Redclaw's Young Rebels OOC

Redclaw

First Post
Here is the OOC thread for the young rebels group in my In Defiance of Dragons campaign.

The Young Rebels OOC Thread
Jaden Henries--Halfling Fighter--OutlawJT
Bheazir—Half-elf Warlord—Zweischneid
Akara Thriv--Dragonborn Rogue--Kobold Stew
Corbin Tallfellow--Halfling Rogue--Renau1g
Galdr--Tiefling Wizard--Warlocklord
 
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Zweischneid

First Post
Bheazir, half-elf rebel-warlord of Evenfall.

Bheazir

Appearance:
Lithe and lissom, Bheazir is not a very imposing figure, leaning physically closer to his elven than to his human ancestry. His mist-grey eyes are watchful under strands of his blonde, almost white hair that could certainly use a new cut. His clothing is functional and well worn; showing patches and stitches in many places, but seems generally well cared for.

Background:
Bheazir is a half-elf native to Evenfall. Ever since growing up, Bheazir exhibited a strong and fierce sense of justice, which often brought him at odds with the local authorities. His life has been an ongoing struggle to make his place in the town. Reckless words and unwise actions however have earned Bheazir a reputation as a troublemaker with the guard. He’s infamous for some ill-advised campaigning against some of the more openly abusive town guards both openly and in secrecy.

Bheazir lives in a small cottage on the fringes of Evenfall with his grandfather Dhealain, an old, introverted man whose disfiguring scars and crippled leg are believed to date back to the second flight. Though the old man can barley walk upright through town and has never been regarded as a thread by Norsten, village gossip has it that he was once served as captain or possibly even knight in one of the now-gone city states to the west.

Among other things, Bheazir is suspected by Norsten to be involved in a recent mid-night scramble started by two masked vigilantes at the house of guardsman Skravress, a foul-tempered Dragonborn guard nicknamed ‘the Bloodscale’ by the folks of Evenfall. The incident was covered up quickly and quietly as not to engender stories of rebellion. Rumours have it, however, that a sizable stash of valuables from travellers and townsfolk the Bloodscale had secretly pocketed for himself was uncovered. Many townsfolk hope that the bullying guardsman will in the future be reigned in and possible disciplined by Norsten and his constable.

The character
Race: Half elf
Class: (Inspiring) Warlord
Role: Leader

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B]     Hit Points : [B]32[/B]
Constitution : [B]15 (+2)[/B]     Bloodied   : [B]16[/B] 
Dexterity    : [B]12 (+1)[/B]     Surges     : [B] 8[/B]
Intelligence : [B]10 [/B]         Surges/day : [B] 9[/B]     
Wisdom       : [B]11 [/B]         Initiative : [B]+3[/B]
Charisma     : [B]16 (+3) [/B]     

[U]Defenses:[/U]
Armor Class  : [B]17[/B]
Fortitude    : [B]14[/B] 
Reflex       : [B]12[/B] 
Will         : [B]14[/B]

[U]Skills[/U]
Athletics (Str): [B]+ 8 [/B] (trained) 
Bluff     (Cha): [b]+ 3[/B]
Diplomacy (Cha): [B]+10 [/B] (trained; +2 racial bonus) 
Endurance (Con): [B]+ 7 [/B] (trained)
Heal      (Wis): [B]+ 5 [/B] (trained)
Insight   (Wis): [B]+ 2 [/B] (+2 racial bonus)  
Intimidate(Cha): [b]+ 3[/B]
Streetwise(Cha): [b]+ 3[/B]
Languages:
Common, Draconic, Elven

Feats
Toughness

Weapon Proficiency:
Simple melee, military melee, simple ranged

Size: Medium
Speed: 6 squares (5 in armour)
Vision: Low-light[/sblock][sblock=Powers]Racial traits & class features
Combat leader (Class feature)
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Group diplomacy (Racial trait)
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Inspiring Presence (Class feature)
When an ally who can see you spends an action point to take an extra action, that ally also regains 3 lost hit points.

Inspiring Word (Class feature; 2/encounter)
:close: Minor Action, Close burt 5
You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.
Basic attack
Longsword
:bmelee: Standard action, Attack: +6 vs. AC; Damage: 1d8 +3

Throwing axe
:ranged: Standard action, Attack: +3 vs. AC; Damage: 1d6 +1
At-will:
Furious smash (Class)
:melee: Standard action, Attack: +6 vs. Fortitude; Damage: 3
One ally adjacent to either you or the target applies +3 as a power bonus to the attack roll and damage roll on his or her next attack against the target.​

Wolf pack tactics (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 1d8 +3
--- assist to set up lots of flanking ---
Encounter:

Hammer and Anvil (Class)
:melee: Standard action, Attack: +6 vs. Reflex; Damage: 1d8 +3
--- should re-connect missed sneak attack opportunities.., the charismatic commander's strike! ---​

Tide of Iron (Half elf dilettante)
:melee: Standard action, Attack: +6 vs. Reflex; Damage: 1d8 +3
--- push target 1 square, option to shift into square ---​
Daily:
Bastion of Defense (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 3d8 +3
Allies within 5 squares gain a +1 power bonus to all defences until the end of the encounter, as well as 8 temporary hit points.
[/sblock][sblock=Equipment]
Code:
[U]Currency:[/U] 
5 gp. 

[U]Equipment           Price    Weight    Other[/U]
Chainmail           40 gp    40 lb.    Heavy armour
Light shield         5 gp     6 lb. 
Longsword           15 gp     4 lb.    Versatile
Handaxe              5 gp     3 lb.    Off-hand, heavy thrown

Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (4)         8 gp     4 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

[B]Total               95 gp    94 lb.[/B]

Normal load:    160 lb.
Heavy load:     320 lb.
Max. drag load: 800 lb.
[/sblock]
 
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renau1g

First Post
Name: Corbin Tallfellow
Race: Halfling
Class: Rogue
Role: Striker

Appearance: Corbin stands all of 3'8", short even for a halfling. His dark brown eyes carry a glint of mischief and they're quite large, seeming to take everything in. He wears his lighter, chestnut hair longer and flowing as the females seem to enjoy it that way. He carries a small scar on right cheek from where a fishing hook got caught and pulled out by his drunken father. Corbin prefers to wear clothes made from natural creatures, feeling closer to the world and finds them strangely comforting.

Personality: A habitual charmer, Corbin knows that many underestimate his due to his size, especially in Evenfall. He is able to get by on his charms and wits, Corbin can convince others to do jobs for him without them even realizing it. A good-natured trickster, Corbin secretly desires to do more in his life than playing simple pranks on simple people. He puts on his happy-go-lucky facade to hide the pain he feels every day.

Background: Corbin was part of a small halfling community very close to Evenfall, more of a hamlet than anything. They were farmers and fisherman, trading their catch with the town of Evenfall in exchange for tools and other wares. Corbin grew up in that closeknit community, enjoying the time he spent sneaking off to Evenfall, there was so much to see for the inquisitive halfling. He also snuck off to avoid his father, Corbin's father had fallen under the influence of the bottle and took out any of his anger on young Corbin. Corbin enjoyed the ecclectic mix of other races in Evenfall, much different than his home. He befriended all manner of individuals with his charm and easygoing nature. It was during one of these excursions that his home was destroyed. One of the more adventurous of his cousins had heard the tales of the treasures of the dragons and dared to attempt to steal from Rhixallithen. The green dragon razed their community to the ground in retaliation, leaving Corbin an orphan and homeless. He wandered aimlessly through the carnage wrought by the green dragon, looking at the desicated corpses, the chlorine gas melting their flesh. Corbin cried long and hard during this time, but afterwards he swallowed his grief, pilfered what minor valuables were there and turned back the way he came. Corbin managed to convince the jeweler to take him on as a runner, picking up the gold that others panned and administering the administrative functions, allowing him to focus totally on crafting. He practiced on his free time with a short sword he acquired from his community and shurikens that he became quite adept at throwing.

http://www.enworld.org/forums/attachment.php?attachmentid=34704

Code:
Strength     : 12 (+1)
Constitution : 13 (+1) 
Dexterity    : 18 (+4) (+2 from Halfling)
Intelligence : 10  
Wisdom       : 11   
Charisma     : 16 (+3) (+2 from Halfling)

Hit Points: 25 (bloodied: 13)
Healing Surges/Day: 7 (value: 6)
Action Points: 1

Initiative: +4
AC: 16 (21 vs. Opportunity Attacks)
Fort: 11
Ref: 16
Will: 13

Speed 6
Passive Perception: 15, Passive Insight 10

Attacks:

Dagger Std action, attack: +8 vs. AC, damage 1d4+1 (melee or ranged 5/10)

+1 Subtle Short Sword Std action, attack: +5 vs. AC, damage 1d6+2 (melee) +1 dmg with CA

Shurikens Std action, attack: +7 vs. AC, damage 1d6+1 (ranged 5/10)

Sling Std action, attack: +7 vs. AC, damage 1d6+1 (ranged 10/20)

* With melee attack, at will, I can prepare for immediate interrupt Riposte, if I've struck enemy in previous round with this attack

* With any attack, once per round, when I have combat advantage, +2d8 damage (Sneak Attack).


[sblock=Abilities & Powers]
Code:
Racial Features:
Languages: Common, Draconic (any)
Skill Bonus: +2 Acrobatics, +2 Thievery
Bold: +5 racial bonus against fear saves
Nimble Reaction: +2 racial bonus against opportunity attacks
Second Chance (Racial) (Encounter, Immediate, Interrupt): When an enemy hits you, force them to re-roll. Enemy uses the re-roll, even if it's lower.

Class Features:
First Strike: At the start of encounter I have combat advantage against any creatures that have not yet acted in the encounter
Rogue Weapon Talent: +1 damage die size w/ shuriken. +1 bonus to attack rolls w/ dagger.
Sneak Attack: with combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, deal +2d8 damage
Artful Dodger: +3 AC (Cha mod) to Opportunity Attacks
+2 Reflex Defence

Proficiencies:
Armor: Cloth, Leather
Weapon: Dagger, Hand-Crossbow, Shuriken, Sling, Short Sword

Trained skills:
Stealth +9 
Thievery +11 (incl. racial)
Intimidate +8
Perception +5
Acrobatics +11 (incl. racial)
Bluff +8


Feats:
Backstabber (Sneak Attack Damage becomes d8's)

Powers:
(at will) Sly Flourish: (crossbow, sling, light blade) Dex vs. AC, 1[W]+Dex mod + Cha mod; 

(at will) Riposte Strike: (melee, light blade) Dex vs. AC, 1[W]+Dex mod, if target attacks me before start of my next turn, immed. inter. riposte Str. vs. AC, 1[W] + Str mod. 

(encounter) Positioning Strike: (melee, light blade) Dex vs. Will, 1[W]+Dex mod & slide the 3 squares (Cha Mod)

(daily) Blinding Barrage: (crossbow, sling, light blade), Close Blast 3, target: each enemy in the blast,  Dex vs. AC, 2[W]+Dex mod. & targets are blinded until end of my next turn. If miss: 1/2 damage & not blinded
[/sblock]

[sblock=Equipment]
Code:
 Equipment:
+1 Subtle Short Sword 2 lb
Leather Armor (+2 AC, 15 lbs) 25gp
Daggers (15) (15 lbs) 15gp
Sling (0 lb) 1gp
Sling bullets (40) (10lbs) 2gp 
Shurikens (30) (3lbs) 6 gp
Backpack (2lbs) 2gp
Beltpouch (1/2lb) 1gp
Thieves Tools (1 lbs) 20gp (+2 to Thievery checks relating to open lock or disarming a trap)
Silk Rope (50') (5 lbs) 10 gp
Flint and Steel 1gp
Climber's Kit (11 lbs) 2 gp (+2 to Athletics checks when climbing)
Sunrods (5) (5 lbs) 5 gp 
10 gp
Total Weight: 67 lbs
Carrying Capacity: 120 lbs
[/sblock]

[sblock=Treasure Log]
+1 Subtle Short Sword
http://www.enworld.org/forum/playing-game/232023-defiance-dragons-young-rebels-ic-5.html#post4483992
400 sp (odd-looking)
Map
Weapon list http://www.enworld.org/forum/4479340-post134.html
[/sblock]
 
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Redclaw

First Post
Thanks for getting ideas up so quickly. This is a group that should really benefit from building tactically with lots of synergy. I see some nasty potential for a party with a warlord and two rogues. :)

Reanu1g, it looks like you used two 13s and no 12 in your array.
 

Zweischneid

First Post
Redclaw said:
Thanks for getting ideas up so quickly. This is a group that should really benefit from building tactically with lots of synergy. I see some nasty potential for a party with a warlord and two rogues. :)


Yes, and 4 martial characters supported only by Galdr the Wizard.
Not much 'flash' and 'mysticism' here. This should really put the system to test on the viability of such a grouping in 4e. Getting the best synergies out of Corbin and Akara will be key, no doubt. If it works, this'll play out in an interesting, no-nonsense strike-team fashion in the fights I would guess.

And storywise, there're lots of scars and open scores in the group. :cool:
 
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Kobold Stew

Last Guy in the Airlock
Supporter
Akhara Patarr, tanner and slave

Akhara Patarr

Race: Dragonborn
Class: Rogue
Role: Striker

Appearance: The scars on Akhara's body interrupt the smooth pattern of his scales. A broken shoulder years ago healed imperfectly. He has never seen the ropelike frills on the back of his head, since they are regularly shorn, to further humiliate him. His scales might have been a more robust copper hue, had he not been malnourished as a hatchling; as it is, they seem a sickly yellow, tinged with black at the edges.

He dresses in leather he himself has made, which matches his backpack, sling, and belt. The craftsmanship is exquisite, if unadorned, and this hints at a self-respect that belies his servile status.

[sblock=Background] Akhara Patarr has been an indentured servant for the past fourteen years. Slavery is illegal, of course, and so it can’t be said that he is a slave to Bertran Mason, but nevertheless that’s what it looks like to those in Evenfall, when they see Akhara, which they occasionally do, outside of the constable's compound. Akhara works in the constable's tannery, an unpleasant job that no one else in this small village wants: curing leather with urine, and cutting it into pieces to be used as armor, or for packs, or belts.

Akhara knows he is without rights, and, in principle, accepts this: Dragonborn are not overly welcome in the town at any rate, and since his bloodline—however distantly—is cognate with that of the Green dragon overlord (his first puff of poison gas when he was a child attracted Norsten's attention, who first entrusted Akhara to Mason) in some ways this is safer for him. Drunken mobs of citizens have broken his limbs because of who he is. Though these attempts are fewer now that he is full grown, the danger remains if circumstances warrant—a silent protest against the Norsten’s impositions, or against Rixallithen’s.

Akhara has learned what he can, and is slightly more capable than his master believes. He lives in an odd no-man's-land, and has even built a sense of trust, so that he can carry his tanning knives with him openly. He is familiar to some of the villagers, who have never seen him defy authority, and many wear belts he has made, or use satchels he has stitched. They know he is being punished, lashed, scarred, and used, only because of circumstances beyond his control. Akhara spends most nights in the village jail. This is safe for him, and whether there is a formal charge pending, or whether he is working to buy himself out of servitude, is scarcely remembered. It's a safe place to sleep each night, even if it is behind bars, and it has been for many years now.
[/sblock]

Code:
Strength     : 16 (+3) (incl. racial)
Constitution : 13 (+1) 
Dexterity    : 16 (+3) 
Intelligence : 10  
Wisdom       : 11  
Charisma     : 14 (+2) (incl. racial)

Hit Points: 25 (bloodied: 12)
Healing Surges/Day: 7 (value: 7)
Action Points: 1

Initiative: +3
AC: 15
Fort: 13
Ref: 15
Will: 12

Speed 6
Passive Perception: 15, Passive Insight 10

Attacks

Dagger Std action, attack: +7 vs. AC, damage 1d4+3 (melee or ranged 5/10)
* At will, I can either move two squares before the attack (Deft) or prepare for immediate interrupt (Riposte).

Sling Std action, attack: +5 vs. AC, damage 1d6+3 (ranged 10/20)
* At will, I can move two squares before the attack (Deft).

* With either attack, once per round, when I have combat advantage, +2d6+3 damage (Sneak Attack and Brutal Scoundrel).

Breath Minor action, encounter: +5 vs. Reflex, 1d6 +1 Poison damage, close blast 5 (all targets in area).

[sblock=Powers and Abilities]

Racial Features:
Languages: Common, Draconic
Dragonborn Fury: when bloodied, +1 to attack
Draconic Heritage: Healing surge value = 7 (.25(max hp)+con modifier)
Dragon Breath: (Encounter, minor action, close blast 5 (not 3; see feat)) Str+2 vs. reflex; 1d6+1 Poison damage.

Class Features:
First Strike: At the start of encounter I have combat advantage against any creatures that have not yet acted in the encounter
Rogue Weapon Talent: +1 damage die size w/ shuriken. +1 bonus to attack rolls w/ dagger.
Sneak Attack: with combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, deal +2d6 damage
Brutal Scoundrel: +3 (Strength mod) to Sneak attack
+2 reflex

Proficiencies:
Armor: Cloth, Leather
Weapon: Dagger, Hand-Crossbow, Shuriken, Sling, Short Sword

Trained skills:
Stealth +8
Thievery +8
Intimidation +9 (incl. racial)
Perception +5
Acrobatics +8
Athletics +8
History (untrained) +2 (incl. racial)

Feats:
Enlarged Dragon Breath: dragon breath = Blast 5

Powers:
(at will) Deft Strike: (crossbow, sling, light blade) Dex vs. AC, 1[W]+Dex mod; I can move 2 squares before attack.

(at will) Riposte Strike: (melee, light blade) Dex vs. AC, 1[W]+Dex mod, if target attacks me before start of my next turn, immed. inter. riposte Str. vs. AC, 1[W] + Str mod.

(encounter) Dazing Strike: (melee, light blade) Dex vs. AC, 1[W]+Dex mod, target is dazed until end of next turn

(daily) Trick Strike: (crossbow, sling, light blade) Dex vs. AC, 3[W]+Dex mod., target slides 1 square. Thereafter each time I hit target, I slide it 1 square.
[/sblock]

[sblock=Possessions]
Leather Armor (+2 AC, 15 lbs) 25gp
Sling 1gp
Sling bullets (40) (10lbs) 2gp
Dagger (x6) (6lbs) 6gp
Everburning torch (1lb) 50gp
Backpack (2lbs) 2gp
Beltpouch (1/2lb) 1gp
Journeybread (1 day; .2 lbs) 5gp

8 gp
[/sblock]
 
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OutlawJT

First Post
I should be getting my books some time in the next couple of days. As soon as I have them I will post a thorough background/description along with at least a preliminary crunch sheet for him if not a finalized one.
 

Zweischneid

First Post
Kobold Stew said:
Edit: Is that everything? I hope so. Any comments appreciated. Was dithering between Dazing and positioning strike. KS

Nice character! Since Akhara is at home in the village jail, that might offer a possible link to know Bheazir at least passingly (assuming Bheazir's been spending the odd night in jail aswell, which is very likely). I've also been looking for some plausible reason to pick up Draconic as the free half-elf language I get.,. appears to be a useful language to know in this setting ;). So we might spin something there if you're interested.

As for my characters feats, I'm heavily favoring taking 'Toughness' now and delay the Paladin multiclass to 2nd level. Given the low healing (esp. for myself), this would, I think, greatly boost survivability. It would however mean I would be able to take useful things like 'ritual caster' or 'inspired recovery' not before lvl 4. Will Bheazir be the one to cast healing rituals? Would Galdr be able to cover that? Thoughts?
 

Kobold Stew

Last Guy in the Airlock
Supporter
Zweischneid said:
Since Akhara is at home in the village jail, that might offer a possible link to know Bheazir at least passingly (assuming Bheazir's been spending the odd night in jail aswell, which is very likely). I've also been looking for some plausible reason to pick up Draconic as the free half-elf language I get.,. appears to be a useful language to know in this setting ;). So we might spin something there if you're interested.

As for my characters feats, I'm heavily favoring taking 'Toughness' now and delay the Paladin multiclass to 2nd level.


Thanks, Zweischeid. I'll have to speak with him, but I suspect Akhara is very happy to offer DSL lessons to Bheazir. Other characters are welcome to attend. i think he also made that nice backpack you are carrying.

I'm still getting the hang of the rules, but toughness seems like a good feat to take early and switch out, even as soon as second level (retraining, p. 28).
 

Zweischneid

First Post
Yah. I haven't actually played 4e yet, though I worry about keepin people healed.

- 1/day 'pre-emptive' healing with Bastion of Defense, putting an 8 temp. hp insulation on people.
- 2/encounter 'inspiring words'
- +3 hp if people use an action point

Thats not an awful lot to keep a party healthy. Anyone know how viable it is to go on surges mainly?
 

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