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.
Darek Hornswallower, Dwarf Fighter and Paladin of Moradin
Darek Hornswallower
====== Created Using Wizards of the Coast D&D Character Builder ======
Darek Hornswallower, level 10
Dwarf, Fighter
Fighter Talents: Battlerager Vigor
Background: Occupation - Zealous Slayer (+2 to Religion)
FINAL ABILITY SCORES
Str 19, Con 16, Dex 8, Int 10, Wis 16, Cha 13.
STARTING ABILITY SCORES
Str 17, Con 12, Dex 8, Int 10, Wis 14, Cha 13.
FEATS
Level 1: Soldier of Virtue
Level 2: Dwarven Weapon Training
Level 4: Shield the Fallen
Level 6: Improved Vigor
Level 8: Acolyte Power
Level 10: Adept Power
POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Crushing Surge
Fighter encounter 1: Shield Bash
Fighter daily 1: Knee Breaker
Fighter utility 2: Create Opening
Fighter encounter 3: Blinding Smash
Fighter daily 5: Pinning Smash (retrained to Blood of the Mighty at Adept Power)
Fighter utility 6: Daring Shot (retrained to Call of Challenge at Acolyte Power)
Fighter encounter 7: Savage Parry
Fighter daily 9: Shift the Battlefield
Fighter utility 10: Stalwart Guard
ITEMS
Adventurer's Kit, Magic Braidmail Armor +3, Battleforged Shield Heavy Shield (heroic tier), Righteous Craghammer +2, Rushing Cleats (heroic tier), Cloak of the Walking Wounded +2, Potion of Lifeshield (heroic tier), Elixir of Reflexes (level 8), Potion of Clarity (level 10) (2)
Background in Brief
I'll keep this short and sweet since it probably won't matter much in the final analysis.
Darek Hornswallower is the son of a rather strange creature: a Dwarven Jester, who served the crown king, Balephar Nornfall, for many years. Darek grew up imagining his father a fool and never once considered entering into an entertainer's profession. Instead, always the patriotic type, Darek joined the military and served the crown in a steadfast and honorable manner for many years.
During this time, Darek received a great vision from Moradin. The All-Father came to Darek in a dream and compelled the dwarf to visit a local shrine. There, Darek discovered that savage Goblins had overrun the place and defaced Moradin's image. Darek flew into a rage and slew all of the Goblins single-handedly. Moradin once again appeared to Darek, revealing a great destiny to the dwarven soldier, one that would no longer involve military service.
Once his tours were done, Darek decided to sell his services as a bodyguard on the open market. He traveled the known world, seeking his fortune here and there. Darek drew no satisfaction from being a mercenary; he waited many nights at shrines to Moradin, but no further visions came. With no word from his god, Darek felt that Moradin's purpose for him was to destroy enemies of the faith, and destroy them he did, in droves. During this period, Darek began to exhibit several divine abilities. At first, Darek hid these abilities from others, even his few friends, for fear of what might happen. In time, however, Darek grew comfortable in his role as Moradin's hand and even gained the confidence of a few priests of Moradin at a particular shrine in Tolard's Pass.
In fact, Darek spent more than a year serving the people of Tolard's Pass and had occasion to travel south to the town of Wellspring. Because of his many visits to Wellspring, Darek established a small shrine to Moradin just outside town, where he also built a small cottage. Darek began to see Wellspring as a home-away-from-home, and spent equal time between there and Tolard's Pass.
OOC: Consider Tolard's Pass to be somewhere on that road leading north out of Wellspring.
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Last edited by Insight; 21st August 2009 at 05:19 PM..
====== Created Using Wizards of the Coast D&D Character Builder ======
Gurk, level 10
Half-Orc, Rogue
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 18, Con 14, Dex 20, Int 8, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 16, Int 8, Wis 13, Cha 10.
POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Piercing Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Pommel Smash
Rogue utility 2: Adaptable Flanker
Rogue encounter 3: Nasty Backswing
Rogue daily 5: Deep Cut
Rogue utility 6: Vexing Flanker
Rogue encounter 7: Sand in the Eyes
Rogue daily 9: Crimson Edge
Rogue utility 10: Gap in the Armor
ITEMS
Magic Short sword +3, Periapt of Cascading Health +2, Boots of Striding (heroic tier), Magic Leather Armor +2, Belt of the Brawler (heroic tier), Blinding Bomb (level 8) (2), Dragonfire Tar (level 8) (2), Eyesting (level 9) (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Gurk the Quiet, a warrior of some renown is wandering without a plan. While he came to some fame through helping to save the city of Stormhold from an evil necromancer, his companions perished doing so. He is looking for an answer of where to go next.
[Phaeryn Duskhaunt]
Male Revenant Monk 10
Alignment: Unaligned
Initiative +14; Senses Perception 26, Insight 19
Vision: Low-Light
HP 77; Bloodied 38; Healing Surge 19; Surges/Day 9
AC 25*; Fort 21, Ref 23, Will 23
*+2 vs. OAs
Speed 6 [+3 when bloodied]
Action Points 1
General
Racial Features:
Undead
Past Life [Elf]
Unnatural Vitality: Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death
saving throw.
Dark Reaping (see below)
Class Features:
Centered Flurry of Blows - Deal wisdom modifier (+4) damage and slide 1 if it is not your target
Mental Equilibrium - +1 to Fortitude
Unarmed Combatant - Gain Monk Unarmed Strike +3 attack, 1d8 damage
Unarmored Defense - +2 AC in cloth armor
Magical Items Proprieties:
Life Drinker Monk Unarmed Strike: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.
Armor:
Magic Githweave Armor +3 [+5AC]
Weapon:
Basic Melee +11 vs AC 1d8+2 (Monk Unarmed)
Basic Ranged +11 vs AC 1d10+6 (Longbow)
-----------------------------------------------------------------
Str 11 (+0/+5) Con 15 (+2/+7)
Dex 20 (+5/+10) Int 10 (+0/+5)
Wis 18 (+4/+9) Cha 8 (-1/+4)
Languages Common, Elven
Feats:
Weapon Expertise (Unarmed) - Gain bonus to attack rolls when unarmed.
Toughness - Gain 5 additional hit points per tier
Elf Soul - You gain the elven accuracy elf racial power (Player's Handbook, page 40). In a given encounter, you can use your elven accuracy racial power or your dark reaping racial power.
Bloodied Fleetness - +1 speed while bloodied
Defensive Mobility - +2 to AC against opportunity attacks
Improved Initiative - +4 to initiative checks
Gear
Lifedrinker Monk Unarmed Strike +2
Distance Longbow +1
Magic Githweave Armor +3
Boots of Furious Speed
Ornament of Alertness +2
Potion of Vigor (2)
Firestorm Arrow +1 (2)
Normal Arrows (30)
Climber's Kit
Adventurer's Kit
[21/110lbs]
At Will Powers
Centered Flurry of Blows
Free - Implement, Psionic - Melee touch
Trigger: You hit with an attack during your turn
Effect: The target takes damage equal to your Wisdom modifier (+4). If the target was not a target of the triggering attack, you can slide the target 1 square to a square adjacent to you.
Special: You can use this power only once per round.
Dragon's Tail
Standard - Full Discipline, Implement, Psionic - Melee touch
Attack: +12 vs. Fortitude
Hit: 1d6 + 7 damage, and you knock the target prone.
Movement Technique
Move Action Personal
Effect: You swap places with an adjacent ally or an adjacent prone enemy.
Dancing Cobra
Standard - Full Discipline, Psionic, Weapon - Melee weapon
Attack: 16 vs. Reflex
Hit: 1d8+7. The attack deals extra damage equal to your Wisdom modifier (+4) if the target made an opportunity attack
against you during this turn.
Movement Technique
Move Action Personal
Effect: You move your speed +2.
Encounter Powers
Drunken Monkey
Standard - Full Discipline, Implement, Psionic - Melee touch
Attack: +12 vs. Will
Hit: 1d6+7 damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against an enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+4).
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks triggered by the movement. The power bonus equals your Wisdom modifier (+4).
Dance of Swords
Standard - Full Discipline, Psionic, Weapon - Melee weapon
Attack: +16 vs. Reflex
Hit: 2d8+7 damage. The attack deals extra damage equal to twice the number of enemies adjacent to you.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. If any enemy makes an opportunity attack provoked by this movement and misses you, you gain combat advantage against that enemy until the end of this turn.
Strike the Avalanche
Standard - Full Discipline, Implement, Psionic - Melee touch
Attack: +12 vs. Fort
Hit: 1d10+7 damage, and you slide the primary target a number of squares equal to your Wisdom modifier (+4). Then make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +12 vs. Fortitude
Hit: The secondary target is knocked prone.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement, you don't provoke opportunity attacks from prone enemies.
Dark Reaper
Free - Necrotic
Trigger: A creature within 5 squares of you is reduced to 0 hit points
Effect: One creature you hit with an attack you make before the end of your next turn takes an additional 1d8+2 necrotic damage.
Elven Accuracy
Free
Reroll one attack roll.
Leaf on the Wind
Immediate Interrupt - Psionic - Personal
Trigger: You are pulled, pushed, or slid
Effect: Instead of being affected by the forced movement, you shift the number of squares it would have moved you.
Purifying Meditation
Minor - Psionic - Personal
You make a saving throw with a +4 bonus
Iron Dragon Defense
Trigger: You take damage
Effect: The damage is reduced by 14
Daily Powers
Masterful Spiral
Standard - Force, Implement, Psionic, Stance - Close burst 2
Attack: +12 vs. Reflex
Hit: 2d6+7 force damage.
Miss: Half damage.
Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.
One Hundred Leaves
Standard - Implement, Psionic - Close blast 3
Attack: +12 vs. Reflex
Hit: 1d10+7 damage, and you push the target 2 squares.
Miss: Half damage, and you push the target 1 square.
Effect: Until the end of your next turn, you can target one additional creature with your Flurry of Blows power.
Strength to Weakness
Standard - Implement, Psionic - Melee touch
Attack: +12 vs. Fortitude or Reflex
Hit: Ongoing damage equal to 20 (save ends).
Miss: Ongoing 10 damage (save ends).
Boots of Furious Speed - Item
Immediate Reaction
Use this power when you become bloodied. Shift a number of squares equal to half your speed.
Ornament of Alertness - Item
Minor
Until the end of the encounter, enemies don't gain the normal +2 bonus to attack rolls when you grant them combat advantage. They still gain any other benefit of combat advantage.
Consumables
Potion of Vigor
Minor
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
Character Builder Summary
====== Created Using Wizards of the Coast D&D Character Builder ======
Phaeryn Duskhaunt, level 10
Revenant, Monk
Build: Centered Breath Monk
Monastic Tradition: Centered Breath
Background: Birth - Cursed (+2 to Religion)
FINAL ABILITY SCORES
Str 11, Con 15, Dex 20, Int 10, Wis 18, Cha 8.
STARTING ABILITY SCORES
Str 11, Con 15, Dex 18, Int 10, Wis 16, Cha 8.
Minor Dark Reaping Purifying Meditation [Encounter] Ornament of Alertness [Daily] Potion of Vigor [Consumable]
Standard Dragon's Tail Dancing Cobra Drunken Monkey Dance of Swords Strike the Avalanche Masterful Strike One Hundred Leaves Strength to Weakness
Free Centered Furry of Blows
Move Dragon's Tail Movement Dancing Cobra Drunken Monkey Dance of Swords Strike the Avalanche
Immediate Interrupt Monk Leaf on the Wind [Encounter] Iron Dragon Defense [Encounter]
Immediate Reaction Boots of Furious Speed [Daily]
Properties Lifedrinker Monk Unarmed Strike Boots of Furious Speed
Background
- Failed to stop the fomorian Lord Gryme of the Seventh Fist from enslaving the Windlings.
- cursed by the Bralani of the Moon's Tide to spend a cycle unliving.
- seeks an end to his unliving birth and return to the Moon's graces.
- is currently looking for one of Ioun's angels, said to frequent festivals in the name of his mistress.
- as a monk, knowledge and wisdom drive Phaeryn's approach to anything, thus his desire to find help from Ioun.
- During his cycle amongst the living, Phaeryn was the head of a small elven monestary on the edge of the Feywild.
- The monestary watched over glades where the reclusive Windlings dwelt.
- The windlings are diminuitive fey spirits who worship the moon and her aspects.
- he is not a bad guy, but non-fey are less important to him so he might appear calous to some.
Hit Points: 62/62 Bloodied: 31 Healing Surges: 9/day Healing Surge hp gained :15 HP per level: 4 Action Points: 1 Speed: 6 squares Melee Basic Attack: +4 to hit for 1d6-1 Implement Attack (wis): +13 to hit
Feats:
1 Initiate of the Faith (Cleric MC)
2 Battle Intuition (Dragon 374, Wis Mod+2 instead of Dex for Init)
4 Implement Expertise (+1 to hit with Staff implement)
6 Distant Advantage (Gain CA with ranged and area powers vs enemies flanked by allies)
8 Coordinated Explosion (+1 to hit with burst or blast when ally is in the area)
10 Novice Power (Swap out 10th level utility for Cleric utility)
Race Traits:
+2 Intelligence, +2 Wisdom
+2 History, +2 Religion
Common, 2 other languages
+1 to all defenses vs bloodied creatures
Resist necrotic and radiant damage 5 + 1/2 lvl (10)
Immortal Origin
Memory of 1000 Lifetimes
Class Abilities:
Armor: Cloth, Leather, Hide, Chain
Weapons: Simple Melee, Simple Ranged
Implements: Rods, Staves
Bonus to Defense: +1 Fort, Ref, Will
Channel Divinity
Divine Covenant (Preservation)
Ritual Casting
- Hand of Fate (1/day no cost), 10 minutes, 70gp
- Comprehend Language, 24hrs, 10gp
At-Will Sun Strike, Wis vs Ref, 1d8+Wis radiant and slide 1 sq, range 10, basic attack Vanguard's Lightning, Wis vs Ref, 1d6+Wis lightning and Int damage if target makes OA before EoNT, burst 1 in 10sq
Encounter Blades of Astral Fire, Wis vs Ref, 1d6+Wis radiant damage and allies gain Int+1 power to AC until EoNT, enemies in burst 1 in 10sq Chains of Carceri, Wis vs Ref, 2d8+Wis and slowed until EoNT, burst 1 in 10sq Baleful Eye of Judgement, Wis vs Will, 2d8+Wis psychic and -2 to attack until EoNT, Burst 1 in 10sq
Memory of 1000 Lifetimes, No action, add 1d6 to attack, save, skill or attribute check. Channel Divinity:
- Preserver's Rebuke, minor action, when ally within 10sq is attacked, inflict damage on attacker as imm. interrupt.
- Rebuke Undead, std action, Wis vs Ref, 2d10+wis radiant to all undead in close burst 5.
Daily Summon Angel of Fire, std: close burst 1, Wis vs Ref, 1d8+wis fire; OA: melee 1, Wis vs Ref, 1d8+Wis fire. Move 6, Fly (hover) 6. 31HP (-1 surge if slain). Same defenses. Searing Orb, Wis vs Fort, 1d8+Wis radiant and blind (save ends) and dazed until EoNT (1/2 and blind EoNT on miss), burst 1 in 10sq Fourfold Invocation of Doom, Wis vs Will, Target Dazed (save ends, EoNT on miss) any atker vs you takes 5 psy dmg, close burst 10
Utility Shroud of Warning (Daily, No Action, Allies within Close Burst 10 Gain Int+2 to init roll at start of encounter.) Demand Justice (Enc, Imm Interrupt, Trigger: Creature within 10 makes a saving throw. Target rerolls save and must use new result) Mass Cure Light Wounds (Daily, Std, All allies in close burst 5 regain hit points as if they'd spent a surge.) Healing Word (Daily, Minor, One ally within 10 sq may use Healing Surge, plus 1d6).
Gear
Summoned Braidmail Chain +3, Minor action - Summon or banish armor, level 11
Spymaster's Quill, Std Act: record page of text, Std Act: Print page of recorded text, level 10
Cloak of Survival +2, Resist 5 cold and fire, +2 to Endurance, +2 Ref, Fort, Will, lvl 9
Defensive Staff +2, +2d8 on crit, +1 to Fort, Will, Ref defenses, level 7 (2600)
Viper Belt, Resist 5 poison, No Act: Gain +2 on save vs ongoing poison damage., level 4 (840)
Floating Lantern, level 3 (680)
Money: 80gp
Description
Kyriel is beautiful but alien by human reckoning. Tall and slim and statuesque, with long lavender hair and generous of hip and bust. She has stern features; a smooth face with strong cheeks and jaw, elegant nose, and expressive brows. Her skin is a delicate blue shade, like a robin's egg, with deeper purple marks up across her cheeks in vertical slashes to her eyes. These markings are more convoluted over other parts of her body, though her normal monklike cassock and hood reveal none of this. Her eyes shine a gentle cyan from under long lashes that are most often demurely lowered.
Personality
Kyriel is that most dangerous of creatures; a true believer. She has come to embrace the philosophy of Ioun over the course of many lifetimes, not out of mere reverence for a god-being, nor out of blind faith or indoctrination, but because of an honest and bone-deep agreement with those principles. There are so few things of genuinely lasting worth. Monuments and buildings may endure the weight of years, but rarely as more than ancient ruins that become home to outlaws and monsters. But knowledge...knowledge is that rare thing that becomes more valuable the more of it there is, and enriches all who contact it. Kyriel was doing Ioun's work long before she ever formally entered her service, and now she is drawn back, life after life, to keep the good work alive.
The deva rarely, if ever, utters an untruth...though this doesn't mean she lacks tact, or fails to conceal important information from those who shouldn't hear. She is quiet and subtly generous of countenance in most cases, often appearing mildly amused at perfectly ordinary things. She has little patience for pettiness or selfish or narrow minds that would impede her, however, and can be a terrifying sight in the presence of those who would harm her or true enemies of Ioun. For all this dualism between gentleness and wrath, Kyriel always seeks balance within herself, and is rarely off her footing for long. Indeed, her calm seems at times unassailable.
Encounter Blades of Astral Fire
Chains of Carceri
Baleful Eye of Judgement
Memory of 1000 Lifetimes (Racial)
Channel Divinity: (Class)
- Preserver's Rebuke
- Rebuke Undead
Demand Justice
Viper Belt (Item)
Daily Summon Angel of Fire.
Searing Orb
Fourfold Invocation of Doom
Shroud of Warning
Mass Cure Light Wounds (Multiclass feat)
Healing Word (Multiclass feat)
Last edited by Shayuri; 10th July 2009 at 06:15 AM..