D&D 4th Edition [RG][D&D 4E] A Paid Trip to Spellhold




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  1. #1
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    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

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    ø Ignore Voda Vosa

    [RG][D&D 4E] A Paid Trip to Spellhold

    This is the RG of my D&D 4e game, A Paid Trip to Spellhold, in the Forgotten realm world.
    Please, post your character sheets here.




    Bha! I don't know why I'm saying all this, you know what to do!
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  2. #2
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    ø Ignore Haedril
    Drake

    The Stat Block

    Name: Julian Drake
    Race: Half-Elf
    Class: Bard/1
    HP: 28/28
    Surge Value: 7
    Surges: 10/ day
    Speed:6
    Init: +1
    STR: 10
    CON: 16
    DEX: 13
    INT: 14
    WIS: 12
    CHA: 16
    AC: 14
    Fort: 13
    Reflex: 14
    Will: 14
    Passive Perception: 14
    Passive Insight: 16

    Skills and Feats

    Trained in Arcana, Diplomacy, History, Nature, and Religion
    (Between The Bard class bonus and Jack of All Trades, I also have a +3 to all untrained skills)
    Feat: Jack of All Trades
    Bonus Feat: Ritual Caster
    Languages: Common, Elven and Dragonic

    Rituals

    Traveler's Chant
    Make Whole

    Powers

    At-Will
    War Song Strike
    Vicious Mockery

    Encounter
    Majestic Word (usable twice)
    Words of Friendship
    Shout of Triumph
    Thunderwave (for Dilettante racial ability, taken from Wizard)

    Daily
    Slayer's Song

    Gear

    Ritual Book, Bedroll, Backpack, Belt Pouch, Flint and Steel, Holy Symbol of Sune, Waterskin, Leather Armour, Longsword, Dagger, Crossbow, 20 Bolts, Flute, Lute

    Total Weight: 57
    GP: 0

    Discription

    Ht: 6'0"
    Wt: 185 lbs
    Eyes: Violet
    Hair: Straight Black, just above shoulder length
    Other things: clothes are simple, with the only things of interest on him being the lute across his backand a braided twine rope around his neck that has a symbol of Sune hanging from it (which is kept under his shirt)

    Background

    Julian was born and raised a vagabond. His parents traveled as part of a group of entertainers and gypsies, so traveling was when he felt most at home. He grew up learning to dance and sing, and when he wasn't practicing with his mother's flute, he'd be playing his father's lute. He spent much of his life having his only chores to be to enjoy life and maybe cook now and then. Julian never even touched a sword until about four years ago when bandits tried to raid the camp. Much of the camp took up arms and magic against the bandits and only laughed when the fools turned tail about as fast as they had came. But Julian was on the ground in fear, and it took a moment for his parents to realize they never taught him to fight. But that soon changed, and Drake quickly took to the swordplay and magic, though he still rathered his music instead. More than three years past before was given a 'quest' by his parents. They asked that he leave and travel the world on his own, that he may make a name for himself and gain experiences he'd never chance upon should he stay. Drake soon left his whole world at the next fork in the road, his family heading West as he turned East, toward Amn. So now, still at home but so far from his old life, Drake has set out to become a legend or die trying.....

    Last edited by Haedril; Tuesday, 31st March, 2009 at 06:03 AM.

  3. #3
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    Grendel Holylight

    ]Grendel Holylight
    Male Shifter Cleric of Melora
    Level 1
    Representing Rathan

    Strength 16 (+3) [+2 Racial] [5 pts.]
    Constitution 12 (+1) [2 pts.]
    Dexterity 10 (+0) [0 pts.]
    Intelligence 12 (+1) [4 pts.]
    Wisdom 18 (+4) [+2 Racial] [9 pts.]
    Charisma 12 (+1) [2 pts.]

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

    Maximum Hit Points: 24


    Bloodied: 12
    Surge Value: 6
    Surges / Day: 8 [includes constitution modifier]


    Size: Medium
    Speed: 5 squares [-1 Armor]
    Vision: Low-light

    Initiative: 1d20 +0
    Base Strength Attack: 1d20 +3 = + 3 [strength]
    Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
    Base Constitution Attack: 1d20 +1 = + 1 [constitution]
    Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
    Base Wisdom Attack: 1d20 +4 = + 4 [wisdom]
    Base Charisma Attack: 1d20 +1 = + 1 [charisma]

    Armor Class: 16 = 10 + 6 [Chain]
    Fortitude Defense: 11 = 10 + 1 [constitution]
    Reflex Defense: 10 = 10
    Will Defense: 16 = 10 +2 [Cleric] + 4 [wisdom]

    Armor: Chain (40 lb)

    Shield: None

    Attacks:

    Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength]
    Great Club: +6 = +3 [base strength] +2 [Prof.] +1 [Feat] vs AC; damage 1[W]= 2d4+3 [strength]
    Javelin x2: +2 [Prof.] vs AC; damage 1[W] 1d6 Range 10/20


    Base Saving Throw: d20 vs 10

    Encumberance

    Languages: Common, Elven

    Skills:

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

    Feats:

    Weapon Expertise (Mace)
    Benefit: Choose a weapon group. You gain a +1
    bonus to attack rolls with any weapon power you use
    with a weapon from that group. The bonus increases
    to +2 at 15th level and +3 at 25th level.


    At-Will:

    Priest’s Shield (Divine, Weapon)
    Standard Action Melee weapon
    Target: One creature
    Attack: +6 [+3 str +2 Prof with weapon +1 weapon feat] vs. AC
    Hit: 1[W] + 4 modifier damage, and you and one
    adjacent ally gain a +1 power bonus to AC until the end of
    your next turn.

    Righteous Brand (Divine, Weapon)
    Standard Action Melee weapon
    Target: One creature
    Attack: +6 [+3 str +2 Prof with weapon +1 weapon feat] vs. AC
    Hit: 1[W] + 4 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.



    Encounter Powers:

    Channel Divinity: Divine Fortune (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 (Divine, Implement, Radiant)
    Standard Action Close burst 2
    Target: Each undead creature in burst
    Attack: +4 vs. Will
    Hit: 1d10 + 4 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.
    Miss: Half damage, and the target is not pushed or
    immobilized.

    Healing Word (Special - Divine, Healing)
    Minor Action Close burst 5
    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.
    Target: You or one ally
    Effect: The target can spend a healing surge and regain an
    additional 1d6 hit points.

    Healing Strike (Divine, Healing, Radiant, Weapon)
    Standard Action Melee weapon
    Target: One creature
    Attack: +6 [+3 str +2 Prof with weapon] +1 [weapon feat] vs. AC
    Hit: 2[W] + 4 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 Powers:

    Beacon of Hope (Divine, Healing, Implement)
    Standard Action Close burst 3
    Target: Each enemy in burst
    Attack: +4 vs. Will
    Hit: The target is weakened until the end of its next turn.
    Effect: You and all your allies in the burst regain 5 hit points,
    and your healing powers restore +5 hit points until the end
    of the encounter.


    Class/Race Features

    Shifter RACIAL TRAITS
    Average Height: 5´ 7˝–6´ 0˝
    Average Weight: 130–180 lb.
    Size: Medium
    Speed: 6 squares
    Vision: Low-light

    LONGTOOTH SHIFTERS
    Ability Scores: +2 Strength, +2 Wisdom
    Skill Bonuses: +2 Athletics, +2 Endurance
    Longtooth Shifting: You have the longtooth shifting
    power.

    Cleric

    Class Features: Channel Divinity, Healer’s Lore, Healing
    Word, Ritual Casting
    Armor Proficiencies: Cloth, leather, hide, chainmail
    Weapon Proficiencies: Simple melee, simple ranged
    Implement: Holy symbol
    Bonus to Defense: +2 Will
    Hit Points at 1st Level: 12 + Constitution score
    Hit Points per Level Gained: 5
    Healing Surges per Day: 7 + Constitution modifier


    Kornic's Equipment:

    Weapons /Armor (from above) 50 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
    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
    Holy Symbol of Melora 1 lb
    Total 95 lb


    More about Grendel Holylight:

    Grendel Holylight's eyes shifted back and forth as his mind reeled at the sight of the wondrous capital city of Athklata. Normally a shifter avoided the the likes of large gatherings of 'sophisticated' beings, yet this shifter had skills not many of his race possessed. Grendel from a young age was taught by an outsider to his village a human by the name of Redgar Hornsbee, a traveling merchant and rogue scollar. Redgar was allowed to travel with the shifter tribe as he provided much needed communication with outsiders and was very kind to Genrdels people. The shifter tribe were a well known nomad type tribe of shifters that traveled the lands around Amn most notably in the Wealdath forest and the small ridge line that lie to the south of it, the Starspire Mountains.

    Grendel himself was an oddity in his tribe and this was apparent in many ways, most notably however was his connection to a deity for which most of Grendels childhood remained unknown. Most in his tribe did not understand his powers or his gift and Grendel spent many hours of his childhood before council as elders of the tribe fought over weather he should be worshiped for his connections to a deity, or outcast as a 'oddity' which may spell the doom of his tribe if anyone of higher power came looking for him. It was not until Redgar was accepted by his tribe did Grendel learn who his goddess truly was of how rare of a connection he really had to her.

    As most know shifters are very animalistic in nature and most do not have the compassity to understand ones connection with a higher power, there days are spent protecting the tribe, hunting, and whatever else need be done for the greater of the group. Once Redgar realized what connection Grendel had with his deity he began to learn him the arts of a priesthood. Gerndel learned to strike with the force of radiant power unmatched and unseen in his tribe before, but beyond this he learned from Redgar clarity of mind and diplomacy above and beyond just his tribes policy. Soon Grendels animalistic nature faded to quirks and old habits that die hard for one so attuned to nature, he became, with Redgars help, refined and ready to show his gift to the world outside his tribe.

    The was pressing need for a leader to step up and speak for his tribe as well, the forests and mountain ridges were becoming scared of large herds of game to hunt, skin, and pillage much needed resources from and the shifters needed someone, they needed Grendel to be their voice in the large capital city of Athklata. There Grendel would be assigned to barter with the city for much needed gear and supplies for migration and the betterment of his tribe. Grendel was also to ask for permission to move to the North of Amn, or at least some of his tribe wanted passage there to see if game and supplies were more bountiful there and possibly open trade with other shifter tribes if available. Grendel was the 'sheep sent to the wolves' as most of his elders would say as he set forth for Athklata on his tasks at hand. Once in the city however Grendel found him under geared as he was accosted many times as an easy target from outside the city walls. It wasn't long before the animalistic priest took up city-folk protection in the form of better armor and weapons to protect himself in his ventures to come.
    Last edited by Rathan; Thursday, 2nd April, 2009 at 04:47 PM.
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  4. #4
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    Myrmidon (Lvl 10)

    Charwoman Gene's Avatar

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    Orim Tyudek, Deva Avenger

    stats
    Orim Tyudek, level 1
    Deva, Avenger
    Build: Isolating Avenger
    Avenger's Censure: Censure of Retribution

    ABILITY SCORES
    Str 10, Con 12, Dex 12, Int 16, Wis 18, Cha 12.

    AC: 18 Fort: 12 Reflex: 14 Will: 15
    HP: 26 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Religion +11
    Stealth +6
    Streetwise +6
    Perception +9

    Passive Perception: 19
    Passive Insight: 15

    Basic Melee: Greatsword +3/1d10
    Basic Ranged: Hand Crossbow +3/1d6 10/20

    FEATS
    1: Armor Proficiency (Leather)

    Race/Class Features
    Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
    Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
    Censure of Retribution
    When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.

    At Will Powers
    Bond of Retribution: +7 vs. AC / 1d10+4. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes 3 radiant damage.
    Overwhelming Strike: +7 vs. AC / 1d10+4. You shift 1 square and slide the target 1 square into the space you occupied.
    Encounter Powers
    Memory of a Thousand Lifetimes: Add 1d6 to att/sav/skill roll (Personal)
    Oath of Enmity Minor Close burst 10. Effect: melee attack, make two attack rolls until end of enc. Special:can choose new target is enmy reaches 0 hp.
    Divine Guidance Imm. Int. Close burst 10 Ally gets 2 att rolls versus oath target. (Channel Divinity)
    Abjure Undead Close burst 5. 1 undead. +4 vs. Will / 3d10+4 radiant damage, pull the target 5 squares.
    The target is immobilized until the end of your next turn.
    Miss: Half damage, and you pull the target 1 square.(Channel Divinity)
    Avenging Echo: +7 vs. AC / 1d10+4. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 8 radiant damage.

    Daily Powers
    Temple of Light: +7 vs. AC / 2d10+4 Radiant.
    The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

    ITEMS
    Leather Armor, Greatsword, Holy Symbol, Backpack (empty), Sling, Sling Bullets (20), Bedroll, Pouch, Belt (empty), Rations, Trail, Flute, Sunrods (2), Waterskin
    background
    Orim awoke. He looked around, and knew he had lost something. It was not clear what it was but he knew. Reincarnation is a hard thing to decribe in the common tongue. In some ways, the strongest memory to persist is the feeling of awakening. Never this sense of utter loss. Thoughts flickered. No, this wasn't even the first awakening after the loss. But dying ties me back. He couldn't remember every detail, but his failure to protect the Pharoah, still stings. Looking around the shore at which he found himself, he starting walking to a new life.

    Orim was angry. He didn't fit in here. The place he fit is gone forever. Torm is worthy enough but I don't feel as connected as I once did. A mission of protection? That sounds like familiar territory. Perhaps I can't still be at least useful.

    A final failure. She is dead. I could not stop, there were too many, and I killed many of them. I am not an instrument of defense, am I? I am cold, brutal vengeance personified, and I don't even know who killed her.

    Orem stands 6'3" tall. His gangly body is almost lost in the fold s of his grey cloak. His piercing eyes, too blue to be human, dart about furtively. His gray skin and dull white markings obscuyre his features.

    He has been working as a thug and assasin of the weak and helpless. He has fallen prey tio vice and depression.

    He gets involved with the mission as he sees the woman he was supposed to protect joining up. She is clearly rattled by the injuries, and does not recognize him. Orim wonders, "Is this my path to redemption?"
    New Sig Rules are lame, and I am cheap.

  5. #5
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    Code:
    Immarael of the Autumn Sun
    Medium Mortal Fey
    Male Eladrin Sorcerer (Wild Magic) (22 pts) [Arcane Striker]
    
    
    Alignment:  Good		Height:	5' 10"
    Deity:      Corellan     	Weight:	140 lbs
    Region:     Evermeet		Hair: 	Copper
    Languages:  Common, Elven	Eyes: 	Opalescent White
    XP: 	0			Skin: 	Tanned 
    				Age: 	25
    
    				Carrying Capacity
    Str 10 (0)  			Light 0   - 58 lbs
    Con 14 (+2) 			Heavy 117 - 175 lbs
    Dex 14 (+2)  
    Int 12 (+1)
    Wis 11 (+0) 
    Chr 17 (+3) 
    
    
    Class and Racial Abilities:
    
    [Racial] Lowlight Vision 60', Fey Step [(Racial Encounter Power)
    [Racial] Proficiency with Longsword, Skill Bonuses
    [Racial] Fey Trance, Eladrin Education, Eladrin Will 
    
    
    
    Combat Stats
    HP:  	26	Bloodied: 13	Surge: 6	Surges: 8
    
    Init:  	+2 [+2 Dex]	
    Max AP:  1
    Speed:	 6
    
    Defenses
    AC:	12  	= [+2 Dex] [+ 1/2 lvl]
    Fort	12     	= [+2 Con] [+ 1/2 lvl]
    Ref	12     	= [+2 Dex] [+ 1/2 lvl]
    Will    16 	= [+3 Chr] [+ 1/2 lvl] [+1 Sor] [+2 Eladrin]
    
    Combat Powers
       [AW] Melee Basic   	+6 Long Sword (d8+3)
       [AW] Ranged Basic  	+4 Hand Crossbow (d6+2)
    
       [AW] Brurning Spray	+3 (CBl 3, Cha vs Ref, d8+5 Fire)
       [AW] Chaos Bolt  	+3 (R10, Chr vs Will, d10+5 Psychic, *Secondary)
    
       [En] Bedevling Bolt 	+3 (CBu 3, Chr vs Will, d10+5 Psychic, push 2 (*slide)
       [En] Fey Step 	   (Teleport 5 squares)
       [En] Second Wind    	   (Spend a Healing surge and +2 to all defenses )
    
       [Da] Dragonfang Bolt +3 (R10, Chr vs Fort, 2d8+5, ongoing 5 Poison)
    
    
    Skills:
    Arcana 		+8 = [+1 Int] [+5 Prof] [+2 Eladrin]
    Bluff 		+8 = [+3 Chr] [+5 Prof]
    Endurance 	+7 = [+2 Con] [+5 Prof]
    Streetwise	+8 = [+3 Chr] [+5 Prof]
    Stealth 	+7 = [+2 Dex] [+5 Prof]
    
    History 	+3 = [+1 Int] [+2 Eladrin]
    
    
    Feats:
    Armor (Cloth) 
    Weapons (Simple Melee, Simple Ranged, Longsword)
    
    
    [L1] Melee Training(Charisma)
    
    
    Equipment
      Fine Clothes (Armor)    [6 lb, 30gp]
      Long Sword     [+3, 1d8, 4 lb, 15 gp]
      Hand Crossbow  [+2, 1d6, 10/20, 2 lb, 25 gp]
              20 Quarrels    
       
    Adventurers Kit (33bs, 15 gp), 
        Backpack, bedroll, flint and steel, belt pouch, 2 sund rods, 
        10 days worth of rations, 50' help rope,
        waterskin
    	
    
    Money and other Tender
    gp 14
    sp 0


    History and other Background Info
    Spoiler:
    Potential Allies:
    • Emerald Cabal (even though he may not know it)
    • PC's to be
    • His sister and family's contacts


    Potential Enemies:
    • Cowled Wizards since Immarael is an unlicensed Arcane Caster
    • Perhaps his disaffected family members since he left without even saying good-bye
    • a rival noble family's influence is here and desires to take care of the prodigal son


    Fears:
    He is a little afraid of getting in over his head and losing perspective.
    Political work is not his strength and hopes that his naivity and lack of experience with it does not get him in trouble or endanger the lives of others.

    Appearance:


    Personality:


    Background and History:
    Immarael found himself the child of a noble family in Evermeet and favored due to his sorcerous blood. All of these things he never really cared for and everyone made a big deal about it which made him a little bit uncomfortable by putting him in the spot light. "Much ado about nothing." he thought. "It is just me, Immarael".

    He sought the solidtude of Evermeet's labyrinthine court to delve deeper into the raw magic that burned and longed to be ignited in his blood. His younger sister understood him, and always managed to find him out there, and he always appreciated her company.

    His family set him up with an esteemed position in the Autmn Court. He found their political play annoying and prone to beating around the bush and not getting things done. They seemed to be more concerned with saving face and propriety than solving the problem and making their peoples' lives better.

    He tried to talk with the people and champion there causes, but he was just rebuffed, and pushed out the the way. After several attempts Immarael found himself annoyed and dissilusioned with all of the politics of the Autumn Court and their workings, so he just left the Court of Evermeet, and his his assigned and quiet court work that his family arranged for him. The only person he talked to before leaving was his sister, who begged him to stay to no avail. He then found the nearest portal to Toril to start his life anew and to make a difference.

    He started his life anew in the Dalelands working with the local Daggerdale militias to defeat local threats to their community and found sword play rather necessary to protect himself from threats that got too close and spells ran out.

    He also championed some of their peoples' causes as he could with some success. He did not have a knack for the politics, but was always able to find out who to talk to, and have the right people go talk to make stuff happen.

    After hearing various tales of Amn's laws about the Arcane he joined merchants passing through which brought him to Amn. The thought of the ultimate cause to champion and work for brought a concerned smile to his face.

    During the trip there saught as much info on those that were allowed - the Coweled Wizards and those who fought against their oppressive laws. Immediatly upon entereing the city he was rather decisively accosted by 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 Emerald Cabal so he can assist in their cause to free up the Arcane arts in Amn.

    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.

    Last edited by FreeXenon; Thursday, 11th June, 2009 at 09:53 PM.

  6. #6
    I aim to misbehave
    Acolyte (Lvl 2)

    Keia's Avatar

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    Red, Elven Invoker 1

    Spoiler:


    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: Unaligned

    ABILITY SCORES
    Str: 10 (+0) [base 10 (2 pts – starting 8)
    Con: 13 (+1) [base 13 (3 pts)]
    Dex: 16 (+3) [base 14 (5 pts) +2 race]
    Int: 13 (+1) [base 13 (3 pts)]
    Wis: 18 (+4) [base 16 (9 pts) +2 race]
    Cha: 10 (+0) [base 10 (0 pts)]

    Hit Points: 23/23 [10 base + Con 13 + 0]
    Bloodied: 11
    Healing Surge: 5 (1/4 Hit points)
    Surges/Day: 7 [6 + Con 1]
    Initiative: +3
    Action Points: 1

    DEFENSES
    A C : 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)

    Saves: 10 [Base 10]

    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 [Wis +4 vs. Fort, 1d10+4 plus special, Ranged 10]
    - Grasping Shards [Wis +4 vs. Fort, 4 damage plus slowed, Burst 1 within 10]
    Encounter: [1]
    - Channel Divinity – Armor of Wrath (Invoker feature)
    - Channel Divinity – 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)
    [Regional] Amn: Add Thievery and Streetwise to class list. +1 to those skills.

    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: +4 (level 0 + Wis 4)
    History: +1 (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: +1 (level 0 + Cha 0 + 1 Regional)
    Thievery: +3 (level 0 + Dex 3 – 1 armor + 1 Regional)

    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
    - Tenser’s Floating Disk
    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)

    MONEY
    6 gp

    BACKGROUND
    Waking up in a strange place is always disconcerting, waking up without any memories is even more disconcerting. Strange city, yet familiar . . . I remember what I can do, though to be honest it took several days to discover my abilities. I remember that Amn is a dangerous place, made even more so by my skills and abilities. Torm would agree. He has been helpful to me, reminding me of my abilities, of which I am thankful. The rest . . . who I am, why I am here, how I even got here . . . the rest Torm stated “it is not necessary to execute your duty, you are a test of devotion and loyalty, nothing more.” whatever that means. Sometimes I wonder if Torm is even the deity that I worship, or if he just answered my pleas to make my life more difficult.

    I’ve found others, not really friends yet, not enemies at the moment, which is good. Perhaps through them I can discover why I am here . . . and who I am. The bar keep named me ‘Red’ due to the auburn curls that fall past my shoulders, he says he found me in the street gutter, left for dead, half fallen into the sewer.

    Super secret

    Red is Eissa Du’osee, and has returned to Amn, her home. She was carried off from Amn in her youth as her family was at war with a rival family over territory within the city, and her family didn’t want her harmed. Years had gone by with no word and Eissa recently received a vision, urging her to return for her family. She was given a Deva guardian follower of Torm by the priest of her temporary woodland home charged with keeping her safe. Who attacked them and why is unknown at this time [i.e. up to gm discretion]. She is a follower of Waukeen, as was her family.


    RACIAL TRAITS
    Ability Scores: +2 Dexterity, +2 Wisdom, Size: Medium, Speed: 7 squares
    Vision: Low-light, Languages: Common, Elven
    Skill Bonuses: +2 Nature, +2 Perception
    Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
    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.
    Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
    Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
    Elven Accuracy: You can use elven accuracy as an encounter power.

    NOTABLE INFORMATION
    n/a at this time

    Last edited by Keia; Tuesday, 31st March, 2009 at 06:30 PM.

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