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)

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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
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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
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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
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    Myrmidon (Lvl 10)

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    ø Ignore Charwoman Gene

    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
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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
    I aim to misbehave
    Acolyte (Lvl 2)

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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.

  • #7
    Soveliss Tactical Warlord

    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 8
    Con 10 Int 16 Cha 11

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

    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.
    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
    -

    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
    Equipment

    Equipment

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



    Background

    Young Soveliss:
    From an early age Soveliss had been intrigued by battle, not just fighting or brawling savagely but the nuances of military combat on large scales and small tactical skirmishes that shifted the sway of wars. He had study the books that his parents had let him have vast tomes that spoke of calculated tactics and maneuvers from field generals and compendiums of history books. The paths and endeavors of armies used to cut their roads across empires and kingdoms in times of war seemed to at times consume the boy. His aunt often said in that aspect his eyes lit up much like his mothers.

    Soveliss had spent his youth with his foster parents, from as long as he could remember the echoing sound of a hammer on anvil and the gruff expression of the blacksmith was what he had always attached to his father although not related by blood. The blacksmith's wife, had spent her days listening to the villagers needs and giving them advice in various areas of knowledge while handing out several pitchers of ale to clear their minds and sometimes cloud them, her foster son would run between her and her husband helping and constantly curious his small brain craving whatever knowledge that could be attained.

    Walking Your Own Path:
    When in his 20s Soveliss learned of his mother and foster parents past and how a young brash fighter, and two elven sisters one a bard the other a warlord meet and had spent several years journeying across the lands finding adventure and fortune together with several other companions. The fighter, now blacksmith, and former bard, now bar owner and bar keep, were the last two still alive from their small band of adventurers. His foster mother was surprised to find out during an extended lapse from adventuring with the group to see her sister with child. Soveliss heard his mother had been somewhat of a Tom Boy by human standards and horrendously unladylike at times by Eladrin standards.

    Big City, Bigger Problems:
    Soveliss wondered why his parents were telling him this when his mother explained she could tell a similar case of wanderlust had came over him as well since her and her sister had experienced it some ages ago. With a raised eyebrow his often silent father spoke up, I've noticed you jumping at mending any adventures weapon that passing through and 'testing the weight" as you played adventurer with it. You mother and I have written a letter for you to take with you to someone that will help you a little more versed in strategic combat then either of us could teach you. Within a month Soveliss had finally made it to the city he was supposed to go to visit an old contact from his parents. What he didn't expect to see when he came to the man's house was an ashen covered lot. After some asking around he had found out the peaceful man and his family had been killed their house razed. With little money left the young Eladrin wondered if he even had enough for the night as he found himself falling forward and everything blacking out as he stumbled crashing to the ground. When he came to he found his meager possessions gone as he walked the streets officially a vagabond of sorts in his mind since he felt out of luck and sorts as well. Three weeks have passed and he has found a job that pays enough for him to eat and find a place to sleep at night with pocket money to spare. He's heard word of a group called The Blazing Sword which he's like to join if he could once he’s raised the money for the dues; he's gotten tired of sneaking around in the dead of night to practice sword maneuvers.
    Last edited by Kamaru; Saturday, 4th April, 2009 at 01:24 PM. Reason: Stats too high from point system. D=

  • #8
    Twiixt:
    Longtooth Shifter Warden (Wildblood) 1
    Stats

    Player: SeaPainter
    Longtooth Shifter Warden (Wildblood) XP 0 Level 1
    Initiative +1 Senses Low-light Vision
    Passive Insight 14; Passive Perception 21
    HP 29/29; Bloodied 14; Surge Value 7; Surges Per-Day 10
    AC 19; Fortitude 15; Reflex 13; Will 15
    Saving Throw Bonus: -
    Resist: -
    Speed 6
    Alignment Unaligned
    Languages Common, Elven

    Str 18 Dex 12 Wis 18
    Con 12 Int 10 Cha 8

    Basic Attack:
    (Melee) Broadsword: +6; 1d10+4
    (Range) Javelin: +6; 1d6+4

    Traits/Features

    RACIAL TRAITS

    Average Height:
    5´ 7˝–6´ 0˝
    Average Weight:


    130–180 lb.
    Size:


    Medium
    Speed:


    6 squares
    Vision:


    Low-light
    Languages:


    Common, choice of one other
    Ability Scores:


    +2 Strength, +2 Wisdom
    Skill Bonuses:


    +2 Athletics, +2 Endurance
    Longtooth Shifting:


    You have the longtooth shifting
    power.

    CLASS FEATURES
    Font of Life: At the start of your turn, you can make a saving throw

    against one effect that a save can end.
    Guardian Might (Wildblood): Add WIS mod to AC instead of DEX or INT.
    When you use your second wind, each enemy marked by you takes an additional penalty (-4) to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.
    Nature's Wrath: On your turn, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
    Powers

    At-Will Powers
    Warden's Fury (Immediate Interrupt)
    Warden's Grasp (Immediate Reaction)
    Earth Shield Strike
    Thorn Strike

    Encounter Powers
    Longtooth Shifting
    Wildblood Frenzy
    Form of the Relentless Panther Attack
    Hunter's Quarry

    Daily Powers
    Form of the Relentless Panther

    Utility Power
    -

    Feats/Skills

    Feats
    Warrior of the Wild– Ranger: Endurance Skill Training, Hunter's Quarry 1/encounter.

    Skills
    Acrobatics: -2
    Arcana: +0
    Athletics: +8
    Bluff: -1
    Diplomacy: -1
    Dungeoneering: +9
    Endurance: +5
    Heal: +4
    History: +0
    Insight: +4
    Intimidate: -1
    Nature: +9
    Perception: +11
    Religion: +0
    Stealth: -2
    Streetwise: -1
    Theivery: -2
    Equipment

    Equipment
    Broadsword, Hide Armor, Heavy Shield, Adventurer's Kit, Climber's Kit, Waterskin (2), Woodwind, Javelin (2)

    Encumbrance: 103lbs / 180lbs

    Remaining Gold: 1gp


    Background

    Background
    Primary Background:
    Geography - Forest
    Primary Benefit:
    +2 to Perception
    Secondary Backgrounds:
    Birth - Among Another Race (Elf)
    Shifter - Persecution
    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 (Taran) 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" Taran 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...

    Mini Stat

    Cross- Male Tiefling Wizard 1
    Passive Perception: 12, Passive Insight: 18
    AC:15, Fort:12, Reflex:14, Will:14 -- Speed:6
    Fire Resistance/5
    HP:25/25, Bloodied:12, Surge Value:6, Surges left:5/8
    Action Points: 1, Second Wind: not used
    Powers-
    Blood Hunt (+1 vs bloodied foes)
    Magic Missle
    Scorching Burst
    Ghost Sound
    Light
    Mage Hand
    Prestidigitation
    Burning Hands
    Infernal Wrath
    Flaming Sphere

  • #9
    Taran Xiloscient

    Stats

    Taran Xiloscient Player: WD
    Elf Druid (Primal Predator) XP 0 Level 1
    Initiative +3 Senses Low-light Vision
    Passive Insight 14; Passive Perception 21
    HP 31; Bloodied 15; Surge Value 7; Surges Per-Day 9
    AC 16; Fortitude 12; Reflex 14; Will 15
    Saving Throw Bonus: -
    Resist: -
    Speed 8
    Alignment Unaligned
    Languages Common

    Str 10 Dex 16 Wis 18
    Con 14 Int 11 Cha 10

    Basic Attack:
    Staff: +2 ; 1d8
    Longbow: +5 ; 1d10+3


    Racial Abilities
    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.

    Class Features
    Balance of Nature: Begins with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword.
    Primal Aspect (Primal Predator): While you are not wearing heavy armor, you gain +1 bonus to your speed.
    Ritual Casting:You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger (Player’s Handbook,
    page 300) and another 1st-level ritual. Once per day, you can use Animal Messenger without expending components.
    Wild shape: You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
    The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine.

    At-Will Powers
    Wild Shape
    Chill Wind
    Grasping Claws
    Flame Seed


    Encounter Powers
    Elven Accuracy
    Cull the Herd


    Daily Powers
    Faerie Fire

    Utility Power
    -

    Rituals
    Animal Messenger
    Brew Potion

    Feats
    Ritual Caster
    Toughness

    Skills
    Arcana* +5
    Heal* +9
    Nature* +11
    Perception* +11

    Equipment

    Staff (5 gp), Hide (30 gp), Standard adventurers pack (15), Longbow (30 gp), Arrows (30) (1 gp) clothes, 19 gp



    Picture




    Background:
    Taran was raised in a small wild elf village ruled by a druid elder council named the Grove of the Mountain Fold. His mother was a druid, too, and so he started early to train for the ‘family buisness’.
    His otherwise not so spectacular youth was enriched by his shifter foster brother Twiixt. As the others of the tribe found the shifter a ‘little’ bit predatory, for him, he was just his brother, and he loved him.
    He spared his joy with him, when he first was able to take beastform: the form of a midnightblue hunting cat. So, the family included two predators.

    One day Taran and his foster brother were sent off with a cutting from the mysterious seedling they found patrolling the forest. 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" Twiixt 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.

    When they arrived in the Athkalta they 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...
    Last edited by Walking Dad; Monday, 20th July, 2009 at 03:33 PM. Reason: added picture. power changes
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  • #10
    Registered User
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    Sorry, I posted this in the OOC. Was redirected, to post it here instead.

    No-Name Stonehand, "Slim" (Nickname)



    Race - Dwarf (Male)
    Class - Shaman (lvl 1, xp 0)
    Alignment - Good
    Diety - Moradin; He worships all the spirits of nature, but will pray to and honor any god or goddess that enhances the natural order of things.

    Scores
    Str 11 (0)
    Dex 12 (1)
    Con 16 (3) +2 racial bonus
    Int 13 (1)
    Wis 17 (3) +2 racial bonus
    Cha 8 (-1)

    Max HP 28, Bloodied 14
    Healing surges 12 per day, heal 7 hp (10 when im near spirit companion) (10 for class, 2 for Durable feat)
    Initiative = 1 (Dex)
    Speed = 5 squares
    Ac 13 = 10 base, 1 Int, 2 armor
    Fort 13 = 10 base, 3 con
    Ref 11 = 10 base, 1 int
    Will 13 = 10 base, 3 wis

    Senses - Low Light, Insight 13, Perception 18

    Skills
    Nature 8
    Heal 8
    Perception 8
    Endurance 10 (+2 dwarf)
    Dungeoneering 5 (+2 dwarf)

    Languages
    Common, Dwarven

    Race Features
    1. +5 to poison checks
    2. can use second wind as minor action
    3. Proficient with warhammer and thrown hammer
    4. not encumbered by heavy load
    5. -1 square to any effect that would force my character to move (bull rush) Can also make saving throw to avoid being moved to prone.

    Feats
    Durable: +2 healing surges per day

    Class Features
    1. Call Spirit Companion (Black Bear) burst 20 (Spirit can be dismissed if it takes 10 or more dmg in a 'single' swing, cannot be killed by two or more swings adding to 10+.) I take 5 damage if it is forcefully dismissed.
    2. Healing Spirit: +1d6 to healing surge, usable on others
    3. Speak with Spirits: Wisdom Bonus added to next check
    4. Spirit Shield: If an enemy leaves a square next to Spirit, that enemy takes my Wis modifier in damage + 1 ally adjacent to Spirit gains my Wis mod in hp + my con mod for protector spirit ability - see below. (6 hp heal)
    5. Protecting Spirit - Any ally adjacent to spirit is granted a +3 healing bonus to their second wind, or a +3 to healing for any of my abilities used on them. (My con mod is bonus: 3)

    Powers
    At Will: Protecting Strike: 1d8 + wis mod to target creature, all allies adjacent to Spirit get temporary hp (temp hp is my con mod, 3)
    At Will: Watcher's Strike: 1d8 + Wis mod to target creature, allies adjacent to Spirit get +1 attack bonus and +5 perception until end of my next turn.
    Encounter: Call to the Ancestral Warrior: 1d10 + wis mod to target creature, allies adjacent to Spirit, gain +2 to all defenses (AC, fort ref will) until end of my next turn.
    Daily: Spirit of the Healing Flood: Burst 5: 1d8 + wis mod to all enemies within burst, until end of encounter each ally within burst gets regen 2 as long as they are bloodied. As minor action, ally can halt the regen to gain an instant 10 hp.

    Items
    Warhammer +3 attack, d10 + 0 (15gp)
    Throwing hammer +4 attack, d6 + 0 (5gp x2)
    Longspear +3 attack d10 + 0 (10gp)
    Dagger +4 attack d4 + 0 (1gp)
    Leather armor 2 ac (25g)
    Standard adventurer's Kit (15g)
    5 Common Meals (1g)
    Totem (black bear) (5g)
    82g spent, 18 remaining


    Storyline:



    In the Stonehand Clan, every dwarf must earn his name and inheritance. For a young dwarf of the Stonehand Clan, this meant climbing the mountain to pray to Moradin for one full Lunar Cycle. After a month of steadfast prayer, the dwarf would climb down the mountain with the Blessing of Moradin, he would then leave the clan for a period of five years to find his place in the world. Upon return the dwarf would relate all of his adventures to the elders and earn his name upon merit of his actions.

    This dwarf was the second son of the Stonehand Clan shaman. His elder brother left on his adventure three years before to earn his inheritance and name.

    After the end of his Lunar Prayers, noone came to get him. He remained on the mountain top for three days extra waiting for the dwarf that would take his place in the temple, and when noone came, he began to climb down.

    Once he returned to the city, he found it completely demolished. Families dead in their homes, buildings destroyed, and friends lying in the streets. By the look of things, Giants had raided the small dwarven conclave during the night, and the dwarves were caught unprepared.'

    He spent a full two weeks alone, burying each body that he could find, before the Autumn Merchant Caravan rolled in. The Merchants assissted in burying the remaining Stonehand Clanmembers. All members of the Stonehand Clan were buried with honor by this young dwarf and a handful of traveling merchants.
    The merchants began calling this young dwarf Slim, due to his malnourished state and lack of proper name. Slim took a few things with him when he left, his fathers weapons, his traveling gear, and five days worth of rations. He left everything else, that wasnt taken by the giants, to the merchants in thanks for their help.
    With his blessing of Moradin hanging around his neck; a totem made of bone, in the shape of a burly black bear standing on a rock (his spirit companion), Slim left with the merchants. He would continue the tradition left by his fathers, and he would make them proud.

    Slim decided to leave the caravan in Amn and travel to Athkalta. He had heard that anything could be bought in Athkalta, and he intended to buy a courier. A courier that would send a message to his brother who travelled abroad.

    Little did he know that this city of chaos would offer him more trouble than this short message was worth...


    Please let me know if im missing anything. Thanks
    Last edited by Tiali; Tuesday, 21st April, 2009 at 09:34 PM.
    Tiali (Pheonix7273@hotmail.com)

    TO MY PLAYERS AND GMS: Due to unforseen circumstances, I will not be able to update my games for a while.

    "Light a man a fire, and keep him warm for a day... Light a man on fire, and keep him warm for the rest of his life."


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