[OOC] A Paid Trip to Spellhold

Voda Vosa

First Post
Whew, so much to reply. I have no time now, WD, Theroc, Velmon, I'll go through your characters tonight, Keia, Red is fine, I'll repost it here later.
 

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Voda Vosa

First Post
No need Cabana, I'm thinking on taking all of you.
WD: Do as you please, Taran concept is great, I'll write you in with him, if you want to work with the swarm druid, feel free to.
Keia: No need, it's completely up to you.
Velmont: I like the twists in the background. Makes me want to use "Memory flashes". I like it, defintly like it.
Insight: Your background gives me like a thousand hooks, quite impressive.
Theroc: See? You could do it!

Players:
Velmont
Theroc
Insight
CaBaNa
Keia
Walking Dad

Characters submitted:
[sblock= Issia Vesper, Dragonborn Sorcerer (Theroc)]
I can't believe I fell for it... Issia thought, walking hands-tied into a dark alley. She'd been told by a few 'friends' about how Athkatla had a good thing going for people with magical talent. It seemed she'd been played by people seeking to root out illegal Arcanists...

She grunted as she felt a fist strike her stomach. She was incredibly tempted to let her breath just fill the hallway, but with her hands tied, she'd be unable to finish what she'd be starting... and if any of them lived, she'd have a fight on her hands.

"I don't believe you are among our number..." A cloaked figure began, his voice soft. Issia believed that he was a human, or maybe a half-orc or elf. She frowned as she pulled on the men holding her arms. She knew that she was a bit stronger than many casters, the dragon in her blood was strong.

"So why are you here, so poorly concealed? What illicit business are you planning?" She growled in irritation, before another blow landed to her torso, "It is of no consequence. I have a proposal for you... one that will keep things... quiet for you. The Council of Five require volunteers to investigate the Spellhold. If you... volunteer... your skills, our meeting will be erased and you'll be free to leave." He continued, before ordering her unbound. "You have two days to volunteer, or we will meet again..."

Now 'free', Issia Vesper began searching for who to contact to volunteer her services to join the investigation. Revenge might come later, or it might not. Issia did not like being double-crossed.
Code:
Issia Vesper, level 1
Dragonborn, Sorcerer
Power Source: Dragon Magic
Background: None?

FINAL ABILITY SCORES
Str 18, Con 13, Dex 8, Int 11, Wis 10, Cha 18.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 8, Int 11, Wis 10, Cha 16.


AC: 14 Fort: 14 Reflex: 10 Will: 16
HP: 25 Surges: 7 Surge Value: 7

TRAINED SKILLS
Arcana +6, Intimidate +10, Diplomacy +8, Athletics +8

UNTRAINED SKILLS
Acrobatics -1, Heal, Bluff +4, Endurance +1, Dungeoneering, History +2, Insight, Nature, Perception, Religion, Stealth -1, Streetwise +4, Thievery -1

FEATS
Level 1: Enlarged Dragon Breath

Power Source benefits:
Strength Modifier applies to AC
Strength Modifier as a bonus to damage rolls on arcane spells
Cold resistance 5
+2 AC for remainder of encounter once bloodied

Racial Benefits:
Dragon Breath Power
+1 to Attack Rolls once Bloodied
Surge Value= 1/4 Max HP +con modifier



POWERS
Sorcerer at-will 1: Burning Spray
Sorcerer at-will 1: Dragonfrost
Sorcerer encounter 1: Tempest Breath
Sorcerer daily 1: Lightning Breath
Dragonborn Daily 1: Dragon breath(Acid, Accuracy based on strength)

ITEMS
Quarterstaff, Dagger, Clothes?, Rope, Silk (50 ft.) (2), Belt Pouch, Backpack (empty), Sunrod (6)
[/sblock]

[sblock=Cliff, Longtooth Shifter Ardent Paladin (Velmont) ]
It has been a year since he left the Werewood. He had decided to leave as many members of his clan was thinking he was fool. There was that voice in his head he had been hearing since he can remember. It wasn't quite a person, but more the memory of one, the memory of many person, or maybe the memory of one who had live many lives. Things wasn't clear. But for the shifter he was, that wasn't normal. The others was following their instinct, himself was following the wisdom behind those memories.

So he always felt as an outcast, and one day, he has decided to leave his clan and travel south. The few people he could have called friend suggest him to travel to Baldur's Gate, but he was attracted to the south, to the kingdom of Amn. When he arrived to Athkatla, he was putting his eyes on the city for the first time, but the city seems to him so familiar. Each lives he had memories, they all came to this city, and they all died there. Every death came to his mind and he understood that he had reach his final destination.

So the first place he visited was a small chapel of Illmater. He knew exactly where it was, as many of his memories was from there. He found an old man, sick, who was attending to the chapel. The man told him there was very few followers of the Martyr god in this city, as no one was willing to die for their belief. People die here because of the gold. Because they lack it, because they want it, because they have it.

But in this foreign land, Cliff had to find a way of living. He was a warrior in his tribe, so he decided to earn his living as the only way he knew. He became guard for a merchant house. He was guarding some storage house during the night, taking advantage of his higher sense.

During months, his live was guard at night, sleeping at day and a visit at the chapel, talking with the old man an hour before leaving for work. But one day, all changed. He arrived at the chapel and found the old man dead. He died of his sickness. He mourned the man for an hour, also making sure someone would take proper care of his body. After that, he left the empty chapel to go to his work.

That same night, the storage room was attacked by a band of thugs and thieves. Probably the Shadow thieves. They had well prepared the hit and Cliff got seriously wounded. He was left dying. The wound was too serious for his regenerative power. He thought a moment that he was meeting the same faith as every live he had memories, but Illmater came to him. "Not yet child."

He awoke a week later, in his house. He never knew how he had awake there, but the first thing he did was go to the chapel. The chapel had been robbed, as no one was left to take care of it. So Cliff spend the day putting back the chapel into order, and establish himself in the room where was leaving the old man.

It is a month later that he saw the announcement as which the council of five was seeking people. For an unknown reason, he felt he had to go there. Also a clear image of Spellhold came into his mind. A memory of another life. Why it awoke at that moment? He decide to take a chance and follow his instinct. Maybe one day he will understand why he came here, why he is like that, or maybe he will just die one of the many death he remember.
Code:
Cliff, level 1
Longtooth Shifter, Paladin
Build: Ardent Paladin

FINAL ABILITY SCORES
Str 18, Con 12, Dex 8, Int 10, Wis 18, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 8, Int 10, Wis 16, Cha 12.


AC: 20 Fort: 15 Reflex: 13 Will: 15
HP: 27 Surges: 11 Surge Value: 6

TRAINED SKILLS
Religion +5, Diplomacy +6, Heal +9, Insight +9

UNTRAINED SKILLS
Acrobatics -5, Arcana, Bluff +1, Dungeoneering +4, Endurance -1, History, Intimidate +1, Nature +4, Perception +4, Stealth -5, Streetwise +1, Thievery -5, Athletics +2

FEATS
Level 1: Deva Heritage

POWERS
Lay on Hands: Ardent Vow
Paladin at-will 1: Valiant Strike
Paladin at-will 1: Ardent Strike
Paladin encounter 1: Piercing Smite
Paladin daily 1: Blazing Brand

ITEMS
Plate Armor, Heavy Shield, Longsword, Adventurer's Kit
[/sblock]

[sblock= Human Rough -Artful dodger- (BarrelRider)]
How do they know? Are the Shadow Thieves really that good? Feeling himself about to give in to the panic, Daven took a breath and forced himself to think it through calmly.

It had only been a week since he arrived, but they had already sniffed out his grift. The local muscle watching him from the street made it clear that he'd been made. Even being fresh off the boat from the Nelanther Isles, Daven knew enough about the local guild to justify the sick feeling slowly taking over his entire being.

There goes the game, he realized. There's no way I can keep ahead of them long enough to pull of the Lost Heir. He let go of the regret that accompanied the end of his con, then immediately shifted back to more important tasks. How do I get out of this?

A few second of thought left him feeling confident that getting out of the manor house he was currently 'visiting'. The minor nobleman whose grandson he was claiming to be wasn't bright enough to realize something was wrong. He could stroll right out the front door and disappear into the streets of Athkatla.

But the Shadow Thieves would prove more difficult. He needed to come up with another explanation for his presence in Amn, one that the guild would tolerate. It only took him a few more moments to recall the rumors he'd heard in the tavern last night. The bartender was talking to some scraggly travelers about a job for the Five. It had been a while since he'd fancied himself an adventurer, but he knew he'd be willing to take on that ill-fated role again, if it would get him out of Athkatla alive.[/sblock]

[sblock=MITHALOR SHAND, Human Shaman (Insight)]
Mithalor Shand was born in Zazesspur, Tethyr, son to Lord and Lady Shand, members of the Council of Lords. When Mithalor was but a child, however, his father, Gareth Shand, was accused of running a black market in Zazesspur and also of secret dealings with the Shadow Thieves. The Council of Lords, because of these accusations, booted the Shand family, not only from the noble ranks, but from Tethyr altogether. Just before the Shands were sent away, Mithalor's sister, Havarla, disappeared. Gareth Shand suspected that the Shadow Thieves took her, holding her hostage so that Shand wouldn't reveal anything about the relationship the Shands had with the Shadow Thieves.

The Shand family was exiled to northern Calimshan, left to die in an unforgiving desert. Gareth Shand led his family south, seeking the city of Calimport. Unfortunately, Mithalor's mother, Taenya, was ill and could not take the constant heat and wind. She died about 500 miles north of their goal. With the family now consisting only of Mithalor and his father, the two entered Calimport. There, they sought out Captain "One-Fang" Brokenspear, a half-orc who had befriended Gareth Shand a long time before. Gareth and Mithalor joined Brokenspear's pirate crew and headed for the open sea.

Captain "One-Fang" and his crew were based in the freebooting port of Skaug, located in the Nelanther Isles. From there, the pirates hit Zazesspur, the northern and eastern coasts of Chult, and ships traveling between Velen and Athkatla, Amn. After a long run of more than six years, Captain "One-Fang" and his crew, including Gareth and Mithalor Shand, were captured outside Velen and taken into custody.

In Velen, Captain "One-Fang" was able to make some sort of deal to keep himself out of prison, but was unable to get back his crew. The pirate captain was sent out to sea with nothing but the clothes on his back and a rowboat. Gareth and Mithalor spent five years rotting in that nameless prison in Velen. During that time, Gareth Shand, now an old man, contracted a fever and died, leaving Mithalor as the lone surviving family member (aside from the unknown status of Mithalor's sister, Havarla).

While imprisoned, Mithalor Shand encountered Ashaela, the ghost of a servant girl who had died many centuries before the Spellplague. Ashaela had been trapped in that prison, which had been the noble house she served during life. Ashaela and Mithalor seemed to have some sort of connection neither could explain. The spirit taught Mithalor much about the spirit world and revealed to him powers he never knew he could command. Once Mithalor was freed, he promised to renounce his pirating ways and set about to make positive change in the world.

But Mithalor Shand still harbored hatred from the nobles of Zazesspur and the Shadow Thieves who conspired to drive the Shand family from their homeland. In addition, Mithalor wondered whether his sister, Havarla, was still alive and in the custody of the Shadow Thieves. Despite Ashaela's wishes, Mithalor decided on a course of revenge against those who had wronged his family.

Shand joined the crew of a merchant ship sailing from Velen to Athkatla, Amn. Mithalor had heard rumors that the Shadow Thieves had taken Havarla to their base in Amn, so he decided to go there and seek his revenge and possibly free his sister, if she was still there.

Unfortunately, on the way to Amn, pirates attacked the merchant ship. The pirates recognized Mithalor as one of their own (some of the crew had worked with him under Captain "One-Fang") and convinced the captain to take Mithalor as a crewman rather than a captive. Ashaela was highly disappointed in Mithalor agreeing to join the crew, but Mithalor explained that it was the only way to save himself from certain death. Mithalor promised Ashaela that he would escape as soon as possible and return to his planned course.

Sure enough, as soon as the pirates made port in Skaug, in the Nelanther Isles, Mithalor jumped ship and, after renewing some contacts in that free port, stowed away aboard a merchant ship headed for Athkatla, Amn.

Now in Athkatla, Mithalor Shand seeks rumors and information about the Shadow Thieves and where they might be holding Havarla. He's trying to lie low for a while, not wanting to attract too much attention to himself. After all, if the Shadow Thieves are still holding his sister, they might be very interested in Mithalor showing up after all these years.
Code:
Mithalor Shand, level 1
Human, Shaman
Companion Spirit: Protector Spirit
Background: Nelanther Isles, Occupation - Mariner (Nelanther Isles Benefit)

FINAL ABILITY SCORES
Str 11, Con 15, Dex 12, Int 10, Wis 19, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 15, Dex 12, Int 10, Wis 17, Cha 8.


AC: 13 Fort: 14 Reflex: 12 Will: 16
HP: 27 Surges: 9 Surge Value: 6

TRAINED SKILLS
Athletics +6, Nature +9, Heal +9, Perception +11, Insight +9

UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +2, History, Intimidate -1, Religion, Stealth +1, Streetwise -1, Thievery +1

FEATS
Human: Protector Spirit Adept
Level 1: Alertness

POWERS
Bonus At-Will Power: Defending Strike
Shaman at-will 1: Watcher's Strike
Shaman encounter 1: Thunder Bear's Warding
Shaman daily 1: Wrath of the Spirit World

ITEMS
Adventurer's Kit, Leather Armor, Dagger (2), Longspear, Totem
[/sblock]

[sblock= D, Human Fighter (CaBaNa)]
Straddling the drum, and whipping his triple-headed flail across it in steady time, D called out, ONE! TWO! ONE! TWO! ONE! TWO! Concentrating hard to keep the strokes of the oarsmen in time.

Occasionally, his whip snapped out, denoting a man who was out of time. Syncopation was discouraged on board the galley...

*Alibakkar when i get out of here, I swear...* his thoughts had wandered again. Noble or not, selling a free man into slavery, was a good way to make enemies.

D had managed to get sold out of the Upperdark. The Mind-flayers he had been indentured too were no longer entertained by his expert flaying of others. The shipmaster he was sold to, ran a galley company, doing sheltered sea excursions. The Genasai had been at it for years, and ran at considerable profit with slave labor.

D put in for transfers, until he had made it back to Amn, and eventually contacted a "friend", who bought his freedom back. With no money, and no home, D was stranded in Athkatla. His "friend" had required only one thing in return for the purchase of liberty, answering a request as a volunteer, to go to spellhold...

Just one more task, before sweet vengeance could be pursued.
Code:
D, level 1
Human, Fighter
Fighter Talents: Tempest Technique
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 18, Con 11, Dex 16, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.


AC: 17 Fort: 17 Reflex: 15 Will: 12
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Endurance +4, Intimidate +5, Athletics +8, Heal +6

UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff, Diplomacy, Dungeoneering +1, History -1, Insight +1, Nature +1, Perception +1, Religion -1, Stealth +2, Streetwise, Thievery +2

FEATS
Human: Whip Training
Level 1: Weapon Proficiency (Triple-headed flail)

POWERS
Bonus At-Will Power: Footwork Lure
Fighter at-will 1: Dual Strike
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Distracting Spate
Fighter daily 1: Tempest Dance

ITEMS
Whip, Triple-headed flail, Hide Armor, Rope, Silk (50 ft.) (2), Rope, hempen (50 ft.) (3), Pitons (20), Climber's Kit, Backpack (empty), Sunrod (6)
[/sblock]

[sblock=Taran, Elven Druid (Walking Dad)]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...
Code:
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
[/sblock]

[sblock=Red, Elven Avenger (Keia)]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.
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.
Code:
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)
[/sblock]
 
Last edited:


Voda Vosa

First Post
Please, give me your OKs when you are confortable with your respective PCs, so I can get to write up the IC thread. I'll take a different angle this time, based on the previous experiences. I specially want a reply from Keia and WD. And see what happens with Durlak.
Recruiting is over for now, saving a spot for a friend, if he doesn't make it, then we'll open it.
Also, here's the RG for you to post your characters when you feel ready.

Cheers, VV
 
Last edited:

Velmont

First Post
I have nothing to add to my character. I'll add it up to the RG when I'll have a bit more time. Probably tomorrow.
 

BarrelRider

First Post
I'm confused. You've got my character concept on the characters submitted section, and you say you're thinking of taking us all on, but I'm not listed as a player. Should I add Daven to the RG, or did I not make the cut?

Oh, and thanks for the nickname love. I've just finished rereading The Hobbit for about the 10th time, and the name just seemed to fit.
 


Walking Dad

First Post
... I specially want a reply from Keia and WD. And see what happens with Durlak.
...
I will go with Taran and wait for the finished Primal Power before I try out 'The Swarm' fully.

Would like to make this changes:

Summon Giant Toad
Druid Attack 1
You summon a spirit ally, a great toad that flicks its tongue to pluck a meal from among your enemies.
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Medium giant toad in an unoccupied square within range. The toad has speed 5 and swim 6, and it gains a +10 bonus to Athletics checks to jump. You can give the toad the following special command. On the turn you summon the toad, you give that command as part of using this power.
Standard Action: Melee 3; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is pulled 2 squares.
Instinctive Effect: If you haven't given the toad any commands by the end of your turn, it attacks the same creature that it attacked during your previous turn. If it can't do that, it attacks an enemy within 3 squares of it if it can. Otherwise, it moves its speed to a square within 3 squares of the nearest enemy.
(these are the final rules for this power, replacing the ones in the builder)

instead of

Faerie Fire

and

Swarming Locusts
Druid Attack 1

Insects launch from you to vex your enemies.
At-Will Beast Form, Implement, Primal, Zone
Standard Action Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage.
Level 21: 2d8 + Wisdom modifier damage.
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.

instead of



Chill Wind
 

Walking Dad

First Post
Some things to think of:

Taran is our only Controller. He has:

At-Will
melee blast 3
melee slow
ranged 'burst' 1

Encounter
ranged pull 3

At-Will
Summoning

So powers of other classes that dabble into control would be helpful. More ranged blast for wiping out minions quickly, something like a wall, status effects, ...

I will maybe later multiclass into leader (cleric or the alternate multiclass shaman feats from Primal Power), as we have only one leader, but 6 group members.
 

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