Community

 
Real Adventures Setup Zone Blackwood's Dogs (D&D 4e - Pregame Setup)
Jump Menu:
Pause Switch to Standard View Blackwood's Dogs (D&D 4e - Pregame...
Show More
Loading...
Flag TheWalrus42 February 17, 2013 9:12 AM PST

Blackwood’s Dogs, Scourge of the Forelle Sea


It is a moonless night in the sprawling city of Ellisport, and you sit in silence at a shady tavern on the docks, waiting for your captain’s return. You have been waiting here longer than expected, and the longer you wait the more dangerous things become – everyone is getting a bit nervous as time ticks away.

Well past midnight the door bursts open, but it isn’t your captain as you’d hoped. Instead, a boy runs in frantically, a familiar face, gasping for breath as he approaches the lot of you at your table. “Cap’n Blackwood ... he’s been taken ... thrown in jail,” the boy tells you between breaths before running out of the tavern as quickly as he came, disappearing into a nearby alleyway.

The news is the last thing any of you wanted to hear, but now you have to act and act fast. Will you rescue the captain or flee the city without him? Do you risk returning to your ship, knowing there may be guards, or do you steal another one? Whatever you do, you need to get out of this city before you all end up in prison for your crimes.


The Game

You are a pirate, one of Blackwood’s Dogs under Captain Blackwood (first name unknown). Your crew is infamous in these parts, and there has long been a bounty out for any of Blackwood’s Dogs, double bounty for Blackwood himself. You came to Ellisport for the Captain to meet a secret contact, one who was meant to provide him with information that would lead you all to a vast treasure trove, or so you’ve been told. You only planned to stay a few hours before heading back out to sea in the dark of the night. No one was to know you were here, and to your knowledge no one saw you dock, but you have now received news that the captain was arrested and thrown in prison. He will go to trial, but everyone knows that will just end in execution.

You find yourself in a predicament. On the one hand, you can attempt a rescue, showing the captain your loyalty if you are successful and hopefully providing you all with the means to find the treasure trove you have been seeking. On the other hand, you can forsake your captain and whatever treasure he was seeking and flee the city, likely using his own ship. Either way, you are wanted men and Imardin is not a safe place to be anymore. The navy now knows you are here, or were here very recently, and the seas will be more dangerous than ever. You will have a rough time ahead of you in the near future whichever route you choose.

Captain Blackwood Show

 
Portrait Show



Captain Blackwood is one of the most notorious pirates in the Forelle Sea, which says a lot given just how many pirates roam those parts. He has been the captain of Salacious Saint for over a decade now, yet still no member of the crew knows his first name, or even if Blackwood is really his last name. He is a ruthless man towards his prey with an eye ever on the prize, whatever it may be, and when it comes to plunder he often keeps most of it for himself. The sheer amount of plunder brought in by the Dogs is usually enough to keep his men happy despite this tendency, though, and the ever-full barrels of rum go a long way in maintaining loyalty as well. He is strict and very no-nonsense when it comes to business and treasure, but he is friendly to his crew members for the most part. The only time he is prone to hostility towards the crew is when someone tries to offer him advice – Blackwood listens to no opinions that conflict with his own.


The Setting

This game takes place in a homebrew world on and around the continent of Voreld. You start the adventure in the city of Ellisport, a coastal city in the Imardin Thalassocracy, but you could end up anywhere on the continent during your adventures. The world will evolve as we play, based around a rough geographical layout and some basic lore. Players are encouraged to contribute to the world creation with their applications and during the game, when possible.

Voreld consists of five major regions and some outlying areas, those five being: Tulrisse, Imardin, Forelle, Serran, and Kurnhuelde.Tulrisse dominates the west, and is a fairly peaceful, primarily agricultural kingdom. Serran is a desert that dominates the east, separated from Tulrisse by an expansive mountain range, and is home to many kingdoms constantly vying for control over the few fertile or otherwise prosperous sections of the desert. The northern coast is dominated by Imardin, a theocratic thalassocracy intent on expanding into, and conquering, Forelle. Northwest of Imardin is the Forelle Sea and the Forellian archipelago, a region collectively known simply as Forelle and home to a myriad of city-states and small nations that don’t get along well when they are not fending off navies from Imardin. Kurnhuelde, northeast of the Serran Desert, is a hilly and foresty peninsula that is home to many separate orc tribes that share similar cultures and live in relative peace with one another.

The outlying areas of Voreld are Ghalfas Isle and the mountains. Ghalfas Isle is a very mysterious and overgrown island west of Tulrisse, one avoided at all costs by most travelers. The mountains are home to the dwarves, who rarely venture out into the open world and are content to leave everyone else alone so long as they do the same for them. Various small islands around the continent are also not strictly part of any region, and thus technically outlying areas as well, though not as noteworthy.

Character Creation

System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language. 
Equipment: Take your choice of one armor and one weapon or implement that you are proficient in for free, and then 50 starting gold to spend on other things.  
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).
Language Choices Show
Common - Common is a lingua franca in this world. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation. People who only know Common are typically sailors, or other people who have spent most of their life traveling rather than in one place.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom.

Serran – The primary language spoken by the many small kingdoms of an expansive arid region known as the Serran Desert, which consist mostly of humans and orcs.

Imardanian – The national language of the Imardin Thalassocracy, the nation you begin your adventure in. It is a very diverse nation, but humans still make up the majority.

Forellian – The native language of the people who inhabit the Forellian Archipelago, a cluster of islands consisting of many city-states located in the Forelle Sea. Primarily human.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east.


Additional Info

This game is being jointly run by me and GROMkill, both of us fairly new to DMing (with this being my very first game as DM). As such, we ask your patience as we are still learning. There will probably be a few mistakes and rough patches as we get things figured out, but please bear with us.

Your application should include, at the very least, a section for your 4e build, character background, character appearance, and character personality. You can include more sections than this if you wish, and portraits are encouraged but not required. A good background will at least cover how you ended up a member of Blackwood’s Dogs and your opinions on Captain Blackwood himself, but the more the better (within reason, of course).

This world does not consist solely of humans, but it is the primary race in this part of the world and the only one making up Blackwood’s crew. Overall, this world only consists of Elves, Dwarves, Orcs, and Humans, though each race can have subgroups within them that vary in one way or another. All player characters should be human as far as fluff is concerned, but mechanically you may choose any published race. Please refluff any racial traits as unique skills or traits of your character, which could be inherent or learned during life.

This is a homebrew world with loosely-defined lore and geography, and creating your own locations and/or lore during character creation is encouraged. All good submissions should add something to the world, large or small, and it need not be a location in Ellisport. Whole groups of people, buildings, and even towns can be created by the players, so long as they fit in with the very rough guidelines given above. If you want more info on a given region, or are unsure where something you want to add would fit best, just ask.

This is a very morally-loose game, but we’d like to make it clear that we are NOT looking for any purely evil characters, or ones with few to no redeeming qualities. Stealing from people, raiding, etc. is fine – you are pirates, after all – and killing is fine too if it makes sense for the situation. However, you aren’t cold-blooded killers who kill without any cause whatsoever. Leave people to die? Perhaps. Neglect to save those in need? Sure. But no randomly killing people in the street, no killing for sport or torture, or anything else that is overly cruel. If you are going to build infamy, do it in at least a semi-humane way.

Our goal is to accept 5 submissions, with no specific role preferences. No role is necessarily guaranteed a spot, but rather we will be looking at how each individual character works with the other promising applications to make a team.

* *We will be using Inherent Bonuses for this game, and magic items will be rarer than usual as a result.* *

Deadline: March 1st   Applications Closed.

Approved by the great and powerful setiny. 

Flag TheWalrus42 February 17, 2013 9:12 AM PST
Maps

Overview of Voreld Show



Map of Imardin Show



Map of Tulrisse Show




Questions/Answers


Here I will post any questions that have been answered by either me or GROM, so that others can read them without having to sift through posts to find them.

Q: Why is a raven like a writing desk? Show

A: I haven't the slightest idea.

Q: Are you looking for highly optimized submissions? Show

A: You need not be, but you may be if you want.

Q: Is 3rd party (not homebrewed) content allowable? Show

A: No, only official 4e material.
 
Q: Thematically is there gunpowder in this setting? And if so would it simply be a matter of describing our mechanics as gunfire? Show

A: Yes there is gunpowder in the setting, so let's go ahead and say that you can 'refluff'/'reskin' any ranged missile weapon (bows and crossbows mainly) into a flintlock gun of some sort (pistol, blunderbuss, whatever), but other than the cannons on ships and those flintlock guns there are no other sorts of firearms. So yes to guns, but only if you'd already be using a ranged weapon that itself already uses ammunition. 

As a side note, though, please still list the original weapon as normal in your sheet, and just put what type of gun it will be in parentheses after the actual item. That will make it easier for us to keep track of the mechanics.
 

Final List of Submissions  

jrmabie - Qadira Solst, Goliath Ranger
Pashalik_Mons - Sam Gravestaff, Githzerai Monk
LordManshoon - Nalastor Grale, Dragonborn Bard
kalis5 - Liam Rend, Eladrin Bladesinger
Grawln - Butu, Mul Druid
swmabie - Danilo Ruskin, Human Bard|Runepriest Hybrid
LinYurenya - Socra Winds, Shardmind Witch
crimson_vampr - Ka'tho Hollownder, Thri-Kreen Barbarian
Akavasha - Brekka, Tiefling Rogue
Kervain - Lucky Aggie, Halfling Rogue|Sorceror Hybrid
Flag GROMkill February 17, 2013 9:39 AM PST
Hey all, I'm going to be the Vice DM for this game which means I'll be running the maps and helping Walrus with whatever needs to be done. I hope we will see some brilliant submissions in the weeks to come! I'll be here to answer any questions that I can. And remember, "You are a piiiiiirate!"
Flag White_Lightning February 17, 2013 10:09 AM PST
Oh, pirates! >

Although, are you looking for highly optimized submissions? And is 3rd party (not homebrewed) content allowable as well?
Flag GROMkill February 17, 2013 10:19 AM PST
You don't have to be perfectly theorycrafted and fully char-opped, no. I'm not sure what Walrus thinks, but I'm gonna go ahead and assume he'd like to keep the content to what is officially published, so that we can have a copy of your character in the CB if we need to.
Flag TheWalrus42 February 17, 2013 10:22 AM PST
What GROM said, let's just stick to official 4e content.
Flag Harn_Winterfell February 17, 2013 11:02 AM PST
I shall endeavor to put forth a submission if I have time between packing for the move, readying for a new job and getting over this month + cold. 
Flag jrmabie February 17, 2013 1:21 PM PST

Qadira Solst, Sailing Master

Background Show


I was born Qadira Mercina Solst, fourth daughter of the Baron Karldod Solst of Holdfast in Tulrisse.  My childhood was dull and filled with lessons on how to be a proper wife.  It was my duty to my family to make a good marriage to augment my father’s power base.


I chose another path.


When I was fifteen, Lord Harthew of the neighboring province of Erlfeld came calling.  His previous wife had died in childbed, and unfortunately, I was next in line to wed among the daughters of the Baron.  Overcome with panic at what my life would become, I left that same night.  I cut my hair and stole clothing from one of the squires to disguise myself as a boy.  It seemed that it would be safer for me to travel as a male, as I had grown up on stories of what happened to women who dared to venture out into the world by themselves.


I honestly did not know where I was going, merely wanting to be as far away from Holdfast as I could get.  It took me a while, but I learned menial jobs such as mucking out stalls or planting tubers in order to earn food and shelter for a night or two.  Tucked away in corners of an evening, I listened with interest to stories and gossip of the wider world.  Tales of the sea intrigued me, as I could not imagine a body of water larger than one of the lakes of the plains.  I made up my mind that I wished to see such a thing, and so my course of wandering changed, taking me towards the coastline.


How can I tell you what it was like, that first glimpse of the ocean?  The scent of brine filling the breeze, the gulls crying overhead, the surf sighing as it drew back off the shore…  It was as if I had come home at last.  I immediately sought work at the docks, hoping to travel on one of the big ships and learn the craft of sailing.


Fortune favored me.  A merchant ship by the name of Shimmer’s Dawn, captained by Sulrist Campion, was hiring.  I was set to helping the cook and cleaning the deck.  When I was not occupied, I learned all that I could about knots, rigging, and sails.  As I proved myself and moved up in rank, I learned navigation and how to read maps.  I was happy for the first time in my life.


So of course it wasn’t meant to last.


We were set upon by pirates who had apparently been made aware of a cargo of rare spices that we were shipping to Forelle.  I had only just begun to learn to defend myself and was soon overwhelmed by the marauders.  I saw my captain and many of the sailors that I’d worked with killed.  I thought it was my time.


As fate would have it, I was taken prisoner to be sold as a slave.  I was also unmasked as a female.  I have blocked most memories of what happened after that.  Suffice it to say, I wound up sold to a brothel and my future was once more out of my hands. 


I was merely trying to get through each day.  I had given up hope.  That’s when the captain appeared.  I overheard him speaking with some of his men about recruiting new sailors while they were in port.  My chest tightened with excitement.  I knew how to sail.  Maybe this was my way out.  I made my way to their table, putting myself forward for the job.  Most of them laughed at me outright.  Not the captain.  He looked me over with a speculative gleam to his eye.


The headman saw me and began to give me a thrashing, dragging me away with apologies to the captain.  What happened next amazed even me:  the captain tossed a purse full of gold onto the floor, buying me outright. 


I have been sailing with Captain Blackwood ever since.  He has my loyalty and my blade, and it is my honor to die serving him.



Character Appearance/Personality Show


Qadira is 5'10", 165 pounds, with shoulder length red hair that she binds to keep it from blowing in her face.  She has gray eyes and a fair complexion. 


She has a solemn demeanor, and keeps her thoughts and opinions to herself unless she feels quite strongly about something.  She is also fairly level headed and tries to think things through before racing headlong into trouble.  Her prized possession is a ring that she wears on a leather cord around her neck.  She took it from the finger of the captain that sold her into slavery after she killed him.


If chosen, I would like green for her speech color.



Character Sheet Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Qadira Solst, level 1
Goliath, Ranger
Build: Marauder Ranger
Fighting Style Option: Marauder Fighting Style
Ranger Option: Running Attack
Recent Life - Mercenary Work (+2 to Endurance)
Theme: Guttersnipe

FINAL ABILITY SCORES
STR 20, CON 12, DEX 12, INT 8, WIS 16, CHA 10

STARTING ABILITY SCORES
STR 18, CON 12, DEX 12, INT 8, WIS 14, CHA 10


AC: 15 Fort: 16 Ref: 13 Will: 14
HP: 24 Surges: 7 Surge Value: 6

TRAINED SKILLS
Athletics +11, Endurance +7, Insight +8, Nature +10, Perception +8

UNTRAINED SKILLS
Acrobatics +0, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +3, Heal +3, History –1, Intimidate +0, Religion –1, Stealth +0, Streetwise +0, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Goliath Racial Power: Stone's Endurance
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Marauder's Rush
Ranger Attack 1: Throw and Stab
Ranger Attack 1: Hurling Charge
Ranger Attack 1: Scything Blow

FEATS
Two-Weapon Defense
Level 1: Skill Training (Insight)
Level 1: Light Blade Expertise
Level 1: Manticore's Fury

ITEMS
Chatkcha x1
Short sword x1
Hide Armor x1
Map case
Writing case
Adventurer's Kit
====== End ======


Languages: Tulrissian, Common
Coins: 0

Note: Skill Training(Insight) added to have training in that skill.
Note: Light Blade Expertise added for free.


Combat Stat Block Show

Qadira Solst
Good female human (goliath) Lv. 1
Vitals: Medium, 5'10", 165 lbs. Senses: 18 Insight, 18 Perception, Standard Vision
Encounter Powers
[_] Action Point
[_] Second Wind
[_] Hurling Charge
[_] Running Slash
[_] Stone's Endurance
Daily Powers
[_] Scything Blow

HP:
HS:
AC:

Fort:
Ref:
Will:
Base
24
7
15
16
13
14
Crnt
24
7

Temp:
0 hp
Surge: 6 hp
Init: +1
Speed: 7

Resist: none
Saves: none
MBA:  +9 vs. AC, 1d6+5 damage
RBA:   +4 vs AC, 1d6+1 damage


Flag swmabie February 17, 2013 1:50 PM PST

Feb 17, 2013 -- 9:12AM, TheWalrus42 wrote:

Q: Why is a raven like a writing desk?



Poe wrote on both.


Flag LinYurenya February 17, 2013 2:15 PM PST
Pirates! Want!



"Y'wanna talk to the Cap'n? Talk to me instead, and you might walk away alive."

Socra 'Blackseer' Winds Show
Socra 'Blackseer' Winds, level 1
Shardmind, Witch
Moon Coven: Dark Moon Coven
Shardmind: Diplomacy Bonus
Background: Brains (+2 to Streetwise)
Theme: The Mariner

Languages: Common, Forellian, Tulrissian
Initiative: +0
Speed: 6 sq

FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 20, Wis 14, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 18, Wis 12, Cha 14.


AC: 15 Fort: 11 Reflex: 15 Will: 14
HP: 22 Surges: 7 Surge Value: 5

TRAINED SKILLS
Arcana +12, Intimidate +9, Streetwise +9, Diplomacy +9, Insight +7

UNTRAINED SKILLS
Acrobatics, Bluff +2, Dungeoneering +2, Endurance +3, Heal +2, History +5, Nature +2, Perception +2, Religion +5, Stealth, Thievery, Athletics -1

FEATS
Feat User Choice: Staff Expertise
Level 1: Superior Implement Training (Accurate staff)

POWERS
Witch at-will 1: Magic Missile
Witch at-will 1: Witch Bolt
Witch Cantrips: Chameleon's Mask
Witch Cantrips: Suggestion
Witch Cantrips: Light
Witch daily 1: Bewitching Charm

ITEMS
Cloth Armor (Basic Clothing), Adventurer's Kit, Accurate staff
WEALTH
35 GP
Shadow Mask Show
Familiar: Warforged Faceplate
Speed 4
Constant Benefits:
- +2 bonus to Intimidate
- +2 bonus to saving throws against ongoing damage
Active Benefits:
- Warforged Watchfulness: While you are asleep, a warforged faceplate remains aware of its surroundings, allowing you to notice approachting enemies and other events as though you were awake.

Appearance and personality: Shadow Mask is a wide-brimmed hat with no adornments other than a black feather, and a metal skull clasp holding the feather in place from the inside of the hat. The magical creature clings to Blackseer's skull like a curse, forever shading his face and urging the man to find reasons to kill all he meets. For reasons unknown the cursed hat has stopped whispering these death-threats about Blackwood's crew, yet it still hates Blackwood himself with an undying anger.


Personality Show
The Blackseer is forever surrounded by an aura of mystery and danger. Whenever he speaks his low voice rings with threat, and only a few dare bother him with matters of little importance.
Appearance Show
The Blackseer is always dressed in black, with a loose robe covering a snug-fitting leather outfit for easy manoeuvring across a ship, despite the fact that the Seer rarely climbs the rigging. Like the captain, all his clothing is of a fine cut, but his clothing is designed to intimidate rather than impress. While the long robe almost always hides the fact, the Blackseer walks barefoot.
The Blackseer never goes without his black wool and leather hat, wide-brimmed and decorated with a single black feather. In addition he always holds his staff, made of a black, pitted metal and topped with a golden demon claw clasping a silver compass.

Due to his years at sea, the Blackseer has the same athletic, muscular body as the other sailors, if not quite as bulky due to his lack of regular exercise. He keeps his black hair hanging loose over his shoulders, and whenever he is in port he shaves his thick beard to a dark stubble. His strong, masculine face is oft hidden by his hat, but everyone can see the corner of his mouth forever twisted up in a knowing, vicious smile.
Background Show
The crew knows little of the Blackseer, yet they all know he has been at Blackwood's side since they first stepped aboard.

Yet the Seer and the Captain have never been friends, only little more than business partners whom have decided to trust eachother. With the Captain's reputation of never listening to anyone, the Blackseer is the only one who has a chance of being called his advisor, and as such has often invoked the Captain's anger. The only passing respect to his advice is due to the Seer's ability to glance into the future.


The true story of his coming to the ship is a remarkable one. It started like any ordinary sailor, a second son to a baker choosing the life of a deckhand over living in the shadow of his older brother for the rest of his life.
His luck turned soon, however, as the merchant ship he had boarded was sunk by a rival merchant just outside his home town, Craethen, one of the few cities in the Forellian Archipelago that was not self-governing.
The crew mostly managed to get to land where, despite Socra's pleas to simply return to the city, the crew turned bandit. The boy learned quickly that the crew had been dissatisfied with their captain for a long while, and the captain had been heard blaming his 'poor crew' for his drop in incomes. Realising they would not find a ship to work on back in Craethen, the crew would try another means of income.

Their inexperience quickly showed when their first target was a heavily protected gold transport between Craethen and Octarin, and to a man the crew was either slain or imprisoned. Socra had managed to kill the guard officer, which earned him a special treat. Instead of withering away in a cell in his home town, he would be brought to the capital to await trial.

For seven years Socra wasted away in the bleak holding quarters of Octarin. In there, the young, innocent boy turned into a hardened criminal and arcanist. He had been imprisoned with a beggar, whom, as it turned out, was much more than he appeared. The man taught Socra all he knows about magic, and the Blackseer believes to this day that the mysterious mage is the reason why he was never called to trial. It was in prison that he earned the name Blackseer amongst the other inmates.


The time of his release came completely unexpected, and was a result of nothing more than a lack of space in prison, and the officials saw little use in keeping a man prisoned who killed an officer almost by accident seven years ago when he was just an ignorant deckhand. While he did not have any personal possessions when he came in, the officials strangely persisted that he take a wide-brimmed hat, which they claimed had been found on him when he was first taken in. Sensing the beggar-mage's hand in the matter, the Blackseer relented and donned the hat, forever changing his life.

He walked, penniless, from the prison to the harbor. It was nothing more than a little 'persuasion' that ensured his passage to the mainland on a Tulrissian merchant vessel. It all seemed to go quietly, up until the first night aboard the ship, miles from the nearest stretch of land. The moon had been out in full when he found himself spluttering awake in the cold, dark water. There was no sign of the Tulrissian ship, but a large black shape loomed up towards him in the dark. Within minutes the Blackseer found himself standing cold and shivering aboard a pirate ship, sharing a look with the first mate going by the name of Blackwood...
Created Lore Show
Craethen Show
Craethen, a small city in the Forellian Archipelago. It is situated on one of the largest isles, and this is the reason it is not a self-governing city state, like many others in the Archipelago, instead subjugated by the neighboring city of Octarin over sixty years ago.
Octarin Show
Despite the fact that Octarin rules over two other cities besides it similarly-named capital, the state is one of the weaker nations in the Forellian Archipelago.
Flag Pashalik_Mons February 17, 2013 2:28 PM PST
Presenting Sam Gravestaff, wielder of the Black Flame!



sheet Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Samuel Gravestaff
Level 1 Githzerai Monk
Monastic Tradition: Desert Wind
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Ki Focuses)
Background: Athlete (+2 to Athletics)
Theme: Infernal Prince
Languages: Common, Forellian


FINAL ABILITY SCORES
Str 10, Con 13, Dex 20, Int 10, Wis 11, Cha 14.


STARTING ABILITY SCORES
Str 10, Con 13, Dex 18, Int 10, Wis 9, Cha 14.



AC: 17 Fort: 12 Reflex: 16 Will: 13
HP: 25 Surges: 8 Surge Value: 6


TRAINED SKILLS
Streetwise +7, Bluff +7, Acrobatics +12, Intimidate +7


UNTRAINED SKILLS
Arcana, Diplomacy +2, Dungeoneering, Endurance +1, Heal, History, Insight, Nature, Perception, Religion, Stealth +5, Thievery +5, Athletics +4


FEATS
Feat User Choice: Versatile Expertise
Level 1: Githzerai Blade Master


POWERS
Githzerai Racial: Iron Mind
Infernal Prince Encounter: Hellfire Heart
Monk at-will 1: Five Storms
Monk at-will 1: Blistering Flourish
Monk encounter 1: Light the Fire
Monk daily 1: Masterful Spiral


ITEMS
Scimitar, Adventurer's Kit, Dagger boots, Gambler's Gear, Gambling Cheats, Grappling Hook


Background Show

Samuel Gravestaff was born in the Forellian City-State of Morhold, first-born to a family that had three defining traits.  They were religious, they were dirt poor, and they had a lot of kids.  For years, Sam followed in the footsteps laid down by his father and the generations of Gravestaffs before him.  He worked on the docks, loading and unloading merchant ships.  He got married at 16 to a slip of a girl named Berti, a match more arranged by Berti and Sam's mother than by Sam's own volition.  She moved into the already-crowded Gravestaff home and for a time, it looked like another generation of Gravestaffs was going to be much like the last.

But the life of a dock worker in Morhold is not easy, by any measure.  The pay is just enough to keep you in soul-crushing poverty, the labor grueling enough to keep you from having the energy to find anything else, and the safety measures are non-existant.  If one dock worker is crippled or killed, there are always more to take his place.  Different people deal with this reality in different ways.  Some turn to the gods, some to the bottle.  Neither of these were good enough for Sam.  He didn't much care to worship gods that had spent his whole life spitting on him, and while he was no stranger to booze, it had the fatal flaw that no matter how much of it one drank, one still woke up as a dock worker.  One evening, a day after nearly being killed himself in an accident that killed one man and left another crippled, Sam snapped.  He didn't curse or rant or hurt anyone.  He just stood up, told Berti that he was going out to get some salt, and never came back.  He was 19.

Sam was of a mind to take the first thing that came along that didn't involve grueling labor.  The first thing to come along would end up being an open seat on a pirate vessel, raiding the same sort of ships he used to unload.  Sam took to the new work easily, and he was good at it.  He found that he rather enjoyed pirating.  He enjoyed the violence, he enjoyed the power, and he enjoyed commanding respect and fear.  For 5 years, he ran with a crew known as The Bloody Knives that plied the waters from Forelle to Tulrisse, to Kurnhuelde when the bounties got too high for comfort.   

It was on one of these voyages to escape the heat when The Bloody Knives disappeared.  A violent storm tossed the Knives' ship, Hell's Razor around the seas like a child's toy.  The winds only subsided as the ship approached a small island with high, rocky cliffs and a single cave in the cliffside, like a gaping hole into the Abyss.  

What exactly happened inside that cave is a bit of a mystery.  Sam never tells the tale exactly the same way twice.  Sometimes he descirbes horrible beasts that tore the crew to shreds.  Sometimes it's not monsters, but dead men walking.  Sometimes the crew turn out to have been dead men all along, and he tells of an ancient shrine to a god the world has forgotten.  The stories all have one thread in common, though.  Sam was the only thing that ever came out of that cave alive.  In that cave was the ruins of a temple to Norendezzar the Forgotten, the Lich God.  Sam swore a pact with Norendezzar and sold his soul for the Lich God's power.

Sam rode a skiff out of that cave, and made his way to a port, the seas calm and the sun gentle the whole way.  It was in that orcish port that Sam ran into Blackwood and his dogs.  Sam needed a new crew, and the power the Lich God had granted him was impressive.  He made the cut.  

That was three years ago, now.

Appearance Show

See picture
Personality Show

Sam Gravestaff is a ruthless pirate, with an innate lust for power.  This has caused he and Blackwood to butt heads more than once, and it wouldn't surprise any of the crew to learn that Sam hungers for the captaincy.  He tends not to be greedy for gold or jewels, valuing them only by the power they can give him.  He is bold and brazen, given to telling tall tales and performing the exploits that spawn them.  These two things tend to make Sam well-liked among Blackwood's Dogs.  He is an opportunist.

Flag LordManshoon February 17, 2013 3:45 PM PST
I'll throw my hat into the ring. Character submission incoming.



Nalastor "Nails" Grale, the Voice of the Wind Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Nalastor Grale, level 1
Dragonborn, Bard
Bardic Virtue Option: Virtue of Valor
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Cold
Background: Saved from the Noose (+2 to Bluff)
Theme: Windlord
Languages: Common, Imardanian, Forellian
 
FINAL ABILITY SCORES
STR 13, CON 16, DEX 12, INT 12, WIS 12, CHA 18
 
STARTING ABILITY SCORES
STR 13, CON 14, DEX 12, INT 12, WIS 12, CHA 16
 
 
AC: 17 Fort: 13 Ref: 13 Will: 15
HP: 28 Surges: 10 Surge Value: 10
 
TRAINED SKILLS
Arcana +6, Bluff +11, Diplomacy +9, Intimidate +11, Religion +7
 
UNTRAINED SKILLS
Acrobatics +1, Athletics +3, Dungeoneering +2, Endurance +3, Heal +2, History +4, Insight +2, Nature +2, Perception +4, Stealth +1, Streetwise +4, Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Windlord Attack: Wind Fury Assault
Dragonborn Racial Power: Dragon Breath
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: Staggering Note
Bard Attack 1: Cutting Words
Bard Attack 1: Shout of Triumph
Bard Attack 1: Burdening Dirge
 
FEATS
Level 1: Ritual Caster
Level 1: Improved Initiative
FREEBIE: Implement Expertise (Light blade)
 
ITEMS
Ritual Book
Glib Limerick
Purify Water
Short sword x1
Chainmail x1
Adventurer's Kit
Backpack (empty)
Flute
Light Shield x1
====== End ======


Appearance Show

Nalastor stands at six-and-a-half feet, and possesses a face that only a mother could love. Pale as a corpse, Nalastor's countenance is marked by his slab of a nose and stone grey eyes, both of which give him the appearance of a brute. Adding to this is the fact that the man rarely allows himself a smile while in the presence of his peers - an eternal frown lingers on his face, as if Nalastor constantly finds displeasure in whatever finds itself the object of his gaze. Some mock him for being overly serious all the time, but the truth is that Nalastor doesn't even realize how he comes across to others. Those who have come to know him can sense when his frown is genuine and when it is just his typical expression. More than one person has made the mistake of dismissing Nalastor's silent ire or misreading the man's boredom for hostility.

Nalastor has a slick tangle of black hair that hangs down his back, but most of it is hidden by the religious garb he wears. A practitioner of the Celestial Threnody, Nalastor never parts with his cloth helm, or shirn. To the average person, the helm is nothing unusual, but few grasp the legacy of the ritual vestments common to the Celestial Threnody. Nalastor often falls asleep while still wearing his shirn, and, judging by the hints he has dropped, the crew members know better than to think to filch his helm while it is not atop his head. Nalastor rarely acts with open violence towards another of Blackwood's crew, but the Captain himself has openly stated that he believes woe would befall any thief or prankster bold enough to lay a hand on the shirn.

Typically, Nalastor is content to wear his modified chainmail, even when boarding another vessel. As he has put it to those who ask, his talents as a windlord would carry him to safety should it ever look as if he would sink like a stone. The metal armor is fitted in places with a heavy leather garment, making it a more comfortable alternative to the heavier chain found on the mainland. Nalastor believes that by sacrificing a bit of maneuverability, he makes up for his lack of movement with a better chance of deflecting a blow or avoiding an impaling strike. To aid him in his defense is a light shield carried in his right hand. Nalastor has gone through several in his career aboard the Salacious Saint, and each shield lost carries a story with it. In his hand he carries a short sword, with which he not only cuts the flesh of his foes, but channels his innate abilities as a Solemn Speaker.


Background Show

Nalastor was born in the coastal village of Olopar, a rocky stretch of gods-forsaken land that hangs to the north of Imardin, bordering the Forelle Sea. The families that lived in Olopar had done so for ages untold, hardened by the fierce sea winds and the blood-chilling cold. Nalastor's was no exception - the Grales were a family of rough-and-tumble fishermen, prone to cursing both deity and mother nature alike when things did not go their way, and spitting in the eye of their fellow man when their neighbors enjoyed greater fortune than they did. Nalastor's father was a taskmaster; even before Nalastor was born, Parun Grale would speak to anyone who would listen that his child, be it a boy or girl, would live off the sea and die a true fisherman, as befitting a Grale. Of course, Parun meant to ensure that the boy's fate was completely molded to his liking, and so, from a young age, Nalastor found himself at sea, accompanying the adults with their fishing trips. At an age when others were using their hands for playing with toys or learning to write their letters, Nalastor was cutting his hands on salt-encrusted ropes and wincing at the blisters that rose from tying knots all day and chafing his skin. Even as a wide-eyed child, he was given no mercy from his own kin, who needed every hand they could get bringing in fish and making a meager living in the cold shores of the north.

Nalastor's only reprieve was his mother's knack for storytelling. Born in the Forellian archipelago, Isula Grale had abandoned her culture when immigrating to Imardin, but one thing she retained was the tales she had been told by her parents and neighbors. Nalastor delighted in listening to the poems and fairy tales his mother knew by heart, even though it irked his father to see him drawn to such silliness. Most interesting of all were Isula's tales of the Celestial Threnody, an ancient faith that had never taken root in Imardin, but which, she said, still lived in the cracks of society. The Celestial Threnody had been given to mankind by the Singing God, whose name had been lost to time. The Singing God had told his mortal children that there was no greater power than that of language, and that language knew no stronger channel than that of song. The Singing God had bestowed the most faithful of men with two arts - the Solemn Speech and the Sanguine Speech. Those blessed with the former heard their god's song, and when beholding creation, they saw the tragedy inherent in mortality, and the sorrow of time's passage. Their counterparts, however, saw only joy in the passage of time and the changing of nature, and they recognized their god's song as a means with which to achieve lasting pleasure and power. It was not long before the two battled, but the bloodshed was halted by the Great Prophet Asak, who united the two camps in accordance with a little-known teaching known as the Celestial Threnody, the written message of the Singing God, a covenant for all time in which the souls of the faithful would, upon death, transform into stars, and join their lord in the night sky for all time. This sense of permanent co-existence allowed old wounds to heal, and Asak became a powerful leader of this small but proud church.

Nalastor listened to the tales of Asak and the Threnody, and felt true wonder. In his heart, he recalled every word spoken by his mother, including the lineage of the Celestial Threnody, a Forellian concept that ran through the bloodline of his mother's people. Nalastor prayed for the Singing God to bestow the Sanguine Speech upon him, and every night, he went to sleep with dreams of the long-forgotten deity touching the heart of a mortal child and granting him his deepest wish. As it turns out, fate had a different idea in mind. At the age of thirteen, Nalastor was aboard his father's fishing vessel when a fierce storm suddenly sprang up and ravaged the boat. Nalastor was tossed overboard and left to die as the other fishermen struggled to save themselves. As he sank beneath the waves, Nalastor was overwhelmed by a sense of despair. He had witnessed his father at the very last moment before he lost his footing. He had seen the fear in the man's eyes - not for his son's safety, but for his own. Nalastor had screamed as the storm knocked him aside, and he had seen the man turn away to hold on to something secure. As the last of the air left his lungs, he felt true heartache, and readied himself to succumb.

Death did not come. Instead, Nalastor found himself thinking of words he had never spoken before, words that suddenly burned away all other thoughts, including those of his impending death. The words forced themselves into his mind, as if they had a will of their own, until only one word remained - Nalastor had never heard it or read it, but he knew how to pronounce it, and knew that in Common, it meant "Air". The next thing he knew, Nalastor was above the waves again, able to breathe and swim to safety. On the shore, he found the scattered forms of his father's crew, some still alive but many dead. His father was not even looking for him; he was too busy rooting through the lockbox that he had salvaged from the ship. He did this away from the eyes of his crew, so it was simple enough for Nalastor to find him alone. Nalastor's mind gave him another word - this one meaning "extinguish" - and with one harsh syllable, Parun Grale fell over dead, covered in a sudden frost like the grass in wintertime, his hands clutching silver pieces that could no longer buy him anything.

The Grales were suspicious of Nalastor's survival over the course of the next few weeks, to the point where they accused Nalastor of consorting with devils, selling his soul to survive the storm. Nalastor ignored them, as did his mother. She became suspicious, and one night, she confronted Nalastor, demanding to know what had truly happened. Nalastor spoke the word of Air, and as he levitated from the ground, his mother knew at once that he had embraced the long-lost gift of the Singing God. She did not even seem to care that her husband was deceased; now that she knew her son was blessed, she was comfortable revealing herself as a secret adherent to the Celestial Threnody. Nalastor was told the rest of the stories, the ones she had tucked away - the stories of Asak ascending to the heavens, of his successors and their prophecies, and of the cult that still survived in the archipelago. Fast approaching manhood, Nalastor eventually headed to the city of Cara Vol, his mother's birthplace. He hoped to learn what he could, having learned the name of his mother's old contact, Sorson.

Sorson, as it turned out, welcomed Nalastor with open arms, thrilled to finally have a member in his cult who knew more than one sacred word of the Singing God's Speech. Nalastor held his fellow cultists in awe, and they longed to speak with him and listen to him describe the sense of wonder that accompanied levitating or breathing purest cold. They begged him to help them unlock their own Speech, but Nalastor could only respond with shrugged shoulders and half-honeyed words. The truth, Nalastor suspected, was that his gift was not meant for them, nor would it ever be. Nalastor confided as much to Sorson, and the shrewd man agreed, believing that his fellows were forever to be kept dreaming. Sorson, however, never demonstrated to Nalastor that he could speak the same as Nalastor, and thus, Nalastor's suspicions only increased. Still, Nalastor learned much of the Celestial Threnody's history, and after one year with the cult in Cara Vol, Nalastor was awarded with his own shirn, a sacred headdress that had been worn by Asak and his sons. Nalastor was delighted, and felt at home with the others.

Alas, this was not to be. As the days turned to months, Sorson soon grew to resent Nalastor. The cultists looked to Nalastor for advice, where once they pleaded with Sorson to impart his wisdom. Nalastor was guilty of only trying to belong, yet Sorson did not care. His bitterness turned to hatred over time, and with this new anger came a growing sense of paranoia, fear that Nalastor would claim his life if given the chance. Nalastor soon began to suspect Sorson of ill will, but paid him no heed - a costly mistake. One night, Nalastor returned to the hidden shrine to find his fellow Threnody adherents butchered, a force of armed guards awaiting his arrival. Sorson handed him over to the guards, insisting that Nalastor, the foreigner, had bewitched the people of Cara Vol with his mysterious "demon worship" and "promises of dark, hellish power". Sorson smirked in triumph as Nalastor was marched away in shackles, but the smile would never leave his face - with a single word, Nalastor left Sorson dead, frozen to the bone.

Nalastor's trial was waived and he was prepared for the executioner's block. Once more, however, fate intervened. While taking Nalastor to Bloodcrown Rock, the ritual site at which Cara Vol had executed its treacherous for centuries, the ship taking the man to his doom crossed paths with another ship, this one having stalled due to lack of wind behind its sails. Nalastor could only blink as suddenly fire arrows littered the main deck of the prison ship, and as the guards shouted in panic, Nalastor decided to bide his time until the craft was boarded. Recognizing them as pirates given their appearance, Nalastor kept out of the guards' way until he could make himself useful. Seeing an especially important looking pirate in danger, Nalastor finally intervened, unleashing his killing cold with one word. For this, Nalastor was spared, though the shackles on his wrists, and the implication he was a scoundrel indeed if he were worthy of execution, sealed the deal. Nalastor found himself in the company of Captain Blackwood, who, though interested in a man who could conjure ice with his voice, was still unsure of Nalastor's value. Nalastor proved himself an asset, indeed - conjuring the word of Air, Nalastor breathed life into the sails of the Salacious Saint. Blackwood was thus astounded, and recognized the man as the newest addition to his crew. With nothing else and nowhere to turn, Nalastor readily accepted, officially joining the crew.

For the next few years, Nalastor made himself a valuable asset when boarding vessels and dealing with troublesome rivals. As Nalastor developed his Speech, he learned how to deceive the unwary, to win over the worthy and strike fear into the weak. Though not especially fond of bloodshed, Nalastor's growing amorality gave him no qualms about using his Speech to rattle the passengers on the ships they boarded and rooting them to the spot with hesitation. Furthermore, he learned new words to encourage his fellow pirates and rally them when things looked grim. Nalastor gave no heed to his own rank, only those above him, and he contented himself with a pirate's life. The Celestial Threnody burned in his heart, but the winds of change were blowing.

Having proven himself to Blackwood, Nalastor was eventually appointed the ship's "disciplinarian". Blackwood was not above seeing someone particularly untrustworthy or dangerous dead, but lesser offenses committed aboard the ship deserved some measure of punishment, in the hope of straightening out the unruly party. For the sake of keeping his crew in line, Blackwood would often call on Nalastor to carry out a sentence, such as lashings or ensuring someone's rations were reduced. To his credit, Nalastor carried out his captain's orders with unflinching focus; not surprisingly, he made a few enemies and critics this way, many of whom derided him behind his back, calling him a sycophant and a pain in the ass. As a mixed compliment, Blackwood took to calling Nalastor "Nails" shortly after that, declaring it a fitting name, given how his new taskmaster needed to be "tough as nails, and colder than iron". Nalastor paid his detractors no heed, especially because more than one ended up walking the plank when Blackwood's patience wore thin. As grim as a gargoyle, Nalastor settled into the role of dispensing the captain's justice, and that is his official duty to this day. In lesser roles, he also serves as a makeshift source of wind when the breeze is absent, and also as a ship's doctor through his healing capabilities.


Personality Show

Nalastor is not a jovial man, by any means. He is, as he likes to put it, a reliable man, and if that means he isn't one to crack a joke every chance he gets, so be it. Nalastor's life experiences have led him to the truth - that he carries the Solemn Speech, and not, as he had hoped upon first learning of his gift, the Sanguine Speech. It is appropriate that Nalastor walks the deck of the Salacious Saint looking dour and vigilant, for he believes himself to be a necessary element in keeping the ship in top form. Ironically, Nalastor's serious demeanor tends to be a valuable asset when negotiating with others. As intimidating as the man can be, he also gives off an aura of competence and straightforwardness, making him more appealing to those who would resolve matters diplomatically, yet at the same time, it is this appearance that commonly allows Nalastor to make good use of his golden tongue, helping him run circles around those who require lies and deception in order to become motivated.

Naturally, partying and carousing aren't his forte; he makes an effort, but when you are commonly seen carrying out the captain's less enthusiastic work, it tends to make forming lasting friendships a tricky prospect. Still, while few men on the Saint claim to genuinely enjoy the man's company, he is not without companions, nor is he even greatly disliked. Nalastor prefers a select few friends of true caliber to a wide assortment of fairweather fools. Whether he includes Blackwood in this inner circle is anyone's guess, for no one has really bothered to ask if the Speaker considers the captain his chum. What is certainly clear, however, is that Nalastor is loyal to Blackwood, and that he considers himself to be in the man's debt for saving his life en route to Bloodcrown Rock.
 
Contrary to the iconic pirate who leaps into battle with a grin, swigs rum all day, and cuts throats for a fistful of silver, Nalastor styles himself a "pirate tactician". Although he has earned a reputation for being a stick in the mud, Nalastor doesn't approach battle with the same "devil-may-care" flair that many of Blackwood's crew do. Instead, Nalastor prefers to size up the battlefield and make himself useful. As he is prone to saying, there is a fine line between winning a battle by possessing the greater might, and winning through the vulnerability of the enemy. Nalastor personally prefers using the latter to avoid casualties, but he is ready when things don't go as planned. Blackwood considers Nalastor to be valuable when talking strategy, but the Speaker knows better than to consider himself the captain's "advisor".

Oddly enough, Nalastor is rather religious for a pirate. Every morning, he performs the Rite of Renewal, and every night, he performs the Rite of Return, in accordance with the Celestial Threnody. Blessing the dawn and dusk alike, Nalastor holds all time and nature in reverence, recognizing creation as the Singing God's canvas. Few on the Salacious Saint have even heard of his religion, and most are content to consider Nalastor either an oddball for holding such powerful beliefs or, among the more superstitious, a useful rabbit's foot in case the ship needs luck from the unseen powers. Nalastor, obviously, does not view his faith as a thing of superstition. Given the very real narrow escape during the storm and the subsequent murder of his own father, he knows quite well that the Solemn Speech is not something to be dismissed as mere chicanery or a charlatan's trick. Of course, considering that Nalastor makes little effort to teach his fellow crew about the Celestial Threnody unless directly asked, it is no wonder that so many snicker at the man with the strange recitations and unusual helm.

All men have their weaknesses, and for Nalastor, those would be, of all things, books. Having eventually learned his letters during his time in Cara Vol, Nalastor is quick to scour the ships of the defeated for any tomes and scrolls they might have. It is always disheartening to find them written in unreadable tongues, yet the man seeks them out anyway the way a hawk looks for even a scrawny rodent on which to snack. Nalastor has not forgotten the Singing God's original message - that all language holds power, even if not spoken in song - and so he has done his best to amount a small collection in his private quarters. Blackwood obliges Nalastor by giving him first pick of all books that don't hold valuable information regarding the ship's next victims or a potential new route to take. The Speaker has been known to trade ale for parchment, and so far, no one has complained about getting the worse of the deal. In fact, between his books and the stories he has memorized ever since he sat on his mother's lap in Olopar, Nalastor has managed to secure himself a position as a source of entertainment aboard the Saint. Several crew members enjoy the man's tales and can be often be seen asking him to share a new story, temporarily forgetting that, just a few hours ago, they were cursing the man for making sure every inch of the deck was scrubbed.


Combat Stat Block Show

Nalastor Grale

Languages: Common, Imardanian, Forellian

HP: 28/28
Healing Surges: 10/10 [] Surge Value: 10
AC: 17 [] FORT: 13 [] REF: 13 [] WILL: 15

STR: 13 [] CON: 16 [] DEX: 12 [] INT: 12 [] WIS: 12 [] CHA: 18

Initiative: +5 [] Speed: 5 [] Pass. Insight: 12 [] Pass. Perception: 14

FEATS & FEATURES Show

1. Improved Initiative - +4 to initiative rolls
2. Implement Expertise (Light Blade) - +1 to attack rolls w/ Light Blades
3. Ritual Caster - Can perform rituals

1. Windlord Bonus - +2 to Athletics and Perception, gain one language
2. Dragonborn Fury - +1 to attack rolls while bloodied
3. Draconic Heritage - Add CON mod to healing surge value
4. Song of Rest - At the end of a short rest, everyone spending a healing surge regains additional HP equal to my CHA mod
5. Virtue of Valor - Whenever an ally within 5 bloodies/kills an enemy, s/he gains temp HP equal to 1 + my CON mod


POWERS Show

a. Cutting Words Show
~ Ranged 10 vs one creature [] +5 vs Will [] 1d8+5 psychic damage, and target is pulled two squares

b. Staggering Note Show
~ Ranged 10 vs one creature [] +5 vs Will [] 4 thunder damage, and target is pushed two squares. As a free action, an ally of my choice can make a MBA against this target before, after, or during the movement.


a. Shout of Triumph Show
~ Close Blast 3 vs each enemy in blast [] +5 vs Fortitude [] 1d6+5 thunder damage, and each target is pushed 3 squares. Then, each ally in the blast slides 3 squares.

b. Dragon Breath Show
~ Blast 3 vs each creature in blast [] +5 vs Reflex [] 1d6+3 cold damage

c. Majestic Word Show
~ Close Burst 5, myself or one ally in burst [] Target spends 1 healing surge + my CHA mod, and then slides 1 square.

d. Words of Friendship Show
~ As a minor action, I gain a +5 bonus to my next Diplomacy roll before the end of my turn.


a. Burderning Dirge Show
~ Ranged 10 vs one creature [] +5 vs Will [] 2d8+5 psychic damage, and until the end of the encounter, whenever an ally hits that target, the target becomes slowed until the end of its next turn.


Reflavoring Notes Show

* I tinkered with bardic arcane magic - it is still magic, and it doesn't suddenly carry the divine keyword, but I refluffed it as a gift of an ancient god (at least, people believe it is a gift, and that the Singing God of the Celestial Threnody bestowed it to mankind). It's not that I'm suggesting all bardic magic in this world follows the CT; I'm only doing this in Nalastor's case to distinguish him. Think of it as a spin on bardic tradition, if you will.

* Dragon Breath is reflavored as an extension of Nalastor's Speech. In the same way, so too is the choice of Windlord as his theme and its related abilities. Both are essentially the core words learned by Nalastor when his gift awoke within him.

* I like to think the short sword, as an implement, is more for show, and that outside of combat, Nalastor's Speech functions independently of it. In combat, I recognize that the effectiveness of his Speech is linked to the sword because he uses implement powers, but for roleplaying reasons, I want to limit the sword's significance beyond that.
Flag kalis5 February 17, 2013 4:24 PM PST
I've got most of what I want Liam to be done, just gotta work on the backstory and we'll be good to go.


Character Sheet Show



====== Created Using Wizards of the Coast D&D Character Builder ======
Liam "Dirge" Rend, level 1
Eladrin, Bladesinger
Blade Magic: Longsword [Blade Magic]: Use longsword as wand implement.
Eladrin Subrace: Standard Eladrin Racial Traits: Longsword Proficiency, +2 to History and Arcana, and training in one skill.
Theme: Wizards Apprentice: Gain Color Orb power.
Background: Gain one extra Language (Imardanian).
Languages: Common, Elven, Imardanian. 


FINAL ABILITY SCORES
Str 12, Con 12, Dex 17, Int 18, Wis 12, Cha 11.


STARTING ABILITY SCORES
Str 12, Con 12, Dex 15, Int 16, Wis 12, Cha 11.



AC: 18 Fort: 11 Reflex: 14 Will: 14
HP: 24 Surges: 7 Surge Value: 6
Initiative: +7 


TRAINED SKILLS
Endurance +6, Arcana +11, Athletics +6, Perception +6, Acrobatics +8


UNTRAINED SKILLS
Bluff 0, Diplomacy 0, Dungeoneering +1, Heal +1, History +6, Insight +1, Intimidate, Nature +1, Religion +4, Stealth +3, Streetwise 0, Thievery +3


FEATS

Level 1: Improved Initiative: +4 to Initiative


Free Expertise Feat: Heavy Blade Expertise: +1 to attack rolls. +2 to defense against OAs.

POWERS

Melee Basic Attack: 1d20+8 to hit, 1d8+4

Wizard at-will 1: Magic Missile
Ranged 20, Standard Action
No attack roll
2+ Int (4) Damage
Any implement enhancement bonus is added to attack. May be used as a basic ranged attack.

Wizards Apprentice Encounter 1: Color Orb
Standard Action, Ranged 5
Intelligence VS Will
1d8+ Int (4) damage and target is dazed.

Rules for Bladesinger Powers: Bladesinger may only cast an at-will or encounter power when he performs a MBA and hits. Encounters are used as dailies. All attacks do not need attack rolls.

Bladesinger at-will (special) 1: Shadow Sever
Ranged 10, No Action
Dex (3) Necrotic damage and the target is knocked prone of the same size or smaller than the triggering target.

Bladesinger at-will (special) 1: Unseen Hand
Ranged 10, No action
Dex (3) force damage to the target and the target slides 3 squares.

Bladesinger at-will (special) 1: Frost Bite
Ranged 10, No action
Dex (3) Ice damage and the target is slowed until the end of it's next turn.

Bladesinger Cantrips: Light
Ranged 5, Minor
Create a light on an object or square that lights an area four squares wide and long. Lasts until the encounter ends. Putting out the light is a free action. Casting the spell again will end the first spell.

Bladesinger Cantrips: Suggestion
Free Action
Encounter
Exchange Diplomacy for Arcane for one diplomacy check.

Bladesinger Cantrips: Mage Hand
Ranged 5, Minor
Conjure a hand in the targeted square. The hand may pick up and interact with objects. Minor action picks up item, Move action moves the hand 5 squares, free action drops item. Use one minor action to sustain hand.


Bladesinger encounter 1: Charm of Misplaced Wrath
Ranged 10, Standard Action
Intelligence vs Will
Target slides 3 squares and is dazed until it's next turn, the target also makes a MBA on a target of users choice with a +2 to damage.



Bladesinger encounter 1: Skewering Spikes
Ranged 5, Standard Action
Intelligence vs Reflex
Against one, two, or three targets, deal 1d8+Int (4) Damage or 2d8+ Int (4) against one target.

 


ITEMS
Longsword, Leather Armor, Backpack (empty), Flint and Steel, Belt Pouch (empty), Trail Rations (10), Hempen Rope (50 ft.) (2), Waterskin, Tent, Climber's Kit, Desert Clothing, Filter mask, Footpads
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======






  Appearance Show
 







Personality Show


Drunk every night and incomprehensible either way, Liam's a cocky talker when he can be understood, and downright confusing when not. Not only is he drunk, but he's also foreign. He can only speak common somewhat, not helped by the heavy amount of booze he drinks. For the record, if you want to somewhat understand him, pour out any rum in a five mile vicinity. He will find it. There's no reason how, but he will find it. 



Background Show


There are very few absolute truths in our world, things that we can always trust to be true. Things like gravity, the heat of a fire. Taxes. Pirates are not one of those things. Pirates are portrayed as bloodthirsty, rum guzzling scoundrels. Liam follows that portrayal.

As a child, Liam was often forced by his parents in Ellisport, Imardin to attend various schools of magic, of dueling, so that he could have discipline instilled in him. It didn't work. Liam was often reckless and never listened or wanted to listen to his parents. He practically hated them and their high expectations. He learned what they tried to teach not so he could make them happy, but so he could use the spells and techniques against them someday and escape someplace else. He got into fights, joined with local gangs and just generally caused trouble. Made him feel free until he was sent back to his parents or back to class.

He didn't hate them because they were so constricting, it wasn't that. He hated them because they saw him as nothing more than a tool, something to get more power to feed their hunger. They wanted him to be a merchant, marry into some higher ups family, the usual deals. They weren't satisfied with the wealth they already had and wanted more, even if they had to sell their own son to get it. So getting into trouble was a two fold benefit for Liam. Make himself unnacceptable for the families around him, and at the same time he was rebelling against his life that he never wanted. He'd rather be poor than rich any day of the week if it meant he could do what he wanted.

It was because he got into trouble that he joined with Blackwood. It was a moment of absolute coincidences that he joined as a matter of fact. He'd spent most of the night drinking rum he and his gang of troublemakers stole from a distillery, right from under their noses. Funny how a little suggestion can go a long way. He stumbled his way into the docks and had run out of rum, on the search for more. He stumbled his way up and onto one of the nearby ships, as if drawn by the scent of something below decks. One nearly stumbled suggestion on the guard and he was into the rum room, and into the nearest barrel, where he drank it up and passed out.

The next morning he woke up to the sound of cannonfire, having passed out against the barrel he'd emptied, his head pounded with a headache that could sink the ship alone. He stumbled his way onto the deck to find he was out to see, with the port burning behind him. There was another crack of cannonfire, and the ship shook with the force. The shout to arms rang out, and although Liam stuck out, no one asked questions when he was handed a sword and pushed to the front. A smart move considering his talents. When the first boarder attempted to land on the ship through the ropes, he lashed out with his sword and cut him down before he could reach the ship, plummeting into the water below. Before the splash could be heard, Liam started to build a more formidable defense, casting his biggest spell, Skewering Spikes, and creating a wall of the things that forced most of the borders to bounce off or get impaled. From there, the battle commenced, and Liam was a whirlwind. His blade struck true and he used the momentum to freeze some boarders in place or knock others to the ground, only to be scewered by the very men they were about to kill. Enemy morale was breaking, and one final cannon shot from below decks struck the side of the boarding ship, sending it splintering to pieces.

With the last of the boarders defeated and the threat gone, Liam was found out. Except, he had a good reason to be kept alive. He stepped in front of the captain to give his piece.

"If you ask why you should let me live, then you have not seen what I have done here today. I have saved the lives of many of your men, and kept the boarders at bay with ease. My magic, my blade, my knowledge would benefit you very well. I know you are pirates, and I know that you raided the port, but you have only stolen half of what these fat merchants have. I can bring you the rest, if you let me live and join you."

His case was good, and thanks to his demonstration of his own skills, he was welcomed on board and given the name Dirge from the humming he made while fighting. Most likely he did so to cover the sound of his sword singing through the air.

At first, life on the ship was rough. Liam knew very little common to begin with and could only talk in heavily broken sentences. Blackwood ordered one of the ship's crew to work with the recruit to learn common so he could understand orders. The process was unbearably slow, but he did take to the chores he was assigned when he could understand them. It was a different kind of freedom, one where he might still be taking orders, but there was a good reason behind them. Sawb the deck, climb the mast, unfurl the sails, it all felt necessary to the ship and to the crew and he felt appreciated when he worked fast. He felt like more than a tool.

As time went by, he could speak fairly well. At least he was slightly understandable when he wasn't drunk. His parents were mad that he'd left them to be a pirate, what with them being merchants. That might've been the best part of it all for him, besides showing off his sword skills and magic. He felt like he was getting away from that life and into one that he felt fit him more. What better way to show your freedom from the rich than relieving them of their own wealth?
Flag TheWalrus42 February 17, 2013 7:07 PM PST
Wow, look at all this interest and not even 12 hours since I posted the thread.  This is quite a shock.
Flag Grawln February 17, 2013 7:34 PM PST
...pretty well done.
if time allows may transition last bits of point background into narrative


Butu the Cook 
Unaligned Swarm Druid 
Theme: Vile Scholar

background Show

early days Show

Butu was born on the small island of Kitcheeta, a short day's sail away from Ghalfas isle. The youngest of a large family, Butu's mismatched eyes were seen as a sign that he was touched by the spirit world, though whether this was a blessing or curse was argued by many.

This stigma prevented Butu from having many friends growing up. Instead, he spent much of his youth hiding in the jungle, silently watching the animals that lived underneath its leafy canopy. He witnessed the incessant push of life and soon felt more akin to the struggles of the animals than with his own hom village. It was not long before the village's shaman noticed Butu's focus and potential and brought the young man to his own hut to learn and be one with the spririt world.

the sound Show

On one day, Butu's mind was beset by the voices of the spirits. Though no one else heard them, they cried and sang in his ears, demanding he rush deep into the forest to learn a truth only he could know. And so he followed.

Butu ran into the cool humid depths of the jungle, following the voices that urged him onward. By nightfall, lost and tired, he stopped by a small sheltered pool. Its still waters were darkend by the deepening shadows of the coming blanket of the night. He made no fire. Instead, he simply sat upon the soft ground with his back pressed against the rough bark of a tree and watched. He watched as night blended the bright colors of the flowers into shapless greys form. He watched as the greys then disappeared into an all encompassing blackness that only a night in the jungle can bring. It was then that he first truely heard the sound.

It was a buzzing, a noise that he'd heard before when the warm summer nights brought the cicadas up from the ground to sing there courtship in trees. It was the same sound but somehow different. Different because it was no longer a drone that vibrated in the distance. This time the sound was within him.

He felt exalted. His form burst up and outward. Hundreds of small flying points of his conciousness swarmed and floated just above the ground. He felt the comforting coolness of the night air against his many wings and smelled the lure of the trees and their deliciuos sweetness that called to his mouth. He drank deeply of their sap till all his forms were full. He then gently descended, came together, again felt the tree's roughness press against his back and fell asleep.

the bloody return Show

- he travels back home elated by his communion with nature
- on his returne he finds his village burned a pillaged, with all whom he knew either dead or stolen away
- he follows a trail stomped out by the attackers only to be caught by suprised and taken captive onboard a pirate vessel, likely to be sold into slavery
- though he'd experience the transformation in the forest into the swarm of cicada's, he couldn't yet  invoke it on command so he remained trapped onboard yearning for freedom
- fortunately the ship he was held captive on had previously ran afoul of Blackwood's ship. 
- blackwood had finally caught up with this rival priate and raiding the ship Butu was held captive on.
- during the raid, Butu was freed and joined the fight against his captors
- during the battle he was guided by his spirits and was brought close to Captain Blackwood whom he then saved from a surely deadly blow
- Blackwood and his crew won the day, routing the rival pirate.
- from that point on Captain Blackwood viewed Butu as his lucky charm having saved him from the deadly blow
- for Butu, captain Blackwood his savior and avenger.
- Blackwood can do no wrong in Butu's eyes and he will never give up on the man that freed him and avenged the massacre of his village.

the present Show

- Butu has become a member of the crew, and has turned out to be a remarkable cook, likely due to his instinctual understanding of plants and animals
- In port, he can always find the finest cuts of meat, the best fruits and vegetables and freshest fish for the crew
- this is very fortunate, as a well fed belly goes a long way to abating the fears that many on the crew have regarding Butu and tendancy to talk with spirits. A good number would feel better if he were thrown overboard rather than risk being caught by the stare of Butu's strange coloured eyes fearing he might curse them with his primitive island magic for some unintended slight
- still Captain Blackwood keeps Butu onboard, not just for his fine food, but also in the belief that his presence has blessed them with good fortune.

- Butu had warned the captain from stopping in Ellisport, saying the spirits had told him of troubles that might come.
- Blackwood disregarded the council as pressing matters in the port demanded his attention
- it comes as no suprise to Butu to hear that the captain has been caught.
- He immediately begins to think of ways to rescue his captain

 
appearance and personality Show

In most ways, Butu appears to be a typical Motabu, with dark brown skin and a mass of curly black hair descending from his scalp. His one unusual feature is that he has two different coloured eyes, brown and blue.

He is usally dressed in the simple clothes of his homeland,  finely stitched animal hides hidden beneath a billowing rudy brown robe. Before battle, Butu uses white paint to create the image of a learing skull on his face.

Butu has never felt comfortable around people, more so now that he finds himself part of the Blackwood Dog's crew. His unsettling glare and his tendency to speak to spirits that only he can see have kept him apart from most of the crew. Its only his remarkable skill as a cook that has kept the crew from throwing him overboard, that and Captain Blackwood's protection of him. 


lore Show

The Motabu Show
The Motabu are the native inhabitants of a chain of islands south of Ghalfas. The speak a heavily accented dialect of Tulrissian that people from Tulrisse have difficulty understanding. 

Many live in small villages that would be viewed as primitive by most of the nations of Voreld. They have a strong connection to nature and primal magic and reject the arcane and divine traditions commonly found elsewhere.

The Motabu have very dark complexions with skin ranging from a light brown to almost black. 



build Show




====== Created Using Wizards of the Coast D&D Character Builder ======
Butu, level 1
Mul, Druid
Primal Aspect Option: Primal Swarm
Geography - Wetlands (+2 to Nature)
Theme: Vile Scholar
Languages: Common, Serran
Born of Two Races: Dwarf

FINAL ABILITY SCORES
STR 14, CON 16, DEX 14, INT 10, WIS 18, CHA 9

STARTING ABILITY SCORES
STR 14, CON 14, DEX 14, INT 10, WIS 16, CHA 9


AC: 15 Fort: 13 Ref: 13 Will: 15
HP: 28 Surges: 11 Surge Value: 7

TRAINED SKILLS
Athletics +8, Heal +9, Nature +11, Religion +5

UNTRAINED SKILLS
Acrobatics +1, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +4, Endurance +4, History +0, Insight +4, Intimidate –1, Perception +4, Stealth +1, Streetwise +1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Vile Scholar Attack: Dark Speech
Mul Racial Power: Incredible Toughness
Druid Feature: Wild Shape
Shaman Feature: Call Spirit Companion
Shaman Feature: Spirit's Fangs
Shaman Feature: Speak with Spirits
Druid Attack 1: Swarming Locusts
Druid Attack 1: Thorn Whip
Druid Attack 1: Tending Strike
Druid Attack 1: Scattered Form
Druid Attack 1: Fog of Insects

FEATS
Level 1: Spirit Talker (Shaman Multi-Class)
Free: Totem Expertise
Druid Feat: Ritual Caster

ITEMS
Ritual:Portend Weather(free druid ritual)
Ritual:Animal Messenger(free druid ritual)
Ritual:Amanuensis (purchase)
Ritual Book (free druid item)
Totem x1 (purchase)
Sling (purchase)
Hide Armor x1 (free item)
Adventurer's Kit (purchase)
Drum (purchase)
Mace x1 (free item)
====== End ======




 

Flag swmabie February 17, 2013 7:44 PM PST
Danilo Ruskin
Ship's Carpenter



In many cases, due to the tools being the same for both duties, the Ship's Carpenter was often also the Ship's Surgeon....

Character Sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Danilo Ruskin, level 1
Human, Warlord (Marshal)
Warlord Option: Combat Leader
Commanding Presence Option: Insightful Presence
Human Power Selection Option: Bonus At-Will Power
Inherent Bonuses
Surgeon (+2 to Heal)
Theme: Alchemist
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 8, INT 12, WIS 16, CHA 10
 
STARTING ABILITY SCORES
STR 16, CON 14, DEX 8, INT 12, WIS 16, CHA 10
 
 
AC: 16 Fort: 16 Ref: 12 Will: 15
HP: 26 Surges: 9 Surge Value: 6
 
TRAINED SKILLS
Diplomacy +5, Heal +10, History +6, Perception +8, Religion +6
 
UNTRAINED SKILLS
Acrobatics –2, Arcana +1, Athletics +3, Bluff +0, Dungeoneering +3, Endurance +1, Insight +3, Intimidate +0, Nature +3, Stealth –2, Streetwise +0, Thievery –2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warlord Feature: Inspiring Word
Warlord Attack 1: Opening Shove
Warlord Attack 1: Commander's Strike
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Powerful Warning
Warlord Attack 1: Lamb to the Slaughter
 
FEATS
Alchemist
Level 1: Polearm Expertise
Level 1: Skill Training (Religion)
Level 1: Skill Training (Perception)
Level 1: Practiced Study
Level 1: Ritual Caster
 
ITEMS
Glaive x1
Chainmail x1
Temporary Fix
Make Whole
Clearwater Solution
====== End ======

Personality & Background Show

Raised by his extremely devout grandmother, Danilo Ruskin is a simple, quiet man.  He knows all of the teachings of the prophets and most every other religious doctrine of those who follow Imar'di.  He enjoys working with wood and other materials, doing his best to learn how things work, how to take them apart and put them back together again.  Far from stupid or backward, he is capable of holding a conversation when he wishes to; he just usually does not.

He was in the seminary for a while, but ended up leaving school — not because he didn't want to be a priest for Imar'di, but because he realized that the Church had lost its way, somehow.  It was no longer Peaceful or Compassionate, not like Imar'di asked her people to be.

Though poor, he had used the last of his money in order to buy passage to one of the far islands of Forelle, planning to do missionary work among those who needed to seek peace; while he was not outcast from his homeland, he did not feel comfortable with knowing how the dogma had been twisted, how the words of peace and hope were being used to control and impose.  That was not what Imar'di wanted, and so he was leaving.

Unfortunately — or fortunately, depending on one's point of view — the ship he was on was taken by pirates.  He did not fight or even defend himself, and was taken prisoner by the pirate Blackwood and his crew.  Fortunately — or unfortunately, depending on one's point of view — they had recently lost their "carpenter," the man who was responsible to patching and repairing both the ship and its crew.  Skills that he was willing to utilize for them; odd, under the circumstances, but he is convinced that it was an act of Imar'di that brought him to Blackwood and his men and women; and that it is Danilo's job to teach them to know peace, to respect life, and to hold onto hope.

He does carry a weapon, at Blackwood's insistence — a glaive, a staff with a heavy blade on one end — and has promised to protect himself with it.  In his own way, of course; he's far more likely to remain in a defensive position, though his presence has been known to distract opponents into allowing his shipmates to attack them more successfully.  But usually he keeps those who would seek to fight him at arms length, and allow others to do what they believe needs to be done; and he'll fix them afterward (or during, even, if needed).

Imar'di, Goddess of Peace Show

(note: includes information received from DM; might be some modifications)

Imar'di, Queen of Peace, Patroness of Imardin
aka: Imara in Forellia, Mardia in Tulrisse, Ch'nok in the Serran Desert, Mar-Nok in Kurnhuelde, Chono to the Dwarves, and Marid to the Elves

• Domains: Protection, Life, Hope

In most lands, the goddess of peace and compassion is a less revered deity; at best minor, at worst forgotten or ignored.  Her followers considered little better than sheep by the majority of the populace, they practice non-violence, often to their own detriment.

In Imardin, she is worshiped above all others, almost to the exclusion of all others.  All government officials are clergy as well, the head of state the Archbishop.  While there is freedom to worship as one wishes, worship of Imar'di is expected, if not required, in order to be of any significance.  And the Imardin Thalassocracy is using every weapon in its arsenal to bring the rest of the Forelle Sea under its wing.

This incongruity — a conquering country which worships peace — can be smoothed with a simple explanation: in order to have peace, there must be no conflict.  Multiple governments lead to war; thus, the world must be brought under the guidance of a single government.  Multiple religions breed animosity; a single unifying religion, one of peace and compassion, is all that is needed or required.  When people are allowed their freedoms, they can be offensive and injurious; it is safer and better for all if they are taught how to be a single people, considerate of others, and at peace with all.  After all, it's for their own good; the people need to let their leaders make the decisions for them to be secure. 

Flag TheWalrus42 February 17, 2013 8:09 PM PST
So just as a heads up to everyone, I forgot to mention in the OP that this game will be using inherent bonuses as we plan for magic items to be more rare than usual in this game. It doesn't affect anything right now, obviously, since you are building level one submissions, but for those of you using the WOTC character builder you should check the Inherent Bonuses box for the future.

Edit: Also, the "take your choice of armor and weapon" should say that you can pick a weapon OR an implement.
Flag TheWalrus42 February 17, 2013 9:43 PM PST
LM, you can spend 3 more points on attributes.
Flag LordManshoon February 17, 2013 9:48 PM PST

Feb 17, 2013 -- 9:43PM, TheWalrus42 wrote:

LM, you can spend 3 more points on attributes.


Ah, thanks for that. I know just how to spend them.

Flag Khan_the_Destroyer February 17, 2013 10:24 PM PST
Walrus, thematically is there gunpowder in this setting? And if so would it simply be a matter of describing our mechanics as gunfire? (Refluffing, though I don't like the term .)
Flag TheWalrus42 February 17, 2013 11:11 PM PST
Yes there is gunpowder in the setting, so let's go ahead and say that you can 'refluff'/'reskin' any ranged missile weapon (bows and crossbows mainly) into a flintlock gun of some sort (pistol, blunderbuss, whatever), but other than the cannons on ships and those flintlock guns there are no other sorts of firearms. So yes to guns, but only if you'd already be using a ranged weapon that itself already uses ammunition. 

As a side note, though, please still list the original weapon as normal in your sheet, and just put what type of gun it will be in parentheses after the actual item. That will make it easier for us to keep track of the mechanics.

That was a good question, we hadn't actually thought about that when planning.
Flag Khan_the_Destroyer February 17, 2013 11:18 PM PST
Great, good to know. I'm leaning towards a ranged build then looking to play a pistoleer.
Flag Harn_Winterfell February 19, 2013 12:03 AM PST




Amrajah Ram



Character Sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Amrajah Ram, level 1
Human, Assassin (Executioner)
Executioner Option: Attack Finesse (Executioner)
Assassin Guild Technique: Red Scales
Binding Initiate Option: Binding Initiate (Star Pact)
Human Power Selection Option: Heroic Effort
Inherent Bonuses
Cultist (+2 to Stealth)
Theme: Reaver
 
FINAL ABILITY SCORES
STR 11, CON 10, DEX 20, INT 10, WIS 11, CHA 14
 
STARTING ABILITY SCORES
STR 11, CON 10, DEX 18, INT 10, WIS 11, CHA 14
 
 
AC: 18 Fort: 12 Ref: 17 Will: 14
HP: 22 Surges: 7 Surge Value: 5
 
TRAINED SKILLS
Acrobatics +10, Athletics +5, Perception +5, Religion +5, Stealth +12, Streetwise +7, Thievery +10
 
UNTRAINED SKILLS
Arcana +0, Bluff +2, Diplomacy +2, Dungeoneering +0, Endurance +0, Heal +0, History +0, Insight +0, Intimidate +2, Nature +0
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Reaver Attack: Vicious Assault
Warlock Utility: Hidden Lore
Warlock Attack: Mind Shadows
Human Racial Power: Heroic Effort
Assassin Attack: Assassin's Strike
Assassin Attack: Garrote Strangle
Assassin Attack: Poisoned Dagger
Assassin Attack: Quick Lunge
 
FEATS
Level 1: Ki Focus Expertise
Level 1: Binding Initiate
Level 1: Two-Weapon Defense
Level 1: Weapon Expertise (Garrote)
 
ITEMS
Ungol Dust
Bloodroot Poison
Leather Armor x1
Adventurer's Kit
Ki Focus x1
Poisoner's Kit
Dagger x2
Garrote
Blowgun
====== End ======

Background/History Show
..pending

Personality Show
..pending 

Kali Mah..er.. I mean Combat Data Show
  ..pending
Flag TheWalrus42 February 19, 2013 11:29 AM PST
So far all the builds look good, I don't see anything missing in them. Lin, a few things about your sheet, which I just noticed you added:

1) You can spend 3 more points for attributes, since the point buy is 25 not 22.
2) Your current background benefit isn't allowed, only +2 to a single skill or adding a language.
3) You can take another feat, since everyone gets a free expertise feat at first level.
4) A minor detail, but you actually have 35 coins left, not 34, since both the cloth armor and quarterstaff are free.

Other than that it looks good, and I'm looking forward to reading yours and the rest of the backgrounds that aren't up yet.

Also, to everyone, I updated the second post to include a running list of submissions. This is mainly so it's easier to see what all classes have been submitted thus far, but it will make it easier to find everyone's submissions in a hurry in the future too.
Flag LinYurenya February 20, 2013 3:20 AM PST
Ooh, those attribute points will be useful! Nice! I'll change the rest as well
Background info and such will also be up sometime today.
Edit: Done
Flag TheWalrus42 February 20, 2013 4:43 PM PST
Cool, everything looks fine now.
Flag crimson_vampr February 20, 2013 7:07 PM PST
A pirates game? Who, in their right mind, could possibly resist applying? Certainly not I (even though it is highly unlikely that I am in my right mind).


sheet Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Ka'tho Hollownder, level 1
Thri-Kreen, Barbarian
Build: Whirling Barbarian
Feral Might Option: Whirling Slayer
Inherent Bonuses
Occupation - Criminal (+2 to Stealth)
Theme: Sohei
Languages: Common, Tulrissian
 
FINAL ABILITY SCORES
STR 18, CON 14, DEX 18, INT 10, WIS 11, CHA 9
 
STARTING ABILITY SCORES
STR 16, CON 14, DEX 16, INT 10, WIS 11, CHA 9
 
 
AC: 18 Fort: 16 Ref: 15 Will: 10
HP: 29 Surges: 10 Surge Value: 7
 
TRAINED SKILLS
Athletics +10, Nature +7, Stealth +10
 
UNTRAINED SKILLS
Acrobatics +3, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Endurance +1, Heal +0, History +0, Insight +0, Intimidate –1, Perception +0, Religion +0, Streetwise –1, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sohei Attack: Sohei Flurry
Thri-Kreen Racial Power: Thri-kreen Claws
Barbarian Feature: Whirling Lunge
Barbarian Attack 1: Whirling Rend
Barbarian Attack 1: Howling Strike
Barbarian Attack 1: Whirling Frenzy
Barbarian Attack 1: Rage Drake's Frenzy
 
FEATS
Level 1: Heavy Blade Expertise
Level 1: Weapon Proficiency (Bastard sword)
 
ITEMS
Hide Armor x1
Bastard sword x2
Dagger x1
Adventurer's Kit
Climber's Kit
Crowbar
Cash: 0gp
====== End ======

appearance/personality Show
Ka'tho is a thuggish brute and looks much the part. Though he is largely unremarkable with short dark hair and a very plain face, his eyes cause him to stand out. Smaller than would be expected on someone of his size, they possess a clarity and focus that most normal people lack.
His clothing is equally bland, a simple loose-fitting shirt and a pair of serviceable work pants. He wears a nicer pair of gloves that fit his hands well. A bandana tied over his head and simple boots complete his clothing. He is rarely seen without his pair of large swords, one strapped to his back, over his right shoulder, the other on his left hip.
Known for his quick hands and quicker temper, he often finds himself in trouble among the crew. His willingness to submit to any corrective action and his ability in combat have kept him from loosing his position, and his life, aboard the ship.

background Show
Ka'tho was always a troublemaker. Larger than most boys his age, even among the farmers of Tulrisse, he quickly took to bullying others to do his work for him. His parents weren't sure how to handle his behavior and would most often punish him with a beating. This, of course, did little to curb his behavior. He only used it to pour out his frustrations on those weaker than him.

As is typical of troubled youths, Ka'tho slowly began to get into worse and worse trouble. He got caught stealing from a neighbor when he was about 13. And when that neighbor called his dog to attack the boy, he killed it with a small knife he had, pouring his anger through it. His parents had finally reached their limits. Feeling they had no other recourse, they disowned the boy and sent him off to fend for himself. Furious though he was, Ka'tho couldn't bring himself to attack his parents, but he returned that night setting fire to their barn.

He moved from village to village, unable to stay in any place long, for he was nothing but a petty thug. He learned quickly how to escape in the darkness as he fled town after town. Eventually he found his way to the coast-lands and there were the big cities. In the city of Keth, he found that his crimes were easily lost among a host of others. So, by blending in, he began to settle down. Of course he joined with a local gang known as Opal 6. Lacking any form of leadership skills, He quickly fell into place among the lower ranks of the gang. Mostly, the gang made its living on extortion and muggings, a life Ka'tho was well suited too.

Of course, most people could see what was coming next. The gang leader, Gilvezan began to want for more. Having heard of a couple shipments that were coming into the harbor, he wanted to get his hands on some of the goods. His attempts at threatening the owners were laughed at, so naturally, Gilvezan decided to raid the shipments. His planning was elaborate, and of course full of holes. He split his gang into two groups. The first group, where Ka'tho was assigned, went after a shipment of quality weapons being prepared for sale to Imardin. The second group went after a shipment with more... liquid assets. What became of the second raid, Ka'tho never found out. The first raid was a disaster. Most certainly it started out well enough, the break-in was easy, a simple smash and grab job. But, almost as soon as the group was inside, guards began bearing down on them. The clubs and knives Opal 6 members were used to carrying were of no use against the swords and armor of the guard and many of the group fell with grievous wounds in just the initial skirmish.

Ka'tho realized quickly that he was outmatched. He retreated farther into the building, and managed to find the weapons stash. In a rushed decision from a strong need for better weapons, he grabbed the two biggest swords he could find and began looking for a way out. After several tense moments of searching and hiding, he found a back entrance and burst out into the streets tripping over a guard who had been posted there. He wasn't well trained with the swords, but with ferocity, strength and speed, he was on the guard and had his new blades deep into his stomach before the stunned man could get his guard up. Ka'tho stared at the blood that wept from the wound. It was the first time he had taken a human life. Time stretched.

And then, it snapped. The guards death cry had alerted others and Ka'tho fled disappearing into the shadows with a unit of guards close on his trail. They chased him all the way to the docks, where Ka'tho finally managed to lose them by slipping into a small boat and hiding. He laid there without knowing how much time passed, hardly daring to breath. And just as he began to relax, He felt people boarding the boat. His body tensed, but they did not seem to be searching for him. No, in fact, they were casting off, taking him out of the city and further away from the danger of the guards.

The little boat cut through the water for some time. Not wanting to risk exposure to an unfriendly rescuer, Ka'tho remained still. The smaller boat eventually found its way to a larger boat, where it was hauled aboard, extra cargo and all. Despite his best efforts to remain unnoticed, the small boat was unloaded of its cargo, leaving Ka'tho nowhere to hide. The captain and crew gathered to examine the stowaway and hear his story. Blackwood introduced himself kindly enough, and laughed at all the appropriate times in Ka'tho's story. Ka'tho began to relax. But at the end, Blackwood took a step back and eyed the young man over, then looked at one of his crew and said, "Ambrit, take his nice swords and dump the lad overboard. I've no use for stowaways and no need for an extra mouth to feed. Ka'tho stood shocked for a moment as one of the men approached him and stuck a hand on his sword. But the moment soon passed as Ka'tho lashed out, desperate to do whatever he could to buy even a few more moments for his life. He struck with his second sword, a clumsy strike, but powerful enough to send Ambrit stumbling back. Ka'tho charged into the man with a flurry of blows. Those nearest to Ambrit took almost as many strikes from the untrained youth and then retaliated in kind. It took seven men to bring Ka'tho down, and several more were left unfit to perform their duties. That display bought him more than a few moments added onto his life, though it left him indebted to the captain.

He has since stayed aboard the Salacious Saint, falling back into his familiar role of follower. He's learning more each day on how to handle the ship, and also his swords.
Flag kalis5 February 20, 2013 7:24 PM PST
Oh god Crimson, if we both get in this is just gonna get stupid man.
Flag TheWalrus42 February 20, 2013 7:47 PM PST

Feb 20, 2013 -- 6:51PM, CALEBROBERTS wrote:

Question:  Can I take the Foamgatherer Heritage feat for a dwarf since we are refluffing to human?




Sure, I'll allow that.

Feb 20, 2013 -- 7:07PM, crimson_vampr wrote:

A pirates game? Who, in their right mind, could possibly resist applying?




Hopefully all of them, I only want the crazies. And by the looks of it I got what I wanted so far.

Flag CALEBROBERTS February 20, 2013 7:50 PM PST
i decided not to apply.  I just dont have the time for another game.  Have fun though.
Flag TheWalrus42 February 20, 2013 7:55 PM PST
Ah, alrighty then. Have fun being in your right mind. :P
Flag crimson_vampr February 20, 2013 8:58 PM PST
I believe my submission is complete...

Feb 20, 2013 -- 7:24PM, kalis5 wrote:

Oh god Crimson, if we both get in this is just gonna get stupid man.



That's a big if. There are quite a lot of submissions, many that look to be of good quality. But I'm certainly not against playing in yet another game with you if we are both chosen.

Feb 20, 2013 -- 7:47PM, TheWalrus42 wrote:

Feb 20, 2013 -- 7:07PM, crimson_vampr wrote:

A pirates game? Who, in their right mind, could possibly resist applying?




Hopefully all of them, I only want the crazies. And by the looks of it I got what I wanted so far.



I'll be happy to oblige your desires then. And by the way, that was a nice touch with the hidden video link in the OP. Very fun.

Flag TheWalrus42 February 20, 2013 10:23 PM PST

Feb 20, 2013 -- 8:58PM, crimson_vampr wrote:

And by the way, that was a nice touch with the hidden video link in the OP. Very fun.



Hehe, you are the first one to find it as far as I can tell. Here, have a reward. 

Flag TheWalrus42 February 22, 2013 6:20 PM PST
Everyone, I made a hex map that will be the baseline for the continent the game takes place in. Content-wise it doesn't have a whole lot, so feel free to add cities and key locations within reason and we can discuss exactly where to place them on the map should you make it in. Below are the maps I currently have; they'll be added to the second post, and more will be added as I finish them. 

Overview of Voreld Show



Map of Imardin Show



Map of Tulrisse Show


Flag White_Lightning February 23, 2013 4:55 PM PST
It is unfortuante but real life priorities have taken hold. Thus my free time is taken up and so I am withdrawing my submission. For those that do make it y'all have a good game. Laughing

Character submission done. One question to the DM's: To keep with the concept of this character, might it be possible if the displacer beast could have a swim speed and ability to breath underwater?


Kora, the Mermaiden
Sheet Spoiler: Show

Female Hengeyokai - Carp
Level 1
Class: Battlemind
Psionic Study - Speed of Though
Theme - Fey Beastamer
Beast Companion - Displacer Beast
Background - Explorer: +2 Nature

Final Stats:
Str - 10 (+0), Con - 18 (+4), Dex - 15 (+2), Int -9 (-1), Wis - 10 (+0), Cha - 16 (+3)

Maximum Hit Points: 33
Bloodied: 16
Surge Value: 8
Surges / Day: 13
Size: Medium
Speed: 6 squares
Vision: Low-light
Power Points: 2

AC = 19, Fort = 14, Ref = 15, Will = 15

Skills - Trained
Athletics +3, Insight +5, Intimidate +5

Skills - Untrained
Acrobatics +0, Arcana - 1, Bluff +5, Diplomacy +3, Dungeoneering +0, Endurance +4, Heal +0, History -1, Nature +2, Perception +2, Religion - 1, Stealth +0, Streetwise +3, Thievery +0.

Powers:
Nature's Mask - Racial Feature
Mind Spike - Class Feature
Battlemind's Demand - Class Feature
Blurred Step - Class Feature
Speed of Thought - Class Feature
Far Hearing - Feat Power
Sensing Eye - Feat Power
Thought Projection - Feat Power
Concussive Spike - At Will 1
Vicious Cobra Strike - At Will 1
Living Fortress - Daily 1

Feats:
Spear Expertise (free)
Wild Talent Master

Items:
Lance (free item)
Scale Armor (free item)
Heavy Shield (10gp)
Standard Adventure's Kit (15gp)
25gp


Background Spoiler: Show

Thoughout Voreld and the other surrounding areas, news spread of a new continent that was discovered. Many adventures sought fame and fortune, dreamt of crossing uncharted waters to the new world, Ameryk. Though for the inhabitants of this long forgotten realm, it would spell disaster. On a small island called Hiva is where Kora was born. Some twenty years prior her people, called the Lemui, came into contact with the outsiders they had heard so much about. As with all people of Ameryk, caution was employed since the outsiders claimed to be explores for trade. To those of Voreld, the Lemui spoke a similar dialect of Common, thus finding it difficult to trick these people as had been done to other tribes. When Kora was 8, the outsiders made their move and a bloody battle occurred. The Lemui were able to put up a good fight but in the end, most were slaughtered and those that were captured eventually were sold into slavery. All this because the people of the outside world wanted their fertile lands.

For over a year, Kora spent on a slave boat and eventually made her way into the services of a small time merchant in Imardin. Life was not pleasant during this time as she was treated no better than a piece of livestock. One of the merchant's other servants, a woman named Brenda, took pity on Kora and taught her the skills needed to survive her new home. In her time as a slave though, Kora kept having strange dreams of a magnificent city and the peoples of this place, what seemed to be from an age long ago. Each time a dream occurred it was of the same place but different areas and events. That and the memories of her old home were all the small comforts she had. But one day a twist of luck and a chance meeting with someone she would see again in the future occured.

It was one a trip that her master's cargo ship was attacked by a band of pirates. Kora being brought along as a hand of sorts, was caught right in the middle of the fight. She was lucky and smart enough to remain unnoticed making her way up to the quarterdeck when she came face to face with one of the pirates. Surely she thought she was dead as the pirate grabbed for her, but with some quick speed she jumped over the rails and dived into the ocean. Though a strange event occurred that shocked the pirate for he had seen this same girl swimming away with a fish tail where he once saw legs. In that a strange power occurred to Kora, but in the height of the excitement, she did not notice as some sort of instincts took over. The next thing she knew, Kora was laying on the beach of a near by island, unsure how she got there. But to her, it was better than dealing with a dislikable master and dumb old pirates.

For days she stayed on the island, exploring and making the best of current situation still not remembering how she came to the island in the first place. But she did know there was something different about her. One night as well she received a strange visitor. During the night while she was sleeping a creature emerged from the ocean onto the beach. What this creature was she only knew from the legends of her people as a Ixtul, a cat like creature with two tentacles emerging out of it's back. Fear came over her as the creature moved closer seeming if to eat her. Though the truth was it wanted the scraps of left over fish she cooked. Over the coarse of many weeks the same creature came back to which friendly relations formed between Kora and the Ixtul to where it became her pet, thus Kora named it Ixu. Despite having the company, Kora wasn't keen on staying the island any longer than she had to but didn't have the means to leave. None she realized anyway.

However, while fishing the same sensation occurred again that she felt on the day of the pirate attack. Like a moth to a flame she went deeper into the water in a trance then eventually realized she was fully submerged. Although she was breathing normally and once again the fish tale appeared. Such events were incredible to her senses as both excitement and fear of the unknown came over her. Though concentration and will, she mastered the ability to transform her legs into a fish tale and maneuvering about under the water. In due time as well she would come to discover several new abilities of which she had to learn herself to master. Seeing as how she had the means to travel both her and Ixu left the island beginning a underwater journey. In her travels she stayed mainly on the outlined islands of Imardin's territory. Many who saw her called out she was some thing called a mermaid. What this was Kora didn't know and thought it was another derogatory term for a Lemui. Though, in her travels the same dreams of the ancient city became stronger as if visions or a calling. To that Kora decided she would investigate to find out what all of this meant.

But history often finds a way to repeat itself. Years later Kora would find herself and Ixu captured while sneaking onto a boat searching for food. Raiding a ships supplies was by far easier than having to hunt after all. Though to whom caught her was the bigger surprise for the man standing over her as a net engulfed her was none other than the pirate she saw all those years ago. The face stayed the same but simply the pirate grew older. And that pirate identified himself as Captain Blackwood. While the initial meeting was not pleasant, Blackwood eventually learned of Kora's life story. Whether out of compassion or curiosity, Blackwood let Kora go. To that he gave her the supplies she wanted and sent her on her way. But then a proposal was made by Blackwood that perked Kora's attention. Though a pirate, Blackwood knew some interesting individuals that possibly could help Kora in figuring out what was going one and more importantly what the dreams meant. All this, and a cut of the booty obtained, in exchange she serve under him as part of his crew. Blackwood explained with a unique ability like what Kora had, he could have use of her skills and powers. With no other options or leads, and no home to return to, Kora accepted the terms. Now 16 she serves under Blackwood hoping that he can offer her the answers she wanted. Also it would seem pirating held the added bonus of getting back at Imardin and everyone else from Voreld who she blames as destroying her home.


Appearance Spoiler: Show

Flag Akavasha February 24, 2013 12:20 PM PST
Let me see if I can get a character done in time for the submission date. I simply cannot resist this game. It looks like it is going to be amazing!
Flag TheWalrus42 February 24, 2013 12:22 PM PST
Sorry to see you go White_Lightning. And glad to see you applying Aka.
Flag Akavasha February 24, 2013 12:32 PM PST
Looks like no one has submitted a rogue yet so I think I will go in that direction.
Flag Akavasha February 24, 2013 4:08 PM PST
TheWalrus: I am hoping you will allow me to make a change. I am working up a rogue but I was thinking of going with a tiefling over a human or halfling. Would it be possible for you to grant approval to change the abilities to +2 Cha and +2 Dex or +2 Str rather than the normal +2 Cha and +2 Int?
Flag TheWalrus42 February 24, 2013 4:50 PM PST
I suppose that would be fine, seeing as everyone is refluffing to human anyway. Have fun with your weirdly-perfect-for-rogue Tiefling stats. :P
Flag GROMkill February 24, 2013 4:57 PM PST
The submissions are looking rather interesting! We've got a nice variety of sea-scum so far Remember that the deadline for submissions are this Friday, so make sure you've got yours completed on time, everyone. Good luck to you all!

@Akavasha: Sounds fine by me!
Flag Akavasha February 24, 2013 5:16 PM PST

Feb 24, 2013 -- 4:50PM, TheWalrus42 wrote:

I suppose that would be fine, seeing as everyone is refluffing to human anyway. Have fun with your weirdly-perfect-for-rogue Tiefling stats. :P


What do you mean by refluffing to human? I meant to ask that earlier.

Flag LordManshoon February 24, 2013 5:23 PM PST

Feb 24, 2013 -- 5:16PM, Akavasha wrote:

Feb 24, 2013 -- 4:50PM, TheWalrus42 wrote:

I suppose that would be fine, seeing as everyone is refluffing to human anyway. Have fun with your weirdly-perfect-for-rogue Tiefling stats. :P


What do you mean by refluffing to human? I meant to ask that earlier.


I'll field this one, if I may.

It means pick any race you like and use its stats and abilities, but in the game world, that character is a human - looks human, thinks like a human, sounds like a human.

Flag Akavasha February 24, 2013 5:44 PM PST

Feb 24, 2013 -- 5:23PM, LordManshoon wrote:

Feb 24, 2013 -- 5:16PM, Akavasha wrote:

Feb 24, 2013 -- 4:50PM, TheWalrus42 wrote:

I suppose that would be fine, seeing as everyone is refluffing to human anyway. Have fun with your weirdly-perfect-for-rogue Tiefling stats. :P


What do you mean by refluffing to human? I meant to ask that earlier.


I'll field this one, if I may.

It means pick any race you like and use its stats and abilities, but in the game world, that character is a human - looks human, thinks like a human, sounds like a human.


I thought so but wanted to make sure. You know what they say about assuming... (ass|u|me)

Flag GROMkill February 24, 2013 6:14 PM PST
What LM said! If you're a goliath mechanically, you're just a human whose parents made sure they ate their meat, potatoes and milk growing up, hehehe. Ask first should you be playing something like a hengeyokai or a changeling, so that we can let you know what we feel about it!
Flag Akavasha February 24, 2013 7:29 PM PST

Feb 24, 2013 -- 6:14PM, GROMkill wrote:

What LM said! If you're a goliath mechanically, you're just a human whose parents made sure they ate their meat, potatoes and milk growing up, hehehe. Ask first should you be playing something like a hengeyokai or a changeling, so that we can let you know what we feel about it!


Nope, I am going with a female tielfling. She has a fiery temper and enjoys a 5-fingered discount.


I am actually almost done with her, which shocks the crap out of me! (Not literally, thankfully.) I should have her posted either tomorrow or Tuesday.   

Flag Akavasha February 24, 2013 9:23 PM PST


 Art by Kevin Brown


Brekka
Brekka Show


female ~ tiefling
Rogue 1
Alignment: Lawful Neutral with evil tendencies

Medium, 5'8" tall, 140wt, 18 yrs old; 
Deep purple hair that cascades down to the middle of her back, slightly pointed teeth, solid black eyes, reddish-brown skin tone, long slender hands

Speaks Common, Imardanian

Ability Scores (25 point buy)
+3  Str: 16 (Base 10, 9pts)
+1  Con: 13 (Base 10, 3pts)
+4  Dex: 18 (Base 10, 9pts, +2 racial)
 -1  Int: 8 (Base 8, 0pts)
 -1  Wis: 9 (Base 10, -1pts)
+3  Cha: 16 (Base 10, 5pts, +2 racial)

Basic Combat Stats
Hit Points: 25 (12+13 Con)
Bloodied: 12
Healing Surge: 7/day
Healing Surge Value: 6

Initiative: +4 (+4 Dex)
Speed: 6 squares (30 feet)
Action Points: 1
Vision: Low-light

Defenses
AC: +16 (+2 armor, +4 dex | SPECIAL: +3 Cha mod against opportunity attacks due to Artful Dodger class feature)
Fort: 13 (+3 Str)
Ref: 16 (+4 Dex, +2 rogue)
Will: 13 (+3 Cha)

Attacks
*gain +1 to attack against bloodied foes
Sneak Attack: +2d6

+7 Melee, Short Sword, damage, crit
[HIT: +3 prof;  +3 Str; +1 expertise | DAMAGE:  | SPECIAL: +1 expertise feat]

+7 Melee, Dagger, 1d4+3, 12+3 crit, 5/10 range
[HIT: +3 prof, +3 str; +1 expertise | DAMAGE 1d4, +3 Str | SPECIAL: off-hand & light thrown; +1 expertise feat]

+6 Ranged, Crossbow/Pistol, 1d8, 16 crit, 15/30-range
[HIT: +2 prof; +4 Dex | DAMAGE: 1d8 | SPECIAL: Load minor]

Skills Show
Trained
+9 Acrobatics (+5 training, +4 Dex); +8 Athletics (+5 training, +3 Str); +10 Bluff (+5 training, +3 Cha, +2 racial); +11 Stealth (+5 training, +4 Dex, +2 racial);  +8 Streetwise (+5 training, +3 Cha);  +12 Thievery (+5 training, +4 Dex, +3 feat)

Untrained:
-1 Arcana (-1 Int); +3 Diplomacy (+3 Cha); -1 Dungeoneering (-1); +1 Endurance (+1 Con); -1 Heal (-1 Wis); -1 History (-1 Int); -1 Insight (-1 Wis); +3 Intimidate (+3 Cha); -1 Nature (-1 Wis); -1 Perception (-1 Wis); -1 Religion (-1 Int)


Feats Show
(1-lvl) Skill Focus Thievery: +3 to skill checks
(DM Bonus ~ 1 free expertise feat) Short Sword Expertise: (+1 to attack with any weapon power used with this weapon group)


Tiefling Racial Traits Show

Ability Scores: +2 Int & +2 Cha
Size: Medium
Speed: 6 sq.
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.


Rogue Traits Show
Role: Striker.
Power Source: Martial
Key Abilities: Dex, Str, Cha
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1-lvl: 12 + Con score
HP per Lvl Gained: 5
Healing Surges per Day: 6 + Con mod
Trained Skills: DM ruling, all skills available for training. Granted Stealth and Thievery plus 4 others.
Build Options: Brawny rogue or Trickster rogue
Class Features:
-First Strike: (At the start of an encounter you have combat advantage against any creatures that have not yet acted in that encounter.)
-Rogue Tactics, Artful Dodger:  You gain a bonus to AC equal to your Cha mod against opportunity attacks.
-Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
-Sneak Attack


Powers Show

At Will Powers [PHB, p118]
(1-lvl) Riposte Strike (With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you. | Martial, Weapon | Standard Action | Melee Weapon | Requirement: You must be wielding a light blade. | Target 1 creature | Attack: Dex vs. AC | Hit: 1[W] + Dex mod damage. If the target attacks you before the start of your next turn, you make y our riposte against the target as an immediate interrupt: a Str vs. AC attack that deals 1[W] + Str mod damage.)
(1-lvl) Sly Flourish (A distracting flourish causes the enemy to forget the blade at his throat. | | Martial, Weapon | Standard Action | Melee or Ranged Weapon | Requirement: You must be wielding a crossbow, a light blade, or a sling. | Target 1 creature | Attack: Dex vs. AC | Hit: 1[W] + Dex mod + Cha mod damage)

Encounter Powers
(Racial) Infernal Wrath: [PHB, p48] (You call upon your furious nature to improve your odds of harming your foe. | Minor Action | Personal | Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Cha mod as extra damage.)
(1-lvl) Positioning Strike: [PHB, p118] (A false stumble and a shove place the enemy exactly where you want him. | | Martial, Weapon | Standard Action | Melee Weapon | Requirement: You must be wielding a light blade. | Target 1 creature | Attack: Dex vs. Will | Hit: 1[W] + Dex mod damage, and you slide the target square. | Artful Dodger: You slide the target a number of squares equal to your Cha mod.)

Daily Powers
(1-lvl) Easy Target (| Martial, Weapon | Standard Action | Melee or Ranged Weapon | Requirement: You must be wielding a crossbow, a light blade, or a sling. | Target 1 creature | Attack: Dex vs. AC | Hit: 2[W] + Dex mod damage, and the target is slowed and grants combat advantage to you (save ends both). | Miss: Half damage, and the target grants combat advantage to you until the eoynt.)

Utility Powers
None currently


Equipment Show
(Begin game with 1 set of armor and 1 implement or weapon + 50gp)

Leather Armor (worn, 15wt) DM gift @ start of game
Robe, lots of inside pockets (worn, 1wt) 2gp
Explorer’s Outfit (worn, -wt) free at 1-lvl

Short Sword with reddish black gems down the handle, steel looks like Damascus steel (belt right, 2wt) 15gp  (As she makes money I will raise the value of this sword & hopefully someday it will become magical.)

Pouch (.5wt) 1gp
-thieves tools (pouch, 1wt) 20gp
Dagger with poison chamber (hidden in left boot, 1.5wt) 3gp
Crossbow [short range pistol] (left hip, 4wt) DM gift @ start of game
Bolt Case [Bullet Reloading Kit], 60 count  (right shoulder, 6wt) 3gp

Backpack (center back, 2wt) 2gp
Waterskin- water (backpack, 4wt) 1gp
Flint & Steel (backpack, -wt) 1gp
Trail Rations- 1 days (backpack, 1wt) 1gp

Coins- 1gp, 9sp, 10cp (pouch)

Explanation of Items Show
Short Sword: This short sword is different from any other seen before. It was her mother’s. The blade has black swirls through the steel (Damascus steel) and there are four gems along the hilt that are fiery red with what appear to be smoke swirling through them. Brekka has always had the fancy notion that they are fire elementals frozen into gem form. (As she gains in money, I’d like to make the gems more valuable and hope to someday have the sword reveal its magical side, perhaps something to do with fire.)


Wish List Show

1. Hands of a Fire Elemental
2. I’d like for her short sword to become something special.  (In the Explanation block)


Character Information Show

Timeline:
Region: Coastal cities in the Forellian Archipelago.

Age Birth – 7 years: Grew up in poor city of Harborville; ran with street gangs
7 – 14 years: Mother moved them to a fancy place in the city of Eagle’s Aerie that serves as a sort of resort and restocking for many ships that sail the nearby shipping lanes. Again, Brekka ran around with a street gang, albeit a much better classed set of thugs.
14 – 17 years: Cabin boy under Captain Blackwood.
17 – 18 years: Promotion from cabin boy to one of Blackwood’s Dogs; training under Old Lefty in thievery skills.

NPCs:
Brother: Unknown. Brekka knows her mother was pregnant when she left her on the ship but she has never bothered to track down her mother or her unknown sibling since leaving home. She isn’t interested in knowing what has happened & is happy enough to leave the past in the past. (Possible hook for DM.)
Mother: Abigail of Arimathaea (made up place). She has a very exclusive & prosperous clientele that she services whenever they are in town. She lives near the sea and has an amazing view of the harbor. She never seemed to bond well with Brekka and often left her on her own. Brekka spent more time running around the streets of the city than at home under her mother’s tutelage.
Old Lefty: Real name is Todd Jenkins, but not too many people know that. He is the resident trap-springer and bomb maker on the ship. He has taken Brekka under his wing & is training her to be an expert when it comes to stealing & such tricks as back-stabbing an enemy. (sneak attack ability)

Background]
Brekka doesn’t speak much about her life before becoming one of Blackwood’s Dogs. That’s okay, neither do many of the others. She may not speak about it but she certainly remembers it. Her mother was a whore in one of the many islands that make up the Forellian Archipelago in the Forelle Sea. She was an exotic with her blue hair and black eyes. She was a favorite among sea captains and Brekka was her only child for many years. When her mother discovered she was pregnant with what would someday be Brekka’s younger brother, she dressed Brekka in her best traveling clothes, gave her the sword she now carries, and marched her down to the wharf and onto one of the pirate ships that was docked there.  

Brekka still remembers it like it was yesterday. She wasn’t sure what was going on. Her mother told her it was time for her to start earning her keep and since Brekka didn’t seem interested in pursuing the same type of work as her mother (she’d knifed a guy earlier that week who thought she was free for the taking), she was being sent off to where Brekka’s sensibilities wouldn’t be as bothered. She was fourteen at the time and a late bloomer.

The march up the gang plank filled Brekka with excitement and a fear she knew better than to admit. Her mother marched up there with such purpose, dragging the young teen behind her, that no one dared to confront the woman or ask what she was about. She seemed to know her way around, for she marched straight to the Captain’s quarters. Brekka was told to wait outside while her mother went in and had a lengthy conversation with the Captain.

Brekka tried to listen through the door but only caught hints of the conversation taking place inside. Whatever was being said, it was heated and at one point she could hear her mother’s voice rising to a shriek as she told the Captain he’d just have to suck it up or she’d tell everyone. Minutes later she exited the stateroom and with a perfunctory hug for Brekka & a command to be good and learn her trade well, she marched off the ship with just as much purpose as she’d marched onto the ship. She never looked back once.

Brekka was put to work at a cabin boy. Her job was to do all the crap jobs no one else wanted. She worked hard and didn’t complain, keeping her head down and doing her best to go unnoticed. For the most part she succeeded, but as time passed the crew began to notice that their things would go missing. Whatever it was that disappeared never stayed gone for long but would show up after a short while in a spot that was close enough to the original to leave the owner of the item wondering if they were losing their minds.

She was finally caught and dragged in front of the Captain. Several of the men wanted to have her walk the plank but the Captain decided that since she hadn’t actually stolen anything she would instead be flogged. She was, in front of the entire crew. She was not only being punished but was being displayed as an example to the crew. She was told the next time he would chop off her hands before throwing her overboard.

That didn’t stop her. She couldn’t help herself. She tried, she really tried! It’s just that her hands seemed to have a mind of their own. She would look down and realize she was holding someone’s trinket or pouch. It was like some strange addiction and she simply could not help herself.

It didn’t take long before some of the others realized something was still up, but it took them longer than she thought it would. This time when she was dragged before the Captain something unexpected happened. It turned out that she wasn’t as clever as she thought, for Old Lefty had been following her and keeping track of her activities. He was the one the Captain turned to when they needed someone to open a locked chest or get past booby-traps and it seemed he thought she might have potential.

Instead of having her hands chopped off and being thrown into the sea, she was promoted from Cabin Boy to one of the regular crew, training under Old Lefty. She was given permission to practice her little thievery tricks, but with the full knowledge that if she ever truly stole from the crew, her life would be forfeit and so would her hands. She readily agreed, especially since the rules didn’t extend to non-crew members. She found she enjoyed shore leave because it gave her a chance to hone her skills, for she was eager to please Old Lefty and earn his approval; though she would certainly never admit to such a thing and if accused of it she would laugh and scoff at such an idea.

Then she began to flower into a real beauty, which drew the notice of a few of the men in the crew. She was approached by several who thought they could persuade a few favors from her and when she managed to put each of them in the infirmary, which meant once more she was drug in front of the Captain. He didn’t look very happy and she expected she’d be tossed overboard. Instead, he declared that if she needed to defend herself from unwanted advances, it was okay by him. He wasn’t there to protect men who should know to keep such things to the brothels and off his ship. After that, she wasn’t bothered too often and she began to settle into her role on the ship and her place in the crew.

She managed to secure herself a spot on the team infiltrating Ellisport. It had been a good night for drinking but not much good for testing out her growing skills. Her fingers itched to reach into someone’s pouch and discover what little trinket they are keeping hidden. The obsession is almost more than she can bear and now she has learned that the Captain has been captured and is sitting in the local prison. She dances a copper coin across her knuckles, almost like a nervous tick. “I think we can spring him.” She sounds confident; the copper coin continues to dance across her knuckles.


Personality Show

Kleptomaniac. She doesn’t know why but she simply must see what others keep hidden. She tests her skills out on the crew, though she always returns anything taken from the crew. Crew is family and one doesn’t steal from family. She may not have perfect morals but she does have her own set of rules she adheres too.

She believes the Captain to be her father, but it is something she has never spoken of to anyone else. The Captain has certainly never confirmed it, but he did allow her a place on the ship and he didn’t kill her when twice he had the chance. Either he’s her father or he owes her mother a favor of some kind. She isn’t sure. Sometimes she believes it is one and sometimes she believes it is the other; only her mother and Captain Blackwood know the truth of the matter.


Appearance Show

Brekka has recently begun to lose that childish look and mature into a young lady. She isn’t happy about it and has taken to wearing a robe over her clothing to disguise her more womanly attributes. The robe has many hidden pockets on the inside, which makes it invaluable to her as it serves a dual purpose. Under the robe she wears tight leather pants with a leather corset over a silk shirt. She wore her thigh high boots for the trip into town and hidden inside the left one is a dagger with an empty poison well. Her deep purple-black hair is straight and shiny and glossy as silk, falling to the middle of her back. Hanging on her left hip is a black pistol with a box of ammunition and at her right hangs an exotic looking short sword. Her skin is a deep burnished red from years of being in the sun and a faint dusting of freckles frosts her nose and checks. Her eyes are such a dark black that it is impossible to discern where her pupils are. She has her mother’s knack for being able to see at night and attributes it to the color of her eyes. A pouch hangs at her hip and holds nothing more than a few simple tools; tools she uses to help her break into places she shouldn’t be. (Thieves’ tools) She has a pair of black gloves covering her long, slender fingers. The cuffs are made of dark lace and add a bit more of an upper class look to her outfit.  
Flag TheWalrus42 February 25, 2013 9:41 AM PST
Aka, a few things about your sheet:

1) You should only have one attribute below 10, so you'll need to alter that slightly (I assume dropping Con by one and moving Wis up to 10 would be easiest)
2) As far as I can tell you don't have a theme or a background benefit. They aren't mandatory, but you are allowed to take them and they do give you a few more things to play with. For the background benefit you might consider getting +2 to Thievery, which would then pretty much allow you to spend your first level feat on something other the a Skill Focus, if you wanted, and if you didn't change it then you'd just have that much more of a focus in Thievery.
3) To my knowledge there is no "Short Sword Expertise" feat, though there are feats which would give you the expertise bonus to short swords such as Weapon Expertise: Light Blade, and the far superior Light Blade Expertise.
4) In your items you listed a "Crossbow." I assume this means a Hand Crossbow, since you don't actually have proficiency with a regular crossbow. A minor detail. :P 
Flag Akavasha February 25, 2013 9:59 AM PST

Feb 25, 2013 -- 9:41AM, TheWalrus42 wrote:

Aka, a few things about your sheet:

1) You should only have one attribute below 10, so you'll need to alter that slightly (I assume dropping Con by one and moving Wis up to 10 would be easiest)
2) As far as I can tell you don't have a theme or a background benefit. They aren't mandatory, but you are allowed to take them and they do give you a few more things to play with. For the background benefit you might consider getting +2 to Thievery, which would then pretty much allow you to spend your first level feat on something other the a Skill Focus, if you wanted, and if you didn't change it then you'd just have that much more of a focus in Thievery.
3) To my knowledge there is no "Short Sword Expertise" feat, though there are feats which would give you the expertise bonus to short swords such as Weapon Expertise: Light Blade, and the far superior Light Blade Expertise.
4) In your items you listed a "Crossbow." I assume this means a Hand Crossbow, since you don't actually have proficiency with a regular crossbow. A minor detail. :P 


Cool! I expected a few more issues considering how fast I've whipped her out. I couldn't seem to help myself though. Thank you for the quick review!

1. I tweaked it to give me an extra point. I wasn't sure if that was allowed, and it seems it is not. I will correct this sometime today.
2. Oops! Completely forgot both theme and background. Yes, I will fix that too and likely switch around my feat.
3. This is simply poor writing on my part. It is Weapon's Expertise: Light Blades.
4. I did not realize there is a difference between crossbow and hand crossbow. Unless we are thinking the same thing but expressing it differently. I am under the impression there is a hand crossbow (or just crossbow) or a heavy crossbow. Either way, yes, she is using a hand crossbow (pistol). 


Now to find a really cool picture.    EDIT: Now I just have to figure out how to make it bigger.

    

Flag LinYurenya February 25, 2013 10:12 AM PST
Here you go: [img]http://purplejoystick.files.wordpress.com/2012/02/fanart-by-marq-v-g.jp...

or more sizes, if you want a diff size.. ^^
Flag Akavasha February 25, 2013 10:35 AM PST
  My thanks!!
Flag crimson_vampr February 25, 2013 11:02 AM PST
A very nice looking character Aka. It shows that you made it from the books though

There are only hand crossbows and crossbows, no heavy crossbows, so you were just a little mixed up on that. (Though there is a superior crossbow and a repeating crossbow as well.)

And just to point out, you have the old wording of Infernal Wrath. It's a free action now, that triggers when you get hit and deals automatic damage. I prefer the new one personally, since you don't have to be concerned about missing and having the damage go to waste.
Flag Akavasha February 25, 2013 11:17 AM PST

Feb 25, 2013 -- 11:02AM, crimson_vampr wrote:

A very nice looking character Aka. It shows that you made it from the books though

There are only hand crossbows and crossbows, no heavy crossbows, so you were just a little mixed up on that. (Though there is a superior crossbow and a repeating crossbow as well.)

And just to point out, you have the old wording of Infernal Wrath. It's a free action now, that triggers when you get hit and deals automatic damage. I prefer the new one personally, since you don't have to be concerned about missing and having the damage go to waste.


Oooh, love that it's a free action now!   Thanks for the correction on crossbows. I am mixing up the 3.5ed and 4ed systems. I like the idea of a repeating crossbow/pistol; sort of like a semi-automatic.

Yep, I am a book girl. If they'd put 4ed up on the SRD I'd be thrilled. Sadly, my budget has not allowed room for me to join online and let the character creation software fix all my mistakes before I submit them. Someday... 

Flag Pashalik_Mons February 25, 2013 3:48 PM PST
Sam Gravestaff, Wielder of the Black Flame, is officially complete.
Flag Akavasha February 25, 2013 5:43 PM PST

Feb 25, 2013 -- 11:02AM, crimson_vampr wrote:

A very nice looking character Aka. It shows that you made it from the books though  


Okay, I just have to ask - Why does it show I made her from the books?

Flag Pashalik_Mons February 25, 2013 6:09 PM PST

Feb 25, 2013 -- 5:43PM, Akavasha wrote:

Okay, I just have to ask - Why does it show I made her from the books?



Because the character builder includes errata, like the one to Infernal Wrath.

Probably also because you used the RA sheet formatting, while most others have used the character summary copied and pasted from the character builder. 

Flag Akavasha February 25, 2013 6:17 PM PST

Feb 25, 2013 -- 6:09PM, Pashalik_Mons wrote:

Feb 25, 2013 -- 5:43PM, Akavasha wrote:

Okay, I just have to ask - Why does it show I made her from the books?



Because the character builder includes errata, like the one to Infernal Wrath.

Probably also because you used the RA sheet formatting, while most others have used the character summary copied and pasted from the character builder. 


That is because I have been here longer than just about anyone and it is habit. At one time each DM was using their own PC Sheets and it was very confusing. The GM at the time made a rule that we all had to use the same format for PC Sheets. This is what I am doing, which means I am stuck in the dark ages.   If I could afford to join the monthly thing I would! (Sorry, too tired to think of the name.)  Until then, I will rely on you young whipper-snappers to help me out.


Now I have to sneak off before I get caught playing. Shhhh, I was never here. 

Flag Kervain February 28, 2013 11:04 AM PST
Lucky Aggie Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Lucky Aggie, level 1
Human (Halfling), Rogue/Sorcerer
Sorcerous Power Option: Sorcerous Power Dexterity
Inherent Bonuses
Treasure Hunter (+2 to History)
Theme: Treasure Hunter



FINAL ABILITY SCORES
STR 12, CON 14, DEX 16, INT 12, WIS 10, CHA 18

STARTING ABILITY SCORES
STR 12, CON 14, DEX 14, INT 12, WIS 10, CHA 16


AC: 15 Fort: 12 Ref: 14 Will: 15
HP: 26 Surges: 8 Surge Value: 6




TRAINED SKILLS
Acrobatics +10, Arcana +7, History +9, Perception +5, Thievery +10

UNTRAINED SKILLS
Athletics +1, Bluff +4, Diplomacy +4, Dungeoneering +0, Endurance +1, Heal +0, Insight +0, Intimidate +4, Nature +0, Religion +2, Stealth +3, Streetwise +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Treasure Hunter Utility: Treasure Sense
Halfling Racial Power: Second Chance
Sorcerer Attack 1: Ensorcelled Blade
Rogue Attack 1: Sly Flourish
Sorcerer Attack 1: Teleporting Strike
Rogue Attack 1: Handspring Assault

FEATS
Level 1: Light Blade Expertise
Level 1: Unarmored Agility



ITEMS
Dagger x2
Cloth Armor (Basic Clothing) x1
Adventurer's Kit
Map case
Writing case
Rubbing Kit
Gambler's gear
====== End ======






Background Show

Agibail was born in Salimun, a small town on the outskirts of the Forellian archipelago. She started exhibiting signs of arcane power at an early age – to everyone's surprise. As there was no one in town to train her, her parents eventually shipped her to Potura, a nearby port town whose local wizard, Hayster, had been known to take on apprentices.


For almost seven years Agibail trained alongside Hayster's other apprentices. She proved a quick study, though her tendency to forego formal training and rely on luck rather than skill often put her at odds with her master.


Magic wasn't the only thing Agibail learned during those years. Hayster liked nothing more than to regale his students with stories from his adventuring days. At times it seemed like he had an endless supply of them. The other apprentices were quick to dismiss them as the ramblings of an old man, but they filled Agibail's head with dreams of daring escapades and treasure hunts. Finally, soon after she turned thirteen, she decided she'd gotten all she needed from Hayster. One day, she snuck away and joined the crew of the Fortune as a cabin's boy.


For the next few years Aggie worked on various ships, finding employment wherever she could – not always on the right side of the law. It wasn't exactly an adventure, but it was close enough. Then she joined the crew of the Roaming Trident. There she met Cyler.


Cyler, like her, had a taste for adventure. Eventually, the two of them left the ship, taking with them a map stolen from the captain. The map led them to some long-forgotten treasure ; they shared the loot and went their separate ways. Since then Cyler has become something of a fixture in Aggie's life. Every few months, one of them will seek out the other, bringing along some map or rumor to follow. Somehow, no matter how much riches they uncover, it never seems to last for long.


Aggie is a recent addition to Blackwood's crew. A streak a bad luck – and bad decisions – left her jobless and penniless, so when she learnt that the Salacious Saint was docked nearby, she jumped at the chance. Life as one of Blackwood's Dogs agrees with her so far, and whispers of Blackwood's new venture have certainly caught her interest.


Personnality Show

Despite a few setbacks, Aggie remains optimistic at heart (some would say overly so) and faces any new situation with a smile on her face. Impulsive, hot-headed and somewhat fickle, she enjoys a good fight almost as much as a good game of chance. No matter the risks, she seems unable to resist testing her luck.



Appearance Show


Art by Cushart
Flag TheWalrus42 February 28, 2013 5:36 PM PST
Based on your post count I assume you're new to the forums, so welcome, Kervain.

Your build seems complete, though your defenses are pretty low. It would probably be a good idea to drop your intelligence down some in favor of more dexterity or constitution, and/or getting unarmored agility. At the moment you'd be a pretty easy target.

Also, since the Deadline for applications is tomorrow, I think I'll give a brief rundown of the status of the current submissions:

Jewels: Everything looks good.
Pash: Everything looks good.
LM: Your starting ability scores still show the old values, but that is a minor issue. Also, I'm not sure where the magic weapon and armor came from, but they should only be mundane items. I suppose I should have made that more clear, bit I figured the starting level implied that. Everything else looks good.
Kalis: Not sure how Perception is +8, from what I can see it should be +6. Everything else looks good.
Grawln: What is your "Born of Two Races" race choice? Other than that, everything looks good. I prefer a narrative background, but what you have is acceptable.
Steph: You still have all 50gp to spend. You don't have to spend it, but you might want to get a few things at least. Also still need some background and personality info. The mechanics look good, though.
Harn: Still need background and personality info, mechanics look good, though.
Lin: Everything looks good.
Crimson: Everything looks good.
Aka: Still needs all of the mechanical adjustments we've already talked about. Everything else looks good.
Kervain: Apart from the things I mentioned above, everything looks good. 
Flag kalis5 February 28, 2013 5:46 PM PST
Besides altering my background a BUNCH, I found that perception error. My Character Builder decided to throw a background in for me or something happened and I forgot to remove it. I'll fix that.
Flag LordManshoon February 28, 2013 6:49 PM PST

Feb 28, 2013 -- 5:36PM, TheWalrus42 wrote:


LM: Your starting ability scores still show the old values, but that is a minor issue. Also, I'm not sure where the magic weapon and armor came from, but they should only be mundane items. I suppose I should have made that more clear, bit I figured the starting level implied that. Everything else looks good.


Oops. I will get right on that.

Flag Harn_Winterfell February 28, 2013 7:10 PM PST
Time constraints with the new job and still packing/unpacking in the ongoing move is not going to allow me adequate time.  Good luck to the applicants.
Flag crimson_vampr February 28, 2013 7:52 PM PST

Feb 28, 2013 -- 5:36PM, TheWalrus42 wrote:

Crimson: Everything looks good.



How am I looking? I'm looking nice!

Flag jrmabie February 28, 2013 8:13 PM PST
@Crimson:  If you're gonna play your character like Cat, I hope I get in just to see that!!
Flag Grawln February 28, 2013 8:13 PM PST

Feb 28, 2013 -- 5:36PM, TheWalrus42 wrote:


Grawln: What is your "Born of Two Races" race choice? Other than that, everything looks good. I prefer a narrative background, but what you have is acceptable.



Dwarven. Sorry, thought the CB would have put that in the summary.

Flag swmabie February 28, 2013 9:18 PM PST
I'll finish mine tomorrow afternoon.  I know what I want to do, just need to commit it to words.
Flag Kervain March 1, 2013 12:14 AM PST

Yup, I'm new both to the forums and DnD thanks.


Thanks for the advice as well; I tweaked her stats a little and added Unarmored Agility – is that better?

Flag LinYurenya March 1, 2013 6:35 AM PST
How come I don't get that nice advice about my defenses being so low?
Flag jrmabie March 1, 2013 6:56 AM PST
Because with low defenses, it's easier to Nellie you. 
Flag LinYurenya March 1, 2013 8:41 AM PST
Gah! It's even been verbed!
Flag jrmabie March 1, 2013 8:57 AM PST
Sorry.  It had to be done.  :D
Flag crimson_vampr March 1, 2013 10:23 AM PST

Feb 28, 2013 -- 8:13PM, jrmabie wrote:

@Crimson:  If you're gonna play your character like Cat, I hope I get in just to see that!!



Heh, I hadn't considered that. Cat just pops into my head whenever sommone mentions something looking good or nice. Now I want to go back and give him a mirror and some fancy clothes...

Flag TheWalrus42 March 1, 2013 1:08 PM PST

Mar 1, 2013 -- 12:14AM, Kervain wrote:


Yup, I'm new both to the forums and DnD thanks.


Thanks for the advice as well; I tweaked her stats a little and added Unarmored Agility – is that better?




You're welcome. And yeah, that looks better. You won't be quite so easy of a target now.

Mar 1, 2013 -- 6:35AM, LinYurenya wrote:

How come I don't get that nice advice about my defenses being so low?




Partly because you're a controller, so I didn't expect great defenses, and partly because your low defenses are still higher than Kervain's were initially, and honestly I had never seen a starting AC that low before so I figured it'd be bad to not say anything. It's totally not because I was planning to kill you off or anything. 

Feb 28, 2013 -- 7:10PM, Harn_Winterfell wrote:

Time constraints with the new job and still packing/unpacking in the ongoing move is not going to allow me adequate time.  Good luck to the applicants.




Sorry to see you go, Harn. Good luck with the move.

Flag Akavasha March 1, 2013 2:42 PM PST

Feb 28, 2013 -- 5:36PM, TheWalrus42 wrote:

Aka: Still needs all of the mechanical adjustments we've already talked about. Everything else looks good. 


Let me get all that fixed. The flu is slowing me down a bit but I don't want to miss the deadline!


Welcome Kervain! You'll find this place is pretty friendly. If you have any questions just ask. Someone always seems to have an answer.   

Flag LordManshoon March 1, 2013 6:42 PM PST

Mar 1, 2013 -- 6:56AM, jrmabie wrote:

Because with low defenses, it's easier to Nellie you. 


I got a good laugh out of that one.

Also, my submission is completely finished, tweaks and all. Nalastor is ready for review.

Flag jrmabie March 1, 2013 7:00 PM PST
@LM:  I knew you'd appreciate that one.
Flag swmabie March 1, 2013 9:39 PM PST
Danilo's done.  Different, but done.
Flag TheWalrus42 March 1, 2013 10:23 PM PST
Alright, it's after midnight for me so I am officially closing applications. Me and Grom should have our final list of players up sometime tomorrow.
Flag LinYurenya March 2, 2013 4:49 AM PST

Mar 1, 2013 -- 1:08PM, TheWalrus42 wrote:

It's totally not because I was planning to kill you off or anything. 


With those defenses I was already planning on hanging to the back of the party, but I see that if I get in, I'll will have to!

Oh, and I was just thinking about this last night... Would the Mage Hand cantrip be enough to do some work on the rigging of our/a ship without having to actually climb up? I'd swap out Suggestion for Mage Hand if so... Actually I'll swap out Suggestion for another cantrip anyway, since I realise I changed my trained skills so I have Diplomacy trained, reducing the need for Suggestion.

Flag GROMkill March 2, 2013 5:14 PM PST
Howdy all, hope you're having a great weekend. I'm here to post the final results of our submissions! We had a great turnout and due to the difficulty involved with deciding on only five, we tossed in a wildcard position to bring the party up to six.

Without further ado, I present Blackwood's Dogs (In no particular order):

1. jrmabie - Qadira Solst, Goliath Ranger
2. Pashalik_Mons - Sam Gravestaff, Githzerai Monk
3. LordManshoon - Nalastor Grale, Dragonborn Bard
4. kalis5 - Liam Rend, Eladrin Bladesinger
5. LinYurenya - Socra Winds, Shardmind Witch
6. Akavasha - Brekka, Tiefling Rogue

Congratulations to everyone, as we had impressive submissions all around. For those who were not chosen, you'll be on the list for replacement of a player should a thing like that be needed!

Walrus will be posting links to the game once he works out a deal with the ominous deity of these realms, exchanging his soul for a subforum. Thanks again for everyone who submitted a character!
Flag Akavasha March 2, 2013 5:27 PM PST
Thank you very much for allowing me to play in your game! I am very excited!!  

EDIT: I can't wait to get started!  

Flag Grawln March 2, 2013 5:45 PM PST
congrats to all. enjoy the game!
Flag crimson_vampr March 2, 2013 5:53 PM PST
AWWW no pirates for me.

The rest o' you dogs better enjoy the game twice as much for me! Best of luck with the adventure!
Flag jrmabie March 2, 2013 6:05 PM PST
Thanks fellas!  I'm looking forward to it.
Flag Pashalik_Mons March 2, 2013 7:09 PM PST
Yar!  The seas be mine soon!
Flag LordManshoon March 2, 2013 7:32 PM PST
AWESOME!

You have no idea how excited I am for this game! Thanks so much to both of you!
Flag TheWalrus42 March 2, 2013 8:19 PM PST
Grats to the chosen, and great apps everyone, even those not chosen.

As Grom said, I've contacted setiny about the subforum so once it's up and running I'll give you all the link.
Flag TheWalrus42 March 2, 2013 10:36 PM PST
The subforum is up, you can find it here. Please repost your sheets in the Character Sheet and feel free to chat amongst yourselves in the OOC thread until I get the IC thread up.

IC Thread is now up. 
Flag Kervain March 3, 2013 9:22 AM PST
Congrats to those who made it in ^^ Have a good game!
Post Your Reply
<CTRL+Enter> to submit
Please login to post a reply.
Jump Menu:
 
Real Adventures Setup Zone Blackwood's Dogs (D&D 4e - Pregame Setup)
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing