Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Hi, this is the thread for all my weird character ideas. If you want to steal something for a PbP game, ask first, please. If you want it for reallife, just grab it.
Attacks:
Dagger +3 vs AC 1d4 Range 5/10
M.Missile +4 vs Reflex 2d4+4 20
Race and Class Features
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Equipment:
Leather armor, 3 daggers, magic wand +1, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin, residium
Powers: At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation
Magic Missile
Thunderwave
Encounter:
Fey Step
Icy Terrain
Daily:
Flaming Sphere
Sleep
Rituals:
Animal Messenger
Make Whole
Tenser’s Floating Disk
Background:
Galarion is an Eladrin that most think that should have been born an Elf. He venerates Melora and the power of the storm and the weather, trying to emulate this forces of nature with his arcane magic.
On his travels to learn the acient storm magics, he started to sell his magic talents, and with time, other things as well. While not talented at crafting things, Make Whole and his social skills served him well. Ihe only item he would never sale is the magic wand teacher gave him. But his luck has failed him, as the last sea voage took a dark twist.
Picture
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Powers Commander's Strike (At Will Standard Melee weapon ✦ Martial, Weapon)
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + 3.
Opening Shove (At Will Standard Melee weapon ✦ Martial, Weapon)
Target: One creature
Attack: +9 vs. Reflex
Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts 3 squares or makes a melee basic attack against the target.
Inspiring Word (Encounter Minor Close burst 5 ✦ Martial, Healing)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Special: You can use this power twice per encounter, but only once per round.
Aid the Injured (Encounter Standard Melee touch ✦ Healing, Martial)
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
Chilling Cloud (Encounter Standard Area burst 1 within 10 ✦ Arcane, Cold, Implement)
Target: Each creature in burst
Attack: +4 vs. Fortitude
Hit: 3 damage.
Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls.
Warlord's Favor (Encounter Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +9 vs. AC
Hit: 2d8+5 damage. One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn.
Feystep (Encounter Move Pesonal ✦ Teleportation)
Target: Self
Effect: Teleport up to 5 squares. Calculated Assault (Daily Standard Melee weapon ✦ Martial, Reliable, Weapon)
Target: One creature
Attack: +9 vs. AC
Hit: 1d8+5 damage, and one of your allies within 5 squares of you gains a power bonus to damage rolls against the target of 4 until the end of the encounter. You can transfer the bonus to another ally within 5 squares of you as a minor action.
Equipment Name Price Weight
Hide armor 30 25 lb.
Sylvan hide armor +1
Light shield 5 6 lb.
Sunblde Longsword +1 15 4 lb.
Dagger 1 1 lb.
Javelin (4) 20 8 lb.
Standard Adventurer's Kit 15gp 33lbs
346 gp - -
Total 100 gp 77 lb.
TEXT Stats
==Summary==
<!--This section will be what the DM (and probably you) use during the campaign. A premium has been placed on putting in the core data necessary to run the game; just the total damage and most salient information should appear here.
Think of it as a Monster Manual Statblock for your character! -->
{{L4W:Character
|Name=Riardon d'Cealis
|Player=Walking Dad
|Level=2
|Class=Warlord
|Race=Eladrin
|Size=Medium
|XP=1849
|Initiative=+3 (includes +2 from Combat Leader)
|Senses=Low-light Vision
|Perception=17
|Insight=12
|Aura= -
|HP=34
|Bloodied=17
|SurgeValue=8
|Surges=8
|AC=19
|Fortitude=16
|Reflex=15
|Will=14
|SavingThrows=[+5 vs Charms]
|Speed=6
|Alignment=unaligned
|Languages=Common,Elven
|Str=18 (+4)
|Dex=10 (+0)
|Wis=12 (+1)
|Con=12 (+1)
|Int=16 (+3)
|Cha=10 (+0)
|Racial=Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will, Fey Origin, Trance, Feystep
|ClassFeature= Combat Leader, Commanding Presence (Tactical Presence), Inspiring word
|BasicAttack=Sunblade Longsword +1 : +9 / 1d8+5
|BasicRangedAttack=Javelin: +7 / 1d6+4
|Feats= Arcane Initiate
|Skills= Arcana +11, Athletics +10, Diplomacy +8, Heal +7, History +11, Perception +7
}}{{L4W:Power
|Name= Sunblade
|Frequency=At Will
|ActionType=Free
|TargetType=-
|Keywords=Radiant
|Target=-
|Effect=All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
|Hit=Ally’s basic attack damage + 3.
}}{{L4W:Power
|Name= Commander's Strike
|Frequency=At Will
|ActionType=Standard
|TargetType=Melee weapon
|Keywords=Martial, Weapon
|Target=One creature
|Attack=An ally of your choice makes a melee basic attack against the target
|Hit=Ally’s basic attack damage + 3.
}}{{L4W:Power
|Name= Opening Shove
|Frequency=At Will
|ActionType=Standard
|TargetType= Melee weapon
|Keywords= Martial, Weapon
|Target=One creature
|Attack=+9 vs. Reflex
|Hit= You push the target 1 square. Then choose one ally you can see. That ally either shifts 3 squares or makes a melee basic attack against the target.
}}{{L4W:Power
|Name=Inspiring Word
|Frequency=Encounter
|ActionType=Minor
|TargetType=Close burst 5
|Keywords=Martial, Healing
|Target=You or one ally in burst
|Effect=The target can spend a healing surge and regain an additional 1d6 hit points.
|Special=You can use this power twice per encounter, but only once per round.
}}{{L4W:Power
|Name=Aid the Injured
|Frequency=Encounter
|ActionType=Standard
|TargetType=Melee touch
|Keywords=Healing, Martial
|Target=You or one adjacent ally
|Effect=The target can spend a healing surge.
}}{{L4W:Power
|Name=Feystep
|Frequency=Encounter
|ActionType=Move
|TargetType=Pesonal
|Keywords=Teleportation
|Target=Self
|Effect=Teleport up to 5 squares.
}}{{L4W:Power
|Name=Chilling Cloud
|Frequency=Encounter
|ActionType=Standard
|TargetType=Area burst 1 within 10 squares
|Keywords=Arcane, Cold, Implement
|Target=Each enemy in burst
|Attack=+4 vs. Fortitude
|Hit=3 damage.
|Effect=Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls.
}}{{L4W:Power
|Name=Warlord’s Favor
|Frequency=Encounter
|ActionType=Standard
|TargetType=Melee weapon
|Keywords=Martial, Weapon
|Target=One creature
|Attack=+9 vs. AC
|Hit=2d8 + 5. One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn.
}}{{L4W:Power
|Name=Sunblade
|Frequency=Daily
|ActionType=Standard
|TargetType=Close burst 1
|Keywords=Radiant
|Target=Enemies in Burst
|Attack=+6 vs. Reflex
|Hit=1d8 radiant damage.
}}{{L4W:Power
|Name=Calculated Assault
|Frequency=Daily
|ActionType=Standard
|TargetType=Melee weapon
|Keywords=Martial, Reliable, Weapon
|Target=One creature
|Attack=+9 vs. AC
|Hit=1d8+5 damage, and one of your allies within 5 squares of you gains a power bonus to damage rolls against the target of 4 until the end of the encounter. You can transfer the bonus to another ally within 5 squares of you as a minor action.
}}
<br><br>
==Fluff==
<!--This is where all the roleplaying pure-story elements go! Feel free to add as much as you like about your character.-->
'''Description:''' Riardon is tall and looks very athletic, but he somewhat lacks the natural grace of other eladrins. His hair is silver and his eyes a vibrant blue.<br><br>
'''Background:''' A bit clumsy (for a eladrin), but strong and quick-minded, Riardon joined the imperial forces at an early age. He is not the most charismaic leader, but the soldiers respected and trusted his superior tactics and his willingnes to stand with them in melee against the strongest foes. While he has some talent for arcane magic, it is rather untrained.<br><br>
'''Hooks:''' Prooving his abilities to himself and to the Imperium.<br><br>
'''Kicker:''' He left the imperial army after being forced to sacrifice some good soldiers for a bad tactic of his commander.<br><br>
==Math==
<!--This is the section where you "prove" all your stats and other numbers that make up your character summary (the thing above that summarizes your stats. The easier it is to understand the better; but it should be complete. If you have +5 to hit with your daily then show us how you got that. If you have 33 hit points? We need to know why.
The character judges shouldn't have to go paging through their PhB to check every number for you; it's your job to make it understandable for them.
There is no "official" version of what the math section should look like, the headings below are just suggestions; look at the other approved characters for their ideas.-->
==== XP ====
*The Sibylline Idol (Judge covaithe)
**[http://www.enworld.org/forum/4963708-post689.html 1849 XP]
***Time: Sept 9 - Oct 9 = 1 month = 104 xp ea.
***2nd level major quest = 125 ea.
***2nd level puzzle = 125 ea.
***First adventure half = cannot find link, but total is confirmed by Judge covaithe
<br>
==== Changes ====
*Changed feat gained wizard pore scorched burst to cold cloud (2nd level overhaul).
*Changed at-wills Viper's Strike and Wolf Pack Tactics to Commander's Strike and Opening Shove.
*Retrained Lead the Attack to Calculated Assault.
*Added the Toughness feat as well as the utility power, Aid the Injured.
<br>
Powers Aegis of Shielding (At Will Minor Close burst 2 ✦ Arcane)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature 7.
Sword Burst (At Will Standard Close burst 1 ✦ Arcane, Force, Implement)
Target: Each enemy in burst
Attack: +4 vs. Reflex
Hit: 1d6+4 force damage
Frigid Blade (At Will Standard Melee weapon ✦ Arcane, Cold, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+4 cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Chilling Blow (Encounter Standard Melee weapon ✦ Arcane, Cold, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+4 cold damage, and the target takes 2 cold damage each time it attacks until the start of your next turn.
Feystep (Encounter Move Pesonal ✦ Teleportation)
Target: Self
Effect: Teleport up to 5 squares.
Sweeping Frostblade (Daily Standard Close burst 1 ✦ Arcane, Cold, Weapon)
Target: Each enemy in burst
Attack: +7 vs. AC
Hit: 1d8+4 cold damage, and the target is immobilized (save ends).
Miss: Halfdamage, and the target is immobilized until the end of your next turn.
Equipment Name Price Weight
Leather armor 25 15 lb.
Longsword 15 4 lb.
Dagger 1 1 lb.
Javelin (4) 20 8 lb.
Standard Adventurer's Kit 15gp 33lbs
24 gp - -
Total 100 gp 61 lb.
TEXT Stats
==Summary==
<!--This section will be what the DM (and probably you) use during the campaign. A premium has been placed on putting in the core data necessary to run the game; just the total damage and most salient information should appear here.
Think of it as a Monster Manual Statblock for your character! -->
{{L4W:Character
|Name=Qynn d'Cealis
|Player=Walking Dad
|Level=1
|Class=Swordmage
|Race=Eladrin
|Size=Medium
|XP=0
|Initiative=+1
|Senses=Low-light Vision
|Perception=17
|Insight=12
|Aura= -
|HP=29
|Bloodied=14
|SurgeValue=7
|Surges=10
|AC=19
|Fortitude=12
|Reflex=14
|Will=15
|SavingThrows=[+5 vs Charms]
|Speed=6
|Alignment=unaligned
|Languages=Common,Elven
|Str=13 (+1)
|Dex=13 (+1)
|Wis=14 (+2)
|Con=14 (+2)
|Int=18 (+4)
|Cha=10 (+0)
|Racial=Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will, Fey Origin, Trance, Feystep
|ClassFeature= Swordbond, Swordmage Aegis (Shielding), Swordmage Warding
|BasicAttack=Longsword: +7 / 1d8+4
|BasicRangedAttack=Javelin: +3 / 1d6+1
|Feats= Intelligent Blade Master
|Skills= Arcana +11, Athletics +6, Diplomacy +7, History +11, Perception +7
}}{{L4W:Power
|Name=Aegis of Shielding
|Frequency=At Will
|ActionType=Minor
|TargetType=Close burst 2
|Keywords=Arcane
|Target=One creature in burst
|Effect=You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature 7.
}}{{L4W:Power
|Name= Sword Burst
|Frequency=At Will
|ActionType=Standard
|TargetType=Close burst 1
|Keywords=Arcane, Force, Implement
|Target=Each enemy in burst
|Attack=+4 vs. Reflex
|Hit=1d6+4 force damage
}}{{L4W:Power
|Name=Frigid Blade
|Frequency=At Will
|ActionType=Standard
|TargetType=Melee weapon
|Keywords=Arcane, Cold, Weapon
|Target=One creature
|Attack=+7 vs. AC
|Hit=1d8+4 cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed of2 until the end of its next turn.
}}{{L4W:Power
|Name=Chilling Blow
|Frequency=Encounter
|ActionType=Standard
|TargetType=Melee weapon
|Keywords=Arcane, Cold, Weapon
|Target=One creature
|Attack=+7 vs. AC
|Hit=1d8+4 cold damage, and the target takes 2 cold damage each time it attacks until the start of your next turn.
}}{{L4W:Power
|Name=Feystep
|Frequency=Encounter
|ActionType=Move
|TargetType=Pesonal
|Keywords=Teleportation
|Target=Self
|Effect=Teleport up to 5 squares.
}}{{L4W:Power
|Name=Sweeping Frostblade
|Frequency=Daily
|ActionType=Standard
|TargetType=Close burst 1
|Keywords=Arcane, Cold, Weapon
|Target=Each enemy in burst
|Attack=+7 vs. AC
|Hit=1d8+4 cold damage, and the target is immobilized (save ends).
|Miss= Halfdamage, and the target is immobilized until the end of your next turn.
}}
<br><br>
==Fluff==
<!--This is where all the roleplaying pure-story elements go! Feel free to add as much as you like about your character.-->
'''Description:''' Qynn is tall and looks very athletic, but he somewhat lacks the natural grace of other eladrins. His hair is silver and his eyes a vibrant blue.<br><br>
'''Background:''' A lean, but strong and quick-minded, Qynn joined the imperial forces at an early age like his brother Riardon. While his brother became quickly an officer he was content by using his magical abilities to help to defeat even the strongest foes.
<br><br>
'''Hooks:''' Showing that brains conquers brawns.<br><br>
'''Kicker:''' He searches for his brother. And o his way, he still tries to hone his abilities.<br><br>
==Math==
<!--This is the section where you "prove" all your stats and other numbers that make up your character summary (the thing above that summarizes your stats. The easier it is to understand the better; but it should be complete. If you have +5 to hit with your daily then show us how you got that. If you have 33 hit points? We need to know why.
The character judges shouldn't have to go paging through their PhB to check every number for you; it's your job to make it understandable for them.
There is no "official" version of what the math section should look like, the headings below are just suggestions; look at the other approved characters for their ideas.-->
Storn Horn, Male Dwarf, Barbarian 1
Age ?, Height ?'-?", Weight ? lbs., ECL +0, XP 0
Ruddy White Skin, Dark-Brown Hair, Green Eyes, Alignment: Chaotic Good
Languages (illiterate): Dwarf, Common
Home Region: Mithral Hall, Patron Deity: Haela Brightaxe
Maximum HP 15, Current HP 15, Nonlethal Damage 0
Initiative +2, Speed 30 feet, Armor Check Penalty -2
Armor Class 19, Touch AC 12, Flat-Footed AC 17
Fortitude +5, Reflex +2, Will +0
BAB +1, Melee +5, Ranged +3, Grapple +5
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Load ? pounds, Light 100 pounds, Medium 200 pounds, Heavy 300 pounds
Attacks:
Dw. Waraxe +5 melee for 1d10+4 slashing damage
Appearance:
Background: After Thibbledorf Pwent returned to the Battlehammer clan, he started to build a famous elite troup of dwarven battle ragers.
But some there even a bit mad for his taste. He send them into the world for questing, hoping to get rid of them, they return matured, or at last will bring glory to their name. Storn Horn is one of the 'lucky'.
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Racial Abilities
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.
Class Features
Barbarian Agility: Add +1 to AC and Reflex if not wearing heavy armor.
Feral Might (Thaneborn Triumph): You gain the roar of triumph
power. In addition, whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.
All Powers are vs AC
At-Will Powers Howling Strike
Pressing Strike
Encounter Powers Roar of Triumph
Dragon Breath (Acid) (vs Reflex)
Vault the Fallen
Hammer Fall (vs Fortitude)
Vanguard Greatsword +1 (-), Screaming Hide +1 (-), Standard adventurers pack (15), 4 javelins (20), clothes, 65 gp
Picture
Background:
Quote:
The jungle was hot and steamy. Nadarr and his clutch-mates moved slowly through the jungle, stalking their otherworldly prey. Nadarr looked back to Heskiss who just reached into the small pouch that contained the dream-preventing drug. They were part of a small contingent of dragonborn warriors that the dragons send to help the giants against the quori invasion. Xen’drik wasn’t like their Argonnessen home, but close enough to feel comfortable.
There was an unfamiliar sound. Nadarr tightened his grip around his greatsword and gave Heskiss and Snaparr a sign. They only hunted as a talon this time, the other members of their claw were searching one of those caves that had risen lately.
Suddenly Snaparr screamed and som kind of tentacles bursted from the ground. Nadarr released a cloud of corrosive gas and closed in roaring. He fought valiantly, but didn’t noticed the new danger behind him…
After he wakened from the blackness, he was … LOST.
Nadar was hatched in the year -39.620. He seved his dragon masters and the prophecy without question. Now, he has to search for his own answers…
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Caged Fury, Razorclaw-Shifter Monk 6 "Meditate on the wisdoms of the Panther God and find truth.."
Caged, or 'Panther' (as he is called as stage name here) is relative new to the arenas of Arkhosia, spending his last years in the pits of Bael Turath. Time will tell, if he can win the crowd...
In the Arena, Fury tries to single out the most dangerous opponent and goes in for the kill. This can be helpful for a team, but he prefers one against one matches.
Background
Background: Criminal (Assassin).
Caged Fury is part of a line of shifters that overly often produce offspring with a dark complexion and a feline appearance. Traditionally, these shifters are put into custody of the Panther cult to serve at it's guardians and assassins. Fury strongly beliefs and is proud of this tradition. He served the cult well, until evidence was found for his betrayal. He got framed.
A patron and strong supporter of the temple persuaded them to give him fury as a slave, so he could fight in the arena for him.
Levels
Level 1 - Apprentice 'assassin' in the temple of the Panther God. Level 2 - Doing his 'work' for temple. Mostly staying in Bael Turath. Level 3 - Gets digraced and is forced to fight in 'The Pit' the great arena in the capital. Level 4 - Refuses to kill without temple sanction. Forced to do it to save himself Level 5 - Survives. Fights. Survives. Faith not wagering. Level 6 - Fights. Survives. Fights. His only motivation is to get back and punish the ones who are responsible for his fate.
Description
Fury look much like a human, with a bit darker complexion, slightly pointed ears and teeth and catlike yellow eyes. All these changes become much more pronounced when he shifts when hurt.
He is pride and has a very catlike demeanor and mannerisms with some big difference: He doesn't like to play with his prey.
His voice is a full baritone that is sometimes accompanied with a growl.
In the Arena: Fury wears blackened brass knuckles with clawlike protrusions. He wears tight dark clothing with a hint of red and black sandals. He doesn't talk much during battle and let's his actions speak for him.
Out of the Arena: Fury doesn't speak much more. but he carefully listens and try to make no personal enemies. He often only wears simple loincloth and a catclw pedant around his neck. He prays before each battle.
Character Sheet
Name Caged Fury Player: WD
Shifter (Razorclaw) Monk (Centered Breath) XP ? Level 6 Background: Criminal (Assassin) Initiative +7 Senses Low-Light Vision Passive Insight 16; Passive Perception 21 HP 56; Bloodied 28; Surge Value 14; Surges Per-Day 11 AC 20; Fortitude 18; Reflex 19; Will 18 Saving Throws Speed 6 Alignment Unaligned Languages Common, ?
Str 11 Dex 19 Wis 17 Con 14 Int 10 Cha 10
Racial Abilities
Razorclaw Shifting
Class Features
Monastic Tradition (Centered Breath), Unarmed Combatant, Unarmored Defense
Equipment unfinished
Bloodthread cloth armor +1 (5), Sandals of Precise stepping (6), Bloodclaw Wrappings +2 (7), Enchanted Prayer Beads (Ki Focus) +1 (360gp), Amulet of Physical Resolve +1 (520gp), Potion of Healing (50), Standard equipment (15gp)
own: 25gp
arena: 30gp
On Things Gladiatorial
Why Fury Fights: Survive another day to get a chance for revenge and restore his church standing.
What Fury Would Do If Free: Return home and find traitor. Serve the cult.
On The Gladiators
In character comments on the other PCs. Bargr: Monstrous and bestial... but some say the same things about me, when I change. Rodeh: Once a slave, ... Kadaj: We are much alike. But her mission lacks a purpose. Atrius: Glory hound. Seems more at home in an arena than most of us. Following Darkness: He is creepy. He fights a bit like me. Seems to be of some strange cult. Stan: I'm glad this one's cell is far from mine. Q'ynn: Keeps a distance. That id fine by me. The Scholar: Useful in a big fight. Likes Arkhosia to much. Pirx: Isn't he dead? Vecnite: Heard his people wage a kind of civil war. Wished he would be one of the other side.
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Equipment
Warhammer (15 gp), Standard adventurer’s kit (15gp), 30 gp
11 Magic Totem +3
10 Belt of Blood
9 Reflexive Braidmail +2
Amulet of Protection +2 1.800
rest for rituals and ritual components.
Background:
Among another race (language: Elven)
Mini stat block
Baern Winterchosen Perception: 25 Insight: 20 Low-light Vision Initiative: +6 AC 26 Fortitude 22 Reflex 18 Will 23 Hit Points: 80/80 Bloodied: 40 Temporary Hit Points: 0 Action Points: 1 Second Wind: 1 Healing Surge: 20 Surges per day: 11/11 At-Will Powers: Call Spirit Companion, Spirit's Shield, Protecting Strike, Wrath of the Winter Encounter Powers: Healing Spirit 2/2, Speak with Spirits, Thunder Bears warding, Rimefire Spirit, Winter Wind Spirit, Bonds of the Clan, Sudden Restoration Daily Powers: Cleansing Wind of the North, Earthrage Spirit, Raging Storm Spirit, Spirit Summons, Reflexive Braidmail
Image
Background
Baern was born with another family name to now extinct clan. He found a new family in a near living elf tribe. It was there that he began to understand the ways of the shaman and discovered his natural linkage to spirits and nature itself. Later he traveled alone through the now dangerous world, never fully abandoning his 'true' people's faith.
Personality
Baern has an open personality. Open for a dwarf, but his foster family would describe him as rather stern and conservative. He tries to stay in the background, letting the spirits work through him
Appearance
Raised the wild but still a dwarf, he let layers of leather and cloth cover the chainmail underneath. (Rest see pic )
Spirit Companion
'Bear of the North' is Baern's spirit companion. Called to her from the frozen lands, he appears as a pale white bear with a slightly blue aura. His eyes are the color of the blue sky, until enraged, then they change to blood red.
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Destined to be sacrificed on his 21th birthday, he flew his underdark city. After some unsavory contacts with humans ("A monster! Kill it!") he searches for some companions that appreciate his special talents.
Still wild and dangerous, he still values the friendship of the other characters and accepts the rules of the surface out of respect for them.
Short-time before Ursug Steelbark's 21th birthday:
To satisfy his own curiosity and to gain additional respect from the other young warriors, spied at the city rulers (using his swarm shape) another time.
Listening carefully, he begins to understand the old priest's brittle words: "... and therefore we have to kill him before it is to late. My visions warn us of a great traitor to our race and gods. We cannot let him live any longer. Tomorrow, Ursug has to be sacrificed..."
Scared and shocked, Ursug sneaked back to the underwild mushroom forest he calls home, gathering his few possessions: his staff, spare clothes, the hide (chitin) armor and his backpack.
Feeling like coward for fleeing and abandoning his chosen task, he entered the old priest's privat estate later for a last time and killed him in his sleep, stinging and biting him death.
Afterward, he carved his name on the dead man's forehead and on it's breast: "Ursug is dead. Now there is only the Swarm, scrooge to the ones who were willing to sacrifice one of their own!"
Alignment: Unaligned (near to hard-hearted ignorance, but can improve during the adventure)
Languages: Common, Dwarven, Deepspeech
Diety: No longer follows the Duergar cults, but venerates the spirits.
Background: Underwild
Stats
Ursug SteelbarkPlayer: WD Age: 22 Weight: 195 lb. Height: 4'6''
Duergar Druid (Swarm) XP 0 Level 1 Initiative +2 Senses Dark Vision Passive Insight 19; Passive Perception 19 HP 33; Bloodied 16; Surge Value 8; Surges Per-Day 10 AC 15; Fortitude 13; Reflex 13; Will 15 Speed 6 Alignment Unaligned Languages Dwarf, Deep Speech, Common
Str 11 Dex 14 Wis 18 Con 16 Int 10 Cha 10
Basic Attack:
Racial Abilities
Infernal Quills
Class Features
Balance of Nature, Primal Aspect (swarm), Ritual Casting, wild shape
Feats
Ritual Caster
1 Toughness (+10 HP)
2 Ferocious Tiger Form (+2 dam with CA)
4 Hide Armor Expertise (use con for AC)
6 Implement Expertise (+1 to hit with totem implement)
8 Stinging Swarm (gain CA after being dam by melee)
10 Vital Form (1/encounter regain SW when wild shape to beast)
11 Bolstered Swarm (Gain 9 THP when you change to beast)