A word of thanks to several DM's that I'm playing with for letting me steal bits and pieces of their recruitment threads.
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"Close that gap!" The command is barely audible over the shouts of anger, fear and agony. For the first time in ten years have the armies of the Lady Serruine made it to the walls of St. Murrays castle. His Holy Lordship has faced heavy losses before he was forced to retreat to his stronghold, several miles from the border that had held Serruine's armies back for so long, but even if her armies manage to break through, he will make them pay dearly.
The prize is the lush valley surrounding the castle. St. Murray has seen his small state prosper over the years, growing both in wealth and power despite having to spend money on protecting the border, and it shows. Near the City of Saints, the capital of St. Murray's realm, a grand cathedral has been erected on the bank of the Holy River. It is a sight to behold, a gem of craftsmanship that shines like a star when the sun hits it.
Within view of the battlesite, the cathedral is a boon to both attackers and defenders. While St. Murray's defenders recieve a boost of morale every time they lay eyes upon the work of their parents and grandparents, those serving the Lady are filled with encouragement at the riches just waiting to be plucked.
But first, there is a battle to be won. "Close that gap, damn you!"
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Beyond the Vale of Tears
The basics: 4th edition homebrew campaign, 6 PCs, 6th level 1 Submission per person, party selection will be done after the 27th of January Applications will be judged on character concept, party needs, written background stories, and my knowledge of the players. I'm not above playing favorites as I want to have fun too. When researching players I'm less familiar with, quality and frequency of posts will be taken into account.
Now, given that I'm currently looking for a new job, I expect I will advance the game with at least 1 post per week and me checking in at least every other day. I'll do my best to get more posts in, certainly at the start, but I also wish to be realistic. Don't expect a post every day for the duration of the game, even if I manage that in the beginning. Of course, all the players are more than welcome to RP as much as they wish. You won't find me a happier man when I come back to my game to see several posts per day that I was gone.
Note that monsters will play to win. Nor will every monster fight to the death. If you join the game, expect me to apply the full tactical prowess I can justify giving the creatures intelligence in each fight. I, of course, fully expect you to do the same. This is my second attempt at making encounters and maps, the previous time it was much too time consuming so I'm going to test out PyMapper. Please bear with me while I work things out.
Setting The game begins in a lush valley. St. Murray reigns over the land, but as ever he faces the danger of the Lady Serruine and her troops. He claims the land was destined to be his by divine decision, but she, as did her ancestors, claim the land was theirs when time began. Historians back the Lady and her claim, for they have proof that when records of land ownership began the Serruine clan were official rulers in the area, until her great- great- grandfather finally lost posession of the valley and all its bounty, but they also know that it would be far from the first valley to change hands over the course of history. In fact, the first to wrest control from the Serruine was the King of Sahar, but it only took a generation before the elders of St. Murray defeated the small Kingdom and took control of her land.
Gods are somewhat of a peculiarity in the world. While St. Murray is a devout believer of the One God, the Lady Serruine is convinced that there is a widely diverse Pantheon of Gods, both Named and recognised and those lost or hidden from Human knowledge. The strange thing, however, is that both have had prayers answered. Various scholars argue that the One God is merely one of the many gods in the Pantheon of Gods as described by the Serruine Clan, while others claim both are simply a manifestation of one, greater, power that encompasses all. A few even discount the blessings as simple tricks. None will know until someone manages to actually converse with these supposed beings called Gods, or God, if you will.
Places of note: Serushal: Capital of the Lady Serruine's realm. City of Saints: Capital of St. Murray's realm.
Character Creation Rules Starting Level 6 Determine Abilities using Method 2: Customizing Scores (PHB pg.17) Available Races: See below Available Classes: all non-essentials classes are possible. I don't have anything against essentials, but I'm not experienced enough with them to want to deal with them as PCsUPDATE: All classes are allowed. Psionics and the more eccentric classes (Vampire?) are possible but unlikely, you will have to wow me to get a psionic character in. Alignment: All PCs must be at least ‘big picture’ good guys. You can be a bit of an anti-hero, you can be selfish in your interpersonal dealings, etc, but in the big picture you are a good guy. Nothing too 'dark', either, I'll get to why later in this post. Determine Starting Equipment and Wealth Normally for Level: 5, 6 and 7th level magic items + 1000 gp. Books Allowed: Pretty much everything. The same applies here as with classes regarding essentials thoughUPDATE: Essentials books are allowed, but I would appreciate a notice of at least all the feats that are from the essentials line of 4e. Themes are allowed.
You can choose any race you want, as long as you refluff it to Human. If you want to be Dragonborn, fine, just refluff the Dragon Breath power to an inner spark of arcane ability that you did or did not choose to build upon in your future career. The same goes for the other racial powers. If you're having trouble with any of them, let me know and I'll try to help out.
Background Each PC will be in the army for at least three years at the start of the game. You may choose which side to fight on, I'll bring both sides together soon enough.
Please include a minimum of a paragraph each describing the following your background and appearance (including unique appearances of equipment, if applicable). Include your reasons for joining the army and your place within it. The army has the following basic hierarchy: Knight-Marshal, General, Colonel, Major, Captain, Sergeant, Corporal and finally the regular footmen. Call those what you will. You may choose your rank from the bottom three. Nobody has made Captain just yet.
Feel free to add NPCs as other members of the army and weave them into your background (mentors, family, friends, local legends, personal heroes). This will allow for other characters/players to come in and out. For now, backgrounds can only provide a +2 to a skill or make a skill available for training (so no Auspicious Birth or Born Under a Bad Sign). Feel free to make up your own background. Add whatever you want to the CB to get the right mechanical benefit, but your story for how you got good at the skill can be whatever you want, within reason.
Party rules I want every player to get along with the others. I as DM may incite inner strife, but I expect everyone to get over it/work it out after a while so we can continue to play and have fun. If neccessary I will make an effort to patch things up, but I hope it won't have to come to that. That said, love stories are perfectly fine, but I have seen a lot of them games that I'm playing in... I won't disallow anything to that effect, but my personal preference goes towards a tight group of friends.
Other notes I am likely to advance time between adventures. Feel free to invent hobbies, side jobs, other stories to explain how they spent the time. That's more an issue for later, but keep it in mind.
Since I'm making stuff up as I go, feel free to pitch adventure ideas through PMs. Especially those that aid in your character's development. I'll add (invent) more world details as they become needed.
Magic items in this world are extremely rare (think Artifacts). Don't panic. Take a breath. We will be using a combination of magic items and inherent bonuses. You will have the effects of magic items, but there is no market for those items. Gold will be used to 'buy' and 'sell' magic items, but these items don't really exist. The gold in your pouches will be more for record keeping than anything else. In this world, it's your characters that are special. What your character can do with a sword, summoning the power to channel a burst of energy that burns like the sun, is something that the average schmo cannot. If your character hands that same sword to a shopkeeper, it's just a sword. So, you will awarded 'magic items' and they will be available for 'purchase'. But in fluffy terms, they are manifestations of your characters' amassed power, not a power inherent in the item.
And finally there is one more thing I would like to add. I am a player in Brys' game, and he has given us players a lot of liberty when building the world around us. I would like to do the same. So, if you want there to be a bar around the corner, or a little shop for rare goods across town, do not hesitate to create one. The same goes for NPC's, entire faculties and the Gods (all within reason, of course). I will hold the right to reverse such changes to the game, but I expect I will rarely invoke it.
Hey, Lin! This has definitely caught my eye. I'm looking for another P-b-P game, and this seems like it will be a lot of fun. I'll start writing up a character right away.
Powers: 1) Sacred Flame - Ranged 5 / +9 vs Reflex / 1d8+5 radiant damage; One ally you can see may choose to either make a saving throw or gain 6 temp HP (CHA mod + 1/2 level) 2) Gaze of Defiance - Ranged 5 / +9 vs Will / 1d8+5 psychic damage; Allies gain +1 to attack rolls vs that target, or +3 if that target attacks you prior to the start of your next turn []Shining Symbol - Close Blast 3 (1-2 targets) / +9 vs Will; 1d8+4 radiant damage; Target takes a -2 penalty to attack rolls until the end of your next turn [] Bane - Ranged 10 / +9 vs Will; Until the end of your next turn, target suffers a -4 penalty to attack rolls and all defenses [1 + CHA mod] [] Hymn of Resurgence - Close Blast 5 / +9 vs Fortitude; Until end of your next turn, target takes a -2 penalty to all defenses, and any successful attacks made by allies knock the target prone; Each ally within the blast zone can choose to gain 5 HP or make a saving throw [] Nimbus of Holy Shielding - Close Burst 1/ +9 vs Will / 1d8+4 radiant damage; Each ally within 2 squares gains +2 to all defenses until end of encounter [] Inspire Fervor - Melee / +9 vs AC / 2d8+4 radiant damage; MISS = Half damage; Each ally within 2 squares may shift 2 as a free action, and perform a melee basic attack if they end adjacent to a target [] Shield of Faith - Close Burst 5 / Each ally within the burst zone gains +2 AC until end of encounter, including yourself [] Bastion of Health - Ranged 10; Target spends a healing surge and gains an additional 3 HP (CHA mod) [] Healing Word - Close Burst 5; Target spends a healing surge and regains an additional 1d6 HP; This can be used twice per encounter, but only once per round [] Bastion of Mental Clarity - Close Burst 5; Triggers when an enemy misses or connects with an attack against you vs Will; Each target in the burst, including yourself, gains +4 to Will until the end of your next turn
Feats: ) Battle Cleric's Lore - Gain scale proficiency and +2 bonus to AC; Whenever a power of yours allows an ally to spend a healing surge, that person gets +2 to attack rolls until the end of your next turn ) Dual Soul - Make saves vs dazed and dominated at beginning of turn ) Holy Symbol Expertise - +1 to implement attack rolls [+2 at Paragon, +3 at Epic]; When attacking with holy symbol, you do not yield combat advantage until your next turn starts, unless said power/ability specifically states you must ) Improved Defenses - +1 to FORT, REF, AND WILL [+2 at Paragon, +3 at Epic] ) Quori Shield - Gain psychic resistance = 5 + 1/2 level ) Ritual Caster - Master and perform rituals ) Telepathy - Two-way telepathic communication within 5 ) Toughness - Add 5 hit points to HP Total [+10 at Paragon, +15 at Epic]
Zarja stands at an even six feet, but at first glance, many believe he stands taller, due to his military posture and composure. He wears his golden blond hair to well beneath his shoulders, and he prefers to let it hang unbound. He dresses in the silvery chainmail of his sect, the Order of the Lord's Eye, whenever he takes to the field; even when passing through town, Zarja sports his armor as a symbol of his affiliation, preferring to display his colors for all to see rather than blend into a crowd. However, Zarja never travels without street clothes, for his armor has, at times, required repair, and he is fond of his clerical vestments, typically blue and silver.
Zarja is not a fierce man, but his green eyes are striking to those who do not know him; many have sensed a fire in those eyes, mistaking his zeal for intimidation. Zarja does little to dissuade these opinions, for he believes fear and respect may often go hand-in-hand. However, when clear that a situation would benefit from an open display of kindness, Zarja is quick to smile and present others with comforting body language.
Zarja's mace is a simple weapon, but it has been by his side for years. It was a gift from one of his tutors, Elder Crathey, who sensed Zarja was destined to shun the blade and bow, and who was all-too-glad to see the young man take up the Order's favored weapon. Zarja believes the mace is an extension of his own arm, much as many a duelist favors his chosen blade in the same way. Zarja sports a tattoo on his right shoulder, though this is typically covered; the ink sigil sports the unblinking eye, his Order's symbol, as well as the motto "Vigilance Breeds Victory" underneath the icon.
Zarja was born the second son (and second child) of House Tirineen, a loyalist clan that has long served under the establishment of St. Murray and his line. Great expectations were placed on Zarja's shoulders practically from birth. His father, Leroc, had established himself as a brilliant military tactician long before Zarja was a twinkle in his eye, and his mother, Simela, was a respected herbalist and healer. Zarja's older brother, Desma, showed a great proficiency with a blade at a young age; at ten winters, he could handle swordsman five years older, besting more than a few. This left Zarja to grow up with a great deal of attention focused on him; ever since he could comprehend words and speak, Zarja was instructed in how to better himself and bring honor to House Tirineen.
The path Zarja was to take manifested shortly after his twelfth birthday. Zarja began to have strange dreams, of a great eye watching the land from the clouds, gazing on Murray's realm with a look of satisfaction, but intensifying and becoming cold when turning to the border lands. Zarja mentioned these dreams to his kin, who in turn summoned a priest of the One God, Crathey, to find an explanation. Crathey, upon meeting the boy and observing him, sensed a great potential within the young lad; discussing this with the patriarch of House Tirineen, the elder secured Leroc's permission to take the boy as a charge of the Church, that his mysterious gift might be brought forth under proper guidance.
From the time he was thirteen, Zarja found himself on the path of the priest, serving as a sect-ward of Crathey and his fold, the Order of the Lord's Eye. The order had been firmly established in the realm, and boasted moderate power and acclaim. Zarja was given a well-rounded education, with a special concentration in theology and philosophy; his lessons were complemented by martial training, in which he learned to wear chain without quickly succumbing to fatigue and practiced with a mace. Crathey and his other mentors, Pregis, Arletta, and Coldor, ensured the boy was molded into a holy vessel of the One God.
At age twenty, Zarja's training was deemed complete, and he was officially initiated into the Church proper, undergoing the Order's sacred sacrement - the Awakening, also known as the Opening of the Mind's Eye. Zarja was taken under blindfold, without arms or armor, and left in the catacombs, from which he was to escape. In the darkness and cold, Zarja was approached by the spirits of the ancient priests, guardians of the One God's faith even in death. These spirits pried into the man's thoughts, challenging him with disturbing visions and mental assaults, all in the hope of seeing Zarja emerge stronger than before. Four days were spent wandering the catacombs, without food or water; Zarja's mind was pushed to the brink, but when it seemed certain he would break, Zarja tapped into his potential, and the Sacrament was complete.
Emerging from the catacombs, Zarja found his mind was now a proper fortress. He shook off the cobwebs almost immediately, and his fellow clerics were ecstatic to see their Sacrament had been successfully accepted. Crathey took great pleasure in elevating Zarja to a proper member of the Church, and soon found a fitting line of work for the blessed child of House Tirineen - military service. The forces of St. Murray were always looking for recruits from the One God's faith; man's and divine's might combined had long been an ideal for the army. Zarja did not disappoint; though he did not immediately shine, his skills were nevertheless respected. Zarja patrolled the borderlands, making himself several friends in the process; even after his unit was redrawn, Zarja retained connections to his closest kith - the wizard Aldrea, a young woman whose own kin, House Nethar, had long been allies of House Tirineen, and Bardo, the scarred ruffian whose skill with a great sword was matched by few. The three earned a nickname amongst their peers - the Triad, for while together, they were inseperable.
At 28 years of age, Zarja currently serves as a Sergeant in the military, though his military duty has not been entirely linear. At times, Zarja has been recalled by the Order to carry out a specific duty. Time and again, he has proven himself competent. Many believe Zarja's career will only fly to new heights in the next couple of years, especially given his aptitude for maintaining order and adapting formation in the face of a challenge.
Zarja is an extrovert by nature. Though he does not smile upon those who dismiss the authority of the One God, he does not believe violence is the answer - at least, not until the other party proves they deserve nothing short of a bludgeon to the head. Zarja believes the One God represents justice and virtue in its purest form, and sees religion as a keystone of society. His upbringing and education under the Order's mentors will allow no less.
Zarja is fond of banter, be it with close friends or strangers in taverns. Conversation and swapping tales are great opportunities for the man to become closer to those around him, as well as gaining new knowledge. The son of House Tirineen believes knowledge is the deciding factor in any struggle; those who lack knowledge cannot hope to overcome those who have secured information from every corner. Zarja does not like taking advantage of people, but if he believes it is necessary for the good of the cause, then he will use honeyed words and force of presence; however, he prefers using diplomatic approaches and to resolve things with civil temperament.
Zarja is a true student of the Order of the Lord's Eye; he places the well-being of his group before his own personal gain. Zarja is quick to befriend and ally himself with others, though he does not make such decisions lightly. Zarja knows betrayal has brought down the greatest of men and women, and though he is not paranoid about his dealings, he knows to keep an eye out when dealing with suspicious characters.
One of the oldest religious orders in St. Murray's realm, the order was established during the Dread Winter, a fearsome season many decades ago in which snow and ice descended upon the land in full fury, blanketing both St. Murray's domain and the realms beyond his control. The Dread Winter took a devastating toll on the land, ruining the fields and claiming many lives, several-fold more than usual. Believing the Dread Winter to be a plague, many of the One God's faithful became panicked and took to self-flagellation and zealous persecution amongst their own communities. The authorities of the realm began to fear chaos would spread as the winter ran over into spring; the expected sunlight and thaw did not come that year, for the Dread Winter persisted in what seemed a truly unnatural anomaly.
Amidst the fear and confusion came a band of priests and religious warriors who believed that the Dread Winter was not a plague, but a test. The One God was observing the actions of his people, and wished to see if they remained faithful in times of trouble. This band, which operated under the command of Lord Wythe Granian, braved the snow-covered terrain and ventured from one community to another, bringing aid to the people in need. In the process, Lord Granian and his fellow nobles within the company spent the bulk of their family's resources. To them, money and prestige were worthless when people were suffering and in need of succor. The communities they visited were ecstatic to have such aid, and as time passed, Lord Granian and his followers were held in the highest regards.
Weeks passed, and finally, the Dread Winter lifted. This, however, was only the beginning, for shortly after the thaw commenced, Lord Granian began to have visions. He saw within his mind a great eye looking down from the heavens. The eye held all in its gaze, and where it looked, the faithful thrived, and the faithless withered away to dust. These visions came frequently and randomly, and word soon spread throughout the realm. The Cerulean Circle, a dominant body in the One God's church with regards to reports of miracles and supernatural happenings, investigated these claims, and found them genuine. As Granian's visions became more complex, he was elevated to the status of Blessed Visionary, earning him deep respect within the church. Meanwhile, his efforts during the Dread Winter were rewarded greatly, as he and his companions were formally established as a religious entity. Drawing inspiration from his visions, the company was anointed the Order of the Lord's Eye. The Order established its prinicipal headquarters, Almar Heavardel, in Thalmonfeld, a domain in the northern realm, where the Dread Winter first appeared in full fury.
Years passed. On the eve of his sixtieth birthday, Blessed Granian went missing. His companions searched the grounds of Almar Heavardel, finally finding him in the catacombs. They discovered him in the Vault of the One, the grave shrine located within the crypts. There, he was levitating, speaking in a language long forgotten to the ages. When all was settled and the holy figure was returned to his quarters, the other members of the Order soon discovered their leader had developed new abilities. He could communicate without speaking, never yielded to distraction, and seemed to know what others were going to say before they uttered a word. Granian revealed that he had undergone an Awakening, in which his mind's eye had become fully open under the guidance of the Protector. From then on, a select number of priests and knights were given the chance to undergo the Sacrament, braving the darkness of the catacombs as the Blessed Visionary did.
Blessed Granian would pass away at age 80, but upon his burial, a miracle happened. His flesh, before the watchful eyes of his brothers and sisters of the faith, turned to crystal. His body was interred in the Vault of the One, as befitting one of such high station. His successor, Armaria Devale, was a competent ruler, and she took great measures to expand the influence of the Order of the Lord's Eye. Under Armaria, the Order became more involved in the defense of the realm, and many clerics and paladins opted to join the military, in order to fight side-by-side with the realm's finest. This further elevated the prestige of the Order, and today, the group boasts a solid place in St. Murray's kingdom. The current leader of the Order is Radiant Mother Toliri Selkrik, the youngest Mother in the history of the One God's Church. Toliri is a pacifist at heart, and prefers diplomacy to the Order's history of militant vigilance, but her peers remain traditionalists, and her policies reflect these wishes. Toliri is not offended by the belief in other deities, but she does not take them seriously. To Toliri, these beliefs are mere fantasies - neither fiendish nor offensive by nature, but distasteful all the same.
The mission of the Order is threefold - patrol the realms in defense of the people, aid the poor and sick, and seek out those blessed by the Protector. Members of the Order of the Lord's Eye are expected to have at least some experience within a local militia or town watch. Most, however, opt to do time in the military proper, as these men and women have the greater burden of protecting the realm at large from outside forces. Though Almar Heavardel is situated in the north, the members are assigned posts around the kingdom. People are allowed to hold official military rank and religious rank simultaneously. Once a Lord's Eye member reaches the rank of Faithbound Ascendant (a significant transition from mid-tier to higher echelon within the Order), that person is withdrawn from active military service to focus on religious matters.
Each member of the Order is expected to give tribute to the Protector by caring for the sick and impoverished. A tithe is in effect, which is directly contributed to the maintenance of the realm and aid for the underpriveleged. Almaria's successor, Typhar the Whiteblade, was originally a street waif who rose to prominence through his great virtue and character; under his guidance, the order came to place care-giving on an equal level to vigilant defense. Individual members are instructed to keep an eye out for opportunities to lend a hand to the ill and poor. Several sanctuaries have been established throughout the realm to care for these unfortunates. At the same time, members are expected to keep an ear open for word of potential blessed; the Great Creator has been known to bestow blessings upon the common man, and these blessings are often cues to enter the fold proper. The Order of the Lord's Eye is always keen to learn of visions and strange dreams, as is tradition; by popular belief, dreaming or envisioning the One God's eye is associated with a destiny within the Order.
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Something like Tactical Shift is more magical than martial healing.
Telling someone to move over a few feet is magical now? :|
I weep for this generation.
Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical.
Sir Arliekkos Drasna Bluemantle: Cavalier Knight of the One True God
Sir Arliekkos Drasna Bluemantle, Human CavalierShow
====== Created Using Wizards of the Coast D&D Character Builder ====== Arliekkos, level 6 Human, Cavalier Build: Cavalier of Valor Background: Borderland Nobility +2 to Diplomacy Theme: Chevalier
FINAL ABILITY SCORES Str 21, Con 11, Dex 10, Int 10, Wis 8, Cha 15.
STARTING ABILITY SCORES Str 18, Con 11, Dex 10, Int 10, Wis 8, Cha 14.
RACIAL FEATURES: Bonus Feat Bonus Skill Heroic Effort Human Defense Bonuses Human Power Selection CLASS/OTHER FEATURES: Defender Aura: See At-Wills Spirit of Valor: +4 bonus to initiative checks, healing surge increased by 2 Chevalier Starting Features: You or your mount's skill with a +5 power bonus to jump, swim, jump down Gain Valiant Charge Summon Steed: See mount entry Chevalier Level 5 Feature: Gain +2 to Diplomacy, Intimidate
POWERS: MBA: Longsword: +13 vs AC, 1d8+8+1 Radiant, 1d8+8 non radiant MBA: Lance: +12 vs AC, 1d10+8; +14 vs AC on Charge, 2d10+8+1d8+5 MBA: Rondel Dagger: +12 vs AC, 1d4+7 MRA: Crossbow: +6 vs AC, 1d8
ITEMS: Adventurer's kit, Impenterable Barding (heroic), Vanguard Lance +1, Sunblade Longsword +1, Vanguard's Heavy Shield, Cloak of the Walking Wounded +1, Bracers of Mighty Striking (heroic), Siberys Dragonshard of Radiance (heroic), Holy Symbol, Rondel Dagger, Prayer book and scriptures, Fine Clothing, Crossbow, 20 Crossbow Bolts, Summoned Full Plate +2 Favor of Lady Tatyana Von Blakenfeld: Crimson velvet pouch filled with snow white rose petals. Armor: Armacaelorum - Armor of Heaven. Praecingemearmatuisodomine, ut proeliohostestuiinnomine tuo! Gird me in thine armour oh lord so that I may battle thy foes in thy name Shield:ClipeumDei - 'Shield of God' Cloak:Fideliumpallio - 'Cloak of the Faithful' Bracers:Virescaelorum - 'Strength of Heaven' Sword: Excelsior - Granted by Saint Murray Lance:HastaHostAngelorum - 'Spear of the Host of Angels'
Coin: 43gp
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Once upon a time… well actually that would be the way most such tales would begin but many of those seem to have happy endings. They tend to gloss over the horror and death and pain on the path to riding into the sunset. I suppose this tale starts somewhere after the once upon a time but there is no young child found in the care of wolves or found on a riverbank. This child wasn’t an orphan that found acceptance in a royal household, there was no fairy godmother or magical lamp. Simply this child was raised in a wealthy household that held no dark secrets, no dire curses that tainted the bloodline, no ancient ancestor that lived within the walls or stared from an airy tower whose mere presence alone kept creatures from beyond the veil from slipping through.
Yes I know, it does make for a boring tale with no evil step parent or monstrous sibling that dwelled in chains in a dark dungeon but such tales as that are few and far between and things of whimsy and the mind’s fancy. No this tale begins simply enough and it is the light of the one true god that makes it one certain to become legend and a story that shall be sung in cities and told about campfires for centuries to come. I suppose that any grand tale in the making should start with some sort of fanfare so let it be with the words: Do you see those stars there; to the right of the Great Hunter? Again, I race ahead to the ending before telling you the beginning.
"Et fecit Arliekkos, eques splendore unius veri Dei, serviens in divinis copiis venit ad St. Murray..."
"So did Arliekkos, the shining knight of the one true god, come unto service in the divine forces of Saint Murray.."
“PATER noster, qui es in cœlis; sanctificatur nomen tuum: Adveniat regnum tuum; fiat voluntas tua,
sicut in cœlo, et in terra. Panem nostrum cotidianum da nobis hodie: Et dimitte nobis debita nostra, sicut et nos dimittimus debitoribus nostris: et ne nos inducas in tentationem: sed libera nos a malo.
Quia tuum est regnum, et potestas, et Gloria, in saecula. Amen" I shall tell you some of myself before Papiols begins to wax once more with bloated prose and flower.
As my father and his father and thus so, do we Bluemantles serve the lineage of Blessed Saint Murray and the Church of the One True God. Our lands and titles are tied to the kingdom and to the king and thus are bound to the One True God. I received my spurs at the Grand Cathedral with other knights from Blessed Saint Murray himself and it is what has defined my life since that day.
My parents are the Lord Baron Valen and Lady Baroness Evaine Bluemantle and they and my family rule over the town of Whitechapelin the Barony of Bentaton Many smaller villages dot Bentaton Barony and the land and its inhabitants live simple and happy lives. Whitechapel is northwest from the Holy City of Saints and the seat of the Blessed Saint Murray. Of siblings I have four of which I am the next to youngest and thus fourth in line to succeed my father, long may he live.
I proudly served as one several squires to the illustrious Sir Reinfelt Von Tanhausser of Rosenwalden. This brave knight has since gone on to serve in the glorious afterlife in the Radiant Host of the One True God. Sir Reinfelt met his untimely demise through treachery and deceit of the forces of Lady Serriune who defiled his body when the good and honorable knight could have been easily ransomed. Had but Leifeld, Tarran, and Fitz or myself been at his side we may have prevented such a loss to the armies of Blessed Saint Murray.
Since that dark day I have continued to dedicate my life to the service of Blessed Saint Murray and the One True God so that I may strive to bring justice and peace to the lands and unite its entire people under the pristine banners of the One True God. Woe to those base defilers that did wickedness and black evil to my dear friend for I shall avenge his passing with righteous judgement. *******
It was one of the most glorious sights I had beheld as a young boy and I believe that it was, at that time, that the One True God claimed me as his own. I had been playing in the Whitechapel Temple after the canonical hour Tierce when the sun had just rose high enough in the morning sky to line perfectly with the massive circular stained-glass window of the inner chapel. There were so many colors, more so even than the crystals that my oldest brother Rastov collected had when looked through in light. I can’t remember how long I stood and stared in wonderment but it seemed as if the entire day had passed and it had long since grown dark. My father found me kneeling with tears flowing from my sightless eyes though he says that to look into my eyes was like staring at the mighty stained glass window.
For nearly a month I spent my days in darkness in sight but my body seemed filled with the warmth of the light and in my mind’s eye I beheld all of the colors of the spectrum falling like rain or snow from the sky. I did not fear for the warmth and color’s my brain beheld comforted me in a divine presence and I knew that, as with my family, that I was surrounded by love and support. My vision returned to me like a mist departing before the rays of dawn though one of the many colors remained in my right eye for all to bear witness. It is this green eye here that the priests all agree upon as being the mark of the One True God. Once my vision returned I soon discovered gifts I had been given by God.
I spent many days in the company of the monks, in particular Father Ivan Terpinov, learning scripture and history as well as time spent with uncle Dimiti Bluemantle, who was one of four Pursuivants who taught me arms and heraldry of the realms and beyond and the histories thereof. At the age of twelve I was sent serve as a squire to the illustrious Sir Reinfelt Von Tanhausser of Rosenwalden, a good friend of my father and uncle. It was from these four men primarily that I was schooled in the code of the knight and the church and groomed to face whatever destiny that had been set upon me by the mark of my holy eye.
*****
I am currently betrothed to the beautiful Lady Tatyana Von Blakenfeld, only daughter of Count Urich Von Blakenfeld who rules a smaller county called Rieneck, to the east of my family. It is an arranged marriage though we have spent enough time together to know that there is a true bond between the two of us and once this war has ended we are finally to be wed now that I have received my spurs and as soon as I prove my worth in leading men not only into battle but in the overseeing of their day to day lives and concerns.
******
My noble steed is called Virtus and is one of my closest friends and confidants. Ever does he faithfully serve the One True God and has offered his service to me as long as I stay true to my oaths and vows. Clad in the barding of the heavens and billowing white cote that matches his most pure of white color does the pair of us strike like righteous bolts of divine lightning into the rank and file of the enemies of god and country. I feel as if I have known this brave soul all of my life and from before and beyond so strong is the bond between us. Virtus mirrors much of myself down to the color of our eyes.
Life and Service in the glorious armies of Saint Murray:Show
While it is most unusual to find a knight of The Holy Order of the Radiant Light not of a higher rank within the military it is by my choice that I fight along side those that I will one day command in battle and peace. To many are the noble that lose sight of the fears and dreams of the common man, the average soldier and it is my firm belief that it should be known that I would not ask any to do what I myself have not done or would not do. While those that are my ‘equals and betters’ may mock me for my choices and seek to make my lot harder for my choice it merely strengthens my resolve.
Of the trio of squires that once attended me only Papiols yet lives and serves. I have refused to take on more young lads or lasses as I and those of my personal lance and others I command find ourselves in more and more bloody engagements with the foes of Saint Murray and God. I carry the weight of the responsibility of the loss of Mark Du'Aveine and Illiana Andal lives heavily and would not know more of such sorrow.
Arliekkos’ current lance* consists of himself and his squire Papiols; the sturdy and brave Ivan, Gregor and Petrov and the bowman Triev.
(*The small unit that surrounded a knight when we went into battle. A lance might have consisted of one or two squires, the knight himself, one to three men-at-arms, and possibly an archer. Lances were often combined under the banner of a higher ranking nobleman to form companies of knights that would act as an ad-hoc unit.)
Military Commendations, Awards, Honours and Orders: MagniOrdinisSanctiMurray:
Honour and Order: The inaugural brief states, in part, that "countrymen and women of proven loyalty to the Holy City who, by reason of their nobility of birth and the renown of their deeds or the degree of their munificence, are deemed worthy to be honoured by a public expression of esteem on the part of the Holy City". The end of the brief states that they must progressively maintain, by continued meritorious deed, the reputation and trust they had already inspired, and prove themselves worthy of the honour that had been conferred on them, by unswerving fidelity to God and to the sovereign St. Murray.
This honour has no particular obligations to the Church, except for the general ones stated above. An eight-pointed cross, the insignia of the Order, bears a representation of St. Murray on the obverse and on the reverse the motto "Deus enimsanctusetMurray" (For God and Saint Murray). It is suspended from a red and gold ribbon. The difference between the civilian and military costumes is the former wears the cross hanging from a green crown of laurel, whereas the latter have the cross hanging from a trophy of red and gold.
The Holy Order of the Radiant Light: OrderofSanctusDeiLux
Virtutebelliflumenliberodoloris - 'Medal of valor for the battle of the sorrow river' SanctaMissaSanctiMurrayArgentumenimfortitudo - 'Holy Silver Star of Saint Murray for Bravery' Twelve Mauristinciduntiaculisenimsanctusestvulneraaccipiuntur - 'The Purple Heart for Wounds taken in Holy Service' AurumCoinobbellumRivermore- 'Gold Coin to commemorate the battle of Rivermore' Suspendissemetusamember offursacrificiiproClericis - 'White fur of sacrifice in defense of a ranking member of the clergy'
Personality: Arliekkos is a polite and friendly man who constantly drives himself to better himself in all aspects of his life. Not quite obsessive in his goals and personal ambitions he nevertheless can be single-minded in his focus if it is the will of God. He works diligently at maintaining his equipment and personal appearance and does much of his own armor and harness cleaning and maintenance alongside his squire Papiols. Once his word is given Arliekkos will see to his charge even if should mean his possible death and he faces such possibility with unshakeable faith in God and the rewards in the hereafter for the faithful and brave.
He is equally at home amidst libraries of tomes and parchment as he is upon his powerful charger Virtus in the thick of battle or in the company of commoner and noble alike. He most enjoys the company of those fluent in the language of the church. During times of confliction Arliekkos finds solace in his lady's favor and his book of scripture and the code.
Appearance: (Photo above) Sandy blonde of hair kept cut short and trimmed and maintained beard, Arliekkos cuts a striking figure at six foot and two and warrior's barrel chested physique. His most striking feature are his off-color eyes of blue and green and his brightly polished armor and white accoutrements of battle and station. White leathers are his knight's belt and scabbard and rondel dagger sheath and pristine white silk is his knight's mantle clasped about his neck with the golden chain of the Holy Order of the Radiant Light.
..work more or less in completion though possible fine tuning after the fact and really should be only read by the DM thank you very much. The Ten-Minute Background: Arliekkos Drasna Bluemantle, Cavalier of the One True God. Arliekkos Drasna BluemantleShow
: As my father and his father and thus so, do we Bluemantles serve the lineage of Blessed Saint Murray and the Church of the One True God. Our lands and titles are tied to the kingdom and to the king and thus are bound to the One True God. Though my family's lands used to be land held by Sahar, my father's father gave monetary and military support to St. Ulryk and thus were granted land in return in the newly enlightened country. The war ended roughly seventy years ago and Bentaton has flourished since that time.
I received my spurs at the Grand Cathedral with other knights from Blessed Saint Murray himself and it is one of several divine moments that has defined my life since.
My parents are the Lord Baron Valen and Lady Baroness Evaine Bluemantle and they and my family rule over the town of Whitechapel in the county of Bentaton. Many smaller villages dot BentatonBaronry and the land and its inhabitants live simple and happy lives. Whitechapel is northwest from the Holy City of Saints and the seat of the Blessed Saint Murray. Of siblings I have four of which I am the youngest and thus fourth in line to succeed my father, long may he live.
I proudly served as one several squires to the illustrious Sir Reinfelt Von Tanhausser of Rosenwalden. This brave knight has since gone on to serve in the glorious afterlife in the Radiant Host of the One True God. Sir Reinfelt met his untimely demise through treachery and deceit of the forces of Lady Serriune who defiled his body when the good and honorable knight could have been easily ransomed. Had but Leifeld, Tarran, and Fitz or myself been at his side we may have prevented such a loss to the armies of Blessed Saint Murray.
Since that dark day I have dedicated my life to the service of Blessed Saint Murray and the One True God so that I may strive to bring justice and peace to the lands and unite its entire people under the pristine banners of the One True God.
My sole remaining squire, Papiols, is a constant source of amusement to me as he has taken it upon himself to act as chronicler of sorts. He claims that in a vision he was told to record my deeds and the deeds of those I should travel with. Not one to question the divine I accept his peculiar hobby, though truth be told I think that he would make a far better bard than a knight. He is a most capable fighter but his focus is on the more earthly pleasures.
While it is most unusual to find a knight of The Holy Order of the Radiant Light not of a higher rank within the military it is by my choice that I fight along side those that I will one day command in battle and peace. To many are the noble that lose sight of the fears and dreams of the common man, the average soldier and it is my firm belief that it should be known that I would not ask any to do what I myself have not done or would not do. While those that are my ‘equals and betters’ may mock me for my choices and seek to make my lot harder for my choice it merely strengthens my resolve.
1) To rise to a position of note within the courts of Saint Murray 2) To bring about a lasting peace to the land under the benevolent rule of the church of the One True God. 3) To spread the glory and light of the One True God so that all may bear witness to his might and greatness. 4) If death is inevitable to die a true martyr and as a figure that will rally and give strength to the cause.
1) Secretly hopes to one day become a Saint like the blessed Saint Murray. 2) Secretly hopes to, after marrying the Lady Tatyana, to eventually succeed Saint Murray and rule over a unified kingdom of peace. 3) Unknown Secret: That his mother is a secret worshipper of the old gods.
1) The Lady Tatyana, daughter of Count Urich Von Blakenfeld, rule of Rieneck County. The betrothed of Arliekkos. Lady Tatyana ImageShow
2) Squire Papiols, the sole remaining and surviving squire of three. ImageShow
3) Karl McGregor, The Horse Marshall and master equestrian of the Holy Order of the Radiant Light.imageShow
4) Sir Tantenbaum Goldenmane of House Goldenmane. For having lost at a tourney to Sir Arliekkos and then not being able to afford to ransom back his mount or armor. 5) Blackguard Helios Du’ Ascartes the Disgraced, a former knight of the church. Cast out for worship of the old ways and worse after being found out by Sir Arliekkos. Helios Du’ Ascartes suffered the degradation from knighthood: Helios’ spurs were ‘hacked from his heels’, his sword broken above his head, his cote of arms burned, and his shield was hung upside down in the grand cathedral in the City of the Saints.
6) Father Ivan Terpinov, a learned priest of the One True God from White Chapel and family friend and tutor to Arliekkos. ImageShow
Parents: Lord Baron Valen and Lady Baroness Evaine Bluemantle Siblings: Eldest brother: Rastov Older Sister: Katarina Older Brother: Grigori Younger Sister: Anatasia
1) Of being blinded for nearly a month from staring far too long at the glorious sun. The experience also having left him with two different colored eyes, one blue and the other green. 2)Quirks: Eats and drinks only with his left hand. 3) Prefers to speak and write in Latin and is equally at home atop a destrier as he is amongst old tomes, scrolls and religious documents. 4) Whitechapel during winter time and the serene silence and almost holy glow of the sun off of the pure white snow-covered lands. Whitechapel in winterShow
5) Of the camaraderie shared amongst myself and Leifeld, Tarran, and Fitz during our time of service under the tutelage of the illustrious Sir Reinfelt Von Tanhausser of Rosenwalden. Of the four of us only Leifeld is still in active service. Tarran was horribly wounded and now spends his day chair bound mostly and is only capable of slow movement. Fitz took a severe blow to the head and succumbed to violent fits of shaking and screaming and finally passed a year later. Leifeld became Arma Patrina as his family was not wealthy enough to afford the expense of knighthood. He is as good a warrior as any I have ever known and when I am able I shall strive to petition his acceptance into an order of knights.
1) To better himself in all ways so that he can prove himself capable of leading men. 2) To raise in rank and political and religious influence. 3) Increase the influence of his family at court and add to the coffers of church, crown and family. 4) Constantly strive for personal excellence in combat. Many are the battles that are won by sheer presence of personality, fame and previous successes.
Curiosity: To learn more of the ways of the teaching of the One True God and all doctrine both past and present of the deity and his teachings. Instinct: To stand fast against the darkness and evil and forces that would seek to undermine the rule of Saint Murray and the One True God. Power: Must be used to better the lives of all beings, be they noble or commoner, rich or poor. Loyalty: To the Church, Crown, Family and Friends and those in my charge and under my protection. Goals - Short-Term/Medium-Term/Long-Term:To drive back the forces of the Lady and establish a lasting peace within the Vale and beyond. To test oneself in battle and in the leading of men by showing that he is not afraid to die beside them as one of them. It is Arliekkos’ belief that people will follow and obey orders of those they trust and will not break as compared to those that follow out of fear, anger or greed.
To petition for knighthood for Arma Patrina Leifeld.
"I here swear fealty and do homage to the Crown of the Blessed Saint Murray and the Glorious City of Saints and unto the commands of the One True God;"
"Arliekkos, The knight is first and foremost a servant-and specifically a servant of the Crown and the Church. The very word knight means servant."So spoke Dame Beatrice the Knight Marshall of the Holy Order of the Radiant Light.
"To ever be a good knight and true,"
"Arliekkos, The knight is on the side of good, that is, light, life, and love of his fellow man. The knight loves truth, as lies are a disservice to the knight's fellow man, a denial of the love and service the knight owes to all, representing reality as it is to the best of his ability."
"Reverent and generous,"
"Arliekkos, Reverence is an act of love, showing love for one's fellows by not deriding their most deeply held beliefs, and love for the gift of life, in appreciating the grandeur of that gift. Generosity in spirit, in being willing to grant politeness to all, respect to rank, and consideration for the opinions of others, is just as important as generosity of possessions, the largesse that shows strength of character in the open handed nature of the giver. It is to give more than is expected in all things."
"Shield of the weak,"
"Arliekkos, It is the duty of a knight, and his privilege, to grant equity in human relationships through the application of his own effort. Where right is made by might, one's fellows are reduced to counters in a game of possessions. Where might protects right, giving the widow and orphan a voice to equal the strongest of us, then love has made us all the greater. Only the weak feel the need to control. The strong set us free. This is the greatest love."
"Obedient to my liege-lord and the One True God,"
"Arliekkos, To provide good service, one must obey. To subordinate one's own desires to those of your lord is to be serviceable and reverent towards one's oath. To sacrifice one's own interests for those of your lady, your lord or your group is love."
"foremost in battle,"
"Arliekkos, To be foremost in battle means that you hold your own life as little, but your love as all. Thus, the spirit triumphs over transient flesh and though the body may die, the spirit is eternal."
"courteous at all times,"
"Arliekkos, Politeness, Respect, and Reverence show care for the perceptions of other people, one's superiors, and the ultimate love that is what we champion. "
"champion of the right and the good."
"Arliekkos, Anyone has some power to choose either light, goodness and love, or darkness, fear and the wrong. We choose to be champions, might standing up to hold for the positive, life-affirming stature of existence."
"Thus swear I, Arliekkos Drasna Bluemantle in the presence of the One True God, the Blessed Saint Murray, my lord father, my family and all so in attendance."
"Arliekkos, We freely set ourselves upon this course, binding ourselves to the light as strongly as we are capable of."
Then was I led to Grand Hall and knelt before the Blessed Saint Murray as Dame Beatrice stood at my side. So did Saint Murray speak: "Right mindful of your prowess on the field, and responsive to the wishes of your peers, we are minded to make you knight."
"Arliekkos, You must be physically capable if you are to enforce right with your might. Those who are worthy are seen as such by those around them. Saint Murray believes in your suitability.
Know that to wear the belt and chain of a knight is to hold a sacred trust; that the obligations of knighthood will demand your efforts every moment of your life.
Arliekkos, Your knighthood is a set of duties, ones that you are bound to in all your life. The belt and chain are prowess and fealty, service-ability and service. They are sacred trusts because they serve life, light and love.
A knight of the Society must be respectful of all religions, never offending the faith of another.
Arliekkos, Offending the faith of another is to deny the good in it's expression by another.
A knight must respect all those who are weak or defenseless, whether because of age, infirmity, poverty, or vow, and be steadfast in defending them.
Arliekkos, Serving one's fellows is an expression of the great love. Might defending the right means to grant life to others. Right subordinate to might is simply to live for common gain. This is to treat others as things, not persons, and that denies life to them. The reasons for another's helplessness do not affect the nature of this decision.
A knight must love his Kingdom and his province, and fulfill most faithfully his feudal duties to the One True God, his baron and Saint Murray.
Arliekkos, To keep one's promises is to preserve truth. To fulfill duties to the One True God, your baron and Saint Murray is to perform service to your group and this is one form of love's expression.
His word must be dependable beyond doubt or question. He must never flee from the face of his foes. He must be generous to all. And, always and everywhere, he must be the champion of the right and the good.
Arliekkos, To deny truth is to misrepresent reality to one's fellows. This can only harm. To flee from foes demonstrates fear, which arises from thoughts of personal gain. The love for one's fellow fighters, one's group, and one's lord, demand self sacrifice. Generosity is another form of demonstrating love through self-sacrifice. And to champion the right and the good is to show love in it's purest form.
The Laws of the Society and the customs of the Kingdom require that a knight be prow, as you have demonstrated you are upon the field; that a knight be courteous, as you have shown yourself to be and as these noble gentleman and ladies attest; and that a knight be loyal to his Kingdom and the Holy Order.
Arliekkos, To champion others you must have the ability to affect outcomes. In the position of a knight, this means training for combat, training to create ease for others in social situations, and training of the spirit to maintain loyalty to lady, lord, people and the ideals of the light."
And further Saint Murray did say unto me: "Wear this belt in token of your prowess."
"Arliekkos, The belt is to remind you that training of mind, body, and spirit are necessary to provide service to love and the light."
So did Saint Murray receive the chain, saying as he placed it about my neck:
"Wear this chain in token of your fealty."
"Arliekkos, The chain is there to remind you that you have bound yourself in this course, that you have a commitment."
Then my spurs were buckled on as Saint Murray did say:
"Wear these spurs in outward token of your new station."
"Arliekkos, To teach and inspire others by your example, you are given an outward symbol so that others may know what it means to be this kind of servant, and desire to emulate your own behavior. This is a weighty responsibility, as it multiplies each of your actions in the actions others model on you."
Saint Murray than gifted me the holy blade 'Excelsior' and my shield and so said unto me:
"Bear your sword with strength, so disposing your heart to goodness that you never use this sword or any other to injure anyone unjustly, but always use it to defend the just and right. May this shield protect you as you so protect those you have so sworn to defend. May it never fail you nor you it."
"Arliekkos, Your might is there to serve others, to protect, not to harm. There are those who are not serving the light, and your efforts should always be bent to preserve those not able to protect themselves from them, not to gain ascendancy and glorify yourself."
Then did Saint Murray receive me and so say: "In remembrance of oaths given and received." So did he strike my right shoulder. "In remembrance of your lineage and obligations." So did he strike my left shoulder. "Be thou a good knight." So did he strike my head with the flat of his own blade, saying:
" Bear these blows and no others. Rise, Sir Arliekkos Drasna Bluemantle."
"Sir Arliekkos, With the three blows of the sword, the knight is reminded of the essence of the Chivalric philosophy. To remember oaths given and received is to acknowledge your commitment to all people and to the ideals of chivalry. To remember your lineage and obligations is to keep the service you owe your lord and brother knights, a model of the light, love and life you serve in your fellows and superiors. Finally, be thou a GOOD knight is to render in one word the ideal you have chosen to follow, and to provide that one word reminder at the ultimate moment of transference of station. It's a reminder that you have chosen the path of love."
So then did Dame Beatrice bestow upon me the pristine white mantle of the Order and as I was the final soul to be ushered into the service of Saint Murray, the One True God and the Holy Order of the Radiant Light did Dame Beatrice so thus speak;
"Since life arose, there has been a quality to it called tropism. This is the tendency of life to seek light and warmth and to avoid darkness, cold and pain. This quality becomes more and more elaborated as life itself increases in complexity, but the first principles have not changed. Chivalry is the glorious expression of these life affirming principles in the spirit of man. Let your own toasts include the Oldest Toast of all. To life!"
The feast and celebrations that followed are but a blur so filled with the light was I and the brilliant fall of warm brilliant colors of light in my mind's eye.
Virtus Celestial Warhorse Large immortal beast (mount)
HP 28; *Impenetrable Barding -While ridden mount gains resist 5 of all damage. Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one Defenses : AC: 26 (30 vs OA's when trampling) Fort: 21 Reflex: 18 Will: 18 Speed 8
Charger (mount)
The steed’s rider gains a +5 bonus to damage rolls on charge attacks.
KickAt-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 2 modifier damage.
TrampleEncounter
Effect: The warhorse moves up to its speed and can move through enemies’ spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0 (each enemy whose space the celestial warhorse enters); your level + 9 vs. Reflex
Senses: 12 Insight, 12 Perception, Standard Vision
Charger (mount) The steed’s rider gains a +5 bonus to damage rolls on charge attacks.
KickAt-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 2 modifier damage.
TrampleEncounter Effect: The warhorse moves up to its speed and can move through enemies’ spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy’s space for the first time during the move, it makes the following attack against that enemy. Attack: Melee 0 (each enemy whose space the celestial warhorse enters); your level + 9 vs. Reflex
Hit: 2d8 + 2 damage, and the enemy falls prone.
HP: HS: AC: Fort: Ref: Will:
Core 28 10 26 21 18 18
RndX 28 10
0 hp Temp Surge: 0 Init: +7 Speed: 8
Resist: none Saves:
Combat Notes and Particulars to remember: •*Impenetrable Barding -While ridden mount gains resist 5 of all damage.
Senses: 12 Insight, 12 Perception, Standard Vision
Traits Aid the Fallen Knight Whenever an ally drops to 0 hit points within 5 squares of the squire, the squire gains a +2 power bonus to attack rolls until the end of its next turn.
Standard Actions: Long Sword (weapon) At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 7 damage
Crossbow (weapon) At-Will Attack: Ranged 10 (one creature); +11 vs. AC Hit: 5 damage
HP: HS: AC: Fort: Ref: Will:
Core 20 1 19 17 15 16
RndX 20 1
0 hp Temp Surge: 5 Init: +6 Speed: 6
Resist: none Saves:
Combat Notes and Particulars to remember: •Possessions: Long sword, Chainmail and Shield, Crossbow, Bolts x20, Riding Horse (Rounsey), Soldier’s tent, Small Pavilion Tent, assorted fluff equipment
level 6 Human, Paladin (Blackguard) Vice: Vice of Fury Human Power Selection Option: Bonus At-Will Power Accursed Lineage (+2 to Intimidate) Theme: Pack Outcast
FINAL ABILITY SCORES STR 19, CON 12, DEX 12, INT 8, WIS 10, CHA 17
STARTING ABILITY SCORES STR 16, CON 12, DEX 12, INT 8, WIS 10, CHA 16
The blackguard class is a simple striker-ification of the paladin class. They keep the armor and weapon proficiencies and the high HP and surges, but lose Lay on Hands, Channel Divinity, and Divine Challenge. In its place is a new striker mechanic that adds +CHA to damage against enemies granting CA and a "Vice", which adds conditional damage.
Thom's vice is Fury, which adds an additional +2 DMG (so +5 total) dmg against an enemy granting CA, or +4 (+7 total) if I am bloodied or adjacent to a bloodied creature. The only things to keep track of for this mechanic are CA and bloodied status.
Thom is a tanky striker and off-defender. Because of the Pack Outcast Theme, his Vice extra damage is ALWAYS in effect, as he and allies ALWAYS has CA against enemies adjacent to him (note that for this reason he pairs well with a rogue).
He wields a Mordenkrag. His vice extra damage is not limited to when or how many times he hits, and he functions off MBAs (note that for this reason he works well with granted attacks, since his striker feature will also always be active).
He also off-defends capably - as a human he took Ardent Strike, allowing him to Divine Santion at-will. His OAs with the Mordenkrad also have a high threat, due to high damage from his vice and weapon and accuracy from ensured CA.
Thom is steeped in the religion of the One True God. He is neither smart nor wise, but his faith in the God is as unwavering as it is, at times, irrational. He eschews any opinions that disagree with his own, but is excellent in convincing others of his correctness because of the passion of his convictions. He goes about his duties with a fever in his eyes and heart, and experiences divine glory on the battlefield destroying the opponents of his religion.
Despite being somewhat selective in the tenets of the True God's religion (though a benign deity, Thom rationalizes his violence as necessary to combat the evil of the unbelievers) he attempts to follow them to a fault as long as they allow for his passion for battle. Though his hatred for unbelievers is intense, we would not eschew their aid against a greater evil - though this concept would be alien to him at the moment.
A young orphan raised in the City of Saints, Thom was indoctrinated at a young age to revere the One True God. Raised with the trappings of religion all about him, and by devout caretakers, Thom often witnessed religious zealotry and complete disdain for the Pantheon. He never moved past those lessons.
Not intelligent enough to understant the more complicated teachings, and definately not wise enough to interpret them through study, Thom was not fit to join the clergy despite all his zeal. He tried ferverently to join the order of Paladins, but was turned down time and time again for his lack of foresight and recklessness. Then war swept the land and there was suddenly need for his fervor and...talents.
Allowed to join the order of the Paladins for a probationary period to bolster their ranks, Thom was sent as a stormtrooper to the frontline of the Great Crusade. Here, his zealousness was allowed to expand unchecked, and his love for his God and hate for those he deemed the "blashphemers" peaked, his rage turning him into a deadly maelstrom on the battlefield.
Soon he was awarded the title of a full member of the order, though the other knights avoided him completely. Slowly the detachments sent with him were smaller and smaller, until precious few units would be sent with him as the sole knight on village raids. Soon, the destruction he wrought was too much for his superiors to bear and he was pulled off the field citing the image disaster he was reinforcing with his actions. The followers of the Pantheon's recruitment jumped whenever he had a sortie in an area, and the clergy could easily put two and two together. Thom, on the other hand, never waivered in his faith, believing his actions justified by the True God.
Regardless, he was sent to an area where he would be less of a PR nightmare, as Sergeant of Arms at a Cathedral far from the front. But front lines change, and suddenly the knight finds himself once again in battle as he helps marshal the defense of the holy ground.
NOTE: Updated with Personality and Background, updated items.
Quick Formation,DuneTrader Theme Feature (Darksun) Encounter, Melee or Ranged, 1 creature, Primary Ability vs AC Hit:1[W]+ability mod, either shift or allow allys to shift
Second Chance, Halfling Racial (Players Handbook 1)
Gloaming Cut, Rogue At-Will 1 (Martial Power 2) Melee or Ranged, 1 Creature, Dex vs AC Hit: 1[W] Effect: shift and make stealth check
Opening Move, Rogue Attack 1 (Dragon 381) Encounter, Melee, 1 creature, Dex vs AC Hit:2[W]+Dex Effect:Power Bonus AC,Ref
Confounding Attack, Rogue Attack 1 (Martial Power 1) Daily, Melee or Ranged, 1 creature, Dex vs AC Hit: 2[W]+Dex Effect: Target makes mba, may apply SneakAttack under conditions
Fast Hands, Thievery U2 (Players Handbook 3)
Strike and Move, Rogue Attack 3 (Dragon 381) Daily, Melee, 1 creature, Dex vs AC Effect: Shift x and can attack at any point along shift Hit: 2[W]+dex
Bloodbath, Rogue Attack 5 (Martial Power 2) Daily, Melee or Ranged, 1 creature, Dex vs Fort Hit: 1[W]+dex dmg + ongoing dmg (save ends) Effect: 1[W]+dex
Deft Avoidance, Dune Trader 6 (DarkSun) Encounter, Immed React Trigger:Enemy in burst misses Effect: Target grants CA EONT. Shift or ally in burst shift
Pauli is of average height and of slim build. His brown hair is cut short and piercing blue eyes peer out from an attractive face. He rarely lets his beard grow for more than a week and ensures that his clothes and equipment are mended and in good working order. He walks with an unusual gait, one that is smooth and deliberate that bring to mind images of a cat stalking its prey.
Its rare for Pauli to be found without his favored crossbow and short sword. The sword was a spoil of war from an early victory where a precision shot brought down an opposing captain. It's a deceptively plain looking blade but incredibly well made. Although unadorned, it is perfectly balanced and lighter than a typical blade its sized. Pauli can wield it to great advantage when forced to fight in close confines with the enemy.
In contrast, his crossbow is a work of art. Pauli had "borrowed" it from his old master on his last hunt in the forest. It's made from a variety of woods, stained in a deep reddish brown. Delicate lines are traced along its length and inlade with pearl. Pauli is very protective of his bow believeing it to be unnaturally lucky. He will not let anyone else touch it, fearing that the weapon's luck may rubbed off.
Pauli wears a small silver pendant hung from his neck on a leather cord. The pendant is no larger than his thumb and is graced with an etched symbol of the one god. He found it after a battle, though he's unsure whether it fell from an ally or an enemy. He believes that divine grace let him find it and that whenever he is in dire need, mouthing a short prayer to the one god will refresh his spirit, allowing him to carry on the good fight.
Three years ago, Pauli was a sixteen year old bowyer's apprentice, working and living near the borders of St. Murray's realm. At the edge of the realm, a bowyer could earn a good living as there was always a demand for good bows and arrows for the soldiers guarding the frontier.
Though Pauli was a good apprentice, he loathed his life. His master, Bagardd the Fletcher was a foul mouthed arrogant drunk who made the lives of his students near unbearable. Bagardd was once a very skilled bowyer, but years of drinking and an unhealthy lust for gold had warped him into a greedy master who working his students to exhaustion. He had little regard for their welfare, only caring that he had enough goods to sell and enough liquor to maintain his desired level of drunkiness.
Though it was a difficult and painful life, Pauli did become very skilled with tools. He had a remarkable talent for repairing the complex mechanisms that make up a crossbow. His talents with tools grew almost as fast as his hatred of Bagardd did.
The only thing that Pauli truely loved was to escape into the nearby woods to hunt for small game. He loved the thrill of stealthily tracking his quarry and then from the shadows of the underbrush killing with one quick strike from his crossbow. As an apprentice there were few times when he could do this, but whenever he had the chance he'd usually return with a pheasant, rabbit or other small game that he'd then sell in town. He spend most of his coin by purchasing some fine food from the local merchants as the food the Bragarrd provided for his apprentices was not always edible. What little coin remained he would bring home and store in a small purse that he kept hidden in his matress.
Pauli craved the thrill of hunting. It was so much better than the tedium of fletching arrows or crafting bows. As his distaste for being an apprentice grew, Pauli took to sneaking out in the evenings to satisfy his passion for hunting. He did this for a number of months until he was caught one evening by a drunken Bagardd. The cruel master pummelled Pauli for his deception to the point where a local healer had to be called in to save the young boy's life.
The next day, Bagardd hired a locksmith to put locks on every door and window of the small building where they lived and worked. Bagardd would let no one leave unless he personally unlocked the door.
Pauli could not abide by this change and soon applied his talents to learning how to pick the locks that kept them trapped inside. It did not take him long to learn how to tease open the locks and he was soon escaping again for his nightly excursions.
His life forever changed while off on one of his nightly hunts. Upon his return from the forest, Pauli was shocked to discover that the town was under attack by a contingent of Lady Serruine's troops. The night sky was aglow from dozens of burning buildings, including his own workshop home. He arrived too late to save his fellow apprentices as they all died in the fire behind locked doors, but he did catch a glimpse of Bagardd rushing from the building and disappearing into the night.
Pauli fled from the burning village and escaped into the woods that he had grown to love. In his haste he stumbled upon an ambush set up by a squad of St.Murray's troops. Luckily, Pauli was recognized by Mattias, the commander of the small group of soldiers. Knowing of Pauli's skill, the Mattias eagerly embraced the young lad and soon Pauli found himself one of St.Murray's men.
The last three years in the Army have been the best of Pauli's short life. He is still just a footman. Though well liked, Pauli shows no ambition for leadership, prefering the freedom of acting as a scout or sniper to directing others or lining up among the front line soldiers
His dreams are simple, to find a girl and to have a family, but those seem far off as he's enjoying the soldiers life too much right now. One day he hopes to find Bragardd and make him pay for the deaths of his friends within the burning building.
Pauli has a strong sense of loyalty to Mattias who took him in. He feels that Mattias saved his life. Shortly after join the military, Pauli's skills with stealth and bow were quickly apperciated and was was trained to be a scout, hiding in the woods, seeking out the enemy and returning with intelligence. On occasion Pauli's sharpshooting talents would be used to great advantage during ambushes set for enemy soldiers.
Braggard - the master that Pauli had apprenticed with. A vile uncaring man who abused his apprentices and valued profit over all else. Pauli blames Braggard for the death of his fellow apprentices who were unable to escape their buring workshop because they were behind locked doors to which only Braggard had a key.
Mattias - the commander of a small contigent of St.Murray's army who took in Pauli after the attack which burned down his workshop home. A smart and fair man who knows how to best use the soldiers within his charge.
I have a perfect character concept in mind for this! Just gotta rework it to the world and starting point. Consider this a place holder! (Fighter, either sword and board or Polearm, still pondering that).
Lance - whirling barbarian: Footman in Lady Serruine's armyShow
====== Created Using Wizards of the Coast D&D Character Builder ====== Lance, level 6 Githzerai, Barbarian Feral Might Option: Whirling Slayer Occupation - Thief (Thievery class skill) Theme: Outlaw (Hills and Mountains)
FINAL ABILITY SCORES STR 18, CON 10, DEX 19, INT 10, WIS 13, CHA 8
STARTING ABILITY SCORES STR 17, CON 10, DEX 16, INT 10, WIS 11, CHA 8
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn
Primal, Weapon Free ActionMelee 1 Trigger: Your attack reduces an enemy to 0 hit points Effect: You shift 2 squares and then deal 1d10+5 damage (off-hand weapon) to an enemy adjacent to you that you can see.
Standard ActionMelee weapon Requirement: You must be raging and have at least one unused rage power. Target: One creature Attack: +13 vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3d10+11 modifier 5th level 4d10+11 modifier Miss: Half damage. Special: You can use this power twice per day.
Standard ActionMelee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: +13 vs. AC Hit: 1d10+11 damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.
Standard ActionMelee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: +13 vs. AC (main weapon) Hit: 1d10+11 damage, and an enemy adjacent to you other than the target takes 1d10+5 damage (off-hand weapon). If you are raging, add +4 to both damage rolls.
Standard ActionClose burst 1 Requirement: You must be wielding two melee weapons. Target: Each creature in the burst Attack: +13 vs. Reflex (main weapon) Hit: 1d10+5 (main weapon) + 1d10+3 (off-hand weapon) + 4 damage (2d10+12). Miss: You take 1d6 damage, with no modifiers.
Standard ActionMelee weapon Target: One creature Attack: +13 vs. AC Hit: 3d10+11 damage. Miss: Half damage. Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies’ spaces during each of your turns. When you move through an enemy’s space, your next attack against that enemy during the same turn deals 1d10 extra damage.
Move ActionPersonal Prerequisite: You must be trained in Athletics. Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start and can move as far as the check allows
Standard ActionMelee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: +13 vs. AC (main weapon) Hit: 1d10+11 damage. Effect: You shift 4 squares. If the attack hit, you deal 1d10+5 damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift.
Standard ActionMelee weapon Target: One creature Attack: +13 vs. AC Hit: 2d10 +11 thunder damage, and the target is dazed (save ends). Miss: Half damage. Effect: You enter the rage of the thunder hawk. Until the rage ends, you can use the Thunder Hawk Rage Attack power once per turn only on your own turn. Thunder Hawk Rage AttackShow
Free ActionMelee1 Requirement: The Thunder Hawk Rage power must be active to use this power. Target: One creature Attack: +13 vs. Fortitude Hit: You knock the secondary target prone.
Minor ActionPersonal Effect: You make either an escape attempt or a saving throw against an effect that immobilizes, restrains, or slows you. You gain a bonus to the roll equal to your Strength modifier.
You gain proficiency with all military heavy blades, as well as the bastard sword and the fullblade. Additionally, you gain a +2 feat bonus to damage rolls with these weapons
You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
Growing up in Serushal was difficult for Lance. You see, Lance was an orphan and he spent most of his youth in the orphanage. He'd always been tall, and during his youth he his heigh and often growth spurts left him clumsy and awkward. When prospective parents came by the orphanage, in his nervousness he always seemed to do something to put them off, from tripping over his own feet to knocking things over and breaking them. The adults always seemed to pass him by.
In his early teens he resolved to end his clumsyness. He trained and practiced using his body, honing his reflexes and awareness of his surroundings. When he started practicing with blades the headmistress of the orphanage, lady Demin, was furious. She forbade it and told him that the orphanage was no place for weapons. Lance ignored the lady's orders and kept practicing in secret.
When he turned 15, the lady Demin caught him practicing with a long knife and she was furious. She kicked him out of the orphanage and told him he was not welcome back.
Lance didn't know what to do. He had no home, and no friends. He wandered the streets for a while until he was befriended by a short shifty man named Randall, a member of the South Side Fingers gang. Lance was easily swayed into joining up with the gang, a family he never had.
He was trained how to "lift" items from those who had more than enough. One night while out on a job to releive a shopkeeper some of the money he earned from his "over priced" goods ,a patrol of guards came upon the group in the act. When the guards yelled at them to stop he looked to Randall questioningly. The man tossed their bag of ill gotten goods at Lance, knocking him over and ran.
Stunned by his friends betrayal, the guards were easily able to aprehend Lance.
As punishment for the theivery he was drafted into the army. He was told that he would receive a soldiers wage and if he served well and aided the army regain the valley his offenses would be forgotten and he would be a free man.
When he recieved his recruit training for the army he found that he had quite a knack using long blades, especially the bastard sword. Quick and deadly with his blades, he works to advance the army's cause so one day he can be free.
A tall (6'5") skinny man, with dark hair and a long thin moustache. He's quick on his feet. He wears a suit of hide armour and has two bastard swords strapped to his back, always at the ready.
I may change his name based on there already being a submission with a "L" name
Awesome! I'd like to submit the devlishly handsome Lucas, Thaneborn Barbarian. Lucas the ProudShow
Lucas the Proud, level 6 Human, Barbarian Feral Might: Thaneborn Triumph Human Power Selection: Heroic Effort Background: Occupation - Military (+2 to Endurance) Theme: Guttersnipe
FINAL ABILITY SCORES Str 21, Con 13, Dex 10, Int 8, Wis 10, Cha 14.
STARTING ABILITY SCORES Str 18, Con 13, Dex 10, Int 8, Wis 10, Cha 13.
Oh yeah, that was me! I did that! Did you see? Did you see? I hope you saw, because you will not see anything else that awesome. Ever. Self-confidence has never been a problem for Lucas. He's always been quick to claim all the credit due to him and then some. That thing with the Galls, that was him. Manitobs? All him, baby. The hubbub with the Oracan? Well, that wasn't him, but it was his idea and if that other guy hadn't done it first, Lucas was just about to.
Lucas stands 5'6", weighs 215 with shoulder length black hair and piercing blue eyes. He's a human wrecking ball in armor and devilishly handsome out of it. And he knows it. And if you're blind, he'll take the time to tell you all about it. He has a deep, smooth baritone voice and uses it to talk about his favorite subject - Lucas the Brave, Lucas the Bold, Lucas the Beautiful.
Lucas's parents are alive and quietly doing very well for themselves in Massey. They get along well with their neighbors and run a successful pottery business. They have no ambitions to expand but are thinking of splurging one of these days and taking a trip to the big city. Lucas tried the whole potter thing early on and everyone agreed he didn't have the patience or the fine touch required.
Lucas enlisted when he caught Darby making googly eyes at small squad passing through their village of Massey. He has thrown himself into the work and made a name for himself, mostly through his own retelling of his exploits. His parents were relieved that he found a calling to match his abilities. In the years since he's joined, younger recruits started taking to imitating his tactics. To prevent such non-standard tactics from spreading throughout the military, Lucas was made a Corporal and given a small squad which was quickly dubbed the Wrecking Crew. The purely offensive mindset characterized by the Wrecking Crew is discouraged from use in the regular army where a more balanced approach is drilled in. His squad tends to work outside the normal military structure, being given mostly special operation assignments so as to minimize Lucas's influence on Military Discipline.
When he needs to decompress, Lucas hangs out with the potters in the camp. They let him spin some clay and discuss nothing of import with him as he does it. He hasn't gotten any better. The potters seem to enjoy watching him mangle what comes so easy to them. Lucas doesn't mind that the results are awful and laughs with the potters at his misshapen creations - it reminds him of being a kid and being home and is very therapeutic.