Ok my immiediately due writing projects are now done. Tomorrow I have a day with the family but I should have time to sit down over the course of the day and read everyone's backgrounds to be able to suggest relevant themes based on that for everyone. Expect 2-3 themes per character that doesn't have one.
Once people pick I'll supply the relevant mechanics.
(Then on Sunday I can grade 20 assignments.... yay end of term.)
When you choose a theme you get its Level 1 feature. At levels 5 and 10 (for these themes) you gain additional benefits. There are also utility powers associated with the themes you can choose but I haven't typed them up. When people pick their theme I can supply the relevant extra information.
Marten - his background of training under a lone village wizard suggests Wizard's Apprentice, though Alchemist (those love potions) might also be apt.
The theme's title sums it up: you are an alchemist. Level 1: Gain the Alchemist Feat as a bonus Feat. You know the formula for 1 1st level alchemical item and can use it without needing training in any skill associated with it. At the end of a short rest you can create 1 alchemical item of your level or lower at no cost. You must know the formula for the item you create. You can only have 1 such item prepared at a time. Level 5: Gain 1 alchemical formula of your level or lower. Level 10: Gain +2 bonus to attack rolls with alchemical items you create. Also gain 1 alchemical formula of your level or lower.
The theme's title sums it up: you were/are the apprentice of another wizard and not affiliated with any order or school. Level 1: Gain Color Orb Color OrbShow
Encounter * Standard Action Keywords: Arcane, Implement, Radiant Ranged 5 Target: 1 Creature Attack: Highest Ability Mod vs Will Hit: 1d8 + Highest Ability Mod radiant damage, and the target is dazed until the end of your next turn.
Level 5: gain a level 6 or lower common magic implement, armor, or neck slot item of your choice. Level 10: Gain +3 power bonus to Arcana checks & learn one new language (other than Supernal)
Jenov - The dwarven exile, among the last of her family calls out to two themes: Guardian and Heir of Delzoun. GuardianShow
You are a member of an elite society or military order dedicated to the preservation of a worthy ideal. A vigilant warrior ready to defend your sworn charge with your life! Level 1: Guardian's Counter Guardian's CounterShow
Encounter * Immediate Interrupt KeyWords: Martial Close Burst 2 Trigger: An Ally within 2 squares of you is hit by an attack and you are not included in the attack. Effect: You and the ally shift up to 2 squares as a free action, swaping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved you can make a basic attack against the attacker.
Level 5: +2 power bonus to Insight & Perception checks. Level 10: Designate 1 creature as your bonded charge. You can have 1 bonded charge at a time. They (usually) need to be worse at melee than you. You can sense when they are in danger and within 1 mile of you. You can sense their general direction & distance. You get +1 to attacks vs enemies that attack you bonded charge until the start of the enemy's next turn.
Your characer is the descendant of a line of dwarves from a once great dwarven kingdom (Delzoun) and you are a true descendant as witnessed by the fact the ancestors whisper to you.... Level 1: Gain Resist Poison = 5+ 1/2 level. Level 5: Gain a Healing Surge Level 10: Gain +4 to Bluff, Diplomacy and Intimidate when dealing with Dwarves.
Nephalim - the drow Paladin is actually the hardest one, but given the background ties to the church etc Ordained Priest and Knight Hospitaler seem most apt as their is no mention of being involved in Cavalry. Alternatively Guardian from above might work as well. Knight HospitalerShow
You are a member of an order of compassionate knights sworn to provide care and comfort to the poor, sick and injured. Level 1: Shield of Devotion Shield of DevotionShow
Encounter * Immediate Reaction Keywords: Divine, Healing Close Burst 5 Target: The triggering ally. Trigger: An Ally within 5 squares of you takes damage from an enemy attack. Effect: The target regains HP equal to your Wis or Cha mod. Until the end of your next turn you gain a +2 power bonus to your next attack roll vs the enemy that damaged the taget. (Healing increases by 5/tier)
Level 5: You can request food and lodging fo yourself and your traveling companions from any temple affiliated with your order, or from any noble household. Your request is honored in all but the most unusual circumstances. Level 10: You can use Shield of Devotion 2x per encounter.
You are formally appointed to work in the service of a faith/sect/system of worship. ie you hold a social position in your church. Level 1 Choose Smiting Symbol or Shining Symbol and gain that power. Smiting SymbolShow
Encounter * Standard Action Keywords: Divine, Weapon Melee Weapon Target: 1 enemy Attack: Highest Ability Mod vs AC Hit: 1[W] + Highest Ability Mod damage. Effect: Choose an ally within 3 squares. they gain a +2 bonus to all defenses until the end of your next turn and 3+1/2 your level temp hp. (Weapon Damage scales by tier)
Encounter * Standard Action Keywords: Divine, Implement, Radiant Close Blast 3 Target: Enemies in blast. Attack: Highest ability mod vs Will Hit: 1d8+ highest ability mod radiant damage, and the target takes a -2 to attack rolls until the end of your next turn. (Damage scales with tier)
Level 5: gain +2 power bonus to Religion and Insight checks. Level 10 Feature: Allies adjacent to you gain +1 power bonus to saves.
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
Quote: Alustaerial - your mechanics listed on post 167 says that damage only occus if they enter or end their turn there, I have marked the zone with asterisks as you asked.
I always thought that entering a zone refered to entering any square of the zone just like how a wall works. The idea is that the creature would take damage for taking the shorter route through the zone or be forced to move around it. I guess this is up to your interpretation of how zones of this nature work
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Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
Sometimes it makes sense and sometimes it doesn't. . .I'm going to scour the forums for a clarification to that question, as it comes up in my TT game sometimes.
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17