[OOC-D&D 4e: Forgotten Realms] A Paid Trip to Spellhold

Keia

I aim to misbehave
Here's what I have for my character, currently known as Red . . . Charwoman, feel free to take a look make suggestions or whatever :)

[sblock]
Name: Red (real name unknown at the moment)
Gender: Female
Race: Elven
Class: Invoker
Level: 1st
Experience: 0 xps

Height: 5'11"
Weight: 135 lbs.
Eyes: Ice Blue
Hair: Auburn, wavy to shoulders (hence the name)
Skin: Lightly tanned
Size: Medium
Speed: 7 squares [base 6 + 1 for elven]
Vision: Low-light
Languages: Common, Elven, Supernal
Alignment:

ABILITY SCORES
Str: 10 (+0) [base 10 (2 pts – starting 8)
Con: 12 (+1) [base 12 (2 pts)]
Dex: 16 (+3) [base 14 (5 pts) +2 race]
Int: 12 (+1) [base 12 (2 pts)]
Wis: 18 (+4) [base 16 (9 pts) +2 race]
Cha: 10 (+0) [base 10 (0 pts)]

Hit Points: 22/22 [10 base + Con 12 + 0]
Bloodied: 11
Healing Surge: 5 (1/4 Hit points)
Surges/Day: 7 [6 + Con 1]
Initiative: +3
Action Points: 1

DEFENSES
AC : 16 (base 10 + Dex 3 + armor 3 [base 3 + 0 enh])
Fort: 12 (base 10 + Con 1 + class 1)
Refl: 14 (base 10 + Dex 3 + class 1)
Will: 15 (base 10 + Wis 4 + class 1)

ATTACKS
Melee Basic Attack: Quarterstaff: +2 vs. AC [Level 0 + Prof 2 + Str 0 + Enh 0]
- Damage: 1d8+0,
Ranged Basic Attack: Longbow: +5 vs. AC [Level 0 + Prof 2 + Dex 3]
- Damage: 1d8+3, load free

POWERS
At-Will: [2]
- Avenging Light
- Grasping Shards
Encounter: [1]
- Channel Divinity – Armor of Wrath (Invoker feature)
- Channel Devinity – Rebuke Undead (Invoker feature)
- Elven Accuracy (Racial)
- Thunder of Judgment (lvl 1)
Utility: [0]
-
Daily: [1]
- Summon Angel of Flame


CLASS FEATURES
Armor Proficiencies: Cloth, leather, hide, chainmail,
Weapon Proficiencies: Simple melee, simple ranged, longbow (racial)
Features: Channel Divinity, Divine covenant, Ritual Casting

FEATS
[1st lvl]Warrior of the Wild (gain Nature skill and hunter’s quarry 1/enc)

SKILLS
Acrobatics: +2 (level 0 + Dex 3 – 1 armor)
Arcana: +1 (level 0 + Int 1)
Athletics: -1 (level 0 + Str 0 – 1 armor)
Bluff: +0 (level 0 + Cha 0)
Diplomacy: +5 (level 0 + Cha 0 + training 5)
Dungeoneering: +4 (level 0 + Wis 4)
Endurance: +5 (level 0 + Con 1 + training 5 – 1 armor)
Heal: +5 (level 0 + Wis 4)
History: +4 (level 0 + Int 1)
Insight: +9 (level 0 + Wis 4 + training 5)
Intimidate: +0 (level 0 + Cha 0)
Nature: +11 (level 0 + Wis 4 + racial 2 + Training 5 (feat))
Perception: +6 (level 0 + Wis 4 + racial 2)
Religion: +6 (level 0 + Int 1 + training 5)
Stealth: +2 (level 0 + Dex 3 – 1 armor)
Streetwise: +0 (level 0 + Cha 0)
Thievery: +2 (level 0 + Dex 3 – 1 armor)

GEAR
Hide Armor (25 lbs, 30 gps)
Quarterstaff (2 lbs, 5 gps)
Longbow (3 lbs, 30gp)
- Arrows 40 (4 lbs, 2 gp)
Holy Symbol (1 lb, 10 gps)
Ritual Book (free from class)
- Hand of Fate
-
Standard Adventurer’s Kit (33 lbs, 15 gp)
- Backpack
- Bed roll
- Flint and steel
- Belt pouch
- Trail rations: 10 days
- Hemp rope: 50 feet
- Sunrods (2)
- Waterskin
Climber’s Kit (11 lbs, 2 gp)
6 gp

RACIAL TRAITS
[/sblock]

Do we have regional forgotten realms feats? Should we pick where we are from?
 
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Yttermayn

First Post
Yarvok

[sblock=Background]Yarvok is pragmatic to the point of ruthlessness. At the age of 16,
much to his mothers delight, his warlock powers began to manifest. He
had no idea who his father was. His mother was a witch, living out her
existence and raising her son in the sheltering embrace of a dark
forest. Yarvok had never really had any interest in the dark arts his
mother continuously pressed him towards, but ultimately, she won THAT
little contest. One day, as he was doing his favorite activity, (target
shooting with a crossbow he had been given for his birthday) his mother
approached him. He ignored her as was his usual response, until her
hand came to rest gently on his hip. "Such a handsome young man..." she
started. Yarvok paused, his aiming eye rolling to glance back at her as
she pressed herself uncomfortably close. "Have I ever told you of your
father? His name is Mae-" Yarvok never heard the rest. Baleful images
suddenly clouded his mind and his eyes. In them, he saw his mother,
much younger than she was now. She was speaking in a foul sounding
language to a dark, man shaped figure. Two pinpoints of white hot light
emanated from where the figures eyes should have been. The figure held
out a peice of parchment. His mother drew a small blade and sliced her
wrist, dribbling it on the parchment and smearing the blots into an
arcane mark. The dark figure then rolled up the parchment and consumed
it. The scene then changed, and now his mother wakes in the middle of
the night, finding a dark and familiar shape standing at the end of her
bed. In an instant, the figure is on her, and Yarvok understands what
he's seeing to be the night of his conception. Through inborn infernal
logic, he comes to understand the nature of the deal struck by his
mother: She sold the soul of her yet unmade child to some abysal being.
She sold HIS soul. His fury overwhelmed him and he lashed out, not with
his body, but with the arcane fire that seethed within him! He heard a
deep, resonant, and thoroughly vile laughter in his mind, and when his
vision cleared, his mother lay before him - dead. The same voice
sounded again "The deal is struck, son. You got the power, and you
delivered me her soul. She should have realized you cannot sell someone
elses soul. You only succeed in damning your own. Revenge is sweet, and
never again will she use my true name to bind me to her petty
pursuits!" The presence in his mind faded completely, leaving Yarvok
alone with his dead mother.
Feeling ambivalent and stunned, Yarvok sat there in the dirt beside the
body for a long while. Finally, the pragmatic part of his brain took
over and he began the task of burying her. He wasn't terribly afraid of
retribution from local officials, they only came this far out once a
year to collect taxes. Nonetheless, he had no desire to stay in this
place any longer. He scavenged what goods he could from the cottage
he'd lived most of his life in, shoved a burning stick from the
fireplace up into the thatch of the roof, and headed out the door.
Yarvok never stayed in one place for too long, as is typical of warlocks. At one point, he killed a priest after he recognized the stink of hellish corruption on him. The man deserved it! Here he was, pretending to be a conduit of goodness and divinity to the people of his village, but in reality he was slowly corrupting the people. Worst of all, they were too stupid to realize it and chased him out of town in an angry mob! Undeserving louts! Yarvok would have to keep moving, even if it meant going all the way to Amn and risking the ire of the cowled wizards...
[/sblock]
 

Voda Vosa

First Post
Kamaru, Yttermayn, I just have to say: Bravo sirs!

Comments? Any changes that I need (like no eladrin since it's kinda magical the feystep and all) or if the background needs more or less let me know.
Actually yes, I'll like to have the man banished instead of killed, if that's ok. You know, dark DM plots and stuff.-
 

Rathan

First Post
did you still have room Voda?..... it seems Jemal isn't going to be running either the games I was interested in atm... so I thought I'd offer my services here.. I made three character creation hooks earlier.. post #18.... which do you feel would be most beneficial to stat up at the moment my friend?
 

FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Eladrin Sorcerer (Chaos)

I am thinking of a Eladrin Sorcerer (Chaos)... who is rather aloof, removed, and indifferent in general, except when it comes to what he gets paid to do. More of a sorcerrous gun for hire.

It has been a while since I have worked with FR, but I will say that he is in Amn as spell slinger for hire.

History
Immarael found himself the child of a noble family and favored due to his sorcerous blood. All of these things he never really cared for. He only really wished to be left alone to delve deeper into the magic that burned to be released in his blood. His family found him ungrateful and distant while he spent most of his time alone and practicing what yearned to be set free His sister oddly enough understood him. He never understood why, but she did understand and appreciate his company, and he hers.

His family set him up at court in Feywild which is an esteem position. He found their political play annoying and prone to beating around the bush, being too caught up in propriety and formality to have the sack to get stuff done. He prefers the more direct approach - blowing stuff up or speaking bluntly to the point. He will resort to less forcefull means if they prove more effective and expedient to his cause and charge. Self preservation comes first, work second, and money third.

Immarael found himself annoyed and dissilusioned with the Autumn Courts and their workings, so he just left the Court and his his assigned and quiet court work that his family arranged for him, found the nearest portal to Toril, and started his life anew in the Dalelands working with the local militias to defeat local threats to their communities. (I hope the Dalelands are still there. I will have to check when I get home.)

He was picked up in the Dalelands by merchants passing through which brought him to Amn. The thought of them passing through Amn which would bring ample work and money to keep him busy, made him accept. Now that he is here he is looking for some action, and he prefers to work in the company of other Eladrin. His only regret is not seeing his sister or telling her good bye.


Amnian Residents
While on his way here he had heard that non-licensed arcane people were not looked upon nicely and so saught as much info on those that were allowed - the Coweled Wizards. Immediatly upon entereing the city was was rather decisively accosted, beat up, and told to leave. Taking exception to that he did fight back, killing several in the process, but it turns out that he had more friends. A Coweled Wizard blasted the rest and then disappeared into the crowd. He was left alone after that, but the eyes are watching him. He currently searches for a way to join the ranks of hte Coweled Wizards.

I am still looking into the history...


[sblock]
Code:
====== Created Using Wizards of the Coast D&DI Character Builder ======
_Immarael of the Autumn Sun, level 1
Eladrin, Sorcerer
Spell Source: Wild Magic

FINAL ABILITY SCORES
Str 8, Con 14, Dex 14, Int 12, Wis 11, Cha 17.

Starting Ability Scores
Str 8, Con 14, Dex 12, Int 10, Wis 11, Cha 17.


AC: 12 Fort: 12 Reflex: 12 Will: 16
HP: 26 Surges: 8 Surge Value: 6

TRAINED SKILLS
Stealth, Arcana, Endurance, Insight, Diplomacy.

FEATS
1: Melee Training (Charisma)

POWERS
1, At-Will: Burning Spray
1, At-Will: Chaos Bolt
1, Encounter: Bedeviling Burst
1, Daily: Dragonfang Bolt

ITEMS
Implement, Staff, Everburning Torch, Fine Clothing, Adventurer's Kit
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]

This should be a good start. I can take a closer look tonight.
 
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Kamaru

First Post
Kamaru, Yttermayn, I just have to say: Bravo sirs!


Actually yes, I'll like to have the man banished instead of killed, if that's ok. You know, dark DM plots and stuff.-

That's fine, I'd like to keep the house burned to the ground though and instead of the man killed say there's rumors he and his family were killed. Although the banishing and reason are unknown since you really don't tell your neighbors that kind of info.

I count 9 people... that was a quick fill up. I'm still picking out my powers and class feature, I'll finalize once I knw who all is playing. (I.e. Is commander's strike going to be that useful compared to viper strike)
 
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Voda Vosa

First Post
did you still have room Voda?..... it seems Jemal isn't going to be running either the games I was interested in atm... so I thought I'd offer my services here.. I made three character creation hooks earlier.. post #18.... which do you feel would be most beneficial to stat up at the moment my friend?
The concept of the Elven ranger attracted me the most, although, mechanic wise, a cleric would be nice addition. There are still place, so you don't have to make a choice now.


While on his way here he had heard that non-licensed arcane people were not looked upon nicely and so saught as much info on those that were allowed - the Coweled Wizards. Immediatly upon entereing the city was was rather decisively accosted, beat up, and told to leave. Taking exception to that he did fight back, killing several in the process, but it turns out that he had more friends. A Coweled Wizard blasted the rest and then disappeared into the crowd. He was left alone after that, but the eyes are watching him. He currently searches for a way to join the ranks of hte Coweled Wizards.
Just a quick reminder: if you had used magic against your attackers, you'll have been blasted to, or at least taken in custody. The second seems more fit, since the Cowled wizard don't go by, killing recklessly. They are just corrupt law enforcers.
I'll want to know who beat him up too.
 

Voda Vosa

First Post
That's fine, I'd like to keep the house burned to the ground though and instead of the man killed say there's rumors he and his family were killed. Although the banishing and reason are unknown since you really don't tell your neighbors that kind of info.

I count 9 people... that was a quick fill up. I'm still picking out my powers and class feature, I'll finalize once I know who all is playing. (I.e. Is commander's strike going to be that useful compared to viper strike)

Fair enough. I'll be watching at everyone's concept so far.


I still have to hear word of Lord Osis. I think my decision of not allowing swordmages didn't suit him well.
 


Kamaru

First Post
Soveliss

[sblock=Stats]
SovelissPlayer: WD
Eladrin Warlord (Tactical) XP 0 Level 1
Initiative +3 Senses Low-light Vision
Passive Insight 10; Passive Perception 10
HP 24/24; Bloodied 12; Surge Value 6; Surges Per-Day 8
AC 17; Fortitude 14; Reflex 14; Will 12
Saving Throw Bonus: -
Resist: -
Speed 5 (6-1)
Alignment Unaligned
Languages Common, Elven

Str 18 Dex 12 Wis 10
Con 11 Int 16 Cha 13

Basic Attack:
Longsword: +6; 1d8+3
Unarmed (melee): +5 ; 1d4+3
Unarmed (Range): +3; 1d4+1

[/sblock][sblock=Abilities/features]
Racial Abilities
Eladrin Weapon Proficiency: You gain proficiency with the longbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Eladrin Education: Training in any one additional skill.
Eladrin Will: +1 Will; +5 to saving throws against charm.
Fey Step: Use fey step as an encounter power

Class Features
Combat Leader: You and allies with 10 that see and hear you gain +2 to initiative
Tactical Presence: Ally you can see that spends an action point to attack gains bonus to attack: ½ Int Mod.
Inspiring Word: Use inspiring word as an encounter power, minor action.
[/sblock][sblock=Powers]
At-Will Powers
Wolf Pack Tactics
Commander’s Strike


Encounter Powers
Fey Step
Inspiring Word
Hammer and Anvil


Daily Powers
Lead the Attack

Utility Power
-

[/sblock][sblock=Feats/Skills]
Feats
Tactical Assualt – Ally gains bonus to damage equal to your Int Mod

Skills
Arcana +5
Athletics +7
Diplomacy +5
Dungeoneering -1
Endurance +5
Heal +4
History +10
Insight -1
Nature -1
Perception -1
Religion +3
[/sblock][sblock=Equipment]
Equipment

Long sword, chain mail, light shield and Adventurers pack (15), clothes.
remaining gold 25

[/sblock]
 
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