D&D 4th Edition [RG] [D&D4E] Path of Enlightenment


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  1. #1
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    Myrmidon (Lvl 10)

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    [RG] [D&D4E] Path of Enlightenment

    Here is the RG of my 4E game, Path of Enlightenment.
    You know what to do.

    OOC thread
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

 

  • #2
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    Shen Rui, Human Warlord 2


    Initiative: +4
    Senses: Perception +5
    Alignment: Lawful good
    Languages: Common

    Str 18 (+4)
    Dex 12 (+1)
    Con 12 (+1)
    Int 14 (+2)
    Wis 10 (+0)
    Cha 14 (+2)

    HP 30; Bloodied 15; Healing Surge 7 (8/day)
    AC 16; Fort 18, Ref 15, Will 16
    Speed 6
    Action Points 1

    Skills:
    Acrobatics +1, Arcana +2, Athletics +10t, Bluff +2, Diplomacy +8, Dungeoneering +0, Endurance +2, Heal +5t, History +8 t, Insight +0, Intimidate +8 t, Nature +0, Perception +5 t, Religion +2, Stealth +1, Streetwise +2, Thievery +1
    t = Trained Skill

    Feats:
    • Tactical Assault: Ally gains bonus to damage equal to your Int modifer
    • Power attack: can choose to trade -2 to attack for +2 (+3 for 2-handed) damage
    • Skill Training: add perception to train skill list
    • Innate martial arts: allows unarmed basic melee attack, see below. Also, +1 when attempting to grab.
    • Martial arts training: Treat your fists as weapons. Allows the use of weapon powers while unarmed.


    Gear:
    Gun (staff)
    Leather Armor
    Standard Adventurer's Kit

    Racial and class features:
    • Proficiencies: Cloth, leather, hide, chainmail, light shield, simple melee, military melee, simple ranged
    • Human Bonuses: One extra feat, one extra trained skill, one extra at-will power
    • Combat Leader: You and each all within 10 squares who can see and hear you
      gain a +2 power bonus to initiative.
    • Tactical Presence: When an ally you can see spends an action point to make an
      extra attack, the ally gains a bonus to the attack roll equal to one-half your Int modifer.
    • Inspiring Word: You can use this power 2x per encounter (1x per round). Close burst 5
      Target: you or one ally in burst
      Effect: The target can spend a healing surge and regain an additional 1d6 hit points.



    Powers:
    Spoiler:
    • Viper's Strike:
      At Will
      Martial, Weapon
      Standard Action
      Target: one creature
      Attack: Str vs. AC
      Hit: 1[W] + str mod damage
      Effect: If the target shifts before the start of your next turn, it provokes an opporunity
      attack from an ally of your choice.

    • Wolf Pack Tactics:
      At Will
      Martial, Weapon
      Standard Action
      Target: one creature
      Special: Before you attack, you let one ally adjacent to either you or the target shifts
      1 square as a free action
      Attack: Strength vs. AC
      Hit: 1[W] + Strength modifier damage

    • Commander's Strike
      At Will
      Martial, Weapon
      Standard Action
      Target: One Creature
      Attack: An ally of your choice makes a melee basic attack against the target
      Hit: Ally's basic attack damage + your Int modifier

    • Warlord's Favor
      Encounter
      Martial, Weapon
      Standard Action
      Target: One creature
      Attack: Strength vs. AC
      Hit: 2[W] + Strength Modifier damage. One ally within 5 squares of you gains
      a +2 power bonus to attack rolls against the target until the end of your next turn.
      Tactical Presence: The bonus to attack rolls that you grant equals 1 + Int mod

    • Lead the Attack
      Daily
      Martial, Weapon
      Standard Action
      Target: One creature
      Attack: Strength vs. AC
      Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally
      within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 +
      Int modifier.
      Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a
      +1 power bonus to attack rolls against the target.

    • Knight's Move
      Encounter
      Martial
      Move Action, Ranged 10
      Target: One ally
      Effect: The target takes a move action as a free action.

    • Channeling Chi
      Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary. Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied. All martially trained PC get this free. Other characters added later could gain once trained in a martial style.



    Basic Attacks:
    Gun: +7 1d8+4 damage
    Unarmed: +5 1d4+5 damage

  • #3
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    Koryo of Tiger's Rest

    Koryo of Tiger's Rest
    Male Human Rogue 2

    You think you know everything about me? Only fools know everything!
    Lithe and lissom is a small man of about 35 years. He is dressed in light, wide-cut black clothes and black-and-white cotton-sole shoes. His long black hair, shot with first grey, is bound in a braid and he sports a fine, pencil-thin beard. His attentive black eyes rarely miss anything. He carries himself with disciplined grace. His wide clothes and belt could easily conceal shuriken and daggers.

    Background (w/spoilers)

    Koryo of Tiger’s Rest
    Koryo, an orphan by birth and raised from his earliest days to serve the Black Veil, only had one true friend in life – Daejo. Both were brought up in the same orphanage. Koryo and Daejo, both known for mischief and clever tricks they played on the other kids, almost as soon as they could walk on their own, were noted for their behaviour by the imperial housemaster of the orphanage and subsequently marked for special training to serve the needs of the empire. Where most orphans, depending on their disposition, end up either in military or administrative services of the Great Empire, both Koryo and Daejo were tried and tested and eventually ascended to a hidden school and monastery in the distant Shadow Cloud Mountains. This hidden, nameless monastery schooled and trained children in the arts of subterfuge, espionage and assassination. Those who survived and prospered became spies and assassins of the Black Veil.

    Though life at the school was hard, merciless at times and many children failed to complete their training, both Koryo and Daejo prospered, even excelled in the ways of the Black Veil. Their childhood friendship grew into youthful camaraderie and competitive companionship. In time, both were initiated into the secret order, taking up the secretive work of the assassin’s order.

    Koryo, ever the more driven and ambitious of the two friends quickly rose in rank and reputation. Daejo, though equally skilled, eventually found love and purpose in the arms of a beautiful woman. Eventually they married and had a daughter named Areum (아름; "Beauty"). Dark fortune came upon the two friends when Mastermind Tien died and ‘Mask’ took over the order. Daejo, sensing the cruel streak of the new head assassin urged Koryo early on to part ways with the Black Veil. Koryo, denying the subtle early changes within the ways of the assassins order persuaded his friend – and his family – to stay. But ‘Mask’ was a man of cruel and fickle temper. In a nefarious scheme to rid the Black Veil of traitors and disloyal man, Daejo, having talked about disbanding the order once to often, was singled out to be assassinated. Black-clad figures descended upon the humble town-house where Daejo lived with his family, outside the Black Veil’s monastery. Daejo and Koryo, who came aware of the assassination at the last moment, fought off the assassins, but not before a poisoned throwing knife took the life Daejo’s beautiful young wife.

    Before sunrise, Koryo, Daejo and Areum where gone and well out of sight of the city. They fled to the eastern islands, fighting pursuers and robbers all the way. But even though accusations where never spoken, the death of Daejo’s wife stood heavy between the two friends. Having persuaded Daejo and his family to stay, Koryo couldn’t help but feel responsibility for the women’s death by assassin’s poison. Eventually, the friends parted ways and Koryo settled in Tiger’s rest, where he lived, many years, in the solitude of the large islands lush forests, thinking, meditating, and contemplating.

    Eventually, Koryo slowly grew back into a life of sorts, taking up businesses with the people of the island. Still, now in his middle ages, still lithe and muscular from the daily exercises of demanding martial art forms, he remains a withdrawn man, reluctant to engage with people for fear of harming them unintentionally.
    Abilities
    Code:
    Ability scores
    Strength     : 15 (+2)     Hit points : 36
    Constitution : 14 (+2)     Bloodied   : 18 
    Dexterity    : 18 (+4)     Surges     :  9
    Intelligence : 10          Surges/day :  8     
    Wisdom       : 12 (+1)     Initiative : +4
    Charisma     : 10      
    
    Defenses:
    Armour class : 17 
    Fortitude    : 14 
    Reflex       : 18 
    Will         : 13
    
    Skills
    Acrobatics (Dex): +10  (trained)
    Athletics  (Str): + 8  (trained)
    Bluff      (Cha): + 7  (trained)
    Perception (Wis): + 6  (trained, Bonus skill)
    Stealth    (Dex): +10  (trained)
    Streetwise (Cha): + 7  (trained)
    Thievery   (Dex): +10  (trained)
    Languages:
    Common, ??

    Racial traits
    Bonus at-Will power, Bonus feat, Bonus skill, Human Defense Bonus

    Class features
    Brutal scoundrel, first strike, rogue weapon talent, sneak attack (2d6 +2)

    Feats
    Action Surge, Toughness, Surprise Knockdown

    Training
    Innate Martial Arts, Martial Arts Training, Channel Chi

    Weapon Proficiency:
    Dagger, hand crossbow, shuriken, sling, short sword

    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Powers

    Basic attack
    Unarmed (Innate martial arts)
    Attack: +6 vs. AC; Damage: 1d4 +2

    Dagger
    Attack: +7 vs. AC; Damage: 1d4 +2

    Shuriken
    Attack: +7 vs. AC; Damage: 1d6 + 4
    At-will:
    Deft Strike (Class)
    Standard Action; Attack: +9 vs. AC Damage: 1d4 +4

    Riposte Strike (Class)
    Standard Action; Attack: +9 vs. AC Damage: 1d4 +4
    -- riposte if attacked next turn --

    Piercing Strike (Class)
    Standard Action; Attack: +9 vs. Reflex Damage: 1d4 +4
    A needle-sharp point slips past armour into tender flesh
    Encounter:

    Channeling Chi (Training)
    Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied

    Dazing Strike (Class)
    Standard Action, Attack: +9 vs. AC Damage: 1d4 +4
    --- target dazed ---
    Daily:
    Blinding Barrage (Class)
    Standard Action; Attack: +9 vs. AC Damage: 2d6 +4
    --- target is blinded until the end of next turn (half damage on miss) ---
    Utility:
    Great Leap (Class)
    You leap a great distance without a running start

    "My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death"

    -- Smaug, the Dragon, "The Hobbit"

    Games

    Benedict in 8 years ago, the world ended... [4E]:IC
    Bheazir, Rebel of Evenfall in Redclaw's Young Rebels: OCC; IC
    Imrahil in Keep on the Shadowfell: OCC; IC
    Koryo of Tiger's Rest in Path of Enlightment: IC
    Khoros, of House Tharashk in Keep on the Shadowfell: OOC; IC
    Mordras Blackleaf in Stranded - Lost and confused: OCC; IC
    Ruthear ar'Thar in Gaming w/Jemal Past Tense: OCC; IC

  • #4
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    Lucky Leng

    Human Fighter 3
    Initiative: +2
    Senses: Perception +2
    Alignment: Lawful good
    Languages: Common, ?

    Str 18 (+4)
    Dex 12 (+1)
    Con 16 (+3)
    Int 10 (+0)
    Wis 12 (+1)
    Cha 10 (+0)

    HP 43; Bloodied 18; Healing Surge 9 (12/day)
    Defenses: AC 19; Fort 18, Ref 13, Will 13
    (With stone palm stance: AC 21; Fort 18, Ref 15, Will 13)
    Speed 5 (base 6, -1 armor)
    Action Points 1

    Skills:
    Acrobatics +2, Arcana +1, Athletics +10t, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance +9t, Heal +7t, History +1, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +1, Stealth +2, Streetwise +6t, Thievery +2
    t = Trained Skill

    Feats:
    • Human perseverance: +1 to saving throws
    • Improved Vigor: gain +1 extra temp HP from invigorating powers
    • Potent challenge: add con mod to opportunity attack damage.
    • Innate martial arts: allows unarmed basic melee attack, see below. Also, +1 when attempting to grab.
    • Martial arts training: Treat your fists as weapons. Allows the use of weapon powers while unarmed.


    Gear:
    Code:
    Cost   Weight   Item
     n/a   33       Adventurer's kit
     n/a   15       superior leather armor (+3 AC)
     n/a   12       gun (staff)
     n/a             Longsword
     n/a    ?        +1 Curseforged scale armor
    Racial and class features:
    • Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield, simple melee, military melee, simple ranged, military ranged
    • Human Bonuses: One extra feat, one extra trained skill, one extra at-will power
    • Combat challenge: Can mark an enemy with attack. Marked enemy takes -2 to attacks that do not include you. When adjacent marked enemy shifts or makes an attack that doesn't include you, make a basic melee attack as an immediate interrupt.
    • Combat superiority: Add wisdom mod to opportunity attack rolls. If the OA was provoked by a move and hits, that enemy stops moving.
    • Fighter weapon talent: +1 to attack with 1-handed weapons


    Powers
    -----------------------------------------------------------------
    basic melee attack (longsword) (standard; at will, martial, weapon)
    +9 vs AC; 1d8+4 damage.

    basic melee attack (unarmed) (standard; at will, martial)
    +8 vs AC; 1d4+4 damage.

    Cleave (standard; at will, martial, weapon)
    +9 vs AC; 1d8+4 damage and an adjacent enemy takes 4 damage.

    Crushing Surge (standard; at-will, martial, weapon, invigorating)
    +9 vs AC; Hit: 1d8+4 damage, and Leng gains 4 temp hp

    Tide of Iron (standard; at-will, martial, weapon)
    +9 vs AC; 1d8+4 damage, push the target 1 square and can shift into the previous space. Only available in Stone Palm stance.

    Sweeping Blow (standard; encounter, martial, weapon)
    Each enemy in close burst 1 that I can see. +11 vs AC; 1d8+4

    Shield Bash (standard; encounter, martial)
    +7 vs. Reflex, 1d10+4 damage and you push the target 1 square and knock it prone. Special: can be used in place of a basic melee attack at the end of a charge. Only available in Stone Palm stance.

    Comeback Strike (standard; daily, martial, weapon, reliable)
    +9 vs AC; 2d8+4 damage and you can spend a healing surge

    Pass forward (move; at will, personal)
    Effect: Pick an adjacent enemy. Move up to your speed without provoking OAs from that enemy as long as you end your move adjacent to them.

    Stone Palm (minor; encounter, martial, stance)
    Effect: Your empty hand becomes as hard as stone and can be used like a shield. Gain +2 to AC and Reflex while in the stance.
    Requirement: You must have an empty hand

    Channel Chi (minor; encounter, martial)
    Effect: Your unarmed attacks can damage spirits and ghosts. Also, your unarmed attacks against living creatures gain a +1 force bonus to damage.
    Duration:12 rounds (equal to wisdom score)[/b]
    Special:cannot be used when bloodied[/b]

    Curseforged Armor (immediate reaction, daily)
    Use when someone hits you with an attack. That enemy takes -2 to attack rolls (save ends). After the enemy saves, it takes -1 to attack rolls (save ends)

    -----------------------------------------------------------------

    Appearance
    Lucky Leng is tall and bony, with callused hands and slighly lumpy features. He moves awkwardly and tends to duck his head a lot when speaking or entering buildings. He often has food stains down the front of his simple brown tunic.


    Background
    Leng was not an athletic child. Tall and clumsy, he could never seem to control where his limbs went, and often slipped in puddles, tripped over stairs, crashed into doors, or simply found himself prone for no reason at all. But for some reason, he never seemed to hurt himself badly in his misadventures, and he always got up with a smile. Master Jiem was always patient with his clumsiness, treating it as a passing annoyance rather than a crippling disability for a warrior. It was he who first called the boy Lucky Leng, since he never seemed to hurt himself.

    Leng in turn idolized Master Jiem, who not only treated him as a young warrior rather than an incompetent, but also let him eat as much food as he wanted. Which was quite a lot; Leng never could seem to eat enough to fill himself properly. Even when he stuffed himself, he would be hungry again a short while later.

    Leng continued to practice the old man's lessons slowly and carefully, which was the only way he could perform the exercises without toppling over or tangling himself up in the training weapons. Other children mocked his slowness, his clumsiness and his near-insatiable appetite, and occasionally beat him when neither Jiem nor (insert other character's name here) were around, but his body was toughened by his frequent accidents, and he never saw any reason to complain of the small scrapes and bruises from the beatings.

    Not everyone in town was unkind to Leng, though. Mei Fu, the baker's daughter, always had a smile for the tall boy, and often left out a bag of scraps for him to find. Jiang Wu, the wise old woman who served as the town's apothecary, often tried to get him to wear bandages and poultices for his minor injuries, though he usually lost them the first time he went swimming in the island's lagoon. And, of course, there was (insert other character here). He was like a brother to Leng, always watching out for the younger boy and defending him from the meaner children. Most thought it was because they were both orphans, abandoned as babies on Master Jiem's doorstep, but Leng sometimes fancied that somehow, they would turn out to be brothers in truth, abandoned by the same mother. He never mentioned this, since the two boys looked nothing alike, and he did not want his secret hopes to be mocked. (Obviously, all of this is subject to the approval of the other player.)

    Master Jiem's foresight and Leng's patience were rewarded when, as Leng neared manhood, his body's strength finally caught up with his height. Suddenly, all of the exercises that he had laboriously practiced for all those years took root. His movements became quick and strong, and because of all his slow, careful practice, his body naturally knew what to do even in the thick of a fight. Almost overnight, or so it seemed to him, he went from being a slow, awkward boy to a powerful man and one of Master Jiem's best students.

    Leng has not quite adjusted yet to his newfound competence. He still thinks of himself as a clumsy boy, and hasn't really noticed that no one seems to want to try him in a fight any more. He has no real thoughts of the future, except to the extent that he has started spending more time with Mei Fu, much to the amusement of (other character).
    Last edited by covaithe; Thursday, 7th May, 2009 at 07:49 PM.
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  • #5
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    Wang Chi, human paladin

    Name: Wang Chi
    Male Human Paladin Lvl 2
    Alignment: Lawful Good
    Religion: Way of the Sword
    Medium Humanoid, 5’10" tall, 154#, 23 yrs old
    Black hair, Brown eyes

    Speaks Common, languagename

    Ability Scores (25 Points)

    Str: 17 (+3) 7 pts (+racial Bonus)
    Con: 14 (+2) 5 pts
    Dex: 13 (+1) 3 pts
    Int: 10 (+0) 2 pts
    Wis: 13 (+1) 3 pts
    Cha: 14 (+2) 5 pts

    Basic Combat Stats

    Hit Points: 40
    Bloodied: 20
    Healing Surge: 12/day
    HP/Surge: 10

    Initiative: +2
    Speed: 6 squares (5 in armor)
    Action Points: 1

    Defenses

    AC: 16
    Fort: 16
    Ref: 14
    Will: 15

    Attacks

    +7 Melee, Unarmed, 1d4+3 damage
    +7 Melee, Jian , 1d8+4 damage

    Skills

    Athletics +9
    Diplomacy +8
    Endurance +7
    Heal +7
    Insight +7
    Religion +5

    Racial Traits and Power
    +1 to fort, ref, will defenses
    Bonus power, feat, skill

    At Will Powers

    Bolstering Strike: Weapon, Standard Action
    Holy Strike: Weapon, Radiant, Standard Action
    Valiant Strike: Weapon, Standard Action

    Encounter Powers

    Radiant Smite: Weapon, Radiant, Standard Action

    Daily Powers

    Paladin’s Judgment: Healing, Weapon, Standard Action

    Utility Powers

    Martyr’s Blessing: Daily, Divine, Immediate Interrupt

    Other Class Features

    Divine Challenge: At Will, Radiant, Minor Action
    Lay on Hands: At Will (1/day), Healing, Minor Action
    Channel Divinity: Encounter, Minor Action
    +1 to attack and mark target with one-handed weapons 1/encounter

    Feats

    Student of The Sword
    Weapon Focus: Heavy Blades
    Toughness


    Trainings

    Innate Martial Arts
    Channeling Chi

    Equipment

    Shin Wen Kia (Chainmail Armor - worn, 40#)


    Jian (Longsword - belt left, 4#)
    Dagger (belt right, 1#)
    Belt Pouch (belt, 0.5#)
    Quiang (Longspear - carried, 9#)

    Crossbow (left back, 4#)
    Quiver/20 bolts (right back, 2#)
    Backpack (center back, 2#)
    Bedroll (below backpack, 5#)

    Holy Symbol (neck, 1#)

    Waterskin- water (backpack, 4#)
    5 Torches (backpack, 5#)
    Flint & Steel (backpack)
    Trail Rations- 10 days (backpack, 10#)
    4 healing potions

    Coins- 41gp, 5sp, 0cp (pouch)




    Background:

    Wang Chi was born to an ancient family, with a history of distinguished service to the empire. Many philosophers, poets, and generals have been numbered among his ancestors. As a child, Chi was a quick learner, and quickly mastered the basics of calligraphy and music. He wished, above all, to be a monk and philosopher, and attain enlightenment through meditation and learning. However, as the fifth son of his house, he was not deemed worthy of such. He was duty-bound to join the Imperial Army. At first the sensitive, thoughtful lad was unhappy with this. But he soon discovered hidden reserves of strength, and the aptitude to lead others in battle. Although quiet, he was well-liked by his peers, as he never shirked hard work, and led by example, taking the hardest task for his own.
    His greatest surprise was that as he spent hours in combat practice – whether unarmed, or with dao, gun, quiang, or jian (his preferred weapon) – he began to know himself better, and understand the teachings of the priests. To this end, he would practice far into the night, his heart soaring as he walked the path to enlightenment. For he knew that his skills could be used to defend as well as to harm, and it was thus he was meant to use them. He feels most fortunate to have trained with his master, who was once a disciple of Lu Ian Sin, the Dancing Sword.
    Thus, at the age of 23 years he is an imperial officer, a title that invests him with honor and glory, and one that he carries with pride. But he has yet to know the greatness of his forebears, for how does catching a chicken thief compare to winning a battle against horse-nomads? He was assigned to the distant village of Iron Hill, a town built at the feet of the grey-picked Iron Mountains. The town itself is small and scattered, many of it’s inhabitants live of husbandry and mining in the mountains. As his master once said: “Where there is nothing to steal, there will be no crime, and people will live in the peace of the poor.” A blunt statement for an imperial officer, but truth, nonetheless. This town is more peaceful than the seven heavens themselves.

    Appearance: Chi is of above-average height, and lean but solid. He is made of wiry muscle, and walks with a swordsman’s grace. Much stronger than he looks. He is clean shaven and keeps his hair short, in military manner. His handsome features are almost gentle, and his light brown eyes appear thoughtful. But in battle, he appears supremely focused, and his features turn grim.
    Last edited by Helfdan; Monday, 22nd June, 2009 at 04:28 AM.

  • #6
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    Ban Lu Human Cleric 3

    Ban Lu
    Ability Scores
    Str 12
    Con 10
    Dex 13
    Int 12
    Wis 18
    Cha 13

    Init +1; Vision normal; Perception +5
    Languages Common (Ti Ian), Eastern Dialect (To Ian)
    Size Medium 6’0 Tall, #200
    Alignment Good

    Affiliations
    God of Light/Radiance? Golden Dragon?

    _______________________________________
    AC 17; Fort 14; Ref 14; Will 20


    Hit Points 32
    Bloodied 16; Healing Surge 8; Surges/Day 7+0Con
    _______________________________________
    Speed 6
    Melee
    Unarmed strike base +5 1d4+2


    _______________________________________
    At-Will Prayers

    Lance of Faith Cleric Attack 1
    A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
    At-Will ✦ Divine, Implement, Radiant
    Standard Action Ranged 5
    Target: One creature
    Attack: Wisdom vs. Reflex
    Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
    Increase damage to 2d8 + Wisdom modifier at 21st level.

    Righteous Brand Cleric Attack 1
    You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity’s anger. By naming one of your allies when the symbol appears, you add divine power to that ally’s attacks against the branded foe.
    At-Will ✦ Divine,Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn.
    Increase damage to 2[W] + Strength modifier at 21st level.

    Sacred Flame Cleric Attack 1
    Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
    At-Will ✦ Divine, Implement, Radiant
    Standard Action Ranged 5
    Target: One creature
    Attack: Wisdom vs. Reflex
    Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
    Increase damage to 2d6 + Wisdom modifier at 21st level.


    _______________________________________
    Encounter Prayers

    Channeling Chi Martial Attack 1
    Any person related with martial arts learns to channel their chi, through meditation and training. Controlling this energy will allow the characters to make some feats out of ordinary.
    Encounter ✦ Martial
    Minor Action Special Melee
    Target: One Creature
    Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied. All martially trained PC get this free, non-martial PC's must be trained later.

    Channel Divinity: Divine Fortune Cleric Feature
    In the face of peril, you hold true to your faith and receive a special boon.
    Encounter ✦ Divine
    Free Action Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

    Channel Divinity: Turn Undead Cleric Feature
    You sear undead foes, push them back, and root them in place.
    Encounter ✦ Divine, Implement, Radiant
    Standard Action Close burst 2
    (5 at 11th level, 8 at 21st level)
    Target: Each undead creature in burst
    Attack: Wisdom vs. Will
    Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
    Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
    Miss: Half damage, and the target is not pushed or immobilized.

    Healing Word Cleric Feature
    You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
    Encounter (Special) ✦ Divine, Healing

    Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
    Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
    Target: You or one ally
    Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
    Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

    Healing Strike Cleric Attack 1
    Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
    Encounter ✦ Divine, Healing, Radiant, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
    _______________________________________
    Daily Prayers

    Cascade of Light Cleric Attack 1
    A burst of divine radiance sears your foe.
    Daily ✦ Divine, Implement, Radiant
    Standard Action Ranged 10
    Target: One creature
    Attack: Wisdom vs. Will
    Hit: 3d8 + Wisdom modifier radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
    Miss: Half damage, and the target gains no vulnerability.

    Daunting Light Level 3
    A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time.
    Encounter ✦ Divine, Implement, Radiant
    Standard Action Ranged 10
    Target: One creature
    Attack: Wisdom vs. Reflex
    Hit: 2d10 + Wisdom modifier radiant damage.
    Effect: One ally you can see gains combat advantage against the target until the end of your next turn.
    _______________________________________

    Utility Prayers

    Shield of Faith Cleric Utility 2
    A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks.
    Daily ✦ Divine
    Standard Action Close burst 5
    Targets: You and each ally in burst
    Effect: The targets gain a +2 power bonus to AC until the end of the encounter.
    _______________________________________
    Cleric Class Features

    Divine Leader
    Implement Holy Symbol
    Armor—Cloth, Leather, Hide, Chain
    Weapons—Simple Melee, Simple Ranged
    +2 Will defense
    Ritual Caster
    Channel Divinity--With the divine might you invoke you can wield special powers, such as turn undead and divine fortune.
    Healer’s Lore--When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
    Healing Word--Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.

    Human Racial Traits
    Ability Scores: +2 Wisdom
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Languages: Common, choice of one other
    Skill Bonuses: One extra Class Skill
    Bonus Feat: Human Perseverance, Innate Martial Arts, Martial Arts Training

    Feats
    Astral Fire +1 damage with fire or radiant power
    Human Perseverance +1 to saves
    Weapon Focus Unarmed strike +1 damage with unarmed strike attacks
    Innate Martial Arts Unarmed strike attack +3 proficiency 1d4+str attack with a +1 to unarmed grab attempts
    Martial Arts Training Use powers with Unarmed Strike

    _______________________________________

    Skills Trained
    Religion +7 (1/2 Level +5 Pro +1 Int)
    Arcana +7 (1/2 Level +5 Pro +1 Int)
    Heal +10 (1/2 Level +5 Pro +4 Wis)
    Insight +10 (1/2 Level +5 Pro +4 Wis)
    Diplomacy +7 (1/2 Level +5 Pro +1 Cha)

    Skills Untrained
    Athletics +2 (1/2 Level +1 Str)
    Acrobatics, Stealth, Thievery +2 (1/2 Level +1 Dex)
    Endurance +1 (1/2 Level +0 Con)
    History +2 (1/2 Level +1 Int)
    Nature, Perception +5 (1/2 Level +4 Wis)
    Bluff, Intimidate, Streetwise +2 (1/2 Level +1 Cha)

    _______________________________________
    Gear and Gold
    Leather Armor 25 gp
    Adventurer's Kit 23 gp
    -backpack
    -bedroll
    -flint and steel
    -belt pouch
    -Rations x10
    -rope 50’ hempen
    -sunrods x6
    -waterskin
    +1 Flameburst Gun Staff
    Weapon: Any ranged
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 fire damage per plus
    Power (Daily ✦ Fire): Minor Action. The next ranged basic
    attack you make with this weapon before the end of your
    turn becomes a burst 1 centered on the target. Use your
    normal attack bonus for the basic attack, but against Reflex.
    Instead of normal damage, each target hit takes ongoing
    5 fire damage (save ends).

    symbol of Shared Healing +2 level 7 2600 gp

    Implement (Holy Symbol)
    Enhancement: Attack rolls and damage rolls
    Critical: +1d6 damage per plus
    Power (Daily + Healing): Free Action. Trigger: You use your second wind, or you use a power that allows you to spend a healing surge to regain hit points. Effect: One ally within 5 squares of you can spend a healing surge.

    And Curse forged armor +1 level 3 680 gp

    Armor: Chain, Scale
    Enhancement: AC
    Power (Daily): Immediate Reaction. You can use this power
    when an enemy hits you with an attack. That enemy takes
    a –2 penalty to attack rolls (save ends). When the enemy
    saves against the penalty, the enemy takes a –1 penalty to
    attack rolls (save ends).
    Level 13 or 18: –3 penalty.
    Level 23 or 28: –4 penalty.
    Crossbow 25 gp
    Daggerx2 2 gp
    Ritual book
    -Make Whole
    -Gentle Repose
    -Endure Elements 100 gp

    25 gp

    Background/History
    Ban Lu was born under the signs of great turmoil. The local people were sure that his life would be filed with war, change and strife. This was enhanced by his eyes which were not exactly the same color and did not track exactly together. Even as a baby the green eye seemed to have an unnatural radiance and his penetrating stare was unnerving. His parents, simple people, did not feel they deserved such a special and blessed child. After considerable prayer with the ancestors they made a decision. At a young age they took little Ban to the monks of the yellow veil to learn and find his great destiny. There he became a warrior and mystic growing in both power and mystery.
    The monks of the yellow veil are known by their compassion and and they will of teaching the common people about the ways of the gods. Your master, Kin Wu, was an old man, who Ban Lu quickly adopted as father. He thought Ban how to fight, how use a gun, and the most important thing: how to use the gift he had. The yellow veil monks are known by their skills in healing and their mystic powers related with it. As a young boy you manifested such powers.
    One day, Glorious To, the emperor’s brother, and leader of the entire monastic order visited the temple where Ban lived. Ban was around 7 years old. Glorious To was wisdom’s personification despite his age. He was kind, honorable and fair in his words; he treated you and the others like his sons. His virtue was great, and he clearly had the god’s favor. He taught you all many things, and when he left he monastery, you were all wiser.
    Kin Wu trained you in the use of your gift, and made you grow strong and mature wise and honorable. But Kin Wu’s time in the mortal realm was near it’s end. He died of old age, speaking his last words to you “My student… you made me proud… But I see a great destiny for you… far more relevant… You… you must go to the town of Dragon’s Gate, to the south… there you shall wait… you shall wait…” he expired after those enigmatic words.
    The day after burying master Kin Wu you departed to the town of Dragon’s Gate, a seaside town, which economy based on the fishing activity and the taxes of the sea trading routes. You walked many days, meditating and contemplating the landscape in which you walked. You were well received in Dragon’s Gate, and provided guidance and healing to its inhabitants. He uses his gifts of healing to help the people, his aggressive teaching style to educate the youth and his often acid tongue to guide the village leaders to wisdom. Now in his mid-twenties, Ban Lu is well known for his firm hand and a stout Gun in dispensing education. The families for miles around send their most unruly children to learn wisdom from Ban Lu. Indeed merely the suggestion of such a course of education is now enough to lead many a disobedient child back to the path of enlightenment and respect for their elders.


    Appearance/Personality
    Ban is a large man in both stature and girth no doubt due to his fondness for rice, especially rice that has been made into beer or wine. Hair dark hair tends to stand out from his head like a lion's mane, an effect enhanced by his long sideburns and scraggly whiskers along the line of his jaw and chin. He wears the azure and saffron robes of a holy man and is quick to quote the tenets of great thinkers. The passages he chooses are often obtuse and can only be understood after careful meditation and consideration which is no doubt a testament to his great wisdom and not his love of drink as has been suggested by some of his students.
    Last edited by Scotley; Thursday, 1st April, 2010 at 02:44 AM. Reason: New weapon posted

  • #7
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    Ziang Yu, Artficer 2

    Stats

    Name Ziang Yu Player: WD
    Human Artificer XP ? Level 2
    Initiative +1 Senses Normal Vision
    Passive Insight 14; Passive Perception 17
    HP 31; Bloodied 15; Surge Value 7; Surges Per-Day 9
    AC 18; Fortitude 15; Reflex 16; Will 14
    Speed 6
    Alignment Unaligned
    Languages ?

    Str 13 Dex 11 Wis 12
    Con 14 Int 18 Cha 10

    Racial Abilities
    Bonus At-Will Power; Bonus Feat; Bonus Skill; Human Defense Bonuses

    Class Features
    Arcane Replenishment, Healing Infusion, Ritual Casting, ritualbook

    At-Will Powers
    Thundering Armor (Range 10, ally +1 to AC eynt; sec attack one adj creature: +5 vs Fort / 1d6+4 thunder, push 1 sq)

    Aggrevating Force (crossbow) (Range 15; +7 vs AC / 1d8+4 force; next attack of ally vs enemy gets +2 to hit)

    Scorching Burst (burst 1 in 10; +5 vs Reflex / 1d6+4 fire)


    Encounter Powers
    Repair Object (Minor, Touch; repair 7 HP to object)

    Spike Wire (crossbow) (burst 1 in 15; +7 vs fort / 1d8+4 force; +2 on damage rolls against target eynt)

    Healing Infusion: Restorative Formula (Minor Cl Burst 5; can spend HS, heals 1d6 extra)

    Healing Infusion: Curative Admixture (Minor Cl Burst 5; can spend HS to gain 3 THP)


    Daily Powers
    Caustic Rampart (Wall 5 in 10 sq; creatures in or next take 1d6+4 acid, difficult terrain, sustain minor)

    Utility Powers
    Restorative Infusion (Range 10, 20 THP, can give further as minor up to 5 sq)


    Feats
    Ritualist, Alchemy, Jack of All Trades

    Skills
    Arcane* +10
    Diplomacy* +6
    Heal* +7
    Perception* +7
    History* +10
    Thievery* +6

    Rituals
    Make Whole, Brew Potion

    Equipment
    Standard adventurers pack (15gp), leather armor (25gp), crossbow (25gp), sling (1gp), 2 daggers (2gp), spear (5gp), ritualbook (class feature), Residium (15gp), 10 empty fasks (3gp), 20 sling bullets (1gp), 20 bolts (1gp), Recipes: (Alchemist's Fire, Tanglefoot Bag) (170gp), Tanglefootbag lev 2 (25gp)

    13gp still to spend


    Background

    Name: Ziang Yu
    Class: Artificer

    Appearance




    Background:

    My name is Ziang Yu. I'm a scientist in the years that most call 'The Times of the Four Nations'. My mainsource of knowledge are old scrolls, written by ancienct alchemist. By now, I have collected three recipes: 'Blazing Oil', 'Draught of Life' and 'Grappling Tar'.
    I finance my exporations by working for fancy nobles, lords, secret societies, crime lords, and the list is quite long. The things you make range from weapons to 'stamina' pills.

    Everything was good, as I earned enough money to continue my researches. But then I took a contract with a noble to make a chair that propels itself forward. The nobleman’s father was too old to walk, and his temper didn’t allow anyone to carry him in a wheel chair.
    The ignorable cretins hurried my work and objected more tests. I was only mildly surprised that the test-run ended with the nobleman’s father joining his ancestors. I the end, I got my test-dummy...

    In the accompanying smoke and confusion I made my way far from the reach of the noble's revenge.
    That's how I ended here.

    And what is your story?


    Personality:
    Proud and intelligent, shyness is not one of his flaws.
    He is very inventive, but tends to repeat tactics, that sound 'good'.
    ("Perhaps it just was not enough blackpowder...")
    In fights he prefers to use his arcane/alchemical formulas for ranged combat and to heal his companions.

    Attached Thumbnails Attached Thumbnails Ziang Yu.jpg  
    Last edited by Walking Dad; Sunday, 19th October, 2008 at 09:39 PM.
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

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  • #8
    Male Human Warlock 2

    Great are the mysteries of nature, and even greater is the mystery of man. Now, give me a hand with this bread
    Judging by his height, Kaoru is clearly a man in his early twenties, but his carefully shaved and soft, almost baby-like face, and his usual merry smile make him look a lot younger. He carries long raven-black hair and his brown eyes. He wears simple white and green clothes.

    Background and personality

    Kaoru the Airhead
    Kaoru was brought on the island as an infant, by the same man that murdered his family. That man was stopped, and sadly, killed by master Jiem. Since then, Kaoru was brought up by the master, but was not trained in martial arts, even if he showed some promise.

    Some could say that he was raised as a spoiled child, since apparently he had no duties, but that doesn't happens for two reasons: first of all, he always offers help to whoever is willing to accept it, and thus you can often see him working with other people. Besides, he has assumed the habits of a contemplative, often engaging in deep reflections about the nature of world and mankind with master Jien.
    The second reason for which he is not called "spoiler brat" is simply that fact that everyone likes him: his open personality and merry smile often bring laughter to the most worried of minds. Women of all ages adore him, male adults appreciate his willingness to help and his maturity and the other students love his company. Even his few rivals and envy-holders have to grudgingly admit that "you can't dislike the man". Because of that, he often gets favors that other don't even dare to ask: for example, the other students built him a house even when no one asked them to do it.

    While everyone knows that Kaoru seems to be gifted with strange abilities, out of politeness no one speaks about it, and he doesn't display it. He is gifted with the ability to commune with ancient spirits of the nature, and from the he draws inspiration and powers. He has never used them, but sometimes he has dreamed about using them in battle, and these dreams unnerve him.

    When not helping someone else, he increasingly spends his time studying, and is well versed in history, philosophy and religion.

    Although very often other people cook for him in exchange for his help, he often cooks on his own, especially bread: he always makes a lot of bread and offers it to the students of his master, for a pleasant rest. Then, he challenges someone at the lying game, and while he is exceptionally good at lying, he is poor in spotting lies.


    Abilities
    Code:
    Ability scores
    Strength     : 10 (+0)     Hit points : 19
    Constitution : 14 (+2)     Bloodied   : 9 
    Dexterity    : 14 (+2)     Surges     :  4
    Intelligence : 14 (+2)         Surges/day :  8     
    Wisdom       : 11 (+0)     Initiative : +0
    Charisma     : 20 (+5)     
    
    Defenses:
    Armour class : 12 
    Fortitude    : 14 
    Reflex       : 15 
    Will         : 13
    
    Skills
    Arcana (Int):     +11  (trained)
    Bluff (Cha):      +11  (trained)
    History (Int):    + 8  (trained)
    Religion (Int):   + 8  (trained)
    Streetwise (Cha): +11  (trained)
    Diplomacy (Cha):  +11  (trained, Bonus skill)
    Languages:
    Common, ??

    Racial traits
    Bonus at-Will power, Bonus feat, Bonus skill, Human Defense Bonus

    Class features
    Eldritch blast, Eldritch pact, Prime shot, Shadow walk, Warlock's curse

    Feats
    Ritual caster, Skill focus: arcana, Skill training: diplomacy

    Training
    Innate martial training, Channel chi, Chi blast

    Weapon Proficiency:
    Simple

    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Powers


    Unarmed attack: +3 vs CA, 1d4 dmg[/COLOR]

    10 Eldritch blast: +5 vs Reflex, Hit: 1d10+5 dmg

    10 Eyebite: +5 vs Will, Hit: 1d6+5 psychic dmg, and invisible to the opponent until the start of my next turn.

    10 Witchfire: +5 vs Reflex, Hit: 2d6+5 fire damage, the target takes a -4 penalty to attacks until the end of my next turn.

    10 Curse of the dark dream: +5 vs Will, Hit: 3d8+5 psychic dmg and slide the target 3 squares. Sustain minor: slide the target one square, whether I hit or miss (save ends)

    Beguiling tongue -I gain a +5 to the next Bluff, Diplomacy or Intimidate check that I make during this encounter.
    One of the best storyhours around: The Doomed Bastards

    active games

    The Four Lands: The Colony
    The Four Lands: Divine Avengers
    Path of Enlightenment: IC

    Constables of the 14th wards: IC

    inactive games

    Anarenn: Rise of the Ancient Blood OOC, IC
    Assassin City: OOC ,IC

  • #9
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    Acolyte (Lvl 2)

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    Koryo of the Tiger's Rest, human ranger 3

    Lithe and lissom is a small man of about 35 years. He is dressed in light, wide-cut black clothes and black-and-white cotton-sole shoes. His long black hair, shot with first grey, is bound in a braid and he sports a fine, pencil-thin beard. His attentive black eyes rarely miss anything. He carries himself with disciplined grace. His wide clothes and belt could easily conceal shuriken and daggers.

    background
    Koryo of Tiger’s Rest
    Koryo, an orphan by birth and raised from his earliest days to serve the Black Veil, only had one true friend in life – Daejo. Both were brought up in the same orphanage. Koryo and Daejo, both known for mischief and clever tricks they played on the other kids, almost as soon as they could walk on their own, were noted for their behaviour by the imperial housemaster of the orphanage and subsequently marked for special training to serve the needs of the empire. Where most orphans, depending on their disposition, end up either in military or administrative services of the Great Empire, both Koryo and Daejo were tried and tested and eventually ascended to a hidden school and monastery in the distant Shadow Cloud Mountains. This hidden, nameless monastery schooled and trained children in the arts of subterfuge, espionage and assassination. Those who survived and prospered became spies and assassins of the Black Veil.

    Though life at the school was hard, merciless at times and many children failed to complete their training, both Koryo and Daejo prospered, even excelled in the ways of the Black Veil. Their childhood friendship grew into youthful camaraderie and competitive companionship. In time, both were initiated into the secret order, taking up the secretive work of the assassin’s order.

    Koryo, ever the more driven and ambitious of the two friends quickly rose in rank and reputation. Daejo, though equally skilled, eventually found love and purpose in the arms of a beautiful woman. Eventually they married and had a son named Areum (아름; "Beauty"). Dark fortune came upon the two friends when Mastermind Tien died and ‘Mask’ took over the order. Daejo, sensing the cruel streak of the new head assassin urged Koryo early on to part ways with the Black Veil. Koryo, denying the subtle early changes within the ways of the assassins order persuaded his friend – and his family – to stay. But ‘Mask’ was a man of cruel and fickle temper. In a nefarious scheme to rid the Black Veil of traitors and disloyal man, Daejo, having talked about disbanding the order once to often, was singled out to be assassinated. Black-clad figures descended upon the humble town-house where Daejo lived with his family, outside the Black Veil’s monastery. Daejo and Koryo, who came aware of the assassination at the last moment, fought off the assassins, but not before a poisoned throwing knife took the life Daejo’s beautiful young wife.

    Before sunrise, Koryo, Daejo and Areum where gone and well out of sight of the city. They fled to the eastern islands, fighting pursuers and robbers all the way. But even though accusations where never spoken, the death of Daejo’s wife stood heavy between the two friends. Having persuaded Daejo and his family to stay, Koryo couldn’t help but feel responsibility for the women’s death by assassin’s poison. Eventually, the friends parted ways and Koryo settled in Tiger’s rest, where he lived, many years, in the solitude of the large islands lush forests, thinking, meditating, and contemplating.

    Eventually, Koryo slowly grew back into a life of sorts, taking up businesses with the people of the island. Still, now in his middle ages, still lithe and muscular from the daily exercises of demanding martial art forms, he remains a withdrawn man, reluctant to engage with people for fear of harming them unintentionally.


    stats
    Koryo Human Ranger 3

    Str 18 (+2 race)
    Dex 15
    Con 12
    Int 10
    Wis 14
    Cha 10


    AC: 15
    For:17
    Ref:15
    Will:14

    Hp:39 Surge:9 Surges/d:7

    Init: +3
    Speed: 6
    Senses:normal vision, Insight:13 Perception:18

    Basic attacks: -Melee(scimitar) +8 vs AC, 1d8+5 dmg(high crit)
    (dagger) +8 vs AC, 1d4+5 dmg
    (unarmed attack) +8 vs AC, 1d4+4 dmg
    -Ranged(dagger) +6 vs AC, 1d4+2 dmg

    Skills (*trained; ):
    Acrobatics°* +8
    Arcana +1
    Athletics*° +10
    Bluff +1
    Diplomacy +1
    Dungeoneering +3
    Endurance*° +7
    Heal +3
    History +1
    Insight +3
    Intimidate +1
    Nature* +8
    Perception* +8
    Religion +1
    Stealth* +8
    Streetwise +1
    Thievery +3

    Feats (*bonus):
    Toughness*
    Action Surge*
    Weapon Expertise (Heavy blades)
    Weapon focus (heavy blades)

    Racial features:
    Bonus feat
    Bonus trained skil
    +1 to For,Ref,Will

    Class Features:
    Fighting style (two-weapon fighting)
    Hunter's quarry
    Prime shot

    Trainings:
    Innate Martial Arts, Martial Arts Training, Channel Chi

    Powers:
    At will:
    -Hit and run: melee,1w+str dmg, leaving threatened square after attack does not provoke opportunity attacks
    -Twin strike: melee or ranged, two attacks, 1w dmg each
    -Careful attack: melee or ranged, str or dex +2 vs AC, 1w dmg

    Encounter:
    -Two-fanged strike: melee or ranged, two attacks, 1w+str or dex dmg each, if both hit, +wis to dmg
    -Unbalancing parry: immediate reaction, if enemy misses you in melee, shift him to square adjacent to you and gain combat advantage till end of your next turn
    -Channel Chi: Channeling Chi will allow you to harm ghosts and spirits with your unarmed attack. If you attack living beings, you get a +1 force damage to your damage rolls. Channel Chi is an encounter power that you can use if you are not bloodied, since it requires great amount of concentration. It last a number or rounds equal to your wisdom score, or until you get bloodied
    -Disrupting Strike: melee or ranged, immediate interrupt if you or ally is attacked, 1W+str or dex, and target takes penalty to attack roll for triggering attack of 3+Wis mod

    Daily:
    -Jaws of the wolf: melee, two attacks, 2w+str dmg each; miss:half dmg

    Equipment:
    2 Daos (scimitar)
    Dagger
    Leather armor
    Black veil cape
    Last edited by Atanatotatos; Saturday, 21st March, 2009 at 06:46 PM.
    Current PBP
    DM in:
    Ata's 4e PPvPP Arena


    Playing:
    Koryo of the Tiger's Rest in Voda Vosa's "Path of Enlightment"
    Belleros Arkeion in Sparky's "Thorantar"
    Thormir Brassbeard in EvolutionKB's "Lost-Eberron-4eStyle"
    Anostor Duran in covaithe's "Death's Reach"

    In L4W:
    Alexander Duran, Proud member of the MMC
    in:
    Phoenix8008's "The Captain's Caper"
    "Redblade's Riches"
    Hadarai Polemarkos
    in:
    KenHood's "TURTLEDOME!:Battle Bone"

    In LEB:
    Thusk Tharashk Duran

    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.

  • #10
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    Myrmidon (Lvl 10)

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