[4E] Stranded - The lost. [RG]

Rayex

First Post
RG for group 1 in the Stranded game.

Current party:

Durvin , of Clan Deepfire, dwarven paladin of Moradin. Played by Falkus
Malik, Thiefling Wizard. Played by A Passing Maniac
Wittgenstein, Kobold Fighter. Played by Kobold Stew.
O-Haril , Miontaur Ranger. Played by pathfinderq1.
Alternative, Warforged Rogue. Played by Graf.
Daniel Willow, Elven Cleric. Played by Jemal.
 
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Falkus

Explorer
Character Name: Durvin, of Clan Deepfire
Race: Dwarf
Age: 22

Description: Durvin stands at 4'7", with a stocky and firm build. He has flamign red hair and a long, red beard. His eyes are brown. He tends to wear his family's suit of plate mail, with the hammer of Moradin clearly visible on the front. His preferred weapon is the warhammer and shield, which he wields with great skill in combat.

Background:

Durvin, of clan Deepfire, is a young paladin of Moradin, the latest in his family to do so, which has always had a strong religious tradition. In fact, his family gave him the armor he wears, an enchanted suit of Dwarven platemail, carefully carved with the runes of enchantment by master smiths, and engraved with pictograms of important moments of his family's history. The symbol of his god, the Hammer of Moradin is clearly visible on the front.

He's a great warrior, strong, effective and devout in his beliefs. Always willing to put himself in danger in the service of good.

He had, however, one major flaw. He looked down on the other races, he considered them responsible for the ills that plague the world.

This concerned his superiors in the temple. Paladins should be willing to help all, not just those of one race, and bigotry was not in line with Moradin's creed. So they made a decision. They sent him to travel throughout the lands of other races, see them through his own eyes.

Initially, he was contemptuous, but obeyed orders. At first, he felt his beliefs vindicated. Among humans, he saw pettiness, arrogance, greed and violence. But soon, he began to see things such as beauty, faith, love. He had never truly met any humans or other races before he left the mountainhomes, so it was an eye opening experience.

The final straw was when he meet a merchant, whose husband had been murdered and daughter kidnapped and held for ransom. Overcome by her grief, he approached her and promised justice, which he quickly provided. He hunted down the kidnappers, killed them in fair combat, and returned the daughter to his parents.

His mind and soul being more at peace now, having overcome the demon of bigotry, he returned to adventuring, promising himself not to judge on appearance or race anymore. He heard of a possible quest in Ibenhold, and so purchased passage on the Silver Swan.

Alignment: Lawful-Good

Ability scores
Strength: 16
Constitution: 14
Dexterity: 8
Intelligence: 10
Wisdom: 14
Charisma: 16

Hit points: 29
Bloodied: 14
Surges: 7
Surges/day: 12
Initiative: -1

Speed: 5

Defenses:
Armor class: 21
Fortitude: 13
Reflex: 13
Will: 14

Skills:
Diplomacy: +8
Endurance: +11
Insight: +7
Religion: +5

Equipment:
Dwarven Plate +1
Heavy shield
Warhammer
Standard adventurer’s kit
Holy symbol
5 bottles of ale
Fine clothing

19 gp

Racial Abilities:
Cast iron stomach: +5 bonus to saves against poison
Dwarven Resilience: Use second wind as a minor action
Dwarf Weapon Proficiency: Proficiency with throwing hammer and warhammer
Encumbered Speed: Move at normal speed even with armor penalty or heavy load
Stand your ground: When forced to move, can reduce movement by one square

Class Abilities:
Channel Divinity
Divine Challenge
Lay on Hands

Feats:
Dwarven Weapon Training

Prayers:
Channel Divinity: Divine Mettle (encounter, divine, minor, close burst 10, one creature in burst): Target makes a saving throwing with a +3 bonus)

Channel Divinity: Divine Strength (encounter, divine, minor, personal, add +3 damage to next attack this turn)

Divine Challenge (At will, divine, radiant, minor, close burst 5, one creature in burst): Mark the target, remains marked until power used again. Target takes -2 penalty to attack any target other than Durvin, and takes 6 points of radiant damage. Must engage target on Durvin’s turn, or mark ends).

Lay on hands (at will, divine, healing, minor, melee touch): Spend a healing surge, but instead the target heals as if it had spent one. Can be used twice a day.

Holy Strike (at will, divine, radiant, weapon, standard action, melee weapon, +5 vs AC): 1d10+5 radiant damage (1d10+7 if target is marked)

Enfeebling Strike (at will, divine, weapon, standard action, melee weapon, +5 vs AC): 1d10+5 damage, and target gets -2 to attack until the end of Durvin's next turn.

Radiant Smite (Encounter, divine, fear, weapon, standard action, melee weapon, +5 vs AC): 2d10+7 damage

On Pain of Death (Daily, divine, implement, standard action, ranged 5, +3 vs will): 3d8+3 damage (target takes 1d8 damage after making an attack, save ends) Miss: Target takes 1d4 damage after making any attacks (save ends)
 

A Passing Maniac

First Post
Malik

[sblock=Background]Malik grew up in a slum on the outskirts of Valefar, a predominantly human town. The slum was a sprawling, ramshackle ghetto for the poor, the criminal, the orphaned, and those too different to be accepted by the majority of Valefar. Malik was, to some extent, all of these: he lived alone and in poverty throughout his childhood and adolescence, which necessitated the occasional criminal act to survive. Malik dreamed of escaping the slum in which he lived, but he was weak and clumsy, no good with a blade, and he knew there were far more dangerous places in the world Valefar.

Malik's ticket out of the ghetto came with his discovery of the body of a slain wizard, just outside of the slum. The old man had clearly been murdered and robbed for his jewelry and coins, but a few of his possessions had been left behind: his gnarled, knobby staff, a hefty sack of what seemed to be dust, and a small set of moldy tomes in a torn backpack. Recognizing the accoutrements of a wizard for what they were, Malik appropriated the items and returned to his hovel.

Malik had always been weaker and slower than the other children of Valefar's slums, but he had a keen mind, and even if he hadn't learned all the words the old books used, he began to see things differently. Patterns in the things around him became clear, and he came to feel the pulse of energy in the land beneath his feet and the sky over his head. The slain wizard's tomes opened Malik's mind to the world of the arcane, and the tiefling left his impoverished life behind to experience and explore the world in which he saw such power, to make something better of his life.

Except... simply becoming a wizard did not suddenly bring Malik the fame, fortune, and power he desired. He was young, inexperienced, and he realized that even though his introduction to the world of the arcane had been very sudden, his future studies would be slow. So Malik wandered from town to town, learning more about the world and the people in it and, occasionally, more about the magic that suffused it. He earned a small amount of coin utilizing his magic as a service to others, most commonly repairing damaged objects, although on several occasions he found work as a translator. Once, he managed to earn a small reward by sending a group of drunken brawlers to sleep.

It was entirely by chance that Malik found the gold that, even if did not make him wealthy, would at least elevate him from living day-to-day for a while. On his travels, Malik stumbled upon a clearing in the woods that was dense with magic; he could feel great arcane power pulsing there. Rings of carefully-arranged stones surrounded a hole in the center of the field, into which a set of rough stairs descended. Malik knew that delving into such things was likely to get him killed, but his curiosity overwhelmed him.

Inside, Malik found what had undoubtedly been a splendorous lair. The entrance was protected by an array of clever traps, not to mention the bestial minions, and beyond the labyrinthine passageways was a gorgeous throne room with a macabre skull motif, the home of a mighty mage, to be sure. Fortunately for Malik, the lair had seen better days. Its traps had all been set off, its guardians slain or dead or starvation or old age, and its owner lay in a broken skeletal heap on his tarnished throne. Unfortunately for Malik, the run-down lair had also been plundered by a number of other curious individuals. But the tiefling was persistent and thorough, and he managed to find a few stray coins in the dead wizard's vault that had been missed, a sadly non-magical ring trapped underneath the dead wizard's corpse, and a sizable portion of gilt left on the walls. These meager treasures still earned Malik more gold coins than the young wizard had ever seen in his life, and, looking forward to seeing more of the world than what he could reach on foot, Malik booked passage on a ship called the Silver Swan, anxiously awaiting his first glimpse of foreign lands...[/sblock]

[sblock=Appearance]Malik is a wiry tiefling, thin and unmuscular; he has, and has always had, the build of an academic. Both his skin and his eyes are a rich shade of brown. His horns are black, thick and curved, but also short; his tail, on the other hand, is long and thin. His clothing is plain and functional: thick cloak over a simple tunic, trousers, and pair of boots, all in tan and grey.[/sblock]

[sblock=Character Sheet]Class: Wizard
Level: 1
XP: 0

Race: Tiefling
Size: Medium
Age: 18
Gender: Male
Height: 5'11"
Weight: 170 lb.

Alignment: Good
Deity: Ioun

Str 8 (-1)
Con 15 (+2)
Dex 10 (+0)
Int 18 (+4)
Wis 13 (+1)
Cha 15 (+2)

Initiative: +1
Speed: 6
Passive Insight: 16
Passive Perception: 11

AC: 15
Fortitude: 12
Reflex: 14
Will: 14

HP: 25 (Bloodied: 12)
Surges/Day: 8 (Surge Value: 6)

Race Features: Low-light vision, bloodhunt, fire resistance 5, infernal wrath
Class Features: Arcane implement mastery (staff of defense), cantrips, ritual casting, spellbook
Feats: Expanded Spellbook, Ritual Caster
Languages: Common, Goblin

Skills: Arcana +9, Bluff +4, Diplomacy +7, History +9, Insight +6, Stealth +2

Rituals: Comprehend Language, Make Whole, Silence
Cantrips: Ghost Sound, Light, Mage Hand, Prestidigitation

At-Will Powers: Magic Missile, Scorching Burst
Encounter Powers: Force Orb, Infernal Wrath
Daily Powers: Acid Arrow*/Freezing Cloud/Sleep

Equipment: Staff of fiery might +1, cloth armor, dagger, residuum (40 gp), spellbook, standard adventurer's kit, 43 gp

*=currently prepared[/sblock]
 
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Kobold Stew

Last Guy in the Airlock
Supporter
Wittgenstein, ship's mascot

[sblock=Character Sheet]
Kobold Fighter
Speed: 6 squares
Size: Small
Initiative: +4

HP: 34 (17 bloodied)
Healing Surge: 8 HP, 11/Day

Ability Scores
Str: 16 (+3)
Con: 14 (+2)
Dex: 18 (+4)
Int: 8 (-1)
Wis: 12 (+1)
Cha: 10 (+0)

Defenses:
AC: 19
Fortitude: 15
Reflex: 16 (incl. Shield)
Will: 11

Racial Features:
Trap Sense: +2 defense vs. traps.
Shifty: at will, as a minor action, can shift one square.

Class Features:
Combat Challenge: on every attack, hit or miss, I can choose to mark that target. The mark lasts until the end of my next turn. While marked, target is –2 for any attack that doesn’t include me as a target (target may have only one mark at a time). When an adjacent marked enemy shifts or makes an attack that does not include me, I get a melee basic attack against it as an immediate interrupt.
Combat Superiority: +1 (wis mod) to opportunity attacks (and target stops moving if attack was provoked by movement).
Fighter Weapon Talent: +1 bonus to attack rolls with one-handed weapons.

Basic Attacks
Melee: Short Sword, +7 vs. AC, 1d6+5 (includes Weapon Talent and Bracers)
Ranged: none at present

Feats
Toughness: +5 HP/tier

Skills:
Athletics: +8 (7 in armor)
Endurance: +7 (6 in armor)
Heal: +6
Stealth: +6* (5 in armor)
Thievery: +6* (5 in armor)
*-Untrained

Powers:
At-Will:
Tide of Iron: (w/ shield) Str vs. AC, 1W+Str, target pushed 1 square and I can shift into empty space.
Cleave: Str vs. AC, 1W+Str, and an enemy adjacent to me takes 3 (str mod) damage.

Encounter:
Spinning Sweep: Str. vs. AC, 1W+Str and target is prone (which gives combat advantage).

Daily:
Comeback Strike: Str. vs. AC, 2W+Str, can spend healing surge.


Items
Bracers of Mighty Striking (+2 damage with Basic melee attack)
Short Sword
Hide Armor
Heavy Shield
Everburning Torch
[/sblock]

[sblock=Background]
No matter how many times you tell parents, kobold hatchlings do not make good Midwinter presents. Sure they are cute at first, but they quickly grow and their aggressive tendencies appear, when their sentience and sense of self develop at age 2 or 3.

Wittgenstein has aggressive tendencies. When some parent now regretting that purchase gave him to the Captain of the Silver Swan, he paid a few coins to have the creature dropped over the edge in a bag. But the Captain found another use for the young kobold, and she and her siblings in fact tolerated the kobold's presence quite happily. There had not been rats in the bilge for several years now, and the kobold was polite and gracious most of the time, waiting on the captain's family when it was desired, and sleeping happily belowdecks, in the lower hold. Indeed, when the Swan needed defending, there was Wittgenstein, standing with the crew, dealing as much damage to boarders as any of those being paid.

Wittgenstein remembers little of his former life: he has memories of a few smells, and the taste of the hair of the young girl who had nurtured him years ago. He looks possessively at the Captain's long white hair, and does indeed keep the strands from her brush as he cleans her chamber. There's no sense in letting things go to waste on a ship.

Wittgenstein enjoys the sea, and his life on ship has not seemed like the slavery it is. He is an able mariner, and wants to prove himself to the Captain and her family, in the belief that someday they will see him as an equal. If he encounters passengers, which he does from time to time, he can be affable and even charming to those who prefer to stay belowdecks.

The Bracers of Mighty Striking that Wittgenstein wears were taken from a halfling boarder. He earned them the hard way, and no one on the crew denies that Wittgenstein deserved an equal share of that raid's booty, not even the Captain.
[/sblock]
 

pathfinderq1

First Post
Name: O-Haril
Minotaur male
Alignment: unaligned (tending good, or at least reliable)
Ranger 1 (two-weapon build)

Strength 18 (+4)(9 pts= 16, +2 racial)
Constitution 16 (+3)(5 pts= 14, +2 racial)
Dexterity 13 (+1)(3 pts)
Intelligence 10 (+0)(0 pts)
Wisdom 14 (+2)(5 pts)
Charisma 8 (-1)(0 pts)

Armor Class 17 (Armor +7)
Fortitude Defense 15 (10 +4 STR +1 ranger)
Reflex Defense 12 (10 +1 DEX +1 ranger)
Will Defense 12 (10 +2 WIS)

Initiative +2
Speed 6 (5 in armor)
Senses: normal vision, passive Insight 12, passive Perception 19
HP 33 (12 base +16 CON +5 feat)(Bloodied 16)
(Healing Surge 8 HP; Surges per day 6+3= 9)

FEATS:
Armor proficiency (chainmail)(level 1);
Toughness (free/ranger build)

RACE FEATURES:
>Ferocity: when reduced to 0 HP, can make a basic melee attack as a free action before falling unconscious.
>Oversized: can wield weapons of his own size or one size larger without penalty (thus can use a large battleaxe as a one handed weapon, or a large glaive two-handed)
>Goring charge (racial Encounter power); standard action/melee 1 range; see Encounter exploits below for details.

CLASS FEATURES:
>Fighting style (two-blade): Wield a one-handed weapon as an off-hand weapon without penalty; bonus feat (Toughness, already accounted for)
>Hunter's quarry: As a minor action (once per turn), designate the oponent nearest to you as your Quarry (lasts until end of encounter, until Quarry is defeated, or until a new Quarry is selected). Once per round, deal extra damage to your Quarry (+1d6; assign after all attacks are rolled)
>Prime shot: If none of your allies are closer to a target than you are, you get a +1 bonus to ranged attack rolls against that target.

LANGUAGES: Common

SKILLS:
+9/Athletics//trained, +4 STR (+8 in armor)
+7/Dungeoneering//trained, +2 WIS
+8/Endurance//trained, +3 CON, (+8 in armor; -1 ACP, +1 item)
+9/Nature//trained, +2 WIS, +2 racial
+9/Perception//trained, +2 WIS, +2 racial

Melee basic attack: Large battleaxe; +6 vs. AC; 1d12+4
Ranged basic attack: Javelin; +6 vs. AC; 1d6+4, range 10/20

(Attack stats assume he is using his traditional weapons- two large battleaxes)
At-Will exploits:
Hit and run: +6 vs. AC; 1d12+4 damage; if you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an OA from that target
Twin strike: +6 vs. AC; (two attacks: 1 main weapon and 1 off-hand weapon); each attack does 1d12+4 damage on hit

Encounter exploits:
Goring charge (racial): +6 vs. AC; hit does 1d6+4 damage and target is knocked prone
Dire wolverine strike: (must be wielding two weapons); close burst 1, one attack against each enemy visible in the area; each attack is +6 vs. AC, does 1d12+4 damage

Daily exploits:
Jaws of the wolf: (must be wielding two weapons); two attacks against the same target; both at +6 vs. AC; each hit does 2d12+4 damage, each miss does half damage

Equipment:
Chainmail +1, Dwarven (campaign item)
Large battleaxe (x2)(30 gp)
Javelin (x4)(20 gp)
Adventurer's standard kit (15 gp)
Trail rations (10 extra days worth; 5 gp- heavy eater)
Dagger (1 gp)
Climber's kit (2 gp)
Plain clothing (2 sets; 2 gp)

The dwarven armor: O-Haril was rescued from an excruciating death on the burning sands of a great desert- his rescuers were a party of explorer/merchants led by the dwarven metalsmith Calivar Archstone. In gratitude, O-Haril swore himself to Calivar's service, acting as a bodyguard. Calivar wanted him to have the best equipment available, and commisioned a specially-fitted suit of dwarven chainmail. When Calivar retired to enjoy the profits of his years of work, O-Haril became a free-lance mercenary- but he was allowed to keep the armor as a reward for his valuable service.

Appearance: [sblock] Like most "civilized" minotaurs, O-Haril is both taller and heavier than even the largest human around him- but by the standards of his folk O-Haril is of only about average height, with a lean build. His musculature is fairly well-toned, and he moves far more gracefully than most of his kin. His skin is deeply tanned, a brown so dark it is nearly black, and unlike most minotaurs his body has little excess hair- even his head is quite nearly bald. Under most circumstances, he wears a sleeveless hauberk of dull black chainmail, metal and leather armbands, and heavy knee-length trousers. His horns are capped with black iron. In combat, he seems rather terrifying, wielding an enormous ax in each hand. He does not speak often, mainly expressing himself with gestures, body language, and the occasional snort or growl- when he does speak, he keeps his voice low, letting the deep bass tone emphasize his carefully chosen words. [/sblock]

Personality: [sblock] For the most part, O-Haril presents a quiet and reserved front, a sort of haughty dignity- until the fighting starts. This is because he exerts a great deal of willpower to minimize his natural inclination to violence. Only when in combat does he let down his guard, allowing his bloodthirsty nature to take over- as a follower of Kord, he relishes the chance to prove himself in battle. He is a strong believer in personal discipline, and is proud of his ability to remain calm and controlled (until the appropriate time). O-Haril is fascinated by stories of heroism and adventure, and spends a great deal of his spare time reading or listening to any epic tales of bravery or exploration- one side effect of this is his prodigious knowledge of many different environments and creatures. [/sblock]

Background: [sblock] Born in a remote desert enclave, O-Haril shunned the dark tendencies of his kind and for his temerity he was cast out to die in the endless burning sands. But he did not die, for a passing caravan of merchants took pity on him- in return O-Haril became the devoted bodyguard and scout for the leader of the merchants, a dwarf named Calivar. Since that worthy fellow retired, O-Haril has sought out other work in a similar vein. A devoted follower of Kord, he has honed his strength and battle prowess, but his strength of spirit has increased as well. [/sblock]
 

Graf

Explorer
Alternative (Warforged Rogue)
[sblock=Background]
The great city of Autonomus was, it was popularly held, the greatest city ever known. It was certainly the most orderly and, since the teaching of the Forge Lords held that order was the most important thing, that was isomorphic to perfection. Or near perfection anyway.
The city could not do without "fleshed ones". Not completely. There were traders of course, though the forged had few requirements they did have some. The Great Forges needed certain rare fuels to power them.

But even aside from the traders there would be fleshies; for the fleshies, for all that they were vile little creatures made up mostly of waste products, were not entirely stupid. That would be impossible, since the first of the fleshies had, through divine inspiration, made the Great Forges, and thus the Forge Lords and indirectly all the forged that followed.
And the fleshies, or at least the intelligent ones, craved the perfection denied them and thus wanted to dwell in Autonomus.

So fleshies dwelled within Autonomus; in the lower sections. But they were naturally weak creatures, filled with unpredictable, barely controlled desires and so there grew a need for a certain type of forged. Someone who could watch the fleshies carefully, and ensure that the worst excesses were kept in line.

The forged named Watcher 37 (who now calls himself Alternative) performed this activity for 88 years. Built to watch unseen he lurked in the shadows, on the rooftops and made his presence known only when he was making an arrest, or, occasionally, shaking down an informant.

Rogue forged were a known problem of course. Exposure to the fleshies had a destabilizing effect. Especially their strange gods, which was why clerics were outlawed. But sometimes one would slip in; and one day Watcher 37 was assigned to follow a suspected priest about.

The day became a week. The week a month. A month a year. Watcher 37 was sure she was a priest, but it could not find proof (for proof was all in Autonomus' legal system). She acted oddly, genuflecting before doorways, betting strange things in games of chance, and otherwise acting inexplicably.

After a year he went to her, he hated himself for doing so, but he hated his job, and wished her to leave. "Why should you care, oh mighty forged?" she replied.
And 37 wondered why he did care and went away, for he was a forged and surely he didn't care.

But he did care and the woman's words were like a madness. He was mad he was sure, that he cared. But if he was mad... then what was he to do?

Soon he was going to the woman daily. He knew his way around, how to avoid the other forged who patrolled his section of Fleshtown (as the Fleshies called their district, the proper name was Secondary Lower Ward) and it was easy to see the woman.

And in time, he came to understand, to see that she was right there was... an alternative.

Alternative stowed away on a boat last year. Concerned he might be followed; for the Forged Lords frowned on Rogue Watchers; he booked passage on another ship, the Silver Swan.[/sblock]

[sblock=Stat Block]Alternative Level 1 Warforged Rogue
Initiative +1; Senses Perception +5
HP 24; Bloodied 12; Healing Surge 6; Surges Per Day 7
AC 16; Fort 14, Ref 17, Will 12
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee: Embedded Shortsword(standard; at-will) ✦ Weapon
+7 vs AC; 1d8+5 damage see alsoSneak Attack
:bmelee: Dagger(standard; at-will) ✦ Weapon
+8 vs AC (5/10); 1d4+5 damage see also Sneak Attack
:ranged: shuriken (standard; at-will) ✦ Weapon
+7 vs AC (6/12); 1d6+5 damage see also Sneak Attack
:melee: Piercing Strike(standard; at-will) ✦ Martial, Weapon
+7 vs Ref; 1d6+4 damage. see also Sneak Attack
:melee: Riposte Strike(standard; at-will) ✦ Martial, Weapon +7 vs AC; 1d6+4 damage. see also Sneak Attack. If the target attacks Alternative before the start of its next turn, the forged makes a riposte against the target as an immediate interrupt: a +6 vs. AC attack that deals 1d6 + 3 (Sneak Attack?).
:melee: Torturous Strike(standard; encounter) ✦ Martial, Weapon
+7 vs AC; 2d6+7 damage see also Sneak Attack
:close: Blinding Barrage(standard; daily) ✦ Martial, Weapon
Close blast 3, each visible target Hit:]/b] +7 2d6 +4 damage & the target is blinded until the end of your next turn. (sneak attack?)
Miss: Half damage
Sneak Attack(free action; part of an attack action) ✦Martial
Against foes you have combat advantage against Alternative deals and additional 2d6+3 points of damage
Warforged Resolve(minor; Encounter) ✦ Magic Item ✦ Healing.
Effect:You gain a number of temporary hit points equal to 3. You may make an immediate saving throw against one effect that inflicts ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3.
Component of Resistance (minor; Daily)
Effect:Gain resist 5 to all damage until the start of your next turn.
-----------------------------------------------------------------
Alignment Unaligned; Languages Common
Str 16 (+3) Dex 18 (+4) Con 12 (+1)
Int 8 (-1) Wis 10 (+0) Cha 11 (+0)

Acrobatics +9, Athletics +8 Endurance +3*u, Intimidate +7*, Insight +5, Perception +5, Stealth +9, Thievery +9
u = Untrained Skill | no adjustment necessary for leather armor
*=+2 racial bonus
Feat: Skill Training: Insight

Gear: Component of Resistance (see magic item below), Leather armor [AC +2][Attached Component](25gp), Shortsword [Embedded in Right Arm] (10gp), Daggerx3 (3gp), shurikenx50 [hidden in storage compartments](10gp), adventurer's kit (15gp), two embedded storage components legs and torso (10gp) and "the Package" (also hidden in storage compartment)
Adventurer's Kit: Backpack[Attached Component], Bedroll, Flint and Steel, Belt pouch, 2 sunrods [Attached Component in left arm], 10 days of trail rations, 50' of hemp rope, and a Waterskin.
37gp

[sblock=Attached Component Dragon 364 pg 32]Attached components are fastened to your body in such a way that, as long as you’re conscious, they can only be removed if you want them to be. Such an item cannot be taken from you, and you can’t accidentally drop it. You sense if such an item is damaged. Unless otherwise specified, affixing an attached component to you takes the same amount of time as it would for another character to draw and/or ready such an object.
Light Source: You can have a slot in your body capable of holding a torch, sunrod, lantern, or other lighting device. Such an attached component provides light while leaving your hands free.
Storage: Your backpack and other storage devices—such as pouches, weapons sheaths, or a quiver—can be attached, making them easier to hang on to and harder to steal.[/sblock]

[sblock=Embedded Components Dragon 364 pg. 33]The major advantage of some embedded components is that they can be hard to distinguish from your body. Those embedded components that don’t need to remain visible can be hidden within your body. Perception checks to locate such items on you take a –5 penalty. Affixing or removing an embedded component requires a standard action that provokes an opportunity attack.
[sblock=Embedded weapon]
Weapon: A dagger, shortsword, katar, or hand crossbow can be embedded. Up to five shurikens can be embedded in place of one of these items.
A retractable weapon can be embedded to take up space in one arm and hand. Such a weapon springs forth and locks into place as a minor action, and it can be retracted as a minor action. It functions
normally with the Quick Draw feat.[/sblock][/sblock]
[sblock=Magic Item: Neck Component of Resistance]
The equivalent a Cloak of resistance +1 this component item appears to be a simple black ring.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. Gain resist 5 to all damage
until the start of your next turn.​
[sblock=Perception DC 15]It much more scuffed than the rest of the warforged's otherwise well maintained equipment.
[sblock=Perception DC 20]Your keen eyes can make out faint carvings along the component, obviously they couldn't have been completely removed without damaging the item. They are suggestive of a title of some sort.[sblock=and History 20 after Perception 20]The marks are those of a security officer of the city of Autonomus. An internal security officer. Even if this forged was legally sent abroad, he would have perceived a new component indicating his rank correctly.

This so called Alternate is obviously a rogue. The city of Autonomus pays handsomely for information about rogues.... no questions asked.[/sblock] [/sblock][/sblock]

[sblock=Class features memo]Tactic: Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. (i.e. Sneak Attack +2d6 + Str)
Weapon Training: Dagger is +1 to hit (+4 with prof bonus); shuriken damage is one size class larger (1d4 -> 1d6)
[/sblock]
[sblock="The Package"]Alternative has a small box made of a dark cherry colored wood. The box is sealed with magical runes. He insisted that he be shown what was inside, and was showed a large teardrop-shaped astral diamond with a single red dot (rather like blood) suspended inside. The box was sealed in front of him.
The malignant feeling he got when he saw the object has stayed with him, growing slowly day by day. He longs to be rid of the thing.[/sblock]

[sblock=Warforged features memo]Speed 6
Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.
Living Construct: As a living construct, you have the following traits.
✦ You gain a +2 bonus to saving throws against ongoing damage.
You can us attached components and embedded components made for warforged (see Equipment, page 32).
✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. 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 resting in this low-exertion state, you are fully aware of your surroundings
and notice approaching enemies and other events as normal.
✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.
Warforged Mind: You gain a +1 racial bonus to your Will defense.
Warforged Resolve: You can use warforged resolve as an encounter power.[/sblock][/sblock][/sblock]

[sblock=Appearance]A lean forged in light component armor and wearing a simple black cloak. It's armor is a burnished back, with a few dings in it from travel. Save for a small dagger at his belt he appears unarmed.
[sblock=Perception DC xx and see also magic item]
Not sure what the DC should be for this...
The forged's right arm seems to be slightly bulkier than it's left. Since it seems to favor that arm that would be a natural place to conceal a weapon.
Several other bulges on it's body are slightly asymmetrical and suspect.[/sblock]
For all that he is a construct the creature seems to display some measure of life, he shifts, and sometimes when it's staring out at the sea it's eyes glow an intense, throbbing green.[/sblock]
 
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Jemal

Adventurer
Daniel Willow
Male Elf Cleric 1
AL: Good HT: 5'11" WT: 150 Hair: Black Eyes: Green

STR: 14 (+2) [5 points]
DEX: 10 (-1) [8 base +2 racial]
CON: 13 (+1) [3 points]
INT: 10 (+0) [0 points]
WIS: 18 (+4) [9 points +2 racial]
CHA: 14 (+2) [5 points]

HP: 25 Bloodied: 12 Healing Surge: 6(8/day)
AC: 16 FORT: 12 REF: 10 WILL: 16
Init: 0 Speed: 6

Basic Attack (melee): Morningstar + 4 vs AC; 1d10+2

Skills: [5 trained]
Athletics +7 [5 trained +2 ability]
Diplomacy +10 [+5 trained + 2 ability]
Insight +11 [+5 trained + 4 ability]
Religion +6 [+5 trained]
Heal +9 [+5 trained + 4 ability]
Perception +6 [+4 ability + 2 racial]

Feats: [1] Student of Battle (Warlord Multiclass)

Class/Racial Features:
Elven Proficientcy (Longbow, Shortbow)
Fey Origin (Considered Fey)
Group Awareness (non-elf allies within 5 squares +1 to Perception)
Wild Step (Ignore Difficult Terrain for shifting)
Elven Accuracy (1/encounter)
Channel Divinity (1/encounter)
Healer's Lore (+4 healing)
Healing Word (Encounter Power)
Ritual Casting (Ritual Caster Feat)

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

Encounter:
Channel Divinity: Divine Fortune [+1 bonus to next attack or save *Free, Personal*]
Channel Divinity: Turn Undead [+5 vs Will, 1d10+5 radiant damage, push target 5 sqaures, target is immobilized until end of your next turn *Standard, Close Burst 2*]
Healing Word(2/encounter) [one target can spend healing surge and gain additional 1d6+4 hp. *Minor, Close Burst 5*]
Healing Strike [+4 vs AC, 2d10+2 radiant damage, target is marked, 1 ally within 5 squares can spend a healing surge *Standard, Melee*]
Elven Accuracy [Reroll an Attack Roll *Free, Personal*]

Daliy:
Beacon of Hope [+5 vs Will, Target weakened until end of it's turn. you + allies in burst regain 9 hp, healing powers restore +5 hp until end of encounter *Standard, Close Burst 3*]
Inspiring Word [One ally spends Healing surge + 1d6 hp+4. *Minor, Close Burst 5*]

Languages: Common, Elven, Draconic.

Equipment:
Chain Mail (40gp)
Morningstar(10gp)
Holy Symbol of Life(+1 atk/damage, daily power: Minor action, until end of turn yoru encounter/daily powers heal additional 1d6)
50 GP

Character Info:
Daniel Willow, Male Elven Cleric. age: 98

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.. several 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 few years, 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: a momento of his fallen friend, Holy Symbol of Life*
 
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