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Sig
The Wisdom of Hong
I am starting to think that I should apprentice to Hong. Then some day I could be a Disciple of Hong!
"3E philosophy: the rules are a framework for building the world. Where this conflicts with gaming needs, houserule or handwave.
4E philosophy: the rules are a framework for running the game. Where this conflicts with world building needs, houserule or handwave.
If you spend more time running a game than world building, this is a net gain." - Hong
3E simulates the model of reality that 3E players have built in their heads. 4E fails to do this. Therefore, 3E is more realistic than 4E.-Hong
Male, "Tiefling," Paladin
Lawful Good
Medium, 5'11" tall, 187 wt, ~20 years old
Speaks Common, one more undetermined
Orthanach O'Cionaith /UR han ach/ /O KEN ee/
He is a young, sturdy man who isn't exactly sure how old he is. Probably under a score of years, but maybe over. He was born some time in midwinter. He has short dark hair that lays in loose curls against his head. He has intense, clear brown eyes. His hands are heavily calloused from cutting peat and working kilns.
Orthanach is an indentured servant. Originally from a family of freeborn peat cutters and kiln workers, the family was stripped of their freedom and Orthanach's service to the family's liegelord was commuted to an indenture that the lord then sold off. Orthanach would only speak of any of this under persistent inquiry over long periods of time... he does not trust or share easily.
The first any of you met this quiet, pious young man was as a soldier at the Outpost. His indenture had been sold to the lord whose lands included the Outpost.
There he tried to keep his head down and not draw attention to himself. He didn't make any real friends. He was a dependable and hard-worker who spent much of his leisure time in prayer. Occasionally chinks in his grim demeanor would appear, sometimes as violent outbursts of temper or sometimes as displays of deep compassion and empathy. As an indentured servant, his rights are few, so he tries to stay out of trouble, but these displays of anger and compassion usually end with him getting into trouble that could be very serious. He was lucky to have come under Jarod Hornheim's command. The Captain was sympathetic to the boy.
Recently Jarod brokered the sale of Orthanach's indenture to the Raftman.
Perceptive individuals would note that the boy's actual defining characteristic is a deep sadness.
Racial Traits and Power Vision: Normal Skill Bonuses: +2 Bluff, +2 Stealth Bloodhunt: +1 racial attack bonus when foe is bloodied Fire Resistance: resist fire 5 + 1/2 level Infernal Wrath: Encounter, Minor, +1 to hit a foe that hit you last turn, add CHA bonus to damage
At Will Powers Divine Challenge Lay on Hands (2/day) Enfeebling Strike Holy Strike
Skills
Acrobatics (dance) +7; trained- eladrin; DEX +2
Arcana +11; trained, INT +4, racial +2
Diplomacy +7; trained, CHA +2
History +11; trained, INT +4, racial +2
Insight +6; trained- warlock MC, WIS +1
Nature +6; trained, WIS +1
Perception +1; untrained, WIS +1
Languages:
Common, Elven
Racial traits:
Spoiler:
>+2 Dexterity, +2 Intelligence (included)
>Skills: +2 Arcana, +2 History (included)
>Eladrin education: trained in one extra skill (included)
>Eladrin weapon proficiency: proficient with long sword
>Eladrin will: +1 to WILL defense, +5 to saving throws against charm effects
>Fey origin
>Trance: does not sleep, 4 hour trance gives same benefits as 6 hour sleep/extended rest (and remains aware while in trance state)
>Fey step: (Encounter power)
Class features:
>Implement mastery: Wand of accuracy
>Cantrips: at-will casting of ghost sound, light, mage hand, and prestidigitation
>Ritual casting: (free feat)
>Spellbook: holds 128 pages of rituals, and daily or utility spells
Feats:
Level 1: Pact initiate (fey warlock)
Wizard bonus: Ritual caster
(next: Improved initiative, Jack of all trades)
Weapon Proficiency:
Dagger, staff, long sword
Size: Medium
Speed: 6 squares
Vision: Low-light
Powers:
[At will]: Magic missile, Scorching burst
[Encounter]: Eyebite, Fey step, Force orb
[Daily]: Flaming sphere or Sleep
Basic attacks
-Melee: (+1) long sword, used 2-handed
Attack: +2 vs. AC; Damage: 1d8 +2
-Ranged: magic missile (Arcane, Force, Implement +1)
Standard action, Ranged attack 20: +5 vs. REF; Damage: 2d4 + 5
At-will:
Spoiler:
>Magic missile (Arcane, Force, Implement +1)
Standard Action; Range 20: +5 vs. REF; Damage: 2d4+5 force, can be used as a ranged basic attack
>Scorching burst (Arcane, Fire, Implement +1)
Standard action; Area, burst 1 within 10 squares; +5 vs. REF; damage 1d6+5 fire
Encounter:
Spoiler:
>Eyebite (Arcane, charm, Implement +1, Psychic)
Standard action, range 10; +3 vs. WILL; 1d6+3 psychic damage, and become invisible to target until start of her next turn
>Fey step (Teleportation)
Move action, personal; teleport up to 5 squares
>Force orb (Arcane, Force, Implement +1)
Standard action, range 20; Primary: one creature or object, +5 vs. REF, 2d8+5 force, and make a secondary attack; Secondary: each enemy adjacent to primary target; +5 vs. REF, 1d10+5 Force
Daily: (currently memorized- Sleep)
Spoiler:
>Flaming sphere (Arcane, Conjuration, Fire, Implement +1)
Standard Action; Range 10: +5 vs. REF; Damage: 2d6 +5 Fire;
-Conjure a Medium flaming sphere in unoccupied square in range, then that sphere attacks adjacent creature; any creature which starts its turn next to the sphere takes 1d4+4 fire damage; as a Move action, move the sphere up to 6 squares; Sustain minor- until end of encounter; as a Standard action, make another attack
OR
>Sleep (Arcane, Implement +1, Sleep)
Standard action; Area, burst 2 within 10 squares; all creatures in burst; +5 vs. WILL; hit means target is Slowed (save ends)- if target fails the first save, target becomes unconscious (save ends); miss means target is Slowed (save ends)
No one is sure where she is really from- she was abandoned at the gate of the Outpost almost twenty years ago, during a terrible thunderstorm; even the guards on duty that night saw no trace of whoever left her there. Jarod had only recently taken command of the Outpost then, and his wife’s memory was still fresh in his mind, so the tiny foundling made a deep impression on him. While some of the folk there suggested that the girl ought to be sent elsewhere (someplace safer or more civilized, perhaps), Jarod wouldn’t hear of it. He adopted the girl, naming her Aiffe after his own grandmother. While he left most of the day-to-day child care to other residents of the outpost (the clerks, healers, and priestess of the local shrine, mostly), he always had a little time for his “daughter”, and she in turn was often able to bring a rare smile to his otherwise stern countenance.
Years passed, and Aiffe began to grow from infant to girl to young woman. Despite the isolated and rugged setting, the variety of residents and folk passing through seemed to give her an odd but pleasant childhood. She read every book she could find or borrow, and visiting bards or scholars were often pestered with request for stories. Many of those who served at the Outpost saw the girl as a sort of mascot. As she continued to grow, she developed an interest in the arcane arts- unfortunately this was one area where the folk of the Outpost could not really provide much useful instruction. Just before she turned twelve, a real wizard from Lindinus happened to stop at the Outpost for a few days on his way back from an expedition into the bog. She pestered him with questions for the entire length of his stay, and with Jarod’s permission the mage had a few questions for her as well. Intrigued by her responses, and by her quick mind, he did a bit of further testing- which revealed that she had a talent for the arcane arts.
Appearance:
Spoiler:
Aiffe is an attractive young woman, of perhaps eighteen or twenty years of age. She is just over average height, with a slim build and the graceful movements of a trained dancer. She keeps her long red-gold hair tied back, either in a single simple braid or wound with a red scarf. Her sparkling green eyes seem perhaps just a bit too big for her face, and her skin has just the slightest hint of a golden-bronze tone to it- while her features are a bit too sharp for true beauty, she has a compelling and exotic look about her. Most of the time, her eyes seem to have slightly unfocused, ‘far away’ look, as if she were perpetually just waking up from some kind of dream. For clothing she prefers either black or red and orange (the colors of flame and autumn). She usually wears loose-cut black trousers tucked into calf-high boots, and wears a simple linen shirt under a heavier high-collared wool jacket- a fashion just slightly odd or foreign even in a city as cosmopolitan as Lindinus. She also wears a long sword slung across her back, and a heavy hunting knife on her belt. Instead of a traditional wizard’s spellbook, she carries a small crystal orb wound with silver filigree- with concentration, the spells and ritual that it holds can be seen floating in the misty depths of the crystal.
Last edited by pathfinderq1; 28th November 2008 at 05:17 PM..
Reason: Added birthright "item" stats; s-blocks for space
He is now in his 32nd year, a tall man of healthy constitution, his hair slightly unkept, tied in a tail, his beard unshoven and starting to turn grey. He often hides his expressions with the hood of his short mantle, particularly when he fights, and kills, but sometimes, his comrades can see the light in his eyes... a frightening, desperate flame.
Culhwych was a Warden at the Outpost, frequently deployed at the walls or in supporting teams for recoinnance because of his exceptiona prowess with the bow.
He never talks about himself, but he has a friendlier relationship with Jarod than with the rest of the people. He treats him with the utmost respect, like a soldier with an officer. He shows him almost complete trust in most situations and gnerally relies on his wisdom and experience.
Culhwych was emplyed by Maclynn to serve as an archer on the Cat. His abilities were pretty well known at the Outpost, and the Raftman heeded Jarod's recomandation. He doesn't show his feelings about him anyway, and keeps his word as a recruitee, doing his job scupolously.
stats
Culhwych Elf Ranger 1
(22pb)
Str 11
Dex 18(+2 race)
Con 14
Int 10
Wis 17(+2 race)
Cha 8
Come join us in the Shifting Seas and Transitive Isles of Living 4th Edition, amazing adventures and great fun guaranteed!
Then to play community 4e in Eberron join us in LEB too! Give life to your characters and contribute to the living settings!
Please excuse my poor English. It is not my first language.
Last edited by Atanatotatos; 28th November 2008 at 10:59 AM..
Racial Traits and Powers
Dilettante
Dual Heritage
Group Diplomacy
Class Features
Inspiring Word
Resourceful Presence
Battle Leader
At Will Powers
Wolf Pack Tactics: Melee Weapon, Standard Action: One ally adjacent to you or target can shift 1 square before attack. Str vs. AC, 1[W]+ str damage
Furious Smash: Melee Weapon, standard action: Str vs. Fort, str mod damage, one ally gets Cha mod power bonus to attack and damage roll vs. target.
Encounter Powers
Eldritch Blast (dilettante): Ranged 10, Standard Action: One Creature, Cha vs. Ref, 1d10+cha damage. This power counts as a ranged basic attack.
Eyebite (pact initiate): (Arcane, charm, implement, psychic), Ranged 10, Standard action: One creature, Cha vs. Will, 1d6+cha psychic damage, and you are invisible to target until soynt.
Myrmidon Formation: Melee Weapon, standard action: You must be using a shield, One creature, str vs. AC, 2[W] + str damage. Effect: at the start of your next rurn, each ally adjacent to you gainst 5 temp hit points.
Inspiring Word: CBu5, one target in burst, target spends a hs +1d6 hit points
Daily Powers
Fearless Rescue: Melee Weapon, Immediate Reaction (An enemy within 5 squares of you reduces an ally to 0 hit points or fewer. Triggering enemy, Before the attack, you can move to the nearest square from which you can attack the target. Str+1 vs. AC, 2[W] +str damage. Effect: The ally can spend a hs and regains an additional +1d6 hit points for each opp. Att. You provoke while reaching the target.
Breccan served as a guardsman at the Outpost, and later as a patrol leader. He comes form a small village several days travel away, and has a decided fascination with the untamed wilderness.
Last edited by Redclaw; 17th December 2008 at 05:13 AM..
Human (“Dragonborn”) Warlord Good Age: 28, Height: 5’7’’, Weight: 175 lb. Languages: Common, one more.
Appearance
Black curly shoulder length hair tied in ponytail, bearded, brown eyes. He is of average height has a lean muscular build with a slight bear belly. Cian wears a green tunic, brown breeches, boots and a dark yellow hooded cloak. The cloak is faded, travel stained and patched in many places. Worn on his neck is a small rabbit foot charm of luck.
Background
Cian’s family moved to the great city of Lindinis from a small village in the north of the kingdom about sixty years ago. As a child growing in the streets of Lindinis he was skinny and small and therefore often bullied by bigger older boys. However he never accepted this and even when they hit him he would try to fight back. He would continue to swing his small fists at the bullies screaming in anger until left alone. Cian got his nickname “Mad Rabbit” from that behavior. To this day he wears on his neck a small rabbit foot lucky charm.
Cian was one of the outpost guards for several years. He kept a low profile, which is not easy for him, by taking nightwatches and other not wanted jobs. He never mentioned much a bout his past except that he grow in Lindinis and left the city to find his fortune elsewhere. He is liked by his fellows and has earned some reputation both in battle and at tavern fights as someone you would want on your side when things are tough. Someone that if you fought at his side you had a better chance of coming back alive.
He also acquired a reputation as a hotheaded person how can easily burst out in rage if provoked, especially about his past. Cian was promoted several times to squad leader, but somehow manages to get into troubles and lose his position. Usually this involves a drunken fight at the tavern. Other times it is because of his criticizing of his superior officers.
It is well known that Cian admires Jarod Hornheim. Jarod seems to like Cian and sometimes mention that he can see more in him then his current position. Jarod has helped Cian out of troubles in the outpost more then once.
Since Cian first came to northmoor he found that he feels more vigorous as if he has come back to a well remembered place. Further more he can use a certain kind of magic that can call lightning out of thin air. He suspects that perhaps the tales of his grandmother about the blood of ferries or the old people might have a trace of truce in them. Cian has kept this secret from most of the people of the outpost fearing it may draw unwanted attention to him.
Cian owes some gold to MacLynn due to loosing at cards and is working at the Cat as a way to pay MacLynn. Cian respects MacLynn as a riverman and a warrior, but do not trust his judgment when tempted by gold.
Feats Dragonborn Frenzy: +2 to damage rolls when bloodied. (Next levels- inspiring presence, endurance, scale proficiency).
Racial Features Dragonborn Fury: When bloodied gain +1 to attack. Draconic Heritage: Healing Surge Value = 1/4 hp +Con modifier. Dragon Breath Encounter Power.
Class Features Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. Inspiring Presence: When an ally, who can see you, spend an action point to gain an extra action, that ally also regains 3 lost hit points. Inspiring Word 2/Enconter. Proficient with weapons: Simple Melee, Military Melee, Simple Ranged.
Powers When Bloodied +1 to attack, +2 to damage.
Basic Melee Attack: Longsword (melee weapon) +8 vs. AC, 1d8+5. Basic Ranged Attack: Javelin (range weapon) +7 vs. AC, 1d6+5, Range 10/20, Returning.
Furious Smash: (melee weapon) +8 vs. Fort, 4 (str bonus only). Hit: One ally gain +3 power bonus to hit and damage on his next attack against the target, must use before end of his next turn.
Wolf pack Tactics: (melee weapon) +8 vs. AC, 1d8+5. Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Dragon Breath: Minor Action, (Close blast 3, each creature in blast, lightning) +4 vs. reflex, 1d6+2.
Guarding Attack: (melee weapon) +8 vs. AC, 2d8+5. Hit: one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks until end of your next turn.
Inspiring Word: Minor action, (Close burst 5, healing) ally or you spend healing surge, gain +1d6 hp. Can use 2/encounter but only 1/round.
Bastion of Defense: (melee weapon) +8 vs. AC, 3d8+5. Hit: Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain 8 temporary hp.
Equipment Gold: 18 Longsword Javelin Dagger Chainmail Light Shield Standard Adventurer’s Kit: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Last edited by Lukeworm; 30th November 2008 at 10:13 PM..