Please post your official PC Summary on this thread yet its optional to post a background story and an image of your PC here.
If you choose to post your PC background story and image here (which does make sense to do understand that your PC's background story will be required to be posted on the "Your Tiefling's Build Tracker Thread" with any image if you have one or ask for assistance to created one. Remember this thread is to benefit everybody whom are playing with youincluding mefor future references and reminders of your original directions with your PC. I'm certain that the reason why I'm putting this to you this way will be clearly reasoned in the future.
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====== Created Using Wizards of the Coast D&D Character Builder ====== Orenda, level 1 Tiefling, Bard Bardic Virtue Option: Virtue of Cunning Associate: Trained Fey Panther Early Life - Social Outcast (+2 to Bluff) Theme: Fey Beast Tamer
FINAL ABILITY SCORES STR 10, CON 11, DEX 10, INT 16, WIS 8, CHA 20
STARTING ABILITY SCORES STR 10, CON 11, DEX 10, INT 14, WIS 8, CHA 18
You lived with your uncle in a big house outside a big town where most of the people there are either reserved toward you or ignores you until there's trouble that seems to only happened when you or one of your family members of your age starts it. Your mother lives with her family inside a large fortress ran by a unpopular infamous tyrannical throne, where her father is the commander of fortress strong army and her mother is a powerful sorcereress working directly for the throne. Your mother is her mother's apprentice and rarely leave the fortress for any long lenght of time. Your father had explained to you that a long time ago your mother's king thought of him as a prince and arranged for him to wed your mother. When the king found that he was a fake and a thief, he waited until his youngest was born then sent out his army without your mother's father's knowledge to kill him and all his children and to bring your mother back to the fortress for her own protection but your mother was clever enough to trick the army into believing that they had killed all they was sent out to kill with their hands but in order for her trick to work she had to returned with them back to the fortress. For a long time you kept a promised to your father and mother to never tell anyone of their story and when your father comes twice or sometimes three times a year to take you to the fortress to visit your mother he will let your mother care for you. Your mother would claimed you are one of the merchant's children from down the road away from the fortress and she had hired you to carry her goods and do some light work around her quarters while living with her for a short period from time to time. Its been twice that you ran away to the fortress and both times when your mother sees she will order her personal guards to toss out of the fortress in which in both occasions one of your uncles would be waiting you outside the fortress to bring you back home to the big house near the big town. One of your uncles told you that in order to claim your rightful place next to your mother and next the crown in the fortress, you first must gained the trust of the throne then defeat either your grandmother or your grandfather to win their position but your father only tells you to do what your mother says and he promised you everything is going to get better for you with the throne.
Orenda came from a rather gifted family. She had siblings and cousins whom each had at least one noteworthy skill. Because of this, she often felt pressured to find her own nitch in life before another family member claimed it for their own. She wasn't nearly as strong or as swift as the others but she did have one thing that few could copy, an excellent singing voice. Orenda would hang out at the bars and taverns singing to anyone who would care to listen. Although some dismissed her solely on her nature as a tiefling, the ones that did notice her often tossed a silver piece or two her way. It took her roughly two years before she could finally afford her own Lyre at age 12. She couldn't really afford to pay for lessons from a professional bard and she had enough pride in her skills that she refused to ask for help from her family. Orenda wanted to make her music her own. She spent her time listening to wandering minstrels as they performed and simply did her best to play by ear. After another year of out of tune notes and broken strings, Orenda finally felt confident enough in her skills to participate in a bi-yearly bardic competition in town. She had no idea just how much her fate would change from this event.
On the day before the contest, an eladrin merchant rode into town on wagon with several cages of exotic animals. He had actually planned to just pass through Orenda's hometown. Unfortunately, he hit a bump on the cobble road and one of the smaller cages shook free of its chains and broke on the street. The road was so bumpy the merchant didn't even notice. A small black fey panther cub crawled out of the wrecked cage and began darting down the streets seeking any shelter he could find. He didn't trust these two legged creatures and avoided them as best he could. On the day of the bardic competition, the panther cub snuck underneath the outdoor stage to get out of the sunlight. He stayed down there for most of the event until Orenda got up on stage. The tiefling girl was the youngest competitor here and she was stiff with nervousness. For a few seconds before her act, she just stood dumbly on the stage like a statue. However, after she strung her first note, she began to relax a little. She got lost in her own song and everything felt right in the world. She had no idea that she was unconsciously calling out to the panther beneath the stage. The fey creature felt a charming effect from her music and slowly snuck up to the back of the stage. The only thing that broke her spell on him was the sudden growl of his own stomach. He spotted Orenda's tail swaying back and forth behind her. Without hesitation, the panther cub dived for the tail and took a chomp into it. During the initial shock, Orenda played the most horrid note she'd ever strung in her life. Once she realized there was a cub chomping on her tail, she screamed and tossed her lyre into the air. The musical instrument smacked one of the contest judges in the face as the tiefling frantically ran around the stage trying to shake the panther off her tail. Needless to say, she was disqualified for "attacking a judge".
Ever since that day, the fey panther cub followed her wherever she went despite her numerous attempts to chase it off. Furthermore, the beast seemed to be attracted to her music. Orenda couldn't get a single chorus out before the cat appeared somewhere nearby. Sometimes, it would behave and listen...especially if she bothered to feed him. Other times, he would sneak up behind her and take another bite out of her tail. She had unintentionally earned the nickname "Tabby Tail" thanks to these antics and she became a laughing stock. After a month of being followed, things finally came to a conclusion when the eladrin merchant tracked down the panther cub. Much to Orenda's relief, he took the cub off her hands and caged it up again. He said she had unintentionally imprinted on the cub and the merchant would need to pay for a ritual to remove it. Since he couldn't claim she stole his merchandise, he had to foot that bill himself but she still needed to be there for it work. Almost sensing what was going to happen, the cub keep mewing at Orenda in a pleading tone. The tiefling bard tried hard to ignore his cries but eventually, she did something she vowed she would never do...she begged her family for enough gold to buy the cub. The only reason the eladrin even considered making this deal with Orenda's family was because it would cost more to pay for the ritual and travel expenses than to just sell the cat outright.
Orenda and her new panther, Shade, have been together for 3 years now. He's gotten much bigger now but still acts the same. Although she has tried to incorporate the panther in her performances, it has been slow going. Furthermore, Shade still has a bad habit of trying to bite her tail. He doesn't do it out of spite or hunger though. Usually, he'll put just enough pressure on it to sting a bit but he will never draw blood. He does it only to play with her. Orenda still gets angry about that but she tends to over-exaggerate things. She cares for Shade and his protects her and her family. The tieflings have also had a drastic decrease in rats since the panther was bought too.
Regarding her family legacy as the right hands of a ruler, Orenda has no interest in the complete scope of her Uncle's plan. She didn't hate her grandparents and the thought of killing either one of them to get their job sickened her. However, she was annoyed that she couldn't see her mother more often than once every few months. As such an idea came to her, if she became a famous bard known throughout the land, she could just waltz in and out of the fortress at her leisure. Her mother could simply claim to be a fan of her work.
Tiro was a nightmare of a child. Never one for honest work, he was always up for honest trouble instead. His parents long ago gave up on him as a successor to the family business, because he was unsettled and always looking for more exciting ways to pass his time. Inevitably, Tiro ended up spending most of his time on the streets or in the tavern, looking for a way to get rich with as little actual effort as possible.
Of course, dislike of hard work tends to lead one to less upstanding pursuits, and Tiro was no different. He has an innocent look, which helps him to gain one's trust easily, even as a tiefling. Unfortunately, that trust is usually eventually lost, once the new "acquaintance" finds that he has been conned, or finds Tiro's hand in his pocket. It's not that Tiro is malicious in his cons and theivery--his victims usually had it coming (at least in his mind) because of the way they flaunt their riches and rub other people's noses in their misfortunes.
Tiro's smooth tongue and fleet feet have kept him out of severe trouble through the years, and he has spent more of his recent time in what he believes to be more lucrative pursuits. During a con a few months back, Tiro found himself in possession of a treasure map. After 3 weeks of searching, scouring the lands outside his home city, he finally found the location of the treasure. Unfortunately, for him at least, someone had already found it. But now, Tiro is hooked. He cannot resist a map, a story, or even a rumor of treasure to be found, and he will drop other pursuits quickly if he can get away with it; searching, researching, and travelling to find that lucrative cache.
Generated background (Die roll of 6) ------------------------------------------- Tiro lives with his uncle in a big house outside of town where most people there are either reserved toward him or ignore him until there's trouble that seems to only happen when he or his siblings are around.
Tiro's parents are travelers and twice, sometimes three times a year, his father comes to take him to a second home in an isolated region far inside a forest. Once a year--sometimes twice--Tiro's mother, a mysterious shamanic huntress, waits for them there.
Every once in while Tiro has run away to the second home, which take five weeks of travel on a strong horse to reach. This travel, along with instruction from his mother, has giver Tiro an above average nature skill (resulting in a +2 to Nature skill rolls). Except for two times, after several times of traveling to the place, Tiro would find the second home empty and closed up, rather than find his mother there, and always, shortly after arriving alone there, one of his uncles would arrive to bring him back to town.
Tiro's parents have told him that the second home is for him (or his children) when he is ready to start a family.
You lived with your uncle in a big house outside a big town where most of the people there are either reserved toward you or ignores you until there's trouble that seems to only happened when you or one of your family members of your age starts it. Your parents are travelers and twice, sometimes three times a year; your father comes to for you to take you to your second home at an isolated region far inside a forest region where once a year sometimes twice; your mother, a mysterious shamanic huntress would be there waiting for you and your father. Every once in while you would run away to the second home which take five weeks of travel on a strong horse to reach yet with an exception of two times after several times of traveling to the place you would find the place empty and closed up than find your mother there and always shortly after arriving alone there, one of your uncles would arrive to bring you back to the big house outside the big town where you live comfortably with your cousins (and siblings if others roll same sequence as you). Your parents tell you that the second home is for you (or their children) when you ready to start a family.
======Created Using Wizards of the Coast D&D Character Builder ====== Myrka, level 1 Tiefling, Fighter (Slayer) Burglar (Thievery class skill) Theme: Trapsmith Age: 17 Height: 5’6” Weight: 180 lbs
FINAL ABILITY SCORES STR 18, CON 11, DEX 14, INT 12, WIS 10, CHA 10 STARTING ABILITY SCORES STR 18, CON 11, DEX 14, INT 10, WIS 10, CHA 8 AC: 17 Fort: 16 Ref: 12 Will: 10 HP: 26 Surges: 9 Surge Value:
1d4=3 or 1d4=4: You live with your father in a big house outside a big town in which most townspeople are either reserved toward you or ignore you until there's trouble that seems to only happen when you or one of your family members of your age starts it
Your father used to travel with his two brothers as treasure hunters; that is, until they found a fortune and a lot of trouble with it. They sent your father back to the big town where they grew up as orphans with the fortune while they led the trouble that was after the fortune and their lives away from the big town. Your father bought land and built a big house outside the big town as well as secretly filled the orphanage's vault before the old priest knew that one of the brothers had returned to the big town. The priest at the orphanage favors you (and if applicable your siblings) from among your family members and would speak with and join you when you are in town.
The priest also visits your father at the big house from time to time when he's angry at something you or your family members of your age have done or when angry in general, which is unusual, for when the children around town or at the orphanage do something to anger him, he would scold and punish them directly; but when it’s the children of your family, the priest will become harsh toward your father.
It’s no secret that the priest resents the idea that your father and your uncles may have been the ones who saved his orphanage with untraceable donations and is convinced that your family's wealth is ill-gotten.
Your mother lives in the next town, a smaller town, where she worked for a farming storehouse living a modest healthy life. She always refuses see you father unless he gives up the big house, the land, their fortune and turns over his brothers' children to the orphanage where she also grew up. She wants your father to bring you (and of course your siblings) to her and run away together. Twice, sometimes three times a year, with your father cooperative, absent, or every time your father must leave for any reason, your mother comes to the big house to either visit you or care for you at the big house, and when you visit her in the next town she is always happy to see you until you mention your father or one of your uncles; at which point she would send you back to your lavish big house outside in the big town down the road.
Wealth in itself means little to Myrka. What matters is keeping what you have for the sake of your family and making sure that the people you love will always be provided for. The young tiefling never thought much about her family’s wealth and status until one night just after her eleventh birthday, when her home was robbed. The thief was never caught, so they never knew whether it was one of the jealous townspeople or just a traveler who had heard rumors about the family’s wealth. Myrka was badly shaken by the event, not only because the thief had made away with most of her birthday gifts – no amount of assurances from her father could convince her that her family was truly safe after that day.
Fueled by books and her own nigh-obsessive practicing, she started learning how to make traps. The increasingly creative snares and pits around the house became a source of constant annoyance for the family, especially Orenda’s panther, whose pained yowls have woken the household in the middle of the night more times than they can count. Still, the network of constantly changing traps (and not only on her family’s property… ) gives Myrka a sense of much-needed security, even cockiness. The tiefling soon developed a snarky sense of humor and got into the habit of mocking people mercilessly, drawing confidence from the knowledge that there was always a hidden tripwire or disguised mud pit within a few feet should things turn sour.
Myrka eventually became so sure of her traps that she didn’t believe anyone could avoid or escape them. She tested this theory by trying to overcome them herself, but it was no fun – she already knew where they were. A leap of logic (and perhaps some questionable advice from her cousin Tiro) led her to start breaking in to other people’s homes and businesses to see what sort of defenses they could mount against an invader. And once she was inside, why not take an item or two as a reward for her efforts? Just little things they wouldn’t miss… She wasn’t as good at thieving as she was at making traps, but it was fun, oh yes. But her “souvenirs” rarely amounted to more than a half-eaten sandwich or a single sock, hardly enough to get anyone worked up (at least thus far).
Yet in spite of her hobbies, Myrka knew that her true power would be unlocked with a broadsword, not a lockpick. Due to some old relics left her from some relative or other from a distant war, she became fascinated with the movement of the blade and practiced often. Her most prized possession is a strange-looking helm that fits almost perfectly over her horns and is adorned with seven dark stones. She wears it sometimes just to feel its weight, though something tells her there is magic lurking within.
Myrka and her cousin Orenda are quite close, even for this tight-knit family. For example, Myrka went to Orenda’s disastrous bardic competition and caused a commotion herself to distract from her cousin’s embarrassment, and the girls have been known to joke about leaving the troublesome panther stuck deep in some trap or other for good. Her relationship with her cousin Tiro is probably not as tight as you would expect, because while Myrka enjoys her particular brand of thieving, she differs from him in that she almost never takes anything of value; the memory of the childhood theft is still too strong in her mind. ((Her relationship with other players will have to be determined once we start! ))
====== Created Using Wizards of the Coast D&D Character Builder ====== Gorman, level 1 Tiefling, Fighter (Weaponmaster) Class: Fighter Theme: Guardian Class Feature: Arena Training (Gouge, Urgrosh)
You live with your father in a big house outside a big town in which most townspeople are either reserved toward you or ignore you until there's trouble that seems to only happen when you or one of your family members of your age starts it
Your father used to travel with his two brothers as treasure hunters; that is, until they found a fortune and a lot of trouble with it. They sent your father back to the big town where they grew up as orphans with the fortune while they led the trouble that was after the fortune and their lives away from the big town. Your father bought land and built a big house outside the big town as well as secretly filled the orphanage's vault before the old priest knew that one of the brothers had returned to the big town. The priest at the orphanage favors you (and if applicable your siblings) from among your family members and would speak with and join you when you are in town.
The priest also visits your father at the big house from time to time when he's angry at something you or your family members of your age have done or when angry in general, which is unusual, for when the children around town or at the orphanage do something to anger him, he would scold and punish them directly; but when it’s the children of your family, the priest will become harsh toward your father.
It’s no secret that the priest resents the idea that your father and your uncles may have been the ones who saved his orphanage with untraceable donations and is convinced that your family's wealth is ill-gotten.
Your mother lives in the next town, a smaller town, where she worked for a farming storehouse living a modest healthy life. She always refuses see you father unless he gives up the big house, the land, their fortune and turns over his brothers' children to the orphanage where she also grew up. She wants your father to bring you (and of course your siblings) to her and run away together. Twice, sometimes three times a year, with your father cooperative, absent, or every time your father must leave for any reason, your mother comes to the big house to either visit you or care for you at the big house, and when you visit her in the next town she is always happy to see you until you mention your father or one of your uncles; at which point she would send you back to your lavish big house outside in the big town down the road.
DESCRIPTION Height: 6' 2" Weight: 200 lbs Age: 22
Gorman grew up playing make believe all the time. As a child, he always loved the idea of being a great and powerful warrior, and fighting for a cause. As he grew, he trained with axes of all shapes and sizes, practicing on his father's land, just outside the large town.
He never cared much for the wealth that his father owned, devoting most of his time instead to combat training. Certainly not carefree, but never burdened by the stresses of society, Gorman always kept his priorities straight: family, friends, and physical fitness were always on his mind.
As he grew up, Gorman developed a scintillating personality and became well-liked. He was clever and funny, and often jolly and light hearted. While he was able to remain seemingly good natured and effervescent, he perpetually maintained a more solemn side. He was able to be friendly and yet still appreciate the more serious aspects of life.
Now, he spends most of his time gallavanting with his cousins. While their exploits are never starved for adventure or excitement, he is always on the lookout for his chance to show his true battle prowess and become a great hero.
He carries with him at all times the powerful battleaxe that his father gave him when he came of age. It has been in his family for generations, and it is rumored to have mysterious powers. He wears it on his back. Flaming BattleaxeShow
Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 fire damage per plus Power (Fire) (Free Action) All untyped damage dealt by this weapon changes to fire damage. Another free action returns the damage to normal. Power (Fire) Daily (Free Action) Trigger:You hit with the weapon. Effect: The attack deals 1d6 extra fire damage, and the target takes ongoing 5 fire damage (save ends). Level 15 or 20: 2d6 extra fire damage. Level 25 or 30: 3d6 extra fire damage.
While sometimes slightly crude in his humor, he is subtle, and never crosses the line; he is able to sober up quickly and take important situations seriously. Most people who know him tend to like him -- they smile when they speak of him, even if that smile does come with a slight shaking of the head. He is kind but fierce: he has a short temper and is not to be trifled with in serious situations.
While fun and outgoing at the appropriate times, Gorman is able to take a step back and view situations with a cool and tactical eye. He works well with others, but just as well alone.
Gorman is hotheaded but reliable when it counts. He is often the most eager to rush into a fight, but he is just as eager to heroically step in front of his enemy and shield his friends from danger, taking most of the risks in any given encounter. While often composed when need be, he sometimes has to stifle his confrontational attitude during diplomatic exchanges.
Flaming Blade: +1 per 4 levels of wielder to attack roll, +1 per 2 levels of wielder to damage roll. Applies to all attacks made while blade is ignited. Duration: 5 rounds // 30 seconds
Flaming Blade: +1 per 4 levels of wielder to attack roll, +1 per 2 levels of wielder to damage roll. Applies to all attacks made while blade is ignited. Duration: 5 rounds // 30 seconds