You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
Free Action, triggers when I bloody or kill and enemy. Effect: I can choose to shift up to 6 squares, gain 5 temporary hitpoints, or get a +2 power bonus to attack rolls until the end of my next turn
Standard Action, One Undead Creature +8 vs AC, 2d10+5 radiant damage. The target is immobilized until the end of my next turn. Miss is half damage, no immobilize. Secondary Attack= +8 vs Will against all undead enemies in close burst 3 (not primary target). Deals 4 radiant damage and pushes 7 squares on a hit
Minor Action, Close burst 3 Effect: The next time the target misses with an attack roll before the end of my next turn can reroll the attack, using the second roll, even if lower.
Minor Action, Close Burst 5, one ally in burst or me Effect: Target can spend a healing surge and regain 1d6 additional hitpoints. That target gets a +2 bonus to attack rolls until the end of my next turn. I recover 4 hitpoints.
Immediate Interrupt, an ally within 2 is attacked, and I am not included in the attack Effect: The ally and I shift up to 2 squares as a free action, swapping positions. I become the target of the triggering attack rather than the ally. I can make a basic attack against the attacker after the attack is resolved.
+8 vs AC, 2d10+5 radiant damage. The target is marked until the end of my next turn. One ally within 5 squares or I can spend a surge. If they do, they get a +2 bonus to attack rolls until the end of my next turn.
Standard Action, Close Blast 5, Target each enemy in blast +0 vs Will. Hit pushes target 3 squares and knocks it prone Effect: Each ally in the burst gains resist 5 all to all damage until the end of my next turn. A minor action allows this effect to persist.
[][][] Failed Death Saves Current Status:none
Actions: []Standard []Move []Minor []Immediate
Powers: Righteous Brand, Recovery Strike,Healing Word, Punish the Profane, Favor of the Gods, Lifeblood, Guardian's Counter, Healing Strike, Moment of Glory,Magic Greatsword +1
Born as a third son to a lesser clan of vryloka, Harmon's duties were, even early in life, dedicated to the protection and continuation of his clan, through any means. Despite his lower standing within the house itself, circumstances surrounding his birth and early life seemed to indicate that he was favored in some way by the Raven Queen, and thus the Red Witch herself. Harmon was trained as an acolyte to the Raven Queen, and his own skills in combat were augmented through this vigorous training needed in service of the Queen. Despite his unique capacities, he is still not regarded as the scion of the house, a title his two other brothers are currently vying for.
Instead, he serves as consel and protection for his frailer older brothers, knowing full well that he needn't make a move for power. As of now, the brothers are focusing their attentions at increasing the profile of House Loredana through political machinations rather than fighting amongst themselves, and Harmon is confident that as his family begins to engage with stronger clans and houses, he will be able to prove himself, and that in the end that at least he will remain when the conflicts wind down. He cares less about politics than his brothers, so as of the moment, he has more to gain proving himself a valuable asset rather than a potential rival in their aspirations.
As of now, Harmon is content with increasing the profile of House Loredana by any means as his brothers maneuver politically. He revels in combat, as it truly allows him to show his prowess as one truly watched over by the Raven Queen, and to showcase the might of his small clan.
Ligeti: Cal'Kulas, Shade, Controller Wizard--Orb of Imposition
Please put post a pic of your character--doesn't have to be fantastic (use stock art if you want). It will be helpful for identifying your character during the battle threads, and on the maps.
Also, during combat, please include a stat-block with your defenses (AC, Fort, Ref, Will), current HP, and notes on any interrupts, reactions, or readied actions. Also any conditions that affect defenses.
I am not infallible. If I make a mistake, please let me know so I can fix it. Better to let me know than to be upset and angry in private. So, for WHEN (not if) I make a mistake, please accept my appologies. I am also running a game called Mirthomir. I do not intend to abandon it, or allow either game to slow down the other. I usually use invisible castle for my die-roller. If you have another that you like better, fine. I will spot-check rolls, but I'm not going to micromanage your character. I find honesty and trust to be more fun--maybe I am just too idealistic.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
At-Will + Divine, Shadow, Weapon Standard Action, Melee weapon Target: One creature Attack: Strength VS. AC Hit: 1[W] + Strength modifier damage. You gain a power bonus to the damage roll equal to twice the number of enemies adjacent to you (maximum of +8).
At-Will + Divine, Shadow, Weapon Standard Action, Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. You gain combat advantage against the first enemy you attack. before the end of your next turn.
Encounter + Cold, Divine, Necrotic, Shadow Free Action, Personal Trigger: You target an enemy with an at-will weapon attack power. Effect: The target takes cold and necrotic damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target also takes ongoing 5 cold and necrotic damage(save ends).
Horlick D'Nauvin was born into a family that held the church on high and exemplified the teachings of the Raven Queen in every aspect of their daily lives. It surprised no one when Horlick chose the path of the paladin. His physical prowess was matched only by his devotion to his faith. For the first few years of his service to his paladin order, he achieved high regard from his elders and superiors. His battlefield abilities rose him through the ranks at a steady and impressive pace.
During his third year, his paladin order took on a quest that pit them against staunch deniers of the Raven Queen. This group not only disrespected the Godess, but denied her very existence. Everything they did was in opposition to Her teachings. Horlick's order saw this group as blasphemers, and swore to wipe them out. Unorganized and unprepared for the paladin order's attack, the group was all but wiped out in short order. Many fell that day, and found out if the Raven Queen was real or not. The one paladin to rise above all others was Horlick. More than half of the kills were his. His superiors were astounded by his eagerness to slay the small group, and became concerned at his seeming rage. When all of the group but one were dead, Horlick stood over him, his axe raised, swearing violent oaths at the terrified man. Horlick's captain commanded he drop his weapon, as it is against Her teachings to kill those who are unarmed and unprovoking. Horlick looked to his superior, smiled, and brought his axe down. His paladin powers fell just as surely as the captive's head.
Horlick was banished from the order. His rage was too unbridled, and too unpredictable. He was stripped of his title, and forced to leave his city. Crushed by this turn of events, Horlick still sought to serve the Raven Queen, but knew that no other order of paladins would accept him after his disbarrment. He decided to serve Her in his own way. He would send the unbelievers and skeptics to Her in quick, bloody fashion. He would make sure that the Godess of Death was well-supplied with fresh souls, and he would do it on HIS terms, where his rage would go unchecked and unchallenged. He might carry the label of Blackguard, or fallen paladin, but it would be carried by those who dared not say it too loudly, lest they learn what righteous fury was all about and stand before the Raven Queen themselves.
Good to be here. I'm excited to try this bad boy out.
Looking at this now, I remembered there was something I wanted to say. Your character says he is wearing scale (+7 AC)armor, but his AC reflects him wearing chain (+6). That, and Blackguards have all the paladin proficiencies, so unless you have some dead-set reason not to, you could be wearing Plate (+8) instead.
Also, it looks like you have a magic holy symbol, but Blackguards don't have any implement powers by default.
Thanks. Fixed the AC/armor thing. Not sure how I got my wires crossed on that one. As for the holy symbol, I noticed that Blackguards use them (pg. 33 HoS) , but upon further inspection found that they get no particular benefits from them (their powers don't reflect their use). So...I just changed over to a +1 great axe for the magic item.
Feats: B- Born of Shadow E- Two-Weapon Defense: +1 to AC & Ref when wielding 2 weapons. 1- Improved Defenses: +1 to NADs. 2- Venom Hand Assassin: After rest, +1d8 poison damage on next attack. On miss, damage is lost. 4- Ruthless Hunter: Increase damage die on Handcrossbow; make them high-crit.
Racial & Theme Features: Fey origin: Considered a Fey Creature. Trance: Sleep aware for 4 hours. Lolthtouched: Power Chosen: Cloud of Darkness
Class Features: - Versatile Defense: Feat Chosen: 2-Weapon Defense - Attack Finesse: Dex for MBAs; +1d8/turn with 1-handed weapons, shortbow, & garrote. - Quick Swap: 1/turn use free action to change/stow weapons. - Death Attack: When I deal damage to an enemy and it drops to 10> HP, it will drop to 0. - Nimble Drop: Resist falling damage equal to 6 + ½ my level. If reduced to 0, don’t fall prone. - Poisoner’s Kit: Prepare 1 vial/day.
Wealth/Equipment: Adventurer’s Kit, Ghost Strike Ki Focus +2, Cape of the Mountebank +1, Sunblade Falchion (Karvid) +1, Leather Armor of Cleansing +1, Distance Handcrossbow +1, Rapier, 2 Daggers, Garrote, Poisoner’s Kit, 40 Crossbow Bolts, 2 Elixirs of Dragon’s Breath (1 Fire; 1 Acid), 50gp
Poison Recipes: Bloodroot Poison, Carrion Crawler Brain Juice
Powers:
At-Will:
Garrote Strangle Standard * Martial, Weapon Effect: Shift 2 squares before the attack. +11 vs. Reflex; 2d4 + 6 damage. The target is grabbed until my EONT. While it persists, the target takes -2 to attacks against me, cannot speak, and cannot make other attacks. Sustain Standard: The grab persists and the target takes 2d4 + 6 damage.
Gaze of the Evil Eye Minor * Arcane, Psychic Ranged 5 Target: One creature that I can see that isn’t marked by me. Effect: The target takes 2 psychic damage whenever it hits me with an attack (it can only take this damage 1/turn). The effect ends if I don’t end my turn with LoS to the target, or if I use this power against a different target.
Poisoned Dagger Standard * Martial, Weapon +11 vs. AC; 1d4 + 6 damage. If I deliver an assassin poison with this attack, the target takes -4 to its first save against the poison. Effect: If the dagger has an assassin poison on it that is delivered on a hit, it can also be delivered on a miss.
Quick Lunge Standard * Martial, Weapon Effect: I shift 1 square before the attack. Karvid: +11 vs. AC; 2d4 + 2 damage, knocked prone, and I shift to original position. Rapier: +11 vs. AC; 1d8 + 2 damage, knocked prone, and I shift to original position.
Encounter:
Assassin's Strike No Action * Martial Trigger: I hit a creature within 5 squares of me. Effect: The target takes 2d10 extra damage. If helpless, the damage is 20. Special: Only a Short, or Extended, Rest can regain the use of the power.
Cloak of Shades Minor * Shadow Effect: Until my EONT, I am partially concealed against enemies within 5 squares, and invisible from enemies more than 5 squares away from me.
Cloud of Darkness Minor Action Close burst 1 Effect: The cloud lasts until my EONT, and blocks LoS. Squares within are totally obscured and any creature completely within is blinded.
Name: Osiris Greymoon Level: 3 Race: Vryloka Class: Vampire Height: 6'0" Weight: 170 lbs. Alignment: Unaligned Deity: All Dieties Related to Shadows/Trickery Background: Born Under a Bad Sign Theme: Werewolf
Feats: B- Born of Shadow 1- Improved Defenses: +1 to Fort, Refl, & Will 2- Superior Reflexes: Gain CA against all enemys in my first turn in an encounter. +2 to Refl
Racial & Theme Features: Blood Dependency: When Bloodied, my HS value drops by 2. Human Heritage: +5 to Bluff to pass off as human. Living Dead: Can decide whether an effect affects me as undead/living. Necrotic Resistance: Resist Necrotic 5 + 1/2 level. - +2 to Intimidate. - Shapechanger Subtype - An enemy has CA against me when using silvered weapons. - Immune to Moon Frenzy.
Class Features: Child of the Night: Gain: - I am unaffected by anything that affects only living creatures. I don't Need to breathe, don't age, or need to sleep. - Resist 5 necrotic, vulnerable 5 radiant. - If I end my turn in direct sunlight and lack heavy clothing, I take 5 radiant damage, and am weakened (SE). If I drop below 1 HP because of this, I am instantly destroyed. Blood is Life: 1/short rest, an ally adjacent to me can willingly loose 1 HS and allow me to regain 15 HP. IF I end a Short Rest with 5+ HS, I can loose all beyond 2 and gain all my HP back. Enduring Soul: When I am bloodied, I gain Regeneration 3. This does not function until my EONT if I take radiant damage. Hidden Might: I gain a +3 bonus to damage of my Vampire powers. Vampiric Reflexes: +2 to AC if not wearing armor or a shield.
Wealth/Equipment: Adveturer's Kit, +1 Blazing Arc Ki Focus, +1 Ki Focus, Robe of Contingency +1, Flameburst Dagger +1, Handcrossbow, Safewing Amulet +1, Boots of Stealth (HT), 60 Bolts, Muleback Harness (HT), 373gp
Powers:
At-Will:
Dark Beckoning Standard * Charm, Implement, Psychic, Shadow Ranged 5; +7 vs. Will; 1d6 + 7 psychic damage, and pull 3 squares.
Taste of Life Standard * Implement, Necrotic Shadow Melee 1; +6 vs. Fortitude; 1d8 + 8 necrotic damage, and i gain 5 THP.
Vampire Slam Standard * Implement, Shadow Melee 1; +6 vs. Reflex; 1d10 + 8 damage, and push 1 square. Special: Can be used as a MBA.
Encounter:
Blood Drinker No Action * Shadow Trigger: I hit an enemy with a vampire melee at-will power. Effect: The triggering enemy takes 1d10 extra damage from the attack, and I gain a HS.
Feral Assault Standard * Implement, Shadow Melee 1; +6 vs. Reflex; 2d12 + 8 damage. Special: I can lose a HS when I use this power to deal +2d8 damage, or target a new creature.
Hunter's Gaze Minor * Charm, Shadow Close blast 5 Effect: One creature within the burst grants CA until my SONT, as long as I am adjacent to it. I also gain a +4 bonus to my next Intimidate check against that enemy until the EoE.
Lifeblood Free Trigger: I kill/bloody an enemy. Effect: I can shift 7 squares, gain 5 THP, or gain a +2 to attacks until my EONT.
Wolf Shape Minor * Polymorph Effect: Change into a Medium Wolf (or revert back to humanoid form; In which case, shift 1 square). Can only use the attack from this power. While i this form, I have Low-Light Vision. - Secondary Power (At-Will; Beast-Form) - +8 vs. AC; 2d10 + 4 damage. - Special: Can be used in place of an MBA.
Daily:
Swarm of Shadows Standard * Implement, Shadow, Teleport Target: Each enemy in Blast Close blast 3; +6 vs. Fortitude; 3d6 + 8 damage and ongoing 5 damage (SE); Miss: Half-damage. Effect: I teleport to a square within the blast and am invisible until my EONT.
Osiris had indeed died on his voyage to the island that his lover, Mehueret, had bought as their hide-away place from her guild. He had contracted a plague from one of her last exploits—the murder of a lich-in-progress—and never told her. He had kept the plague at bay using the combination of a wish spell and cure disease spell. Though both were ineffective apart, together they stalled the plague for a year more. On the voyage, he had run out of the components to the wish spell, thus voiding the cure disease spell. He died a slow, gruesome death in one night. After Mehueret had been tricked by the devil that made her a shade, the same devil had taken Osiris to the Shadowfell. He resurrected him and made him a vryloka—a vampiric human. The now-reincarnated Vryloka wizard was given a choice by the Reaper-who-had-killed-Mehueret: be slain again, or be teleported to a far realm with a new life. Always an opportunist, he chose the latter. He was cast into a dark realm, of which he had no idea where he was. He walked around in a thick fog with no one I sight. He found one person in a burned-down house, which he took shelter for the night in: a thin female woman, with a thin face, and long fangs, which she brandished to him while he was off-guard. Caught in the throes of spell-casting, she latched on with the fangs, then drained him. He finished his spell in time. The woman exploded in a burst of radiance. His vision dimmed…
He awoke in a new place. A dark place. A place tainted with evil that seemed to hang like a curtain of fog across the land. He cast a spell of true-sight—one that didn’t work. He looked at his hands, which had slightly longer finger-nails than he remembered. He heard a rat skitter nearby, then realize that he had never been able to hear one from one-hundred yards away before when he saw the giant thing run through an open patch in the fog. He went to wipe is face, and scratched his hand with his abnormally long fangs, which, strangely, drew no blood from his hand. He fell to the ground and began to sob. There he sat, for many days, sobbing and weeping, until a person found him, and brought him to a tavern to have some mead, which they spiked with the blood of an elf without his knowledge—which he drained ravenously. He searched the next day, but never found that person, only that they saved his life by bringing him in before sunrise. He had to find a cloak somewhere…
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)
“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)
Individually. You get to decide whether you were already in town, with the caravan, or some independant traveller arriving about the same time. Anyone starting in the same place can already know the others. (and thus be allies)
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
Ironscar (Mace): +8 vs. AC; 1d8+5 damage, and you slide the target 1 square. Widow's Knife: +7 vs. AC; 1d4+4 damage, and you slide the target 1 square.
Dejada (19): 10/20 +8 vs AC; 1d8+4 Surprise Bullet - Dejada {2}: 10/20 +11 vs AC; 1d8+5
Revenant: Unnatural Vitality w/ Death QuickeningShow
Immortality comes as how you apply for it. At-WillFree Action Trait, Personal. Trigger: When Munro's hit points is reduced to 0 or fewer Effect: When Munro's drop to 0 or fewer hit points and are subjected to the dying condition then choose to remain conscious due to her Unnatural Vitality trait, a trait in which allows her to choose to be dazed, instead of falling unconscious she also gains a minor action in addition to the standard action she has while under the dazed condition. She also make death saving throws as normal, and if one is fail, then the fall unconscious instead of been dazed.
At-Will Arcane. Minor Action Target: Enemy nearest to you that you can see Effect: Once per turn until the end of the encounter if you hit an enemy that was targeted by this power with a warlock power, you may deal a additional 1d6 damage.
Warlock's Infernal Pact Boon 1: Dark One's BlessingShow
You instantly gain vitality from a cursed enemy when that enemy falls. At-Will Trait, Personal. Free Action Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer Effect: You immediately gain 2 temporary hit points.
No obstructions, no distractions, has advantages. At-Will Trait, Personal. No Action Trigger: When Munro's makes a ranged attack roll and none of her allies are nearer to the target. Effect: Munro's have a +1 bonus to that ranged attack rolls against that target.
Of the styles of basic defense obscurity is one of the oldest forms. At-Will Trait, Personal. No Action Trigger: During Munro's turn she move at least 3 squares away from where she started her turn. Effect: Munro's gains concealment until the end of her next turn.
The dire power of your attack drives your enemy before you. At-WillArcane, Weapon Standard ActionMelee weapon Target: One creature Attack: +8 vs. AC; 1d8+5 damage, and you slide the target 1 square.This power counts as a melee basic attack.
You lash forth with a crackling ray of arcane power. As the beam rips into your foe’s flesh, you release part of your life force to ensure that this hellish bolt carries a portion of your foe’s with it. At-WillArcane, Implement Standard ActionRanged 10 Target: One creature Attack: +7 vs. Reflex; 1d10+5 Miss: You can choose to take 1 damage and reroll the attack roll. You can choose this only once each time you use this attack.
Action Point{1} Second Wind{1} Changeling: Changeling Disguise (Special) {1}Show
You alter your form to look like another person. Special: During combat Munro must expended an unused Dark Reaping encounter power to activate this power. At-Will Polymorph Minor Action Personal Effect: Munro alter your physical form to take on the appearance of any Medium humanoid. She retain her statistics in her new form, and her clothing, armor, and possessions do not change. The new form lasts until she change form again. Any creature that attempts to see through Munro's ruse makes an Insight check opposed by her Bluff check, and she gains a +5 bonus to this check.
You use one death as the seed to sow more destruction. Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points. Effect: One creature of your choice that you hit with an attack before the end of your next turn takes additional 1d8+1 necrotic damage.
Devil's Pawn Attack: Hellfire and Brimstone {1}Show
Your brand burns, searing through clothing and flesh as hellfire springs up around you. EncounterArcane, Fire, Zone Minor ActionClose burst 2 Effect: Creatures in the burst take 5 fire damage. The burst creates a zone that lasts until the end of your next turn. Enemies in the zone take a -2 penalty to attack rolls and all defenses.
You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time. EncounterArcane, Teleportation Move ActionPersonal Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
A hand of iron appears around your foe and crushes it with the sickening sound of popping bones and grinding flesh. EncounterArcane, Implement Standard ActionRanged 10 Primary Target: One creature Primary Attack: +7 vs. Fortitude; 2d10+5 damage, and the primary target cannot willingly move closer to you until the end of your next turn. Infernal Pact: You gain resist 2 until the end of your next turn. Miss: You take 1 damage but can make a secondary attack. Secondary Attack: (One creature other than the primary target) +6 vs. Fortitude; (1/2 of) 2d10+5, and the secondary target cannot move closer to you until the end of your next turn.
You whisper dark promises on the wind, sending them forth to pollute your enemy’s mind with overwhelming terror that compels it to lash out in a panic. Encounter Arcane, Fear, Implement, Psychic Standard ActionRanged 10 Primary Target: One creature Primary Attack: +7 vs. Will; 1d10+5 psychic damage, and the primary target takes a free action to make a melee basic attack against itself or an adjacent creature. Infernal Pact: Until the end of Munro's next turn, whenever an enemy attacks her, each other enemy adjacent to her takes 5 psychic damage. Miss: Munro take 3 damage but can make a secondary attack. Secondary Attack: (One creature other than the primary target) +7 vs. Will; (1/2 of) 1d10+5, and the secondary target takes a free action to make a melee basic attack against a creature of your choice (even to self) that's adjacent to it; the secondary target’s attack deals half damage.
A pale blue flame appears above your brow as you utter a condemnation that makes foes mistake allies for enemies. DailyArcane, Charm, Implement, Psychic Standard ActionClose burst 3 Target: Each enemy in the burst Effect: Before the attack, you slide the target 2 squares. Attack: +7 vs. Will; Hit: The target makes a melee basic attack as a free action against a creature of your choice. If the target misses with the attack, it takes 1d6+5 psychic damage. Miss: 1d6 + Charisma modifier psychic damage.
Daily Acid Free Action. Trigger: You hit a target with an attack using this rod. Effect: The target takes 1d8 extra acid damage and a -2 penalty to attack rolls until the end of your next turn.
Made from the leaves of an ancient Feywild oak, these well preserved black gloves increase the utility of your pact boon. DailyTeleportation Free Action Trigger: Blyn Munro's pact boon triggers. Effect: Blyn Munro's teleport 3 squares an additional to the other effects of her pact boon.
When thrown, this fist-sized ceramic sphere explodes in a blinding flash. ConsumableAlchemical Standard ActionArea burst 1 within 10/20 Attack: +6 vs Fortitude; Hit targets treat all nonadjacent creatures as having concealment until the end of Munro next turn. Creatures that don't rely on sight to detect other creatures are immune to this effect.
This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. ConsumableAlchemical, Cold Standard ActionRanged 10/20 (dejada) Attack: +6 vs Reflex; 1d10 cold damage and slowed until the end of Munro next turn. Miss: Half damage and is not slowed
ConsumableWeapon No ActionRanged 10/20 (dejada only) Effect: Hit target is marked until the end of target's next turn. While marked, everytime the target makes an attack that doesn’t include Munro as a target; the target takes 1d6 damage per plus
ConsumableWeapon No ActionArea burst 1 within 10/20 (dejada only) (targets each creature in burst) Attack: +6 vs. Reflex; 1d6 lightning damage, and the target takes a -1 penalty to attack rolls until the start of your next turn.
Blyn Munro's Background Information (work in progress)Show
As a young changeling she grew up living on a large vessel traveling the planes above with her parents learning the family gifts as a scouts and observers until one day she found herself been observed by a band of dragonborn mercenaries who was after the same information she was looking for.
They tried to tricked her into selling them the valuable information for childish admired trinkets and food fancys without either of them knowing they was competing spies and their superiors was working for the same client. What the mercenaries learned alreadied from observing her was she had infiltratrated into certain secured portion of a city-port and left undetected and when seen she was only noted as a child.
The mercenaries noticed when she stealth away from that area of the port she was carrying toys , foods and items that was normally given to children as kindness and thought that they can convince her to describe what she saw or to draw layouts of certain places in the secured area of the city that she just waltz right by, in and back passed them to and from. They approached her with toys and fancy foods but she tricked them then escaped them with their bridery but the given information in which they found out afterwards was accurate but was given in the manner and capacity of a child of the age they thought she was would had conveyed and comprehend what their solicted answers as.
Later these mercenaries was part of a crew of a ship that agreed to assisted the ship she grew up on in order to finished the mission she was scouting for and during a combat situations while on the ship under her parents instruction to always use her flawless eladrin guise around their allies but the mercenaries, all dragonborn immediately seeing her for the second time and as an maturing eladrin instead of a dragonborn child recognize her as a changeling for the first time and decide to get even with the apted negotiator whom understood everything they need to know but withheld all the more important information by playing own their faults.
Later on, during the battle after her superiors allied the crew including (The Teenage) Blyn's family with the mercenaries to complete the mission and trusting some of them on their planar dromond vessel. The shameful mercenaries as guest attempted to scare Blyn as well as leave her phyiscally scar as a warning that she will be remember by them and any dragonborn, the next time she tried the little dragonborn child trick to any dragonborn but the deliberate accident that was planned went wrong with she escaping any scarring threats, she also escaped sure death thanks to the clients that hire both ships' crew for the mission who have suspend her body and life-experiences in a dormant state to sustained alive until her body recovered enough strenght to support herself by sharing a life existence the client was carrying with her. Blyn was invited to see a different world thru the eyes and views of a strong dragonborn warlock who was believed to be an incarnation of a powerful red dragon.
The elder female dragonborn client of our both groups after saving her and hid her doing so inside an powerful illusion in order to keep any intervention and to keep secret of the iincident from Blyn's family and friends with everything that happened was on the ship during the battle. With the elder dragonborn presence and intervention was also hidden from the disgrumbled dragonborn mercenaries and the nercenaries discovered Blyn's was unscarred and alive from the game of revenge. They panicked and exposed Blyn's condition to her family demanding that the ship reveal their trus nature and during so in front of the young changeling family.
With only the mercenaires knowing what that done and was unawared what was happening with the elder dragonborn and Blyn, the elder told Blyn telepathically if she promised to keep her travels and its whereabouts from her parents and her ship captain a secret including knowledge of twhat the elder can do then anywhere including on the ship the elder will protect her from the mercenaries' ideas and harms but if she didn't promise then she was going to let Blyn died.
The clever Blyn recieving this message started thinking with statements saying "this wasn't my real thinking,.. that's how,.. can I explained this,... who will belive me,... now,... they probably think I have something wrong with my mind,... from visualizing my personalities' practices for different races too hard for,....
In-between her thoughts the elder sensed, "Of'course, a promise, the last insulting injury, who would believe that somehow one of these mercenaries can do this with their, a promise then, now can everybody see me."
The elder dragnborn warlock frown at her in their minds as a stronger voice unseen by their minds announced by projecting over both of them "She will only trust to honored all that was done and what she know was done regardless of what preserves her life."
Suddenly the battle around her became the first reality again with only that reality as soon as she came to, she recalled everything and instantly realized her life was transfer to a dragon-kind's lifetime from some ancient time and brought back as an unpaid, undued and sent expensive gift.
She told her parents everything immediately in the best way she could but when she challenge the mercenaries to leave the ship or die, is when her parents and the ship captain noticed the mercenaries done something to her and all prepared to fight for her.
The dragonborns realized it was as it always was with her and all they done was now held against them in the face of their superiors and her's. One by one as each mercanary came to this conclusion and as they did so Blyn Munro's words and thoughtd became irrepressible clearer in their minds with a strong uncontrollable drive to honored only her intents and actions.
Since that day it was that honorable strong Red Dragon's order's leader that the dragonborn mercenaries' disgraced and who's power was forfeited to the young Blyn Munro with all the elder's race entitlements now existing to honor Blyn's intents and honors until the debt can be consoled by Blyn's honor.
Even when attempts of manipulation by those who knew of these entitlements and power that Blyn Munro's has they soon find that the power and the entitlements was set for service not for obedience of the young Blyn's reasonings and judgments and was also placed over all other base desires, including her's. This power is the reason why Munro seems immortal yet her entitlements is the force that sustains her using the settlements from all the ruses and deceitful designs to make Blyn Munro stronger, more resilient and more successful with each passing foul workings that meant to harm her or upsurped her rightful place in the world. This with those other she dare challenge by a scale made of their own honor and judgment whom fails with their own fouling workings against their own honor turned back own them would forfeited their lives and of'course for those whom survived their own judgement yet fail, this forfeiture would force them to served their honor under Munro's supervision as their curse.
The mercenaries suddenly seem to been taken over by some power and left their ally's ship in the middle of the battle as son as they left the young female changeling fell to the floor. After a couple of desperate attempts by her parents to revive her she finally stood up on her own speaking in fast uncontrollable words sounding like she was saying "She is the rightful reign of some sort of dragon pact under the great red something or another and she thinks I preferred her to serve something who,... don't she think I,..." Blyn suddenly went quiet looking at her parents looking at her with heartfelt concern.
Her parents never did understand what she was saying and the mumbling from time to time since then and they didn't concerned themselves that her complexion was lighter and paler when she is in her relaxed natural form with the already lighten and subtly fine fey-lines details that is their changeling lineage distinction during the times with privacy with them, yet more importantly they never asked why she started studying new approaches to be applied and improve certain studies and crafts they taught her already.
All they cared to see was that she have matured into a stronger type of personality that day and became more insertive but what they saw driving and focusing these questionable improvements from their little girl grew into their daughter's unique style of order.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
I will apologise for my character's words, and some actions in IC, as I kinda designed this character to be a ****, so to speak. He's not evil, but not the most likable character either.
ITEMS Armor of Dark Majesty +1 x1 Adventurer's Kit Dagger x1 Cloak of Resistance +1 Rod of Stolen Starlight +2 Blackleaf Gloves Viper Belt 542gp ====== End ======
If there was ever a dragonborn that looked the part, like it had chromatic fore bearers, Garrick was it. In life, Garrick was a studius person, with copperish scales. He studied under a strict, and sometimes ethic-less mage. During his studies, his master would do something to cause Garrick to have to react in order to solve a problem, or more often than not save his own skin. One day, Garrick was in the middle of such an...."exercise" when his master hit him with a powerful blast. Unable to with stand both the blast and his challenge, Garrick died. Sadly, he was not granted peace. As said, his master also had little in the ways of morals. Pulling Garrick's soul while his body still laid there fresh dead, Garrick was placed back into his now dead body. Not quite living, yet not quite dead either. Most would call it undead, but at the same time, he wasn't quite that either. From the ritual, his scales blackend, his copper eyes a pale green, he was a mockery of his former self. Looking more like a spawn of a black dragon rather than a noble dragonborn, his master had successfully created a revanant. The only downside was that, he had no way to control it. For his "gift" Garrick, tore his master to pieces slowly. As he moved around his master's lab finding anything of use to him, he had found something his master had that he did find a way to control...A demon. The demon, trapped, and no longer under control from the now dead master, made a bargain with Garrick: free him for limitless power. Garrick believing it might be too good to be true, cautiously entered into the pact. Feeling the power flow through him, he freed the demon knowing one day, they'll both get what they earned: power.
I will edit this section later to have a stat block:
Combat: Basic Attack (Melee): +5 vs AC; 1d4 damage (Dagger) Basic Attack (Ranged): +9 vs Ref; 1d10+5 damage (Rod of Stolen Starlight +2; Eldritch Blast) [] Warlock's Curse [] Eldritch Blast [] Hellish Rebuke [] Dark One's Blessing [] Diabolic Grasp [] Color Orb [] Dark Reaping [] Ethreal Stride []Fiery Bolt [] The Lash's Bite
Other relevant info: Rod Expertise: +1 to attack and +1 to AC/Ref with rod Killing Curse: Warlock's Curse die goes from d6's to d8's Death's Blessing: No longer considered a living creature. Don't eat, drink, or sleep or have to make endurance checks for suffocation. Daughter's Promises: Replace your pact boon with the following: When an enemy under your Warlock’s Curse drops to 0 hit points, you deal fire damage equal to 5 + one-half your level to any enemy within 1 square of that enemy. You also gain temporary hit points equal to one-half your level. itemsShow
Armor of Dark Majesty +1 Leather, Hide Enhancement: +1 Properties: Gain an item bonus to bluff and intimidate checks equal to this armor's enhancement bonus Gain a +2 Armor bonus to all defenses against enemies under your warlock's curse Power: Daily * Minor: Place your warlock's curse on an enemy you can see, rather than nearest enemy.
Cloak of Resistance +1: +1 to Fort/Ref/Will saves Daily (Minor): Gain resist 5 to all damage until the start of your next turn. Rod of Stolen Starlight +2: critical +1d6 radiant and necrotic / + ; Property: when you hit an undead enemy affected by your warlock's curse with an attack power using this rod, deal an extra die of warlock's curse damage against that enemy. Power: (At-will * radiant) Minor : The next necrotic or poison power you use through this rod deals radiant damage instead of necrotic or poison.
Blackleaf Gloves: (Power * Teleportation): Free action. Trigger: Your pact boon triggers. Effect: You teleport 3 squares in addition to the effects of your pact boon.
Viper Belt: Property: Resist 5 poison. Power (encounter): No action. Use this power when making a saving roll against ongoing poison damage. Gain a +2 power bonus to the saving throw.
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.