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


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Rathan

First Post
20 seems a little low unless you're looking to run a low powered game that is..... 4E kinda evens the monsters out a bit compared to the PC's so take it easy on us Voda in combat LOL
 

SeaPainter

First Post
Twiixt:
Longtooth Shifter Warden (Wildblood) 1

[sblock=Stats]====== Created Using Wizards of the Coast D&DI Character Builder ======
Twiixt , level 1
Shifter, Longtooth, Warden
Build: Wild Warden
Guardian Might: Wildblood
Birth - Among Another Race: Among Another Race (Elf)
Background: Geography - Forest
FINAL ABILITY SCORES
Str 18, Con 12, Dex 12, Int 10, Wis 18, Cha 8.
Starting Ability Scores
Str 16, Con 12, Dex 12, Int 10, Wis 16, Cha 8.

AC: 19 Fort: 15 Reflex: 13 Will: 15
HP: 29 Surges: 10 Surge Value: 7
TRAINED SKILLS
Nature, Perception, Dungeoneering, Athletics, Endurance.
FEATS
1: Warrior of the Wild
POWERS
1, At-Will: Earth Shield Strike
1, At-Will: Thorn Strike
1, Encounter: Wildblood Frenzy
1, Daily: Form of the Relentless Panther
ITEMS
Broadsword, Hide Armor, Heavy Shield, Adventurer's Kit, Climber's Kit, Waterskin (2), Woodwind, Javelin (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]

[sblock=Background]Note: I used the background rules from the PHB2 (raised by elves, persecuted, raised in the forest), instead of the backgrounds from the FRPG (it doesn't effect anything mechanically, but if its an issue I'll alter it).

On a dark & stormy night (is there any other kind), a frantic shifter mother flees through the woods at the border of Elfharrow... her only burden an infant son. She was discovered, on the verge of death, by a group of elven druids from the Grove of the Mountain Fold (unless Walking Dad would like to rename our sacred grove). Her dying words to them, "The Reavers..." mystified them as much as the furry child. The elves laid the woman to rest, and brought the infant shifter back to their grove.

They named the child Twiixt, since he had found himself betwixt two peoples. He was raised by an elven family, who had a boy (Taramil) of about his age. The two were raised as brothers.

Twiixt was mostly accepted by his new community. The woods were still a part of his nature, but he had a more "predatory" approach to the woodlands, than his elven benefactors... but they druids of the grove decided to use that to their advantage, and began training Twiixt to be a Protector of the Grove from an early age. After his adopted brother found his calling as a druid, the two spent their days prowling the woodlands seeking out threats to the grove.

One one such outing, they discovered a mysterious seedling. Neither they, or the elders of the grove, were able to identify the plant... which seemed to exude a strange power. He and his "brother" Taramil were sent off with a cutting from the strange sapling, in order to meet with druids from a grove outside Athkalta. It was hoped that they could assist in identifying the sprout, to determine if it was a blessing on the grove... or a curse.

So, raised among the wild elves of Elfharrow, Twiixt went the first twenty-odd years of his life without ever meeting a non-elf until the day when they arrived in the Athkalta... and were promptly captured & jailed under suspicion of practicing arcane magic. Although they were later released, the cutting was not returned to them with the rest of their possessions...[/sblock]
 
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FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
Eladrin Sorcerer (Chaos) 1 [Update]

I adjusted the history a little bit... filled in cities and places as well as a bunch of 'who' suggestions...

I changed his skills around and added Melee Training (Charisma) as well as adding a sword and hand crossbow for defense, so that he can do something when using his spells is not really an option.

I may also pick up Sorcerous Blade Channeling (PHBII) at second level to cover my spell casting a bit. That way it looks like my spells are from the blade and not me....until it is safe (and then I can retrain it to something more useful)? How does that sound?

If I am accepted I will do a full character write up for ya. Voda Vosa, if you think this character concept might not be workable I can come up with something else. I was thinking of:

  • Dwarven Ranger Sharpshooter
  • Hobgoblin Tempest Fighter (probably will work as well as the Sorcerer =O ). If I can afford the entrance into the Blazing Swords at first level I can spend most of my money there to gain some acceptance and then buy what equipment I can from there.
  • Dragonborn Great Weapon Battle Vigor Fighter

History
[sblock]
Immarael found himself the child of a noble family in Evermeet and favored due to his sorcerous blood. He never really cared for their attention or a special station in the Eladrin Courts. He only really wished to be left alone to delve deeper into the magic that burned and longed to be ignited 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 which is an esteemed 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 Court of Evermeet 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 Daggerdale militias to defeat local threats to their community.

He was picked up in Daggerdale 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.

While on his way to Amn he had heard that non-licensed arcane people were not looked upon nicely and so he saught as much info on those that were allowed - the Coweled Wizards. Immediatly upon entereing the city he was rather decisively accosted bu ruffians and told to leave. Taking exception to this he did fight back with his sword, killing several thugs in the process, but it turns out that they had more friends. What he assumed was a Cowled Wizard blasted the rest of the ruffians leaving him alone with the smell of buring flesh, and then disappeared into the crowd. Immarael was left alone after that, but 'the eyes' were watching him. He could feel it. He currently searches for a way to join the ranks of the Coweled Wizards so that he may exert his power.

Who are these people
I was hoping to leave most of this to you to play with, but here are some of my ideas:

  • Ruffians - small group of roguish people looking to prove themselves to the Shadow Thieves
  • Ruffians - a local merchant from the caravan who found me potentially interesting or foolish, and decided to send his thugs after me to keep from getting myself killed here.
  • Ruffians/Wizard - one of the 'Merchants' was secretly a member of the cabal and wanted to keep me from entering, or to keep alive as a potential member
  • Ruffians and/or Wizard - independent members of my family's network that happened to get wind of my location and tried to dissuade me from entering Amn
  • Ruffians and/or Wizard - members of the Emerald Cabal/Cowled Wizards who caught wind of me and were testing me. (Most likely the Cabal otherwise I might be deadish =) )
  • Ruffians - members of my dishonored family's network looking to save face
  • Ruffians - members an rival Eladrin house looking to get rid of one of their rival's prodigal son's
  • Ruffians - minions of Daggerdales' enemies wanting some payback for killing their peeps.
[/sblock]

Character Summary
[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 (20 pts)
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, Nature, Bluff.

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
Fine Clothing, Adventurer's Kit, Longsword, Hand Crossbow, Crossbow Bolts (20), Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
 
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Rathan

First Post
[sblock=Kornic]
Kornic
Male Elf Ranger
Level 1
Unaligned
Representing Rathan

Strength 12 (+1)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)

Height: 5' 9"
Weight: 150 lb
Skin: Tan
Eyes: Blue
Hair: Black; Straight; Beardless

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]


Size: Medium
Speed: 7 squares
Vision: Low-light

Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +1 = + 1 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +0 = + 0 [charisma]

Armor Class: 17 = 10 + 4 [dexterity] + 3 [hide]
Fortitude Defense: 13 = 10 + 1 [ranger] + 2 [constitution]
Reflex Defense: 15 = 10 + 1 [ranger] + 4 [dexterity]
Will Defense: 12 = 10 + 2 [wisdom]

Armor: Hide (25 lb)

Shield: None

Attacks:

Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength]
Daggers (x2): +4 vs AC [+1 strength] [+3 proficiency]; damage 1[W]=1d4+1 [strength] 1 lb (Light blade); usable off-hand; light throwable
Thrown: +7 vs AC [+4 dexterity] [+3 proficient, damage 1d4+4 [dexterity]
Longswordv: +4 vs AC [+1 strength] [+3 proficiency]; damage 1[W]=1d8+1 [strength] 4 lb (Heavy blade) versatile
Longbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity] range 20/40 3 lb (Bow) Load free
Nimble Strike +4w [base dexterity attack] vs AC
Twin Strike +1w [base strength attack] vs AC
Twin Strike +4w [base dexterity attack] vs AC
Evasive Strike (melee) +1w [base strength attack] vs AC
Evasive Strike (ranged) +4w [base dexterity attack] vs AC
Split the Tree +4w [base dexterity attack] vs AC


Base Saving Throw: d20 vs 10

Encumberance

Normal Load: 120 lb.
Heavy Load: 240 lb.
Maximum Drag Load: 600 lb.

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 44-86 lb.
Lift over head: 87-130 lb.
Lift off ground: 130 lb.
Push or drag: 260-600 lb.

Languages: Common; Elven

Skills:

Acrobatics: +3 = 4 [dexterity] -1 [armor]
Arcana: +0 = 0 [intelligence]
Athletics: +5 = 1 [strength] + 5 [class training]-1 [armor]
Bluff: +0 = 0 [charisma]
Diplomacy: +0 = 0 [charisma]
Dungeoneering: +2 = 2 [wisdom]
Endurance: +6 = 2 [constitution] + 5 [class training]-1 [armor]
Heal: +7 = 2 [wisdom] + 5 [class training]
History: +0 = 0 [intelligence]
Insight: +2 = 2 [wisdom]
Intimidate: +0 = 0 [charisma]
Nature: +9 = 2 [wisdom] + 2 [Elf] + 5 [class training]
Perception: +4 = 2 [wisdom] + 2 [Elf]
Religion: +0 = 0 [intelligence]
Stealth: +8 = 4 [dexterity] + 5 [class training]-1 [armor]
Streetwise: +0 = 0 [charisma]
Thievery: +3 = 4 [dexterity] -1 [armor]

Feats:

Elven Precision


At-Will:

Hunter's Quarry [Ranger][minor action]
Nimble Strike [Level 1]
Twin Strike [Level 1]


Encounter Powers:

Spend an Action Point [free action, not in surprise round]
Elven Accuracy [Elf][free action]
Evasive Strike [Level 1]

Daily Powers:

Split the Tree [Level 1]


Class/Race Features

Elf

* +2 Dexterity, +2 Wisdom (already included)
* +2 Nature, +2 Perception
* Elven Weapon Proficiency (longbow, shortbow)
* Fey Origin
* Group Awareness (allies within 5 squares get +1 on perception)
* Wild Step (ignore difficult terrain when shifting)
* Elven Accuracy (once/encounter, may reroll attack roll)

Ranger

* This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
* Hunter's Quarry -- bonus damage 1d6 [minor action]
* Prime Shot



Kornic's Equipment:

Weapons /Armor/Shield (from above) 34 lb
Arrows (quiver of 30) x2 4 lb
Backpack 6 lb
Bedroll 2 lb
Blanket, winter x1 2 lb
Caltrops 2 lb
Case (for map or scroll) 1 lb
Crowbar 4 lb
Fishing net 2 lb
Flint and steel 1 lb
Grappling hook 3 lb
Hammer 3 lb
Journeybread x10 3 lbs
Lamp (common) 5 lb
Oil flasks x2 2 lb
Pitons x10 2 lb
Pouch (belt) x4 2 lb
Rope (50', hempen) x1 10 lb
Sunrods x2 1 lb
Waterskins x2 2 lb
Whetstone 1 lb
Healer kit 3 lb

Total 94 lb[/sblock]

[sblock=More about Kornic]
Kornic was born of two loving and caring elven parents. Trilanis Longleaf his father and Ariefell Silverhair his mother were both merchants that made a fair wage by the time their son was born. Kornic never really liked the number side of his parents and took to long days and nights in the forest around his treetop city home of Mosstone. From a young age Kornic was a natural tracker using his skill in finding even the smallest detail and with his mind making it tell a story to him. It was not long before the a very young Kornic would disappear for days at a time tracking beasts for miles on end to find patterns of migration for the hunters in his city to use in hunting food for the cities stores. Near adolescence Kornic's mother was stricken with a said to be fatal disease and Kornic trekked the far reaches of the territory around his city desperately trying to find a cure for his mothers illness. Sadly, before Kornic could return with a rare root said to aid in the process of curing his mothers disease, she had passed on into the elven afterlands. Kornic never fully came to grips with this fact and with much disdain from his father he left the city of Mosstone to distance himself from the place that reminded him of his mother at every turn. Kornic traveled north of his homeland to a small forested area near Amn and build himself a mud bricked home deep in the patched forest. Here the boy became a man using his skill in hunting and tracking as well as excelled use of a bow and brought home big game for himself to eat, dry, and even store for the winter months. Amn itself was not a place of a young elf to be in for long. Temptations of flesh, riches, and fame were enough to turn any forest fairing folk into a greed hungry former shell of himself, and thus Kornic stuck to only going into the city to trade his furs and his dried food goods for supplies he needed to live. It was not long however before Kornic's tracking prowess got back to persons of higher power and authority and he soon found two heavily armed sentinels at his doorstep deep into the little patch of forest near Amn. Upon request of the Duke of Amn himself he was sequestered to join the Duke in a secret meeting for he and he alone to know about. Seeing as he had not much choice in the matter with two armed guards as an 'escort' he accepted the formal meeting and did his best to dress accordingly for one to be in the presence of royalty. Once before the Duke a long conversation in elven unfolded and Kornic was asked to track a certain someone in the patched forest near his own home. It was told to him there was an old hermit in this area that had something that belonged to the Duke and he wanted it back. The Duke offered a rather large sum of gold and goods to the elf if this item was recovered and sooner better than later. Kornic accepted thinking the gold and goods would easily give him what he needed to live on for many years and took the small rolled piece of parchment explaining his mission and left unsigned and thus untraceable.

In Elven:
"To whom it may concern... It is of utmost importance you find me the item I have sequestered you to find. The key must be brought back to me and you must not mention my name or who I am to anyone while tracking it down. The Hermit is said to dwell in the small patched forest around the capitol of Amn and is known to move from place to place frequently to avoid detection. Should you find the man approach with caution for that key MUST be brought back to me... it is precious to me beyond reasons no one but myself shall ever know."

- Unsigned

Kornic spent the better part of a month tracking the hermit from small camp to small camp in the woods outside Amn to no avail. It seemed as if the hermit was one step ahead of him at every move. The frustration of his mission was getting to the elf as he spent precious personal resources to track the man down for what?... a key that he had NO clue what it went to. Late one foggy night Kornic caught a break and decided to press on despite the soup-thick fog and came upon the hermits camp before he had a chance to move. Kornic moved into the hermits makeshift lean-to and spotted the key about the old mans neck. The elf pushed aside the scruffy graying beard of the old man and as his hand reached for the key on a small dark chain all went black. Kornic awoke the next morning ass up in the middle of the main street of Amn dazed and confused, and seemingly the old hermit decided to give him what-for for his attempt at stealing the key as when Kornic rose from the ground he noticed he way laying in a nice little sized pool of his own blood as well. Kornic was cold and hungry not to mention beaten and defeated. Kornic moved to the nearest Inn to get himself cleaned up and along the way pondered what exactly he would do now........[/sblock]
 
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Rathan

First Post
can someone give me some FR city names please.... sadly I'm not as familiar with the setting as I'd like to be this way I can make my character history a little more detailed....

thanks in advance :)
 

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.

Nope, no hard fealings on the rules choices, just been much busier then expected with the new job i've been working at. I dont think i'll have time to add another game after all. :.-( Which sticks cause this seemed like it would be a good one. Hope you all have fun!:D
 

Voda Vosa

First Post
Nope, no hard fealings on the rules choices, just been much busier then expected with the new job i've been working at. I dont think i'll have time to add another game after all. :.-( Which sticks cause this seemed like it would be a good one. Hope you all have fun!:D
Too bad you're not gaming with us, maybe another time then?


To the rest of you my dear friends, I have a list of chosen players, look for your names bellow:

You_are
all_in
of_course
what_did
you_expected?

;)
 

Voda Vosa

First Post
can someone give me some FR city names please.... sadly I'm not as familiar with the setting as I'd like to be this way I can make my character history a little more detailed....

thanks in advance :)

The names I can give you depends on what are you looking for, I won't be listing all cities :lol:. Do you want names of proximate cities or names of elven cities in the forests? Names of forests? You tell us ;)
 

Rathan

First Post
Elven cities near a forest semi near the capitol.... I'm going have him as a trained tracker type born and raised.... once of age Kornic as you said 'had his price' and was hired by the current Duke to hunt the former one as he has something.... a key he wanted back.... what the key went to... Kornic was not told and did not dare ask... so off he goes to seek the former exiled duke and and finds him.... tried to haul him in.. intead the former duke (many levels Kornic' senior I might add) hands him his own tush and once waking again from his savage beating is within the capitol again dazed and confused....
 

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