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Flag Chirp December 24, 2011 4:34 PM PST

This is my attempt to restart this game. I'm looking for new players, and I have expanded the character creation guidlines to allow more options, as well as adding an additional open slot to expand the group from four to five.
  
Paths of Darkness


Beyond mortal sense, beyond your reality, there lurks a boundless plane. It permeates your world and fills the void between worlds. It is the border betweens lands of the living and of the dead. There, mind and matter become one; thought and passion, fear and yearning can become more tangible than iron. It is the Ethereal Plane.

Somewhere, lurking deep within those ethereal mists, a dark and nameless dimension is ruled by dark and nameless powers. Some say it is a prison for the damned; some say it is a crucible to test the virtuous. Others simply call it home. It is a land of mist and shadow, love and death, sacrifice and seduction, beauty and horror. It is a land of whispered fears made manifest. It is the Realm of Dread.

Perhaps you have sensed its touch. At the bidding of the Dark Powers, tendrils of the ethereal Mists that bind this land reach out to caress the material plane. They stroke the skin at the back of your neck when a creaking floorboard warns that you are not alone in the dark. Their invisible fingers crawl down your spine when inhuman shadows rustle at the edges of your vision.

The Mists do more than merely caress. The Dark Powers are drawn to innocence and villainy, to loathing and desire, to obsession, and to despair. They seek out squandered dreams and inner demons. They savor the decay of the spirit. Their Mists snatch up fiends at the moment of their ruin and steal heroes in times of doubt.

To what end do the Dark Powers add these souls to their tarnished collection? To torment them? To purify them? None can say, for few souls drawn in the Realm of Dread ever leave to tell the tale. Yet perhaps you will soon learn for yourself, for tonight, the Mists have come for you. Welcome to the Land of Mists. Welcome to the crucible of virtue and the spoils of damnation. Welcome to the Realm of Dread. Welcome to Ravenloft.


Game Notes


This game takes place in the Ravenloft setting commonly known as the Realm of Dread, and is focused in an Island of Terror domain known as Mordria, a dark reflection of medieval Ireland. The characters will be heroes pulled from their home worlds into the Realm of Dread, awakening in Mordria with no clear memories of how they got there or how to get home. Lost and isolated from the worlds they know, they must band together and contend with twisted spirits, deadly fey, and the walking dead as they search for the Mistway that will take them home.

Character Creation
Starting level 8th
Determine Abilities using Method 2: Customizing Scores (PHB pg.17)
Available Races: Any PHB 1&2
Available Classes: Any from PHB 1&2
Any Alignment (Characters must cooperate)
Determine Starting Equipment and Wealth Normally for Level
Books Allowed: PHB 1&2, Martial, Devine, Arcane and Primal Power Books, and Adventurer’s Vault

Characters & Players
1. Rajhan, Male Shifter Druid 8th level (Played by: Haribon)  
2. Vaster DeLoncre, Male Human Warlord 8th level (Played by: Fear_of_Fright)
3. (Reserved for Greymouse)
4.
5.

(Approved by SeTiny)

Submissions due by   1-13-12!

Flag greymouse December 24, 2011 5:06 PM PST


character Show

 

Name: White Rose
Race:Razorclaw Shifter
Class/Level: Avenger (pursuit)/8th
Experience Points:
Experience Needed: 1000
Medium, 5'8" tall, 160 wt, 27 yrs old
Sandy Black hair, Green eyes, light (tanned) skin
Alignment: Good
Worships: Corellon  
Background:Geography-Wetlands(+2Athletics)

Str: 14 +2
Dex: 20 +5  (+2racial+2lev)
Con: 10 +0  
Int: 09 -1
Wis: 20 +5 (+2racial+2lev) 
Cha: 08 -1

Basic Combat Stats
Hit Points: 66  Bloodied: 33
Healing Surges: 7/day - 16 hp
Initiative: +09 (+5 Dex, +4 level)
Speed: 6 squares (30 feet)
Vision: Low Light
Passive Insight: 19
Passive Perception: 25

Defenses
AC: 25 (10 +4 lvl,+3 enhan,+5dex,+3AoF,)
Fort: 19 (10 +4 lvl, +2 Str,+1class, +2enhan)
Refl: 22 (10 +4 lvl, +5 Dex, +1class, +2enhan)
Will: 22 (10 +4 lvl, +5 Wis,+1class, +2enhan)

Basic Attacks (4lev+5wis+3prof+2enhan+1feat)
+15 Melee, Fullblade,  1d12+11 (Dmg = +5wis+2enhan+2item+1-2hd+1feat)
+11 Ranged, , 1d+5

Razorclaw Abilities:
+2 Wis/dex
Speed:6
Vision: Lowlight
Languages: Common,
Razorclaw Shifting    

Avenger Powers: 
-Armor of Faith (+3ac)
-Avenger's Censure
-Channel Divinity -Oath of Enmity              

Feats:
Level 1: Power of Skill
Level 2: Armor Prof (Leather)
Level 4: Weapon Focus (Heavy Blades) 
Level 6: Weapon Prof (Full blade)
Level 8: Weapon Expertise (Heavy blades)

Powers Show


At Wills: Lvl1: Overwhelming Strike (As you attack, you maneuver around your foe, forcing it to move with you.)
At-Will * Divine,  Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: +15 vs AC (4lev+5wis+3prof+2enhan+1feat)
Hit: 1d12+11. (5wis+2enhan+2item+1twoHanded)
You shift 1 square and slide the target 1 square into the space you occupied. (Crit +1d12,+2d6)  

Lvl1:  Bond of Pursuit (When you attack, you utter a promise to follow your enemy if it tries to escape) At-Will * Divine, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: +15 vs AC
Hit:1d12+11 
If target doesn't end its next turn adjacent to you, you can shift 6squares (free) and must must end shift closer to target.  
  


Encounter:

Razorclaw Shifting(Racial): (You unleash the beast within on a savage counterance) Encounter Minor Action, Personal
Requirement: Must be bloodied
Effect: Until end of encounter your speed increases by 2 and you gain +1 AC/Reflex  

Oath of Enmity (Avenger) (You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy)

Abjure Undead (Avenger) (You send a brilliant ray of radiant power at an undead foe compelling it to stagger toward you) 
Encounter, Divine, Implement, Radiant
Standard Action, Close: Burst 5
Target: One undead creature in burst  
 
Attack: Will vs Will
Hit: 4d10+5 radiant damage and you pull the target 6 squares.  The target is also immobilized UeonT.
Miss: Half and pull the target 1 square.     
 
Divine Guidance (Avenger) (You lend your deity's guidance to an ally's attack against your foe)     
 
Angelic Alacrity (1PHB2) : (You focus divineenergy through your body to gain uncanny speed as your make your attack)
Encounter, Divine, Weapon
Standard Action, Melee Weapon
Effect: Before your attack you can shift 6 squares 

Target: One Creature
Attack:+15 vs AC
Hit: 2d12+11  (Crit +1d12,+2d6)   
 

Fury's Advance(3) :
(A quick flick of your weapon forces your enemy to stumble backward.) 

Encounter, Divine, Weapon
Minor action, Melee Weapon
Attack: +15 vs AC
Hit: 1d12+6, (Crit +1d12,+2d6)  
You push the target 1 square, and it takes 3 damage for each of your allies adjacent to it after the push.  You then shift 1 square to a square adjacent to the target.


Inexorable Pursuit(7) : (Shrouded in divine mist, you stride through any obstacle to reach your foe, then smit it with the wrath of your god.)
Encounter, Divine, Weapon
Standard Action Melee Weapon
Effect: Before the attack you gain phasing until the end of your turn, and you shift 7 squares 
Target: One Creature
Attack: +15 vs AC
Hit: 2d12+11  (Crit +1d12,+2d6)    

Distracting Flare (2Utility) : (Divine light surrounds you providing a distraction while you slip away) Encounter, Divine
Move Action, Personal
Target: One Creature
Effect: You become invisible and move your speed.  You are invisible until the end of your movement.

Aspect of Agility (PHB2/Utility5):
(You move with the speed of the west wind, leaving your foes with little chance to strike you)
Encounter, Divine
Move Action, Personal
Effect: You can shift 5 squares and you gain +2 bonus to AC and Reflex UeonT.    
 
Daily:

Aspect of Might (1daily) (You strike a crippling blow against your foe and deve power bolsters you.) Daily, Divine, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: +15 vs AC
Hit: 3d12+11  (Crit +1d12,+2d6)  
Miss: Half Damage
Effect: Until end of encounter you gain +5 power bonus to Athletics, +2 power bonus to speed, and a +2 power bonus to damage rolls with melee attacks.   
        
Bond of Foresight (5daily)  (A bond of fate links you to your enemy,giving you the ability to foresee its every move.  When it moves or attacks you, you're ready.  .)
Daily, Divine, Weapon 
Standard Action, Melee Weapon

Target: One creature
Hit: 2d12+11 (Crit +1d12,+2d6)  
Miss: Half
Effect: When the target hits or misses your or shifts, the target provokes an OA from you (Save Ends).       
   
 



Skills:
Trained:
+09-Religion (4lev+5tr+1feat-1int) 
+16-Athletics (+4lev+5tr+2str+1feat+2item+2background) 
+15-Perception (+4lev+5tr+5wis+1feat)
+19-Stealth (4lev+5tr+5dex+1feat+2race+2item)   

Untrained: 
Arcane (+4lev-1int)
Acrobatics (4lev+5dex+2race)  
Bluff (+4lev-1cha)
Diplomacy (+4lev-1cha)
Dungeoneering (+4lev+1wis)
Endurance (4lev+0con)
Heal (+4lev+5wis)
History (+4lev-1int)
Insight (+4lev+5wis)
Intimidate (+4lev-1cha)
Nature (+4lev+5wis)
Streetwise (+3lev-1cha)    
Thievery (+4lev+5dex) 

Personality: Primal, hot tempered, holds a grudge, cooperative, serious and quiet, fearless, relentless       

Looks:     

Background:   Rose  was raised in a nomadic shifter tribe, Clan of the Tiger's Eyes, which  for centuries after the fall of Nerath wandered across the Stonemarch on  the other side of the Cairngorm Peaks.  However in the decades prior to  her birth, more and more were they pushed east and south by increasing  numbers of giantfolk.  Ninety years before, when the Bloodspear orcs  came and raided Fallcrest, the her tribe was accused by the humans of  being complicit, despite the fact that they had been attacked by the  orcs the same as everyone else in the Vale.  The Tiger's Eyes had come into conflict with the farmers and  hunters of the Nentir Vale, constantly being squeezed between the two  (the humans and the giant-folk).  Her tribe had by then withdrawn into  the southern edge of the Winterbole forest adjacent to the Withering Hallows, in order to avoid  persecution at the hands of the other races.  Human didn't go near the wetlands due to superstitions.   They thought they were safe there and had even begun getting along with a tribe of woodland elves nearby.  Sadly, the giantfolk pursued them and wiped out the tribe.  Luckly Rose escaped, running for her life, after seeing her mother killed.  The elves took her in thus, for all of Rose's  childhood, she knew of little beyond what the elves taught her.  They knew little of her people, so she learned the elven way but alway there was a hole in her heart... a need for revenge.  She came to revere the god of the elves as she reached  adulthood.  She was focused on only one goal, to avenge her tribe and she sought Corellon aid in doing so.  The fairy god took Rose under his wing and she became a hunter as skilled as any elven warrior in the tribe.  The warriors gave her the name White Rose as she resembled the fabled white tiger of legend.  Now calling herself the Winter Rose, she  seeks to mete out justice and death to those whom deserve such treatment.  


Possible magic: 9th,8th,7th, +2600gp
Lv9: +2 Sun Fullblade(AV)
Lv8: +2 Leather Sylvan Armor (+2 athletics/Stealth)
Lv7:  +2 Amulet of Psy Resolve (AV)
Lv6: Iron Armbands of Power (AV)  1800gp
lv3: Catstep Boots (PHB) 680gp

Flag AlexandrTheGreat December 26, 2011 12:58 PM PST
I'm interested and will submit a character shortly.

EDIT: I know Hybrids are PHB3, but are Hybrid's of PHB1&2 classes allowed? 
Flag jacques_duloque December 26, 2011 2:26 PM PST
Oh, yes, this definitely sounds interesting. I'd also like to know if hybrids are allowed. If not, no problem! *scurries off to put together a character* 
Flag jacques_duloque December 26, 2011 10:29 PM PST
Presenting...

Mianju the Impossible Clown!



Lady Meishan of the House of Goh, 19 years old...



Mianju the Clown, age unknown


"They are able because they think they are able." - Virgil
Build Show

Level 8
Human, Rogue (Artful Dodger)
Background: [Occupation] - Circus Performer (+2 to Acrobatics)
Alignment: Unaligned
Languages: Common, Elven

FINAL ABILITY SCORES
Str 8, Con 10, Dex 21, Int 13, Wis 10, Cha 17.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 19, Int 13, Wis 12, Cha 15.

AC: 23 Fort: 16 Reflex: 23 Will: 19
HP: 57 Surges: 6 Surge Value: 14
Senses: Normal 
Passive Insight: 19 Passive Perception: 19

TRAINED SKILLS
Stealth +15, Acrobatics +16, Perception +9, Insight +9, Intimidate +12, Thievery +14, Arcana +10, Bluff +12 
UNTRAINED SKILLS
Diplomacy +7, Dungeoneering +4, Endurance +4, Heal +4, History +5, Nature +4, Religion +5, Streetwise +7, Athletics +3

FEATS
Human: Backstabber
Level 1: Nimble Blade
Level 2: Pact Initiate (Fey Pact)
Level 4: Quick Draw
Level 6: Melee Training (Dexterity)
Level 8: Surprising Charge

POWERS
Human: Heroic Effort
Rogue At-Will 1: Acrobatic Strike
Rogue At-Will 1: Piercing Strike
Rogue Encounter 1: Cruel Bounty
Warlock Encounter 1: Eyebite
Rogue Daily 1: Handspring Assault
Rogue Utility 2: Fleeting Ghost
Rogue Encounter 3: Jumping Blade Assault
Rogue Daily 5: Go for the Eyes
Rogue Utility 6: Chameleon
Rogue Encounter 7: Sand in the Eyes

ITEMS
Bloodcut Leather Armor +2, Vanguard Dagger +2, Master's Wand of Eyebite +1, Cloak of Distortion +1, Boots of Adept Charging (heroic tier), Bracers of Defense (heroic tier), Potion of Eladrin Shape, Potion of Healing, thieves' tools, adventurer's kit (sans bedroll), dagger (5), climber's kit, bottle of wine.

WEALTH
3pp, 40gp
 

"Mix a little foolishness with your serious plans. It is lovely to be silly at the right moment." - Horace
Personality, Appearance, and History Show
Mianju the Clown wanders from town to city to beachside, always looking to entertain a new crowd. Possibly mad and definitely goofy, her skills before a crowd—graceful flips, impossible disappearances, deft knifeplay—don’t translate outside the ring: she constantly trips over her too-large-cloak and gets distracted by particularly shiny objects.

Mianju always wears a brightly painted, wooden mask and a patchwork cloak so ugly, it almost comes full circle to an alien sort of beauty. She refuses to take off  both her mask and her impossibly colored ensemble; how she showers, much less eats or goes to the bathroom, is a mystery up there with the fates of souls and homes of gods. The only bit of her you’ll ever see is her hair (dark brown, short and unkempt) and her eyes (dark brown, deep and wild).

In those rare moments she’s not causing some sort of mess, you can find Mianju juggling knives, apples, or whatever happens to be in her hands, for the amusement of any passerby and herself. Sometimes, if she's feeling particularly talkative, she'll pester others with inane questions and requests.

Mianju's daftness, however, isn't constant. She has been known to display a surprising interest in the stars and the Feywild. When pressed, she admits that in her youth she was kidnapped and tortured by a mysterious cult. “I’d think it’d be nice,” she explains, “to know what happened to my common sense.”

Then again, when questioned by others, she claims to have founded a mysterious cult. A precious few have even heard her admit that she would like to be captured by a mysterious cult. She says, "Gosh! It'd be so exciting, don't you think? To lose everything?"

So, in the end, maybe she is just a bit addled. Except, no.

Everything above is a lie and a mask, a more perfect extension of the wooden one she wears. Mianju was born Meishan, into a lesser noble family of modest stature. She had a twin brother, the heir to the family’s estates and privileges, but her parents loved her equally. She received the finest tutorage in swordplay, dance, history, poetry, music, religion and magic. Naturally gifted, she showed aptitude in all, but from the earliest age she displayed prodigal skills in the arcane. Meishan memorized complex formulas and esoteric trivia with ease, and soon was sent off, with her parents’ blessing, to a premier magical academy. 

There, she discovered astronomy. While she initially began stargazing with the idle curiosity of a genius, the patterns soon began to dominate her every winking thought. Stars were portals, stars were entities: these were all theories she debated with a group of like-minded students, the lot of them too scholarly to truly be called a “cult,” too obsessed to find acceptance among their peers.

The star that most transfixed Meishan was a small, green star, nearly unremarkable—the star she called Wun. It flitted about the sky, and each night Mianju had to work to find it. But Wun spoke to her, and rewarded her studies with cruel dreams of unfathomable secrets littered over an impossible expanse. 

One night, it told her to kill. Kill all her cultist peers, and bring about the ascendance of Wun. One night, Meishan obeyed; Wun never appeared in the sky again.  Meishan spent years on the run, fleeing the outraged masters of her academy and the retainers of her horrified family. She survived by learning how to steal and trick the bare necessities out of others. Meanwhile, her paranoia grew. She began suspecting this was all a test by Wun, that Wun would return any day now, that this was all a dream, that every innkeeper was working as a spy on behalf of her parents, and so on and so forth as the suspicion and fears and confusion and guilt grew and preyed upon her already fractured mind.

During this time, Meishan lived dozens of lives. For months at a time she’d turn to the long-departed gods, hoping to find in them salvation; however, soon a mysterious plague or outburst of violence would scar her temple of choice. She’d turn to the arcane, once again, in hopes of diving a solution, or a hint as to the nature of her circumstances. But all her rituals failed. 

Her intelligence began to falter under the burden of madness, and soon, with what little sanity she still possessed, she decided to commit suicide. She stepped off a cliff and fell — until a portal transported her before the feet of the most beautiful creature Meishan had ever seen.  The fey creature, all leaves and dusk and romance, removed from Meishan her madness. Offering no motive or even apparent interest, the fey creature brushed off questions. “The deal is simple, lovely lowly,” it explained, “a portion of my power for a promise. Never fear again. Never go mad.”

Meishan, blinded by her newfound sanity, readily agreed. 

And with that, the fey was gone; the promise left unspoken. Meishan took a new name, and hasn't seen the patron since.

Mianju the Clown is now a cautious, careful creature. She trusts no one, including and especially her fey patron, and hides her ambitions behind a whimsical, silly persona. Under the guise of her roaming performance, Mianju constantly seeks out information on both her enigmatic savior and the green star that doomed her a seeming lifetime ago.

Mianju’s fierce will to live and control her fate can manifest as arrogance. But indeed, Mianju remains as curious and open a scholar as ever. In addition, having fallen to such a craven position from a previous life of privilege, Mianju is never one to judge or underestimate others: everyone has value, everyone has flaws. The two are never far apart.

Haha, sorry it's so long... :P 

Flag VoyRager December 27, 2011 6:52 AM PST



Meet Evamitte, level 8 Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Evamitte, level 8
Elf, Ranger
Build: Archer Ranger
Fighting Style Option: Beast Mastery
Beast Companion Type: Cat
Inherent Bonuses
Borderland Nobility (+2 to History)
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8
 
STARTING ABILITY SCORES
STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8
 
 
AC: 25 Fort: 20 Ref: 21 Will: 16
HP: 61 Surges: 8 Surge Value: 15
 
TRAINED SKILLS
Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8
 
UNTRAINED SKILLS
Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Beast Basic Attack: Beast Melee Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Ranger Attack 1: Twin Strike
Ranger Attack 1: Circling Strike
Ranger Attack 1: Fox's Cunning
Ranger Attack 1: Partnered Savaging
Ranger Utility 2: Pack Alertness
Ranger Attack 3: Cut and Run
Ranger Attack 5: Spitting-Cobra Stance
Ranger Utility 6: Off-Hand Defense
Ranger Attack 7: Hawk's Talon
 
FEATS
Level 1: Beast Protector
Level 2: Manticore's Fury
Level 4: Mounted Combat
Level 6: Scion of Onat
Level 8: Lethal Hunter
 
ITEMS
46gps, 8sps
Shielding Blade Longsword +2 x1
Rhythm Blade Short sword +2 x1
Marauder's Hide Armor +2 x1
Climber's Kit
Adventurer's Kit
Duelist's Bow Longbow +1
Quickhit Braces (heroic tier) x1
Dire Wolf
Arrow
Handaxex3
Raise Beast Companion
====== End ======


Evamitte's Background Show


Borderland Nobility
Type: Society
Campaign Setting: General
Associated Skills: (Chosen +2 to History)
Published in Martial Power 2, page(s) 155.

Evamitte came from an isolated region in which he will return to one day but until then he traveling with the wind and allowing only the sounds that occurred in-between the leaves ruffling to altered his passings.

In his region he has a big family and an honored name with many brothers and sisters whom either are older or younger than him and most are fulfilling positions, roles and duties entrusted to them by same type of destiny awaiting for him when he return home.

Coming to age as elfchild approaching adulthood he was disciplined into a quick thinking, strong and fast elf and was taught the knowledge necessary to analyzed and predict the natures of all living things with the intent to bring forth order and prosperous resolutions by sound judgement and sounder leadership. His lessons used exclusively meant to be received by only his family members for they all was born to be taught in a manner for they will be able to surpassed their own personal frailities, desires and rule more than tribes and people but to reigned and share what is beneficial for everything found on the powerful great lands, under the vast seas and seen in the bountiful skies with all found contributing and receiving.

His tribe honors the generous goddess, Melora and his family reign over a nation of tribes by supplying and strengthening the nation using teachings from nature and the knowledge from the experiences of his ancestors and other famous wise people. Evamitte early schooling are considered his entitled inheritance meant to broadened and hardened his compassions and guile as well as developing his heart as an worthy esteem for all to feel fortunate to know. Yet Evamitte is far from home and in no hurry to return and rejoined his rightful place with his tribe and fulfilled his responsibilities as a primary leader among his nation’s people.

Evamitte is now a young, adventurous and curious elf naturalist travelling to learn more about what and who dwells beyond his nations’ neighboring nations, nieghbors’ borders.

There will be a time when Evamitte’s sense of honor and esteem will dictate his travelings and responsiblilities but until he reached that age in his life growth he is now completing his experienced living for growth by taking on explorations and challenges unseen on the day before he undertakes them.


Unless Chirp Stop This Stage Of This Process, Here's The New Team's Defender (Defenses Are With Two- Weapons in Hands) Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Riar Sonny Dale, level 8
Elf, Ranger
Build: Archer Ranger
Fighting Style Option: Beast Mastery
Beast Companion Type: Cat
Spellscarred, Harper
Borderland Nobility (+2 to History)
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8
 
STARTING ABILITY SCORES
STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8
 
 
AC: 25 Fort: 19 Ref: 21 Will: 15
HP: 61 Surges: 8 Surge Value: 15
 
TRAINED SKILLS
Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8
 
UNTRAINED SKILLS
Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Beast Basic Attack: Beast Melee Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Ranger Attack 1: Circling Strike
Ranger Attack 1: Twin Strike
Ranger Attack 1: Fox's Cunning
Ranger Attack 1: Partnered Savaging
Ranger Utility 2: Pack Alertness
Ranger Attack 3: Cut and Run
Ranger Attack 5: Spitting-Cobra Stance
Ranger Utility 6: Off-Hand Defense
Ranger Attack 7: Hawk's Talon
 
FEATS
Level 1: Beast Protector
Level 2: Two-Weapon Fighting
Level 4: Mounted Combat
Level 6: Scion of Onat
Level 8: Two-Weapon Defense
 
ITEMS
6gps, 8sps
Arrows
Shielding Blade Longsword +2 x2
Marauder's Hide Armor +2 x1
Adventurer's Kit
Climber's Kit
Quickhit Braces (heroic tier) x1
Dire Wolf
Arrow
Handaxe
Raise Beast Companion
Duelist's Bow Longbow +2
Rhythm Blade Short sword +1 x1
====== End ======
 

Flag KayneRahl December 27, 2011 7:06 AM PST
I think I will toss a character in...

Khardon Bladewind Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Khardon Bladewind, level 8
Halfling, Barbarian
Build: Whirling Barbarian
Feral Might Option: Whirling Slayer
Wild Hunter (+2 to Nature)
 
FINAL ABILITY SCORES
STR 18, CON 13, DEX 20, INT 10, WIS 13, CHA 8
 
STARTING ABILITY SCORES
STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8
 
 
AC: 26 Fort: 20 Ref: 21 Will: 15
HP: 70 Surges: 9 Surge Value: 17
 
TRAINED SKILLS
Acrobatics +15, Athletics +12, Nature +12
 
UNTRAINED SKILLS
Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +4, Heal +5, History +4, Insight +5, Intimidate +3, Perception +5, Religion +4, Stealth +8, Streetwise +3, Thievery +10
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Halfling Racial Power: Second Chance
Barbarian Feature: Whirling Lunge
Barbarian Feature: Rage Strike
Barbarian Attack 1: Howl of Fury
Barbarian Attack 1: Whirling Rend
Barbarian Attack 1: Whirling Frenzy
Barbarian Attack 1: Macetail's Rage
Barbarian Utility 2: Feral Rejuvenation
Barbarian Attack 3: Whirling Step
Barbarian Attack 5: Razor Wind Rage
Barbarian Utility 6: Relentless Surge
Barbarian Attack 7: Slash and Slash Again
 
FEATS
Level 1: Primal Halfling Counterattack
Level 2: Lost in the Crowd
Level 4: Rising Fury
Level 6: Two-Weapon Fighting
Level 8: Two-Weapon Defense
 
ITEMS
Darkleaf Hide Armor +2 x1
Iron Armbands of Power (heroic tier) x1
Boots of the Fencing Master x1
Adventurer's Kit
Short sword
Graceful Short sword +2 x1
Inescapable Short sword +1 x1
====== End ======
Flag jacques_duloque December 27, 2011 12:47 PM PST
Whoops! I made a mistake, but can't edit from my phone.

The second rogue at-will should be piercing strike, of course, not eldritch strike.

Sorry about that. Also, wow, look at all the strikers! No one wants to play a defender? :P
Flag greymouse December 27, 2011 1:31 PM PST

Sure are a lot of strikers!  I've also had my eye on playing a paladin, but not sure.  I'll wait and see what Chirp says.      

Flag VoyRager December 27, 2011 6:22 PM PST
Made the minor necessary changes by converting Evamitte's weapons to meet this campaign requirements by using the appropiate level items and removed the Friend's Gift.

P.S. Can I buy a Vicious Longbow +1 for 520gps, using it as so and change the Duelist Longbow +2 for a Sunleaf hide armor +2?
Flag Chirp December 31, 2011 9:47 AM PST
No hybrids.

VoyRager, your character is missing a background. As for your request, you can alter your equipment any way you choose as long as you can afford it.

KayneRahl, your character is also missing a background.
Flag NiT January 1, 2012 4:27 PM PST
This looks like a fun game.  May I present Peiter the half-elf bard?
Character Sheet Summery Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Pieter, level 8
Half-Elf, Bard
Bardic Virtue: Virtue of Valor
Background: Occupation - Entertainer (+2 to Bluff)

FINAL ABILITY SCORES
Str 10, Con 18, Dex 8, Int 10, Wis 11, Cha 22.


STARTING ABILITY SCORES
Str 10, Con 14, Dex 8, Int 10, Wis 11, Cha 18.



AC: 24 Fort: 20 Reflex: 18 Will: 23
HP: 70 Surges: 11 Surge Value: 17


TRAINED SKILLS
Arcana +9, Insight +11, Acrobatics +7, Perception +9, Diplomacy +17


UNTRAINED SKILLS
Bluff +13, Dungeoneering +5, Endurance +8, Heal +5, History +5, Intimidate +11, Nature +5, Religion +5, Stealth +3, Streetwise +11, Thievery +3, Athletics +4


FEATS
Bard: Ritual Caster
Level 1: Improved Majestic Word
Level 2: Rousing Voice
Level 4: Distant Advantage
Level 6: Toughness
Level 8: Implement Expertise (Wand)


POWERS
Bard at-will 1: Misdirected Mark
Bard at-will 1: Vicious Mockery
Dilettante: Blazing Starfall
Bard encounter 1: Focused Sound
Bard daily 1: Stirring Shout
Bard utility 2: Song of Defense
Bard encounter 3: Dissonant Strain
Bard daily 5: Rhyme of Fire
Bard utility 6: Glimpse the Future
Bard encounter 7: Unluck


ITEMS
Ritual Book, Wand of Psychic Ravaging +2, Finemail of Dwarven Vigor +2, Healer's Brooch +2, Flute of the Dancing Satyr (heroic tier), Adventurer's Kit, Light Shield
RITUALS
Traveler's Chant, Glib Limerick, Song of Sustenance
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Background Show


Peiter groaned.  Unwilling to open his eyes yet he went over what he could remember of the night before.  The great hero Behren had just returned from his quest to the extra planer prison of the corrupted eldar Karavakos, who had threatened to break out and lead his army in a bloody swath across the material plane.  Peiter had been hired to write the story of this great exploit, but the temptation of the fine dwarven ale had been too much for him.


He knew he should not have drunk so much.  Peiter’s half-elven heritage did not give him a strong head for the drink, yet drink last night he did.  Peiter silently cursed himself.  This was going to be his chance.  He was supposed to hear the great hero’s story and immortalize Behren’s exploits in a song that would be heard throughout the land.  Instead he got caught up in the pub with one of the hero’s companions, a goliath with a perchance for the alcohol.


Peiter tried to concentrate, to piece together the events of the last night.  Behren had 4 companions, but he decided to start with interviewing the goliath.  The big jovial man would be shouting his story at the pub for all to hear, and Peiter wanted to get there before the goliath’s head would be too sodden to fully recall the tale.  Then he had planned to head to the elven wizard’s room and hope their share heritage would give Peiter at least a few minutes of his time.  Finding the rouge after awards would be a problem, and Peiter heard the druid didn’t even come into town.  Still, Peiter thought he could interview 2 or 3 of Behren’s companions before meeting with the hero this morning.  Most minstrels went straight to the hero to get their side of the story, but Peiter’s experience had long showed it was best to get it from his companion’s eyes first.  That way he would have specific questions to ask the hero in his interview.  But try as he might Peiter could not remember what the goliath said, or even if he made it up to the wizard’s room.


The smell of decay entered Peiter’s nose, and he had to wonder if he ended up in some stable boy’s bed again.  His head pounded and he decided there was not much he could do but open his eyes, face whatever situation he got himself into, and just hope the hero’s party decided to spend a second night in town.  Opening his eyes though Peiter did not see the stable loft he expected, but a dire and twisted landscape.  What had he drunk last night?

Flag jacques_duloque January 1, 2012 11:12 PM PST
Okay, I edited my equipment; did I miss anything?
Flag Blanket_Thunder January 3, 2012 3:13 PM PST
Ill post a Defender shortly...
Flag Blanket_Thunder January 3, 2012 8:12 PM PST

Here is Aronyalee Vu'Swiego, Barbarian-Queen Warden.

Character Sheet Show


Name: Aronyalee Vu'Swiego
Level: 8
Race: Half-Elf
Class: Warden
Height: 6'2"
Weight: 190 lbs.
Alignment: Unaligned
Background: Geography- Forest: +2 to Perception


Abilities & Skills:
- STR: 18 (+4)
*Athletics: +13
- CON: 16 (+3)
Endurance: +7
- DEX: 14 (+2)
Acrobatics: +6
Stealth: +6
Thievery: +6
- INT: 10 (+0)
Arcana: +4
History: +4
Religion: +4
- WIS: 16 (+3)
*Dungeoneering: +12
Heal: +7
Insight: +9
*Nature: +12
*Perception: +14
- CHA: 10 (+0)
Bluff: +4
Diplomacy: +6
Intimidate: +4
Streetwise: +4


Hit Points: 82
Bloodied: 41
Surge Value: 20
Surges/Day: 12


Defenses:
AC: 23
Fort: 21
Refl: 20
Will: 20


Speed: 6
Initiative: +6
Languages: Common, Elven, Primordial
Vision: Low-Light


Feats:
1- Stormheart Push: Push target 2 with Stormheart instead of sliding it.
2- Half-Elf Spirit Speaker: +1 to defenses for me & allies within 10 when I'm first bloodied; Add Insight & Nature to Group Diplomacy.
4- Human Nature Lore: Roll 2x for Endurance/Nature Checks.
6- Revitalizing Font of Life: +2 to saves when FoL save succeeds.
8- Weapon Expertise (Heavy Blades): +1 to attacks with Heavy Blades.


Racial Features:
Dilettante: Power Chosen: Howl of Fury (Barbarian)
Dual Heritage: I count as human & elf for the purpose of feats. I must meet other prerequisites, though.
Group Diplomacy: Allies within 10 squares gain +1 to Diplomacy, Insight, & Nature.


Class Features:
Font of Life: At my SoT, I can make a save vs. one thing a save can end. If I fail the save, I can make it again at my EoT.
Nature's Wrath: 1/turn, I can mark each adjacent enemy as a free action. It lasts until my EONT.
Stormheart: I can use Con, in place of Dex for determining AC. When I use my Second Wind, I push each enemy marked by me and within 2 squares of me 2 squares, and each enemy marked by me is slowed until my EONT.


Wealth/Equipment:
Sunblade Longsword +2, Leather Armor of Cleansing +2, Bloodclaw Spear +2, Adventurer's Kit, Bag of Holding, Cape of the Mountebank +1, 585gp


Powers:


At-Will:


Sea Stride
Minor * Primal
Effect: I gain a swim speed of 6 until my EoT.


Tempest Assault
Standard * Lightning, Primal, Thunder, Weapon
+14 vs. AC; 1d8 + 6 lightning damage, and an enemy within 2 squares that's marked by me takes 3 thunder damage.


Thorn Strike
Standard * Primal, Weapon
Melee 2; +14 vs. AC; 1d8 + 6 damage, and pulled 1 square.


Warden's Fury
Immediate Reaction * Primal, Weapon
Trigger: An enemy marked by me makes an attack that does not include me as a target.
+14 vs. Fort; 1d8 + 6 damage, and grants CA to me & my allies until my EONT.


Warden's Grasp
Immediate Reaction * Primal
Trigger: An enemy marked by me, within the burst, makes an attack that doesn't include me.
Close burst 5
Effect: The target is slid 1 square, and is slowed and cannot shift until its EONT.


Encounter:


Angry Spirits
Standard * Primal, Weapon
Target: Each enemy marked by me in the burst
Close burst 2; +14 vs. Will; 1d8 + 6 damage.


Erupting Font
No Action * Primal
Close burst 5
Trigger: I succeed on the save grante by my FoL Class Feature.
Target: Each enemy in the burst
Effect: I mark each enemy until my EONT.


Gale Strike
Standard * Primal, Weapon
+14 vs. AC; 2d8 + 6 damage, and each enemy marked by me takes 3 damage, and is pushed 1 square.


Guardian Shock Wave
Standard * Primal, Weapon, Zone
+14 vs. AC; 1d8 + 6 damage, and the squares adjacent to the target become a zone of shift ground until my EONT. Any enemy marked by me that enters the zone is knocked prone.


Howl of Fury
Standard * Primal, Thunder, Weapon
+14 vs. AC; 1d8 + 6 damage. I howl in a blast 3, not including the target. Each enemy in the blast takes 3 thunder damage.


Daily:


Form of Mountain's Thunder
Minor * Lightning, Polymorph, Primal, Thunder
Effect: I assume the guardian form until the EoE. While in this form, I gain resist 3 all, and +1 to AC. 1/round, when I hit an enemy with a melee attack, each enemy marked by me takes 4 thunder damage. 1 during this encounter, I can use this power:
- Standard * Close burst 1
- Target: Each enemy in burst
- +14 vs. Reflex; 1d8 + 6 thunder damage, and I knock the target prone; Miss: Half-damage.
- Effect: Each enemy marked by me takes 4 lightning damage.


Storm Strike
Standard * Lightning, Prima, Weapon
Target: Each creature in the blast
Close blast 3; +14 vs. AC; 1d8 + 6 lightning damage, and slide 3 squares; Miss: Half-damage, and slide 1 square.


Stat-Block Show


Name: Aronyalee Vu'Swiego
Initiative: +6   Senses: Perception +14; Low-Light Vision
HP: 82/82; Surge Value: 20; Surges/Day: 12/12
AC: 21; Fort: 21; Ref: 18; Will: 20
Resist:
Speed: 6
Guardian Form:


Auras
- Group Diplomacy; 10
 Allies gain +1 to Diplomacy, Insight, & Nature while in the aura.
- Nature's Wrath; 1
 1/turn, can mark each enemy in the aura until my EONT, as a free action.


Basic Attacks:
Spear: +13 vs. AC; 1d8 + 6 damage (free: 2 damage to me, 4 as extra on my attack).


Powers Used:


[] Angry Spirits
[] Erupting Font
[] Gale Strike
[] Guardian Shock Wave
[] Howl of Fury
[] Form of Mountain's Thunder
[] Storm Strike


Background Show
  A tirbe consisting of women lived in a forest that surrounded a mountain. The women were completely self-sutenent, only having men as slaves which they used to make more women. Any males born, were killed, born into slavery, or sold to other tribes as slaves. Any non-humans that approached them were considered abominations and were slaughtered.
  One night, this tribe was beset by a raid of an elven band of bandits, the leader of which was a very powerful man, who raped a woman of the tribe. This woman bore a daughter and this daughter grew up to be Aronyalee of tribe Vu'Swiego.
  When the girl was on the fringes of pre-pubescence, a wizard decided he wanted the mountain they lived around to be the base of his tower, so he summoned an army of the undead to wipe out the tribe. The tribe wanted to fight back, but they had to commune with their deities, who presided on this mountain, and gain their blessing. The only problem is, they had to send a woman who had not lost her innocence. The only one they could find was Aronyalee.
  She was sent to climb the mountain, and once she reached the top, she spoke to the goddesses, and was there for, to her, what was years. She trained under the watchful eyes of the the Lady of the Spark. The goddess of storms granted her tremendous power.
  When her training was done, Aronyalee was eight years older, though the world had not aged a day. The Lady sent her down with bolts of lightning and gusts of wind, to smite the One Who Would Raise the Dead. Aronyalee led her army of warrior-women and drove a hole in his army. As the general of their newly-formed army, and the champion of the Lady, she alone would drive her spear through the heart of the One. During their celebrations, They crowned her Warrior-Queen of Clan Vu'Swiego.
_______________________________________________________________________________

  I awoke in a strange and dangerous place. All I can remember from the previous night was celebration. We drank for the winning of the battle. I cannot see through this fog! Where am I?

Flag VoyRager January 4, 2012 11:19 AM PST
Completed Summary and added background story.

I'm ready to rock!!
Flag KayneRahl January 4, 2012 7:08 PM PST
Im withdrawing my original submission to post another, should have it up soon.
Flag shanizar January 6, 2012 3:58 AM PST
Looks like an interesting game, I will get a submission up in not too long.

What is the deadline for submissions?
Flag Chirp January 6, 2012 4:11 PM PST
I'm going to set the submission date for this coming friday. That gives everyone seven days to get their character sheets finished (including a background or I wont consider it), and get them posted.
Flag Haribon January 13, 2012 12:27 PM PST
Here's my update to Rajhan, just in time for the game ^^


Rajhan

Crunch Show


Rajhan
Razorclaw Shifter Druid
Level 8, Good, 5'9”, 150 lbs
Primal Aspect: Primal Predator
Background: Geography - Forest (+2 Perception) 



Ability Scores
Final Ability Scores
Str 11, Dex 20, Con 13, Int 10, Wis 20, Cha 8

Starting Ability Scores
Str 11, Dex 18*, Con 13, Int 10, Wis 18*, Cha 8
*Racial Modifiers Included



HP: 53
Action Points: 1
Healing Surges:
Healing Surge Value: 13
Movement: 7 squares 
AC: 23
Fort: 16 
Ref: 21 
Will: 21


Skills:  
Trained Skills:  
Arcana (Int): +9
Athletics (Str): +9
Nature (Wis): +14
Perception (Wis): +16


Untrained Skills:  
Acrobatics (Dex): +11*
Bluff (Cha): +3
Diplomacy (Cha): +3
Dungeoneering (Wis): +9
Endurance (Con): +5
Heal (Wis): +9
History (Int): +4
Intimidate (Cha): +3 
Insight (Wis): +9
Religion (Int): +4
Stealth (Dex): +11*
Streetwise (Cha): +3
Thievery (Dex): +9


Languages: Common, Abyssal


 
Feats:  


Agile Form
Primal Fury
Enraged Boar Form 
Razorclaw Spirit Shifter
Implement Expertise (Staff) 
Ritual Caster (Bonus Feat) 


 


Powers:  
Shifter Racial Power: Razorclaw Shifting
Druid feature: Wild Shape
Druid at-will 1: Fire Hawk
Druid at-will 1: Grasping Claws
Druid at-will 1: Savage Rend 
Druid encounter 1: Thorn Spray
Druid daily 1: Faerie Fire
Druid utility 2: Fleet Pursuit
Druid encounter 3: Predator’s Flurry
Druid daily 5: Clinging Drones
Druid utility 6: Camouflage Cloak
Druid encounter 7: Latch On


 


Rituals:  
Animal Messenger 
Traveler's Camouflage


 


Inventory:
Currency: 180 gp


Implements
Staff of Ruin +2 =Worn, Back or Carried=

Armor
Leather Pouncing Beast Armor +2  =Worn=
Cloak of Resistance +1  =Worn, Neck=  
Iron Armbands of Power +2 =Worn, Arms=
Rushing Cleats =Worn, Feet= 

Equipment
Standard Adventurer’s Kit =Worn, Back=
Potion, Healing (2) =Backpack=
Ritual Book =Backpack=
Knife, Carving =Backpack= 


 



Fluff Show

Blackground Show


Rajhan’s homeland was a place of many names. It was once ruled in the form of great provinces, by mighty tribes seated in great villages. The tribes and provinces had vanished hundreds of years ago, yet the remains of their great legacy linger on, crumbling behind the rolling hills and thick forests of this land. Rajhan had been told some years ago that his people had once been the rulers of this land, that they were descended from those mighty tribes of legend. As he observed the world about him, he saw little proof to this lofty claim. 
 


 The humans had come long before Rajhan had existed in this world, but it was there that they stayed. They came in great ships, marching across their homeland with an air of arrogance and conquest. Their countless atrocities stained the ground with blood and choked the air with smoke. Shifter villages were pillaged and razed, their rallied people slain or taken into slavery. When the bloodshed ceased and the shifters forced into subservience, the emperor’s puppet corporation, Willowhead Trading Company, was instated upon their land. Building, controlling and enforcing the only habitable civilizations in the land, Rajhan’s people were plunged into decades of indebted servitude. 
 


 Such is the land in which Rajhan was born and raised. Their homeland, renamed Arkharis by the humans, was just another colony under Willowhead control. Logging the rare Arkharian forests for export was a task left to the shifters, whose fate as the working class had been sealed by years of oppression and tyranny at the hands of the appointed human aristocracy. Though undercurrents of deep-seated hatred lingered and tensions between the humans and shifters remained high, Arkharis was a powder keg with no fuse. 
 


 The son of a seamstress and a woodcutter, Rajhan was raised the same way as most of the shifters of Arkharis. Though most forms of education were strictly forbidden, Rajhan was home schooled and taught the mundane skills necessary for labor at an early age. As he toiled in the woodlots by day, the outlawed abyssal tongue of his ancestors was bestowed upon him by his father and the other defiant woodcutters. Like most Arkharian shifters, Rajhan never learned any magic: to do so was an offense punishable by death. Literacy was made available to him through nightly tutoring and the shifter’s experience in the wilderness waxed with each long harvest. As he came of age, Rajhan was left with only the fate of a monotonous life of fruitless labor.    
 


 Or so it would have been, had not the depravities of human sin been as prevalent as they so often are. The warm summer twilight which the Willowhead noblemen entered Rajhan’s home will always linger in the murky recesses of his mind. Even now, Rajhan remains unable to recall the events which awoke the ancient magic pulsing through his veins. The fragmented memories are enough to make him tremble: A roar of anguish from his father, his mother’s screams, the laughter of aristocrats. The sound of those hideous laughs turning to shrieks still echo through his memories, along with the heady stench of the evening air and the thick, crimson warmth which coated his hands and lips.
 


What happened that evening is something that Rajhan has only heard from the lips of others. However, the effects were undeniable: the death of two respected shifters and the slaughter of those noble-blooded humans rang across Arkharis. As violence erupted across the land, pockets of conspirators seized the events as a symbol for action, and it wasn’t long before the colony plunged into war. 
 


While the Company had greater resources and technology, the shifters outnumbered their tyrannical overseers and fought with a far greater zeal. Townships and villages were seized by humans and shifters alike, and blood seeped into the land once again. Having gained notoriety over his actions and newfound abilities, Rajhan was quick to join the fray. Though he spearheaded many ambushes, he gained fame among his people for using his capabilities to guide shifters to safety and liberate those which were trapped in Willowhead-controlled villages. 
 


As the weeks and months wore on, the shifters continued to gain ground. The Willowhead forces, few as they were, continued to relinquish territories as they retreated to the coast. As the shifters prepared for their final attack, their hopes of victory were dashed by the arrival of an armada from the sea. Funneled into the few ports remaining in the Company’s control, the empire’s troops flooded across the land in overwhelming numbers. Unable to contend with such a force, many shifters surrendered, while those who didn’t fled to the forests and distant mountains. 
 


Rajhan was one of the shifters who refused to forfeit. Retreating deep into the forest, he and a handful of fellow rebels did what they could to avoid capture. Unable to rejoin the rebels rallying elsewhere, they remained deep in Willowhead territory. Executing ambushes and raids, he and his conspirators remained a thorn in the colony’s side for many months. However, when spring arrived the Company struck with force. Encircling the thickest reaches of the wooded area before invading inwards, it was not long before the insurgents found themselves surrounded. Though he could have assumed the form of a beast and fled, Rajhan refused to leave his allies in their time of need. Seized prisoner after a vicious last stand, his fate would be that of any revolutionary taken captive by the empire. 
 


Standing high upon the gallows, Rajhan couldn’t find it in himself to lament. Though beaten, bruised and bloodied, the shifter stood tall as he approached the noose before him, his teeth clenched tight in defiance as he glared icily at the human spectators. His lips curled into a snarl as a hand brushed against his jaw whilst guiding the rope around his neck. The signal was given to the executioner, the floor fell away beneath him, and only then did the Mists suddenly swallow him up...


 



Appearance Show


Lean and of average height, Rajhan is a fine example of his species. His lithe figure is tightly wrapped in dense muscle, well-toned from long periods of exertion but not large or bulky like those of a true warrior. His facial features are true to his shifter heritage, though his brow is not as prominent as other males and his facial hair is kept cleanly shaved when possible. His eyes are a vivid sky blue, his flesh a shade of ochre. His long, dark auburn hair is thick and lustrous, hanging well past shoulder length.
 



Rajhan’s attire is a testament to his time in the wilderness. The clothing he wears beneath his armor is torn and besmirched with unwholesome stains. A pair of scratched and tarnished metal rings sit upon his fingers, and rings of metal and wood in equally poor condition are often worn in his hair. A leather circlet sits low upon his brow, its surface decorated with the fangs of various beasts. His armor, comprised largely of battle-worn leather, is often fringed with the black and brown animal fur that forms its inner lining. This fur spills over his upper back and shoulders in the form of a shoulder cape. Another fur pelt also drapes protectively around his tasset. His armor is fastened to his figure through thick leather lacings adorned with animal claws and teeth. Animal bones also fill the inserts lining his rerebraces, cuisses and greaves for additional support. A series of thick, weathered iron bands wrap around each of his vambraces, each inscribed with its own set of jagged runes. His cloak, magical as it may be, is tattered at the edges and features a few noticeable tears along its filthy surface. 


 







Personality Show



   Rajhan is a harrowed, grim individual. Often more in-touch with his primal impulses than his civility, he has difficulty relating to those belonging to the civilized world. Social norms and customs are often completely lost on him, causing him to appear quiet and aloof when confronted by such things. His poor control over facial expressions and body language doesn’t help, either. His emotions tend to burn bright, and his passions run very deep, making him rather stubborn and occasionally very brash. 



 



EDIT: I should also mention, if there are too many strikers in the group I could re-spec Rajhan to a swarm druid. 

Flag KayneRahl January 14, 2012 5:01 AM PST
I'm just gonna bow out. I can't think of a good character idea.
Flag VoyRager January 16, 2012 12:31 PM PST
Chirp, Is This Still On?
Flag Chirp January 17, 2012 12:31 PM PST
Yes this game is still on. I just havn't had time to sit down and go over character sheets yet. I also have not heard from one of my returning players yet and I'm not sure if I'll need to replace him or not.

It should be noted that my posting speed is SLOW. I often find myself distracted by real life issues and can't always get on here to post as often as I would like to. I may fall silent for weeks at a time, but hold faith that I will come back. I always come back. I enjoy playing too much to stay away.
Flag Chirp January 21, 2012 9:42 AM PST
Okay I have today off so you can expect the finale character selection up later on tonight.
Flag Chirp January 21, 2012 5:00 PM PST
Well, since I havn't heard from Fear_of_Fright, I'm opening up his spot to a new player.

Also since I just couldn't make up my mind. Everyone is in! I'm doing this for a number of reasons. First it opens the game up for more inter-party RP. Second I can now ramp up certain encounters to the scales at which I originaly envisioned them which should heighten the tension and danger. And last it lets me consider killing off one or two of you without worrying too much about rebalancing the party.
Mwahahahahaha!!! (Is he joking? )

Here's the roster:
White Rose, Female Shifter Avenger 8th Level (Played by: Greymouse)
Rajhan, Male Shifter Druid 8th Level (Played by: Haribon)
Pieter, Male Half-elf Bard 8th Level (Played by: NiT)
Aronyalee Vu’Siewgo, Female Half-elf Warden 8th Level (Played by: Blanket_Thunder)
Mianju, Female Human Rogue 8th Level (Played by: jacques_duloque)
Evamitte, Male Elf Ranger 8th Level (Played by: VoyRager)
Flag jacques_duloque January 21, 2012 6:51 PM PST
Woohoo! Thanks, Chirp. I'm looking forward to it.
Flag NiT January 22, 2012 12:03 AM PST
Yay!  Thanks Chirp!!  Hm... this looks like a party.

6 people and my bard is the only healer... lol, ironically that was the same make up my real life group had the last time I played a bard.  At least Pieter is quite generious with temporary hit points.
Flag Blanket_Thunder January 22, 2012 10:56 AM PST
If you want, I can change my stuff to make me a healing warden, so tht way We'll have extra heals, just in case..
Flag NiT January 22, 2012 12:34 PM PST
Thanks Blanket.  Another person with a few heals would be nice, but you also have the only defender in the group which we also need, so it is totally up to you.  Peiter does have a LOT of ways to give out temporary hit points and a few heals, so I think we will be good either way.
Flag Haribon January 22, 2012 5:42 PM PST
Congrats, everyone!

Also, it would seem that half our party consists of Strikers. Heh. 
Flag Blanket_Thunder January 22, 2012 10:12 PM PST
The name of the game is...:

!!!!!!!!!!!!!!!!!!!!!!FOCUS FIRE!!!!!!!!!!!!!!!!!!!!!!
Flag VoyRager January 22, 2012 10:34 PM PST
Thank you Chirp for this in!

Well if BT going to adjust to a healing type warden then I can change a feat or two to toughness and  two blade defense use a more defender approach. If I do I going to need help protecting the cat and the cat will need a range striker/controller partner when time come to roam in our numbers trouble-shooting.
K? Buddy-ies?
Flag Haribon January 23, 2012 3:01 PM PST
Yay teamwork! :D 

Hey do you guys think a swarm druid would be more useful in the party? I'm just barely leaning toward sticking with pred, if only because swarm tends to have more AoE abilities that can catch teammates in the crossfire, but we have so many strikers that I worry the pred's secondary striker role might be too redundant. Rajhan was a pred druid before this pre-game, but largely because Primal Power wasn't an option then.
Flag VoyRager January 23, 2012 5:24 PM PST
Unless Chirp Stop This Stage Of This Process, Here's The New Team's Defender But to be honest about this I really like Evamitte built better with the Lethal Hunter feat than this Two Weapon defense which also effected the Manticore Fury Feat and the proposed Toughness Feat. 

There's a total AC26/REF23 when handling two weapons.
Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Evamitte, level 8
Elf, Ranger
Build: Archer Ranger
Fighting Style Option: Beast Mastery
Beast Companion Type: Cat
Inherent Bonuses, Spellscarred, Harper
Borderland Nobility (+2 to History)
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8
 
STARTING ABILITY SCORES
STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8
 
 
AC: 25 Fort: 20 Ref: 22 Will: 16
HP: 61 Surges: 8 Surge Value: 15
 
TRAINED SKILLS
Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8
 
UNTRAINED SKILLS
Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Beast Basic Attack: Beast Melee Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Ranger Attack 1: Circling Strike
Ranger Attack 1: Twin Strike
Ranger Attack 1: Fox's Cunning
Ranger Attack 1: Partnered Savaging
Ranger Utility 2: Pack Alertness
Ranger Attack 3: Cut and Run
Ranger Attack 5: Spitting-Cobra Stance
Ranger Utility 6: Off-Hand Defense
Ranger Attack 7: Hawk's Talon
 
FEATS
Level 1: Beast Protector
Level 2: Two-Weapon Fighting
Level 4: Mounted Combat
Level 6: Scion of Onat
Level 8: Two-Weapon Defense
 
ITEMS
6gps, 8sps
Arrows
Shielding Blade Longsword +2 x2
Marauder's Hide Armor +2 x1
Adventurer's Kit
Climber's Kit
Quickhit Braces (heroic tier) x1
Dire Wolf
Arrow
Handaxe
Raise Beast Companion
Duelist's Bow Longbow +2
Rhythm Blade Short sword +1 x1
====== End ======
 

If those whom was concerned about the team's roles make up say something about these changes that suggest maybe I do see something wrong with this process then I would retained the Lethal Hunter and just trade away the Manticore Fury for Toughness but if the healer role question does carry a higher priority thenEvamitte can step in as the team defender while our only defender is converted to a healer's type, I guess!? huh!??

Basic Attack: Melee Basic Attack Show

Dagger
Shortsword's
(+1 bonus to AC/Reflex while in off-hand.) Critical: +1d6 damage per plus
Longsword's Critical: +1d6 psychic damage per plus

Basic Attack: Ranged Basic Attack Show

Dagger
Chatkcha
Longbow's Critical:
+1d6 damage per plus, and the target grants combat advantage until the end of your next turn.

Noble Adept Feature: Adept's Insight/Manifester Longsword Show

Encounter Psionic
Minor Action Close burst 5
Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check.
Effect: (Automactically augmented) Add 1d4+1 to the triggering roll

Elf Racial Power: Elven Accuracy Show

Encounter
Free Action Personal
Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll, even if it’s lower.

Beast Stats Show

Cat Level 8 Skirmisher
Medium natural beast (Companion)


Hit Points: 78 Bloodied 39
AC 22, Fortitude 19, Reflex 21, Will 20,
Speed: 7 squares


Traits:


Scion of Onat Feat


Whenever cat’s ranger companion is in an adjacent square and spends a healing surge , cat regains hit points equal to one-half +5 of the ranger companion healing surge value, in addition to any other benefit a healing surge.
Friend's Gift Bonus: Cat regains an extra 5 hit points when spending a healing surge or everytime cat's ranger companion spend a healing surge for cat to regain hit points.


Standard Actions:


Claw At Will Weapon


Attack: +12 vs. AC ; 1d8+7 damage.


Immediate Actions:


Beast Protector At-Will Feat


(Immediate Reaction) Trigger: An enemy makes a melee attack against cat.
Effect: Triggering attacker provokes an basic attack from cat’s ranger companion. If the ranger companion is in an adjacent square to cat, the ranger companion makes this attack even with a melee weapon that can’t reach the attacker.


Trained Skills: Athletics +11, Stealth +12
Str 14 (+6) Dex 16 (+7) Wis 14 (+6)
Con 12 (+5) Int 6 (+2) Cha 6 (+2)



Hunter's Quarry Show

At-Will
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry's target.
Once per round: Whenever you hit your quarry's target with an attack, the attack deals an additional extra 1d8 damage.
If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry's target at a time.

Ranger Attack 1: Twin Strike Show

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.

Ranger Attack 1: Circling Strike Show

At-Will Beast, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Before or after the attack, your beast companion can shift 1 square

Ranger Attack 1: Fox's Cunning Show

Encounter Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.

Ranger Attack 1: Partnered Savaging Show

Daily Beast, Martial
Standard Action Melee beast 1
Target: One creature
Attack: Beast’s attack bonus vs. AC
Hit: 2[b] + beast’s Strength modifier damage.
Miss: Half damage.
Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it.

Ranger Utility 2: Pack Alertness Show

At-Will Beast, Martial
Minor Action Close burst 10
Targets: You and your beast companion in the burst
Effect: The targets each make a Perception check and share the better result. Also, if your beast companion becomes aware of a target, you do as well, and vice versa.
Beast: If your companion is a cat, a raptor, or a wolf, the targets gain a +2 bonus to the Perception checks.

Ranger Attack 3: Cut and Run Show

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.

Ranger Attack 5: Spitting-Cobra Stance Show

Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.

Nature Utility 6: Practiced Rider Show

At-Will
Minor Action Personal
Effect: You mount or dismount a willing, adjacent creature that has the mount keyword.

Ranger Attack 7: Surprising Throw Show

Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a thrown weapon.
Target: One creature
Attack: Strength vs. AC (thrown weapon). The target grants combat advantage to you if it is adjacent to an ally of yours who can take free actions.
Hit: 3[W] + Strength modifier damage

Raise Beast Companion Show

Component Cost: 50 gp
Market Price: None
Key Skill: Nature (no check)
Level: 1
Category: Restoration
Time: 4 hours
Duration: Instantaneous
This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature.

The ritual functions as the Raise Dead ritual, with the following exceptions:
You need not have any part of your beast companion’s corpse.
The death penalty lasts until you have reached three milestones.

Dire Wolf Show

Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200


HP 67; Bloodied 33 Initiative +7
AC 19, Fortitude 18, Reflex 17, Will 16 Perception+9
Speed 8 Low-light vision


Traits


Pack Harrier


The wolf has combat advantage against any enemy that is adjacent to two or more of the wolf’s allies.


Pack Hunter (mount)


The wolf’s rider has combat advantage against any enemy that is adjacent to one of the rider’s allies other than the wolf.


Standard Actions


Bite At-Will


Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 4 damage, or 3d8 + 4 against a prone target. The target falls prone if the wolf has combat advantage against it.


Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (-1) Cha 11 (+2)


Alignment unaligned Languages -



Friend's Gift (heroic tier) Show

Targeting Longbow +2 Show

Power Daily (Free Action)
Trigger: You hit an enemy with an attack using this weapon.
Effect: Until the end of your next turn, you and your allies can roll twice on attack rolls against that enemy and use either result.

Defensive Hide Power + Noble Adept Power Point Show

Power (Augmentable) Daily (Immediate Interrupt)
Trigger: An enemy hits you.
Effect: Automatically augmented and until the start of your next turn, you gain a +5 bonus to the defense that the triggering enemy hit.

Rhythm Blade Short sword +2 x1 Show

Spoiler: Show

Handaxe x3 Show

Amulet of Warding +2 Show

Power Daily (Immediate Interrupt)
Trigger: An ally adjacent to you is hit by an attack.
Effect: The ally gains a power bonus to all defenses equal to the amulet's enhancement bonus until the start of your next turn.

Spoiler: Show


Flag greymouse January 25, 2012 6:11 PM PST
Looking forward to getting this going again.  Lots of players I haven't played with much before, should be fun!    Whiterose is a secondary defender too, so that will help some too.  No healing though.  
Flag Haribon January 28, 2012 6:04 PM PST

Jan 25, 2012 -- 6:11PM, greymouse wrote:

Looking forward to getting this going again.  Lots of players I haven't played with much before, should be fun!    Whiterose is a secondary defender too, so that will help some too.  No healing though.  




Bah, we'll just have to not get hit, then! 

Also, it occurs to me that I'm the only remaining member of the initial line up. Chirp, are we going to be picking up where the current campaign is, or are you going to construct a scenario for all of the new party members?

Flag Chirp January 28, 2012 6:40 PM PST
The game will be restarting from the beginning, disregarding the false start of the last attempt. You will likely recognize the opening post. But after that, I have some new plans for what will happen to the party.

I have put in the request for a new game thread and am only waiting on approval. so gt any tweaks to your characters done asap. We will likely be starting in the next day or so. 
Flag Chirp January 30, 2012 6:22 PM PST
Game thread is here. Post your character sheets first and we'll get started.
Flag jacques_duloque January 30, 2012 6:55 PM PST
Woohoo! Excited.
Flag VoyRager February 2, 2012 2:18 PM PST
I'm there!
Flag xKayos February 7, 2012 9:54 AM PST
Still looking for players? I'm new around here but this looks interesting.
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