The rain has not come for some time. The drought is weighing heavily on everyone’s mind, but none more than Founder Neelani. She has already announced that she is considering imposing a tariff on those that wish to use the Relkinghamwaterway. A sacrifice tariff, requiring anyone wanting to use the waterway to sacrifice a body part or if they were a larger nation an entire person. She believes this will appease Erathis, and bring the rains back to Delornen.
The citizens of Relkingham are worried. The believe some tariff should be paid, but in gold not human sacrifice. Human sacrifice to them is a barbaric custom and they don’t know what has come over Founder Neelani. A month ago the mayor sent an emissary party to talk Neelani out of passing this edict. They returned with news that Neelani would reconsider. Now she has asked for representatives to come to her palace in Wyllea.
This is where you come in. The mayor has assembled you to be those representatives. This adventure will consist of a mixture of skill challenges and combat.
[Insert more synopsis]
Please post your character sheets below and we'll get started again.
Class Features: +1 Reflex, +1 Will Warlocks curse: +1d6 damage on attacks Fate of the Void: When cursed enemy drops to 0 HP gain +1 on d20 roll Prime Shot: +1 attack when no allies are closer to the target than you are. Shadow walk: gain concealment until end of next turn if you move 3 squares or more. Implements: Rod, Wand, Pact Blade.
Racial Traits: +2 Dex, +2 Int +2 Arcana, +2 History Eladrin Education (+1 Trained skill) Eladrin Weapon Profenciency (Longsword) Eladrin Will Fey Origin Trance Fey Step
Eldrich Blast +5 vs Ref (+1 Level, +3 Con, +1 Ench) 1D10+4 Damage (+3 Con, +1 Ench) Range 10 / One Creature
Dire Radiance +5 vs Fort (+1 level, +3 Con, +1 Ench) 1D6+3 Radiant Damage / 1D6+3 Radiant Damage if it moves closer on it's next turn. Range 10 / One Creature
Encounter Powers:
Dreadful Word +5 vs Will (+1 level, +3 Cha, +1 Ench) 2D8+3 Psycic Damage / -2 Will Defense until end of my next turn Range 5 / One Creature
Frigid Darkness +5 vs Fort (+1 level, +3 Con, +1 Ench) 2d8+3 Cold Damage / target grants combat advantage to everyone until end of my next turn. Range 10 / One Creature
Daily Powers
Curse of Dark Dream +5 vs Will (+1 level, +3 Cha, +1 Ench) 3D8+3 Psycic Damage / Slide target 3 squares Sustain Minor: Slide the target 1 square whether you hit or missed (save ends)
Riardon had an easy childhood, living in an Eladrin village hidden in the center of a great Forrest that stretched for miles. The warriors protected their borders fiercely, driving away any threats, causing Riardon to live a sheltered life. He had heard of other races, had even learned a little about them when the elders told their tales, but had never seen anyone other than his fellow Eladrin. But Riardon always wanted more out of life. Even from a young age, he would be seen staring at the night sky wistfully, dreaming of the day when he could set out to discover the world for himself. It was on one of these nights, while staring at the canopy of stars above, that he first felt an unknown power welling inside him. It was as if the stars had chosen him for greater things. He knew that he would never be a rigid warrior like his father; his imagination during training sessions wouldn't allow it, but he also knew that he wasn't destined to spend the rest of his life secluded in his village.
After his father was killed, Riardon set out to hunt down his murderer. Though he only has a discription and a name, "Persius Ashylon", he was confident he could find the rogue warlock and avenge his fathers death. His confidence has begun to waiver though; he never realized what a wide place the world really was, with countless places for Persius to escape to.
Riardon always trys to emulate the stars in his actions. He can be a light to those in darkness, or a glimer of hope to the oppressed. At other times his emotions get away from him, burning like a super-nova. He only hopes that his light will continue to shine within those he helps after the Raven Queen removes him from this mortal coil.
Racial Traits Ability Scores: +2 to attribute of choice Size: Medium Speed: 6 squares Vision: Normal Language: Common, Elven Bonus At-Will Power: 1 extra at-will power from class Bonus Feat: 1 extra feat at 1st level Bonus Skill: Gain training in 1 extra class skill Human Defense Bonus: +1 to Fort, Ref, and Will Defenses[/sblock]
Class Features Role: Controller Power Source: Arcane Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implements: Orbs, Staffs, Wands Ritual Casting: See Feats Wand of Accurancy: Free action; +2 to a single attack roll. Cantrips Spellbook
Powers Magic Missile Standard Action; Ranged 20 +6 vs Reflex; 2d4+5 force damage This power counts as a ranged basic attack. Scorching Burst Standard Action; Area Burst 1 w/in 10 squares; +6 vs Reflex; 1d6+6 fire damage Thunderwave Standard Action; Close blast 3; +6 vs Fortitude; 1d6+5 thunder damage and you push the target 0 squares
Burning Hands Standard Action, Close blast 5; +6 vs Reflex; 2d6+6 fire damage Color Spray Standard Action; Close blast 5; +6 vs Will; 1d6+6 radiant damage, and the target is dazed until the end of your next turn.
Flaming Sphere(Prepared) Standard Action, Ranged 10; +6 vs Reflex; 2d6+6 fire damage Sleep Standard Action; Area Burst 2 within 20 squares; +6 vs Will Hit:The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconcious (save ends). Miss: The target is slowed (save ends).[/sblock]
Utility Powers Shield(prepared) Immediate Interrupt, Personal Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. Feather Fall Free Action; Ranged 10 Trigger: You or one creature falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Rituals Animal Messenger Comprehend Languages Silence
Equipment Mudane Items Journeybread (10days), Leather Armor, Quarterstaff, Standard Adventure's Pack, SpellBook, 80 gp worth of Residuum, 2 bottles of fine wine
Magical Items Bracers of the Perfect Shot, +1 Cloak of Resistance, +1 Wand of Ray of Enfeeblement, 4 Potions of Healing
Coins- 75gp
Character Information
Description Andrae is tall and thin. His blondish brown hair is pulled back into a ponytail. His eyes are blue and inquisitive. Overall, his appearance is disheveled but not to the point of appearing unhygienic. His earth-tone clothing is that of a traveler, sturdy and efficient but not flamboyant. The metal bracers that he wears do seem a little out of place as does his yellow cloak.[/sblock] Personality Andrae enjoys what he considers to be the three greatest gifts that the gods gave mortals. Good drink. Good friends. Good food. Andrae loves to talk with everyone that he meets and goes out of his way to meet new people. He laughs easily, but he is not silly. He prefers company to being alone even though his arcane studies force him into long hours and even days of being alone.
History Andrae grew up in and Relkingham. His father retired here after a productive career as an adventurer. From the time Andrae can remember, his dad has been imparting to him the arcane secrets he learned from his father. One day Andrae hopes to do the same with his son or daughter. It was at his feet that Andrae grew to love magic, and through his stories that Andrae was filled with wanderlust.
Andrae's mother is seamstress. She is from Relkingham. Between her sewing and his father's magic, they have made a nice living for themselves. It was in her shop that Andrae grew to love people. His cloak along with his wand was a gift from his parents. Although he knows that this wand will not be his only one and that at some point this cloak will no longer serve him, he is very grateful for the gifts and would only sell them under the direst of circumstances.
Unfortunately, his parents just died, but if it were not for that, Andrae would not be in Relkingham at this time. In fact, it was at the funeral of his mother that he learned of Neelani's plans and was asked by the mayor to go to her.
Dragonborn Languages: Common, Dragonborn Dragonborn Fury: when bloodied, +1 on attack rolls Draconic Heritage: Healing surge value is 1/4 of hit points + Con modifier Dragon Breath: encounter power (see below)
Fighter Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged Combat Challenge: Mark target of attack. Target gets a -2 penalty to attack when I am not target, only one mark at a time. Also, if the marked target shifts or attacks someone else, make a basic melee attack against the target. Combat Superiority: +1 [Wis] to hit with Opportunity attacks, Also, an enemy struck by an Opportunity attack must stop moving if a move provoked the attack. Fighter Weapon Talent: +1 bonus to attack with 2-Handed Melee weapons.
Exploits At-will Cleave (At will 1, Martial, Weapon, Standard, Melee)
Target: One Creature
Attack: +9 [Str] vs AC
Hit: 2d6 + 5 [Str] damage and one adjacent enemy takes 4 [Str] damage
Reaping Strike (At will 1, Martial, Weapon, Standard, Melee)
Target: One Creature
Attack: +9 [Str] vs AC
Hit: 2d6 + 5 [Str] damage
Miss: 4 [Str] damage
Encounter Dragon Breath (Encounter, Racial, Minor action, Close Blast 3)
Arglas was born to a clan of wandering dragonborn mercenaries. He does not have many memories of his family, as an ambush by orc raiders left his parents dead and Arglas was captured and brought back to their encampment as a slave.
He was rescued by Baerl and his companions, a group of retired adventurers from the nearby town of Relkingham who were tracking the raiders. Baerl, the dwarven blacksmith of the town, took Arglas under his wing since Arglas had no family and dragonborn did not pass through the area much.
Baerl tried to teach Arglas the arts of smithing, but Arglas always seemed more intent on hearing about Baerl's past exploits. Leaving Arglas alone in the smithy one day, he returned to see him training with his smith's hammer, the young dragonborn not practicing how to use it to shape metal but bash it instead. This made Baerl laugh and realise that Arglas really wanted to learn to fight, and from that day he taught him the art of war.
Arglas has grown to be a strong and tough fighter, and helps defend the town from raiders. He does not like Founder Neelani's plan, and thinks that something is not right and has joined the others to find out exactly what is going on.
Personality
Arglas believes that actions speak louder than words, and does not like to take subtle actions, preferring to let his maul do the talking for him. He is fiercely protective with any matters regarding Relkingham, and is mistrustful of most people not from the town, although he has learnt to trust his instincts and observe the way people act to determine their trustworthiness.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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You're right seTiny - I cannot edit the post. But I have managed to download some files from my online backup onto my laptop
Name: Geldan
Race: Half-Elf Class: Paladin
History, Appearance, Personality
Geldan was brought up with his twin sister Gelana by Half-Elven parents in the logging community of Darkenwald. Tragedy struck when his parents were killed by a goblin raiding party and Geldan and Gelana were kidnapped. The twins managed to escape the goblins, by strangling their guard. He and his sister were making good their escape through the forest outside the goblin’s stronghold when Gelana tripped on a protruding root and broke her ankle. With no choice but to leave her behind, the vision of his sister’s tear strewn face as he rushed away haunts him to this day. Lost in the wilderness, struggling with the injuries he sustained during his fight and flight, Geldan “chanced” upon a wayside temple to Avandra. A few days later, delirious and close to starvation, a passing priest discovered him. Taken in by the temple of Avandra in Wyllea, Geldan spent the latter years of his childhood first as a servant to the priests then training as a squire. Finally as a result of his dedication and servitude he was inducted as a paladin of Avandra, swearing an oath to help the poor and down trodden of the world.
Geldan’s background and service to Avandra has given him a very fatalistic view of the world. This guides him in his day to day worship of Avandra – striving to maintain freedom and liberty for all against an ever changing world. In public he comes across as self-assured, charismatic, persuasive and protective. Chivalrous to a fault he has a healthy disrespect for authority and will always support the underdog and the put upon. There is a private side of Geldan that he keeps hidden. He harbours a burning desire for revenge fuelled by the lasting image of his twin Gelana burning behind his tear filled eyes. Goblins and their kin are his sworn enemies.
5’10” and well built, with attractive features and striking green eyes. He hides his elven heritage as a carry-over from the days of teasing from the other boys as a servant in the temple. Keeping his dark hair at shoulder length, to cover his ears, and maintaining a well kept beard.
In battle Geldan is always bold but calm seeking to protect his companions above all else. This demeanour only changes when facing his mortal enemies – the goblins. He cannot contain his rage and seeks to dispatch these foul creatures as quickly as possible. Upon the death of his enemies Geldan chants his personal motto - plus ça change.
Geldan had been sent by his priest to investigate the disappearance of a travelling priest. He discovered the priest’s remains when he defeated a giant spider that had taken over one of Avandra’s wayside shrines. On his way back to Wyllea, he stopped off in Relkingham for the night and heard about the troubles on the waterway. He decided to present himself to the mayor to offer his and Avandra’s aid.
Alignment: Good Religion: Avandra Gender: Male Height: 5’10”, Weight: 180lbs Age: 22 Size: M, Speed: 5 Squares Action Points: 1
Divine Challenge: Minor Close Burst 5 Effect: Mark the target. If target attacks anyone else they have –2 hit penalty and 7 (3 + Cha) radiant damage
Lay on Hands:Minor Touch Effect: spend a healing surge and target regains hit points with +4 feat bonus as if it had spent a healing surge
Bolstering Strike: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs AC Effect: 1d10+5 (+4 Cha +1 magic) damage. Gain temporary hit points 2 (Wis)
Enfeebling Strike: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs AC Effect: 1d10+5 (+4 Cha +1 magic) damage. If target was marked then takes –2 to hit until end of your next turn
Ranged Basic Attack: (Throwing Hammer) 1d20+3 (+2 prof +1 level) vs. AC Range 5/10 Effect: 1d6+0 () damage.
Encounter Powers
Divine Mettle Class Feature Minor Close Burst 10 Effect: Target (1 creature) makes a saving throw with bonus of 4 (Cha)
Divine Strength Class Feature Minor Personal Effect: Apply Strength mod (+1) as extra damage on next attack this round
Avandra’s Rescue Feat Move Effect: Shift into the space of an adjacent ally and they shift into your space
Fearsome Smite: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs AC Effect: 2d10+5 (+4 Cha +1 magic) damage. Until end of next turn target takes –2 (Wis) to attacks
Invigorating Smite: (Flail) 1d20+8 (+4 Cha +2 prof +1 level +1 magic) vs Will Effect: 2d10+5 (+4 Cha +1 magic) damage. If bloodied gain 7 (5+Wis) hit points. Any blooded allies within 5 squares also gain 7 (5+Wis) hit points
Eyebite 1d20+5 (+4 Cha +1 level) vs Will Ranged 10 Effect: 1d6+4 (+4 Cha) psychic damage and invisible to target until the start of your next turn
Daily Powers
On Pain of Death: 1d20+6 (+4 Cha +1 level +1 implement) vs Will Ranged 5 Effect: 3d8+5 (+4 Cha +1 implement) damage. Once per round target takes 1d8 damage after taking any attacks on its round. Save Ends Miss: Half damage. Once per round target takes 1d4 damage after taking any attacks on its round. Save Ends
Martyr’s Blessing: Immediate Interrupt Trigger: An adjacent ally is hit by a melee or ranged attack Effect: You are hit by the attack instead
Thundering Flail: Free Action Effect: 1d8 extra thunder damage and push target 1 square
Symbol of Life: Minor Action Effect: Until end of turn any character healed by encounter or daily powers gets 1d6 more hit points
Mundane Equipment: Light Shield [5gp] 3 Throwing Hammers [15gp] Standard Adventurer's Kit [15gp] A backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. Riding Horse
Magic Equipment: +1 Black Iron Scale +1 Thundering Flail +1 Symbol of Life
I am here. Sorry for the huge downtime. I had very limited internet access this last month, and the few times I was on it was the forum that was off for maintenance. Now I see the reason
Anyway, I was back home yesterday, and checking the mail today I got the requests. Thanks for the nudge seTiny.
I am currently trying to clean up the sheet recovered from the old thread. It's a mess when copied. Silly me. I was trying to copy the code from a quote, while I should have just copied the final post. Didn't realize formatting is copied too
Does a spoilerblock exist here?
Velorin Whiteside
Male half-elf rogue 3 (Artful Dodger) - 2400 XP Unaligned Diety: Sehanine
I am currently trying to clean up the sheet recovered from the old thread. It's a mess when copied. Does a spoilerblock exist here?
Not yet, but Trolls made this beautiful sheet: Beautiful Sheet Which you can use if you want. Just copy it from the post no need to quote it, the editor keeps all the formating when you paste into it. (You could have done this with your old sheet as well.
I will see you brought to justice, Guard5 grunts as he swings his halbred at Arglas. (Attack=24, Damage=7)
Seeing his companions come to his aid, Riardon moves in for better advantage against his enemies. He dissapears from sight, only to reappear directly behind a guard, though his form is still wavering and insubstantial. He lashes out with his sword, using Geldan as a distraction. The guard is unprepared for the teleporting warlock and takes a viscous strike to the back.
Now in melee guards 6 and 7 drop their crossbows and grip their halberds. Guard 6 slashes Arglas's leggs, hooking them before finishing the strike. Arglas now lays on the ground his pants start to stain from the wound in his leg. (Attack=30, Damage=17(Max)). Guard 7 strikes out at the warlock that just appeared behind him, but is unable to land the blow. (Attack=16, Forgot the -2 to attack when I rolled)
Guard 4 takes a parting shot at Velorin before moving away from the wall, but the shot hits the wall nearby. (Attack=10 Nat 1, Moves to K21) Guard 3 moves back and takes a shot at Lucan (Attack =14 , Moves M24)
With the strength of his compatriots rallying around, Geldan pushes forward, his flail swinging at the guard before him and striking a heavy blow.
Arglas, the fury of the dragon sending his breath into a cold snap, jumps to his feet and swings his maul at the wounded guard next to him once again. Despite his maul missing, the force of the swing is physically draining on the guard. The swing also seems to steel his resolve, and Arglas is more imposing than ever over his opponents.
Minor: Stand; Standard: attack with Reaping Strike; Minor: Unstoppable
Arglas wastes no time and immediate swings his maul back around towards the other guard next to him. It connects solidly and nearly knocks the halberd out of the guard's hands. Arglas, raging in his fury, is beyond words now and only seeks to take down those who have continued to oppose him.
Velorin rushes back up the stairs to get back into the fight following the rest of his companions. Stopping on the stairs, Velorin takes aim and lets loose a crossbow bolt aiming at guard 4.
Lucan seeing that Arglas was covered in injuries and getting closer to death, attempts to administer first aid to him He muttered under his breath "You will not die today friend, I won't allow it."
When Arglas drops the Guard, Andrae seizes the opportunity to move behind Arglas and blast some of the guards wave of sound.
Andrae moves to I25 Andrae casts thunderwave targeting guards 4 and 3 Attack vs fortitude on Guard 4:7 Attack vs fortitude on Guard 4:10 Damage:9
Andrae watches as his spell has no effect on the guards decides that he must do something now that will hopefully help end this fight even though being this close will no doubt give the guard a chance to hit him. The guards hear him speaking in a language they do not understand at the end of which a flaming ball appears in front of the two guards.
Seeing so many of his comrades fall in an instant Guard3 drops his weapon and raises his hands. I give up! Guard 6 looks over briefly, it looks as though he still wants to fight, but now being alone he reluctantly drops his weapons and raises his hands.