4e Stranded


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Jemal

Adventurer
Here's the bones I've got so far..
[sblock=Daniel]
Daniel Willow
Male Half-elf Cleric 1
AL: Good HT: 5'11" WT: 150 Hair: Black Eyes: Green

STR: 8 (-1) [0 points]
DEX: 10 (+0) [0 points]
CON: 14 (+2) [2 points +2 racial]
INT: 12 (+1) [2 points]
WIS: 18 (+4) [16 points]
CHA: 14 (+2) [2 points +2 Racial]

HP: 26 Bloodied: 13 Healing Surge: 6(9/day)
AC: 11 FORT: 12 REF: 11 WILL: 16
Init: +0 Speed: 6


Skills: [4 trained]
Diploamcy +9 [+5 trained + 2 ability +2 racial]
Insight +11 [+5 trained + 4 ability +2 racial]
Religion +6 [+5 trained + 1 ability]
Heal +9 [+5 trained + 4 ability]

Feats: [1]

Class/Racial Features:
Low-light Vision
Dilletante (Paladin: Lay on Hands)
Dual Heritage
Group Diplomacy (allies withn 10 squares gain +1 diplomacy)
Channel Divinity(1/encounter)
Healer's Lore (+4 healing)
Healing Word (Encounter Power)
Ritual Casting(Ritual Caster Feat)

At Will:
Sacred Flame [+4 vs Reflex, 1d6+4 Radiant damage, 1 ally you can see gains 2 temp hp or gains a saving throw *Standard, Range 5*]
Lance of Faith [+4 vs Reflex, 1d8+4 radiant damage, 1 ally you can see gains +2 on next attack against same target. *Standard, Range 5*]

Encounter:
Healing Word(2/encounter) [one target can spend healing surge and gain additional 1d6 hp. *Minor, Close Burst 5*]
Channel Divinity: Divine Fortune [+1 bonus to next attack or save *Free, Personal*]
Channel Divinity: Turn Undead [+4 vs Will, 1d10+4 radiant damage, push target 5 sqaures, target is immobilized until end of your next turn *Standard, Close Burst 2*]
Lay on Hands [Spend a healing surge, but target regains hp as if it had spent a healing surge instead of you *Minor, Touch*]
Healing Strike [+3 vs AC, 2dX+3 radiant damage, target is marked, 1 ally within 5 squares can spend a healing surge *Standard, Melee*]

Daliy:
Beacon of Hope [+4 vs Will, Target weakened until end of it's turn. you + allies in burst regain 5 hp, healing powers restore +5 hp until end of encounter *Standard, Close Burst 3*]

Languages: Common, Elven, 1 more.

Equipment: (100g) + lvl 2 magic item.

Character Info
Daniel Willow, Half-elf Cleric. age: 22

Daniel was an aggressive young boy, always flying off the handle and getting into fights... Until the day he punched his best friend when she tried to pull him out of yet another scrap. Though she forgave him, he never really forgave himself, and after that, vowed to never fight again. His vow came back to haunt him, though.. 5 years later, his village was attacked. He refused to take up arms against the kobold invaders, urging everyone to run and hide while the soldiers took care of it. His cowardice cost him the life of his best friend, for while he was trying to flee with her, she was struck down by an arrow. A fierce scream of denial burned through him and manifested itself in a ray of light which destroyed the kobold.

Over the next year, Daniel managed to come to terms with his grief and anger, guided by the hand of the Raven Queen, who took in the spirit of his beloved friend. He has since accepted that people die, but that guided by the queen, he can help to protect those whose time has not yet come, and when his time does come, he trusts that he will be reunited with his friend.

*Magic Item: I don't know what I'm going to choose for his magic item yet, but it will be a momento of his fallen friend.*
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Walking Dad

First Post
looks like here is a great interst here. As I already be in a share of games, I will bow out of this.

But I will lurking ;)


I posted a controller down there. I just want to say that I'm already in 2 1/2 4e games and don't want to steal a slot from the less lucky.
 
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Rayex

First Post
Yeah, loads of interest. Im currently toying with the idea of running 2 games based on this. There's loads of shipwreckeds, and should be enough to form 2 adventuring parties. So the 2 groups would then be in the same "game", but doing separate stuff on the island.. and only meet outside of the encounters etc.

Realize this can be pretty hard to pull of on a pbp though, but will think a bit more about this.
 

Thanee

First Post
Still looking for concepts? ;-)

In case you are still looking for concepts, I will post a Doppelganger Wizard in the evening... wanted to write that one up, anyways. :D

Bye
Thanee
 

Graf

Explorer
Rayex said:
Yeah, loads of interest. Im currently toying with the idea of running 2 games based on this. There's loads of shipwreckeds, and should be enough to form 2 adventuring parties. So the 2 groups would then be in the same "game", but doing separate stuff on the island.. and only meet outside of the encounters etc.

Realize this can be pretty hard to pull of on a pbp though, but will think a bit more about this.
That would be very cool!

Redclaw's doing something similar in his Defiance of Dragons game (as you're probably aware).
 


JamesP

First Post
Yet Another Prospective Player :)

Just another character concept for your consideration:

Hell Awaits
Tiefling Fighter

Hell Awaits is a young male tiefling, abandoned in a big city as a child and grew up on the mean streets. His name is a reflection of his outlook on life regarding his infernal heritage, namely "You're damned if you do and you're damned if you don't." He feels that whatever he does in this life doesn't matter, because (he believes) as a tiefling he is destined for the Nine Hells regardless of the life he leads. Despite this, he is not evil at heart. He expects the worst when he meets people and is rarely surprised. He has made his way thus far through life as a sellsword. He was bound for Ibenhold, looking for more work for his thirsty blade...

Physical Description

A tall, somewhat slender tiefling, with a ruddy brown complexion and long, dirty dark purple hair flowing down his back. His eyes are like silver stars that glint beneath his heavy, horned brow. He is clad in a simple sleeveless brown jerkin and thick woolen trousers, with ankle-high leather boots. His hands and arms are covered in fine scars, but he bears no obvious major wounds. He wears a coin engraved with the sigil of Avandra, god of change (whom he feels most embodies his outlook) on a thin leather thong around his neck.

And as for his magic weapon:
When Hell Awaits was abandoned as a child, he woke up one morning wrapped in a blanket lying beneath the docks. Beside him, wrapped in a piece of hessian sacking was a sword: Bloodsong. Its name is written down the blade in the "Infernal" script. Near the handle, the blade is edged on each side by small serrations. Bloodsong is imbued with the Level 2 Viscous enchantment. Hell Awaits kept the weapon hidden beneath the docks for years until he was old enough to wield it properly, at which time he began to train with it every day outside of town, each night returning it to its hiding place in the harbour. He has no memories of his parents, but he speculates that the sword contains some clue to his heritage. His theory is that his parents (or parents) left him the sword as a way of salving their conscience. This small act of mercy inspires Hell Awaits in his life still, and he believes that one day he will be able to rise above what he percieves as his grim destiny.
 
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Walking Dad

First Post
[sblock=Galarion's Statblock]

Code:
Race: Eladrin         Class: Wizard
Str: 10 +0         Level: 1        XP: -
Con: 13 +1         BAB: +0         HP: 23
Dex: 15 +2         Grapple: +0     Dmg Red: -
Int: 18 +4         Speed: 6       Spell Res: N/A
Wis: 14 +2         Init: +2        Spell Save: N/A
Cha: 10 +0         ACP: -          Alignment: Unaligned
AC: 16
FORT: 11
REF: 14
WILL: 15; 20 vs. Charms

Hit Points: 23
Bloodied: 11

Healing Surges/HP healed: 5
Healing Surges/day: 7

Second Wind:

Attacks:
Dagger +3 vs AC 1d4 Range 5/10
M.Missile +4 vs Reflex 2d4+4 20

[sblock=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.

Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook[/sblock]

Feats:
1 - Armor Prof (leather)

Skills:
Passive Insight 17
Passive Perception 17

Arcana +11
Diplomacy +5
History +6 (untrained)
Insight +7
Nature +7
Perception +7

Languages: Common, Elven

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.

[sblock=Picture]
attachment.php

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