works slowly towards you. The templars' irritation grows with each failure. The customers sullenly refuse to speak. They loathe and fear the templars, but at the same time they would not risk ending up on the ziggurat as a slave should a fight errupt. 

"King Kalak will favor anyone able to help us!"

Several patrons glance significantly toward the woman in front of you. The woman fights to seem calm and looks at you, her eyes begging you to not rat her out.

MAP

OOC Show

Templars in M7 and O12
Enforcers in H9, K6, K13, L9
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2 years ago  ::  Mar 06, 2011 - 10:07AM #9
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Thread C: Mika & Iandak]

Mika and Iandak are both walking in the street, with each their own business in mind. 

All of a sudden, a squad of the sorcerer king's guards seals off all streets and alleys. Shutters and doors slam, shutting off businesses and homes.

The soldiers begin to move down the street, accosting everyone in their Path. They order the homeless and indigent to assemble along one wall. Only local merchants and nobles are allowed through the cordon.

MAP

OOC Show

Torban (Squad Leader): -E12
Templar in -F11, E29, O6
Half-Giant Enforcer in -B26, D28, M7, M20
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2 years ago  ::  Mar 06, 2011 - 11:48AM #10
Vsteel
Date Joined: Jan 11, 2009
Posts: 1,319
Tak-Tha leaps out of the cart, hissing, and pushes the old Mul aside as he lands in an attack stance, his claws ready. He draws his bow and nocks an arrow in one smooth motion, pointing directly at the noble.

"The dra will die with stone in its throat!"

Scyner - OOC Show

Tak-Tha will always be in Aspect of the Pouncing Lynx when outside of combat.
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