Community

 
Jump Menu:
Post Reply
Switch to Forum Live View Blood and Prophecy - Character Sheets
12 months ago  ::  Jun 06, 2012 - 4:48AM #1
KayneRahl
Date Joined: Oct 3, 2009
Posts: 1,328
Looking for a copy of the fluff here.
Keep on the Shadowfell Essentials Group 2 - Azigen, Dwarven Warpriest
Rise of the Runelords - Pathfinder 4e - Himdur, Dwarven Cleric

Quick Reply
Cancel
12 months ago  ::  Jun 06, 2012 - 5:10AM #2
LinYurenya
Date Joined: Sep 17, 2010
Posts: 3,928


Presenting: Jill Mishara, Artificer Alchemist in service to House Cannith

Jill Mishara Show
Jill Mishara, level 1
Human, Artificer
Human Power Selection: Bonus At-Will Power
Background: Cannith Tinker (+2 to Thievery)
Theme: Alchemist

FINAL ABILITY SCORES
Str 8, Con 18, Dex 10, Int 20, Wis 18, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 18, Dex 10, Int 18, Wis 18, Cha 13.


AC: 17 Fort: 16 Reflex: 16 Will: 16
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
Diplomacy +6, Arcana +10, History +10, Thievery +7, Perception +9, Heal +9

UNTRAINED SKILLS
Acrobatics, Bluff +1, Dungeoneering +4, Endurance +4, Insight +4, Intimidate +1, Nature +4, Religion +5, Stealth, Streetwise +1, Athletics -1

FEATS
Artificer: Master Mixer
Human: Master Crafter
Level 1: Mark of Making

POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Bonus At-Will Power: Aggravating Force
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Icebound Sigil

ITEMS
Ritual Book, Leather Armor, Adventurer's Kit, Crossbow Bolts (20), Alchemy Case, Crossbow, Standard Identification Papers
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
FORMULAS
Alchemist's Acid
REMAINING GOLD
32 gp
Personality Show
Despite her obvious beauty, Jill has remained a kind and down-to-earth woman. Perhaps in peace time she would have grown arrogant, but male soldiers would leer at anything that had even a remotely female figure, so she never felt exceptionally different than other women.

Whenever she can, however, she will withdraw to an area of silence to practice her skill. The concentration and steady hand needed to work with volatile products soothes and calms her, and at times she will take as little as five minutes to create another potion to quiet her mind.

Inspired by her father, Jill will always seek to make the best of a situation, and she has a healty, positive view of life.
Background Show
Jill grew up in Ardev as the single child of an exceptionally able tinkerer of magic. Gart had once been a member of the Tinkers Guild, but for reasons he never explained to Jill, that ended a long time before Jill was born, and it was not a happy goodbye. To this very day Jill carries an unhealthy grudge towards the Guild for all the anger and frustration they had caused her father, for those rare few times that he spoke of them he would get into a foul mood and retreat into his 'tinkering shed'.

Despite the Last War raging across the land and the fact that her mother was off fighting at the front, Jill had a happy childhood. She would often chat merrily with the soldiers and miners that crossed through the town, and fight intense mock-battles with other children her age. She rarely emerged as the victor as she was neither very strong nor very quick, but she knew how to take a beating in stride without letting it spoil her fun. She would often spot the soldiers looking at their fights with a smile on their faces, and unbeknownst to her, her childish stories and questions lifted their spirits. The few soldiers that visited Ardev twice would often tell her, or her father, they remembered that happy carefree child even when they were miles away, locked in a deadly battle.

As she grew older, her father started teaching her his secrets. She had a quick mind and good memory, so she learned the things he taught her easily, but she did not possess the natural ease with which her father practiced his magic. Instead, Jill was drawn to the vials of many-coloured liquids and components, begging her father to teach her how to mix potions and concoct salves and oils. As always, he did so with a smile on her face, and soon she knew more about the strengths and weaknesses of the various alchemical components than she did about magical runes and scriptures.

Then the day came that the War finally tore her from her home. Both herself and her father were recruited into the army to produce arms and ammunition for the forces. As part of her training she was also taught the use of weapons, but fortunately, while the Last War raged on she rarely found herself at the forefront of battle. She had seen action, but she was never really threatened, positioned atop towers and spires to shoot her alchemical quarrels down at the foe. She owes a good portion of her safety to House Cannith, to which she pledged service about a year after she joined the war. The House and the motherly Half-Elf woman by the name of Marylin d'Cannith who recruited her into the House's services ensured she was often sent to reinforce supplies in distant cities and posts on the outskirts of the battlefront, far away from where the fighting was most intense. She is only very rarely stationed alongside her father, but they maintained contact throughout the war through both pen and paper, and magical means of communication.

Then, on the eve before the Mourning, the back of her right forearm began to itch.
Appearance Show
Jill is a beautiful woman. Her naturally tanned skin, dark almond eyes and full lips are pleasing to the eye, and while her hair has lost all colour due to her frequent contact with alchemical ingredients, if anything it improves her exotic appearance.

Jill, like many women, puts great stock into a good clothing style, so she is not afraid to spend a little extra gold to look presentable. She cannot deny that leather armor is vital for protection, but instead of wearing a big ugly slab of leathers over her clothes, she has opted for a tight-fitting vest and breeches under a white thin, loose-fitting cloth costume.
Several leather straps dyed a rich red wound around her hips, chest and arms contain countless small loops in which she keeps her leather and ceramic vials, and she never goes anywhere without her bag containing all her equipment.

When she needs to she carries a large crossbow slung over her shoulder and another bag which contains quarrels she personally designed to contain various alchemical means to harm the enemy.
Notes Show
Bonus item chosen: Alchemy Case

Important NPCs:
- Gart Mishara: A capable freelance tinkerer, and father of Jill Mishara. Used to be a member of Cannith's Tinkers Guild, but he left after an argument.
- Marylin d'Cannith: A motherly Half-Elf Artificer who recruited Jill Mishara's services for House Cannith. For a woman with part Elven lineage she has risen high in the House ranks, but she has no aspirations to become even more influential. The War cured her of any ambition, she is merely interested to see the best for her House and its members.


---

Combat stuff:
Mechanics Show
The following rolls include: No special bonuses/penalties

In Effect Show
N/A
Combat Stat Block Show
Jill Mishara d'Cannith
Female Lawful Good Human Artificer Alchemist 1st Lvl
Vitals: Medium, 5'7" tall, 144lbs
Languages: Common, Goblin
Senses: 14 Insight, 19 Perception, Standard Vision
At-Will Powers
Magic Weapon
Thundering Armor
Aggravating Force

Encounter
Powers

[_] Second Wind
[_][_] Healing Infusion
[_] Spike Wire
[_] Alchemy item (
Alchemist's Acid)
[_] Arcane Empowerment
Daily Powers
[_] Action Point
[_] Icebound Sigil

Rituals & Alchemy
Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole
Alchemist's Acid

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
30
10
17
16
16
16
Curr
30
10


Temp
:
Surge: 7 hp
Init: +0
Speed: 6
Regen:
Saves: none
Resist: none
Round X
-

Spoiler: Show
Quick Reply
Cancel
12 months ago  ::  Jun 06, 2012 - 6:39AM #3
Aelth
Date Joined: Mar 28, 2012
Posts: 95



Zenna Severin d'Sivis



Spoiler: Show


Zenna d'Sivis, level 1 Gnome, Wizard (Arcanist)

Build:
Illusionist Wizard
Gnome option: Charisma Bonus
Implement Mastery Option: Orb of Deception
Background: Prophecy Sage (+2 to Arcana)
Theme: Order Adept

Final Ability Scores:
STR 8, CON 15, DEX 15, INT 19, WIS 14, CHA 18

Starting Ability Scores:
STR 8, CON 15, DEX 15, INT 17, WIS 14, CHA 16

AC: 14, Fort: 12, Ref: 14, Will: 16
HP: 25, Bloodied: 13, Surges: 9, Surge Value: 6

Trained Skills:
Arcana +13, Diplomacy +11, History +9, Insight +7

Untrained Skills:
Acrobatics +2, Athletics -1, Bluff +4, Dungeoneering +2, Endurance +2, Heal +2, Intimidate +4, Nature +2, Perception +2, Religion +4, Stealth +4, Streetwise +4, Thievery +2

Powers:
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Gnome Racial Power Fade Away
Wizard Utility: Ghost Sound
Orb of Deception Power: Orb of Deception
Wizard Utility: Chameleon's Mask
Wizard Utility: Prestidigitation 
Wizard Utility: Spook
Wizard Utility: Whispering Wind
Wizard Attack 1: Horrid Whispers
Wizard Attack 1: Phantasmal Assault
Wizard Attack 1: Illusory Ambush
Wizard Attack 1: Chill Strike
Wizard Attack 1: Phantom Chasm

Feats: 
Mark of Scribing

Items:
Spellbook
Cloth Armor (Basic Clothing) x1
Adventurer's Kit
Orb Implement x1
Healing Potion x1

Rituals:
Amanuensis
Conceal Dragonmark
Silent Image
Comprehend Language


Appearance

Spoiler: Show

Zenna d'Sivis is short, even for her kind, standing at around 3'3", her size is accentuated by her lack of muscle or fat, a very dainty individual. She is about 76 years of age.

This Gnome has blonde hair which seems to stand on end, sharp features and an eternal grin or smile present on her face, even in the most inappropriate situations, most of Zenna's true emotion is shown primarily through action and  might be seen in her green eyes.


Zenna bears the Mark of Scribing on her right hand, though she often wears gloves.
In most situations, this Gnome chooses aesthetics over practicality when it comes to clothing, usually she tries to find a way to incorporate both.


 
Personality


Spoiler: Show


Zenna is usually a rather affable individual, often asking many questions, to the point where it could become annoying.


Generally secretive to most, this Gnome keeps a smile on a face at all times, displaying true emotions and thoughts through word or action if at all.
This Arcanist generally has a strong appreciation of art and beauty. Fitting for her House, calligraphy is of particular interest to her.

Zenna is as intelligent and curious as any Gnome, if not more so, her primary motivation is a thirst for knowledge, primarily knowledge relating to the Draconic Prophecy. Indeed, examining the Prophecy and it's signs is her duty to Tasker's Dream and House Sivis.
On the note of the Draconic Prophecy, Zenna is utterly convinced that she and her allies have a significant part to play.



History/Background

Spoiler: Show

Zenna was born 76 years ago, in the City of Trolanport, to wealthy parents (Telana Torralyn d'Sivis and Sarial Severin d'Sivis) that both belonged to House Sivis and who tended to spoil their only daughter.


While growing up the young Gnome displayed a talent for the Arcane and a passion for history, studying under a number of tutors. 
Eventually, Zenna manifested the Mark of Scribing on her left hand and ended up continuing her studies within such institutions as the Twelve and the Ninth College in Korranberg, learning more of Dragonmarks, Arcane Magic, History and the Draconic Prophecy.
Over time developing something of an obsession with said Prophecy, Zenna was selected to directly study and document Prophecy Marks for House Sivis, as an agent of Tasker's Dream.

This Arcanist was determined to keep a neutral stance in the Last War and stay out of trouble, though her studies tend to bring her close to conflicts connected to the war, unfortunately. When given no option Zenna will choose the side of Breland and Zilargo, though the War is not what troubles her most.
Hired assassins and mercenaries have began to plague this Gnome on behalf of an unknown patron, so far she has managed to evade them via the usage of illusions and magic, though she still seeks the identity of this Patron.



Friends and Foes

Spoiler: Show

Sarial Severin d'Sivis:
Zenna's father, Sarial, is House Sivis' Viceroy of Trolanport and a rather wealthy Gnome. In the past he spoiled his daughter with all sorts of gifts, though ever since his wife Telana's unfortunate and nigh-unexplained demise ten years ago Sarial has grown distant from his daughter and the World at large.
When pressed on his distancing from the World, Sarial tries to connect it to House business and certain 'projects' for the Lord Seneschal of Zilargo and the Doyenne that are lacking in details.


Torlan Tarlian d'Sivis:
Torlan is an unmarked agent of Tasker's Dream who primarily focuses on Prophetic studies, Torlan tends to prove himself a great scholar and is quite respected within the Dream, though his skills with Magic prove rather ineffective. Zenna and Torlan often compete for recognition and occasionally race after the same leads and Prophecy Marks, leading to something of a rivalry.
Most recently, Torlan has become obsessed with the Mourning and it's relation to the Prophecy, he views Zenna's claims of her importance in the Prophecy to be utterly ridiculous.


Notes

Spoiler: Show

Free Item: Healing Potion

 

Quick Reply
Cancel
12 months ago  ::  Jun 06, 2012 - 7:07AM #4
Khan_the_Destroyer
Date Joined: Apr 4, 2004
Posts: 3,322


Adaman Gunnir d'Deneith, Last War Veteran and Sentinel Marshal

Background Show
Adaman is a hardened veteran of the Last War. He was born in Karrnath to Codern and Sathe d'Deneith, his father Codern an officer in the House's army, and his mother Sathe a Sentinel Marshall. The family has very deep roots in Karrnath, and when Adaman was young he and his father, with the help of Sivis scholars, traced their lineage back to the days of pre-Galifar, to the Deneith warlords that helped found the House and unite the new nation of Karrnath under Karrn the conqueror. Adaman's full name is Adaman Gunnir d'Deneith, and the Gunnir name and bloodline is known throughout House Deneith and to historians familiar with Karrnathi history.

Adaman is proud of his heritage, and proud of House Deneith. He has pride for the nation of Karrnath that once was, the home of his descendants and the seat of power from which Galifar conquered and united the rest of Khorvaire. But the Karrnath that he read of in Rekkenmark texts, and the one that his grandfather speaks of as he heard it from his father, is different than the Karrnath of today. Kaius I should have never rejected Mishann's claim, or start a war its people could not survive. That Karrnath turned to necromancy to save itself only hardens Adaman's resolve that the once great nation has fallen. As House Deneith was and is loyal to the kingdom of Galifar, Adaman is not alone in these sentiments.

And so it was that when Adaman was of age and finished with his studies at Rekkenmark and his training with the Blademarks, he requested not to fight for Karrnath. As one favored in the House, his request was granted.

A Greyblade in the Blademarks Guild, Adaman served in the last war as a mercenary contracted to the Cyran military. He fought mostly in a company known as the Harbingers, under the leadership of a Cyran noble known as Dorn ir'Gennen.

The mercenaries fighting in the Harbingers were the best that Dorn's personal wealth could buy, and he made sure they were equipped above and beyond what most soldiers received. But Adaman's martial prowess, dragonmarked powers, and passion to see justice done set him apart within the fighting unit.

The Harbingers (so named because they rang large bells before and after battles, signaling the death knell of their enemies), became known as an elite fighting squad in Cyre. The Purple Jewel of Galifar was undersiege throughout most of the Last War, struggling to survive and stay above when it was outnumbered and outmatched. Much of its success is owed to House Cannith, but units like the Harbingers were constantly on the frontlines, holding Cyre's borders for just another day at a time while the beleaguered country found another way to hang on.

After the Treaty was signed, Adaman returned home to Karrnath. The destruction of Galifar, and of Cyre, weigh heavily on the Deneith man. He sees the Treaty of Thronehold as a failure of his House, and looks upon the nation of Karrnath as a black stain on the face of Khorvaire.

Working with the Defender's Guild now, he has found himself in Sharn after finishing a job, seeking shelter from the rain in a tavern and trudging through memories best left forgotten.


Appearance Show
Adaman is a tall man with an athletic build. His dark black hair and vibrant green eyes peg him as a Karrn, and the Mark of Sentinel that snakes up his neck to his lower jaw marks him as a Deneith heir. His bearing is proud and erect; that of a military man. Just off a job with the Defenders Guild, he wears full plate armor and a heavy cloak. Like all the Gunnirs before him, Adaman is an expert spearman, and carries his spear in a quick-release catch on his back.


Personality Show
Adaman is bewildering at times. He was born and raised in Karrnath, but has spent much of his time among Cyrans. As such, he has adopted traits and mannerisms of both cultures, and usually his company determines which traits comes to the fore. Among strangers, Adaman's Karrnathi stoicism and terseness can come across as cold and passive aggressive, and if he is inclined to speak more, those not accustomed to Karrns can find his frankness offensive.

Among friends or those closer to him, Adaman is less reserved, and more open to express himself. Among the Cyrans, he learned how to play the fiddle and how to dance, even learning the steps to the Tago. He also learned the Cyran appreciation, and secretly adheres to it, even if somewhat clumsily.

Adaman is a military man, and a Deneith at that. His word is his bond, and his loyalty to friend and family is unwavering.


Friends and Foes Show


Dorn ir'Gennen

Dorn is a Cyran noble that ceased his studies and volunteered to fight on behalf of Cyre. His own personal wealth funded the mercenary company that Adaman fought in, the Harbingers. Though the company was made up mostly of mercenaries, there were also Cyran militiamen as well.

Dorn is a charismatic leader and gifted strategist. He led the Harbingers through thick and thin, and relied on Adaman greatly to enact his plans. The two became like brothers througout the war.

In the aftermath of the war, Dorn found himself at New Cyre in eastern Breland. And though he lends aid there as he can, helping to keep the community organized, Dorn has recently found himself secretly working with the Sons of Liberty. He has no love for Breland, or really any of the nations in Khorvaire to be sure. The fact that King Boranel has taken in the Cyran refugees is too little too late as far as he is concerned, and the rebel group helps occupy his military mind and satiate his dissatisfaction with the current state of his people.

Tor Swiftclaw

Tor was a scout and tracker in the Harbingers. The shifter was terse and stand-offish, so he and Adaman got along well, though the shifter remained reserved even as the Cyrans rubbed off on Adaman over time.

When Tor shifts, his senses of smell, sight, and hearing become incredibly accute, and he becomes quicker on his feet. He was invaluable to the group in ferreting out ambushes, tracking the enemy, and overtaking found enemy scouts. After the Day of Mourning, Tor was instrumental in leading the group out of the Dead Gray Mists.

Adaman is not sure what Tor is up to now. Dorn has told him that last he heard Tor had headed back towards his home in the Eldeen Reaches.

Fenrin Damasc

Fenrin was the Harbinger's chaplain, a clergyman of the Blood of Vol. Skilled with the staff, Fenrin proved to be an able-bodied warrior as well as a gifted healer. The man got along well enough with the others, and never preached much. The divinity within was not a hard sell for men that lived and died each day by the mettle and power they possessed of themselves.

Adaman never took to Fenrin. Though the man was Cyran, and one of the handful of volunteers among the Harbingers, the Blood of Vol reminded Adaman of Karrnath, where the religion has much stronger roots, and its association to undead.

Unsurprisingly, after the war was over and Cyre no more, Fenrin made his way to Karrnath to continue his work as a Seeker in the Blood of Vol.

Sir Alastair Dalburn

A knight of the Silver Flame, Alastair served Thrane during the Last War. He met Adaman almost a week after the Day of Mourning, when the remnants of the Harbingers finally escaped the Dead Grey Mists along the lightning rail east of Vathirond. Adaman emerged from the ruined landscape with an injured Dorn on his back. Before him were the corpses of hellish monsters that had made it out of the Mists, and the contingent of Thranish knights that had slaughtered them.

Adaman and Alastair locked eyes before the knight spoke, For whom does the bell toll now Harbingers? They carry the taint of the Grey Mists. The Flame will brook no evil from Cyre.

The knights charged and Adaman dumped Dorn unceremoniously to the ground before retrieving his greatspear from the quick-release catch on his back. The Harbingers and the Thranish knights fought a gruesome battle, and before too many lost their lives, the soldiers circled around Alastair and Adaman as the two men battled for the fate of their companies. But before either could decide that fate, a swarm of aberrant creatures emerged from the Mists. The Harbingers turned to face the threat, and seeing the overwhelming odds the knights mounted and fled, Alastair leaving with a gash running down his face from Adaman's spear.

Though they lost more men that day, the Harbingers prevailed. They always did. But Adaman would never forget Alastair Dalburn.


Character Builder Summary Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Adaman Gunnir d'Deneith, level 1
Human, Paladin
Human Power Selection Option: Heroic Effort
Forest Warden (Forest Warden Benefit)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 18, CON 15, DEX 16, INT 10, WIS 20, CHA 8
 
STARTING ABILITY SCORES
STR 18, CON 15, DEX 16, INT 10, WIS 18, CHA 8
 
 
AC: 18 Fort: 16 Ref: 15 Will: 17
HP: 30 Surges: 12 Surge Value: 7
 
TRAINED SKILLS
History +5, Insight +10, Nature +11, Perception +11, Religion +5
 
UNTRAINED SKILLS
Acrobatics +1, Arcana +0, Athletics +2, Bluff –1, Diplomacy –1, Dungeoneering +5, Endurance +0, Heal +5, Intimidate –1, Stealth +1, Streetwise –1, Thievery +1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Human Racial Power: Heroic Effort
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Paladin Attack 1: Holy Strike
Paladin Attack 1: Ardent Strike
Paladin Attack 1: Guardian Light
Paladin Attack 1: Paladin's Judgment
 
FEATS
Level 1: Polearm Expertise
Level 1: Weapon Proficiency (Greatspear)
 
ITEMS
Greatspear x1
Plate Armor x1
Adventurer's Kit
Handaxe
Identification Papers with Portrait
Healing Potion x1
====== End ======
Quick Reply
Cancel
12 months ago  ::  Jun 06, 2012 - 12:46PM #5
GROMkill
Date Joined: Oct 8, 2011
Posts: 448

Grommack D'Tharashk, the Half-Orc Twinblade Ranger




Stat Sheet Show
Grommack d'Tharashk, level 1
Half-Orc, Ranger
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
Background: Curious Archeologist (+2 to Perception)
Theme: Iron Wolf Warrior (re-fluffed to the Conspicuous Oils)

FINAL ABILITY SCORES
Str 20, Con 17, Dex 20, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 17, Dex 18, Int 10, Wis 14, Cha 8.


AC: 18 Fort: 16 Reflex: 16 Will: 12
HP: 33 Surges: 9 Surge Value: 8

TRAINED SKILLS
Nature +7, Athletics +9, Stealth +9, Perception +9, Acrobatics +9

UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Dungeoneering +2, Endurance +4, Heal +2, History, Insight +2, Intimidate +1, Religion, Streetwise -1, Thievery +4

FEATS
Level 1: Weapon Proficiency (Bastard sword)

POWERS
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Twin Strike
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf

ITEMS
Hide Armor, Bastard sword (2), Hempen Rope (50 ft.), Flint and Steel, Oil (1 pint) (2), Shovel, Torch, Waterskin, Crowbar, Bedroll, Backpack (empty), Common Meal (2), Travel Papers

Role: Striker Show
-Grommack's skill setup lends itself to being mostly single-target, with a high amount of mobility and damage.
-Twin Strike is the quintessential ranger at-will, so that needs little explanation. Maruader's Rush, -Iron Wolf Warrior's level 1 power, and Running Attack all give Grommack support for strong charging attacks.
-Off-Hand Strike gives extra same-turn burst damage with its Minor action requirement.
-Jaws of the Wolf is the lynchpin, as it does massive single-target damage, and combined with an AP for another Twin Strike as well as a Off-Hand Strike can do extreme amounts of damage in a single turn.

Appearance Show
Grommack's features are mostly human but still sport some of the orcish traits. He has a strong jaw covered by a short beard. His mouth is wide and thin-lipped. His brow is thick and pronounced but does not make him look brutish or permanently angry. He has dark green eyes and thick, stringy black hair that falls to his shoulder should he not tie it back into a knot.

The half-orc is large but not massive, coming in at 6-foot-1 and weighing about 215 lbs. His build is dense, but not stocky, allowing him to move quickly and powerfully around the battlefield while still managing to be very intimidating to his foes. Covering his chest and legs is a mixture of hide armor combined with chainmail links for extra support in some spots, supporting his mobility and giving him some minor protection. His iron pauldrons are dull and match the belted iron straps on his legs and leather boots.

Grommack carries with him two identical bastard swords that are holstered on two large sheaths on the side of his belt. They are engraved with a few short training mottos and in-jokes from House Tharashk's task-force-gone-mercenary-group, the Conspicuous Oils. "Your blade or arrow is your fishing rod or farming hoe." "Aim for the neck." "When in doubt, this device doubles as a massive throwing dagger." "Don't forget to wipe the blood off this blade after a battle. No, you fool, it won't rust. It's just sanitary."

Personality Show
Grommack's attitude is something he is renowned for amongst his House. First and foremost, he knows his place, and is quick to make sure others know their own, as well. While not quite humble, he is nowhere near as arrogant as many of the other young officers in the House. He makes sure he lets them know when they get overbearing, by giving them a swift whack in the head.

This leads to Grommack's way of navigating conflict. Preferring to settle arguments over a quick spar, Grommack is prone to easily forgiving people and won't hold a grudge. Many times have his friends teased him for his lack of a shield and redundancy of having two identical weapons, but after a quick brawl, they are left sure of why the half-orc does things the way he does.

Grommack might seem rough and uncaring at times, but this isn't true. He is supportive of his close friends and makes sure they are always keeping their chins up despite the situation. In times of great sorrow or frustration, Grommack is usually there for a wise word or a clever quote in order to bring everyone back on track. While he loves jokes, his demeanor lacks a comedic approach when in battle and takes combat very seriously, making sure his allies are attacking as planned as he moves about the battlefield. He fights with vigor and decisiveness, and when its over, enjoys a nice tall mug of beer.

Background Show
Birth and Childhood: Born and raised in Zarash'ak under the House Tharashk's banner, Grommack quickly fit into the scheme of things within the organization. As a child, he grew up following his older brother Kazel around, wishing he could be a Tharashk officer as his brother was. When he was of age, Kazel, a few years older than Grommack, taught the young boy how to use a blade. Skipping the smaller blades and forcing his younger brother into using two swords that were way too big for the poor kid, Kazel was surprised and impressed when he found that his brother had the innate strength to not only wield but swing them with some power behind them.

Grommack, the Conspicuous Oil: At the age of 17, Grommack was recruited into the Conspicuous Oils, a new project put together by some of the elites of the House looking for a way to train the younger officers who looked quite promising. Their duty was at the hands of the elites, and the Oils carried out various odd jobs that required the attention of a pack of well-trained, young warriors such as themselves. The leader was none other than Kazel, and he was put in charge of 5 men, including Grommack.

The First Task: The Conspicuous Oils' first task was to watch over the manor of one of the House's higher-ups, as he had recently received a malicious threat from Gol'drul, a hobgoblin crimelord within the city that compromised the noble's security. For three days the young men were to protect the home of the noble, and the first two went without incident. However, on the third day, a group of goblin thugs had arrived with bricks and slings, intent on vandalizing the place. As per his brother's directions, Grommack and his allies easily captured the goblins and took them to the House's headquarters for interrogation.

The Oils' Success and Continued Tasks: The goblins had given up critical information to the crimelord's whereabouts and schemes, and the young men were praised for their bloodless success. They were given another task, in which they would infiltrate the hobgoblin boss's warehouse and take back the Tharashk Chalice, an heirloom that was a powerful and praised icon for the House. Their task was met with opposition as the storeroom had a few thugs guarding it, but they were easily dispatched and the relic was returned to its owners. Many of the Oils' tasks were regarding valuable treasure, and Grommack enjoyed this work. Through his training, he became quite well at finding and locating lost or stolen relics or artifacts, something that the House praised.

Betrayal and the Fall: The Conspicuous Oils continued these oddjobs successfully, gaining favor in the eyes of the House and promising a prosperous career into their adulthoods. During a raid on the Gol'drul's headquarters in an attempt to sway the boss from messing with the House's mining camps around the province, one of Grommack's allies, Niulhik, revealed himself to be a double agent for the hobgoblin. Calling in reinforcements, Niulhik and his goblin thugs fought back the Conspicuous Oils and gravely injured Kazel during the battle. The men returned to the House's headquarters bearing the bad news. With the failure of the mission and the news of a traitor, the Oils were released from duty immediately and their status with the House was broken. They were now the lowest rank one could attain from the House.

Grommack's Second Rise, and the Fate of the Oils: Refusing to accept defeat in such a fashion, Grommack promised a now bed-ridden Kazel that he would work his way back up the ladder and prove the elites that they were wrong to condemn him. He would become a mercenary, even if the rest of his Oils wouldn't join him. The sellsword Grommack began his work by being a guard as he had in the House, but the jobs were much more violent. His tasks were often bloody and he proved his merit in many battles or brawls.

Recruitment for the Last War: It was around this time that the massive wars were going on, and Grommack's skills were noticed by militants looking for an edge in their platoon. He was picked up by a group fighting for their cause in the war after they noticed his skill with his blade and his desire to prove himself. The young half-orc had no idea that accepting this job would lead to him having front-row seats for the terrible Mourning.

Four Years Later: Grommack sits in a tavern, lost in thought. Memories of the War flood back to him and he wonders how Kazel is doing. He imagines him sitting in his favorite chair, reading a history book about previous wars and how the leaders managed to win them with superior planning. Grommack remembers his brother's wound and how terrible he thought it was to experience, and how unfair it seemed that his brother would receieve it. That was before the war. Kazel's fate pales in comparison in Grommack's mind as he recounts the many innocent people and young warriors that would never take another breath, never feel the embrace of a companion after a sucessful battle, never have children. The killing, the wars, the unnecessary death. It was all so sickening to him and the thought of killing civilized people just like himself that thought their own ideology was the one true way made him want to cast his blades down and never fight again.

But as much as the pit in his stomach deepened from the recalled memories of death and destruction, Grommack cannot just cast his blades away. They are a part of him, extra appendages. He slips one out of its holster and reads it in the dim light. "Your blade or arrow is your fishing rod or farming hoe." This blade, and its brother, whom Grommack slips out as well to read the other quotes engraved on it, was his means of survival. They were his way of life, and everything he knew. Shoving them back in with a jarring movement, Grommack frowns and motions for the barkeep to bring him another mug of beer. He would keep his blades.

NPCs Show
Kazel: Grommack's beloved older brother. Having suffered a near-fatal wound by Niulhik, Kazel is now immobile and cannot be a soldier as he once had. For this, Grommack feels it is necessary to prove himself to the House, for his own right, and for his brother who never got the chance.
Niulhik: The traitor that ended the Oils' success. A sworn enemy to Grommack, he makes sure his whereabouts are hidden from the House, lest he be killed in his sleep.
Rieven: A human man, and Grommack's friend in the House. Rieven's duty is to oversee the recruits and is one of the only others to disagree with the fate of the Oils. Rieven is constantly finding opportunities for Grommack to look good for the House, in an attempt to have evidence to promote him, but he is wary not to destroy his own fate in the House as well by showing favoritism.
Quick Reply
Cancel
12 months ago  ::  Jun 06, 2012 - 12:59PM #6
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095

Presenting Han Morhalnan, Minotaur Polearm Fighter!




sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Han Morhalnan, level 1
Minotaur, Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent
Goring Charge Key Ability: Goring Charge Strength
Background: Occupation - Foe Killer (Perception class skill)
Theme: Ironwrought(reflavored as Student of the Stone Gaze)


FINAL ABILITY SCORES
Str 20, Con 18, Dex 13, Int 8, Wis 20, Cha 10.


STARTING ABILITY SCORES
Str 18, Con 18, Dex 13, Int 8, Wis 18, Cha 10.



AC: 17 Fort: 17 Reflex: 11 Will: 15
HP: 33 Surges: 14 Surge Value: 8


TRAINED SKILLS
Perception +12, Endurance +10, Athletics +11


UNTRAINED SKILLS
Acrobatics +1, Arcana -1, Bluff, Diplomacy, Dungeoneering +5, Heal +5, History -1, Insight +5, Intimidate, Nature +7, Religion -1, Stealth +1, Streetwise, Thievery +1


FEATS
Level 1: Weapon Proficiency (Greatspear)


POWERS
Fighter at-will 1: Footwork Lure
Fighter at-will 1: Weapon Master's Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Villain's Menace


ITEMS
Scale Armor, Greatspear, Adventurer's Kit, Standard Identification Papers, Healing Potion

GOLDS:
13gp
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



background Show
Han was born and raised in Droaam.  Upon reaching manhood, he applied to the School of the Stone Gaze.  At first, he was denied.  The School primarily accepted Ogre students, and they were not convinced that a minotaur could be possessed of the determination and fortitude to survive their training.  But Han was determined to prove his worth.  He obtained a flask of Alchemist's Fire, and went to the School of Surging Tides, a rival school that primarily trained Trolls.  He challenged a Troll to battle, and using his superior ability to read a foe's intentions, killed it, cutting off its head with a massive axe and sealing the wound with the Alchemist's Fire to prevent regeneration.  Han grabbed the head and ran before the other Trolls could build up their nerve and rush him.  With the Trolls hot on his hooves, Han reached the School of Stone Gaze, and threw down the Troll's head.  The Ogres in the yard gladly took a chance to fight their rivals, and when they were done, the headmaster was shown the head and told of Han's deeds.  Impressed at his spunk, the headmaster agreed to allow Han to train with them.

Han became a prominent student within the School.  Though his sheer strength could never match that of his classmates, his almost supernatural awareness of the battlefield allowed him to anticipate his opponents' moves, and already be countering them as they were made.  He develeoped a fearsome reputation as an untrickable blur of steel.  

Like all Schools in Droaam, the School of the Stone Gaze was expected to contribute its members to the war effort if needed.  As such, after earning his scales, Han was sent with several other Stonehides to serve as mercenaries in the deal with House Tharashk.  His time with the House was primarily spent in Breland and Cyre, and Han was present for the Mourning.  

After the end of the War, Han returned home and has continued training with the School.  However, he has slowly grown a bit uneasy since his return.  Serving alongside Brelanders and Cyrans has shown Han that there are other ways of running a society than the Might Makes Right ethos of his homeland.  The tragedy of the Mourning no doubt got to him in some way, and made him reflective about the inherent value of life.  The idea of Doing the Right Thing took root in him, and he couldn't shake it.   While he is proud of his homeland, and his School, he's a had a harder and harder time actually living there.  Recently, Han's mentor, Urt, called Han into his office, and told him that he had learned all he could behind the School's walls.  He told Han that it was time to go into the world again, and learn how to move within it, how to face foes that were not following the rules of a sparring match or tournament.  Han respected his mentor's wishes, and his first stop is Sharn, the City of Towers.

Secret:  Urt sent Han into the world on orders from the great hag Sora Teraza.  Teraza's messenger informed Urt that she had had a vision regarding the young minotaur, and that in order for the wheels of fate to turn, he must leave the Great Crag and go into the lands of men, but he must not know of her vision at the present time.  

appearance Show

Han is short for a minotaur, at 6'11".  His fur is a deep chestnut brown, and his horns curve forward.  They are long for his age, with shapened points.  He wears steel armor, but painted with purple and black, to give the impression of a snake's scales.  He keeps a pendant around his neck with the insignia of the School of the Stone Gaze, a hissing cobra.
Personality Show

Han is a young minotaur, still steeped in the traditions of his people in Droaam.  However, he displays a notable streak of patience and forethought, and is slow to anger.  He doesn't always speak, preferring to hold back until he is sure of what he is going to say.  He isn't always sure of what the right thing might be, but he tries to do it as best as he can figure.
NPCs and Organizations Show

The School of the Stone Gaze:  
This martial arts school was formed shortly after the rise of the Daughters of Sora Kell, and is based at the Great Crag.  Primarily by and for Ogres and Oni, the School teaches unarmed combat, but focuses on weapon combat, and allows each student to pick a weapon of choice to specialize in after rudimentary training with a wide gauntlet of weapons.  the School's most iconic, and also most closely guarded, technique is a training ritual in which students are gradually but frequently exposed to a medusa's stare, building a resistence to the petrification while actually partially succumbing to it.  The end result is that the student gains supernatural qualities of toughness and endurance, and experienced students can even turn their skin into a sort of living stone in times of danger.

The School of Surging Tides:
This martial arts school, based at the Great Crag, has a strong rivalry with the School of the Stone Gaze.  The School of Surging Tides is a school for Trolls, where War Trolls learn their craft.  Some of the School's advanced techniques include harnessing the power of Elemental Water to coat their skin in a sheen of dampness that gives them some resistence to their natural weakness of fire.  Advanced students are said to be able to temporarily assume the form of a water elemental.

Ortan:
Ortan is a powerful Oni who recently became the headmaster of the School of the Stone Gaze.  Very little goes on in the Great Crag that he is not aware of.  Unlike some of his predecessors, and some of his underlings, Ortan rarely cares what race a person is, but rather looks to their abilities to judge them.  

Urt:
Urt is a high ranking Ogre Master of the Stone Gaze.  His approval was pivotal in convincing the headmaster to accept Han after the young minotaur proved his might.  Urt has played a very personal role in Han's training, and is the closest thing to a true friend most people have in Droaam.


Notes Show

Taking Healing Potion as class item.
Using Ironwrought for Student of the Stone Gaze.


 
Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
Quick Reply
Cancel
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing