D&D 4E Leif's All-Eladrin DweomerFall Saga, [4E] [Rogues' Gallery]

Leif

Adventurer
Place characters here, Scotley, Lou, Walking Dad, Shayuri, and Sparky

Character Creation is to be thus: Customized point buy where all six stats start at 10, and you have 24 points with which to improve them in accordance with the chart on 4E PH p. 17. And don't forget the ability score increases of +1 to two scores each at 4th Level and 8th Level.

Starting XP: 14,800, Level 8; Powers: 2 at-will/3 encounter/2 daily/2 utility; 5 feats; select any mundane gear desired plus one Level 7 magic item, one Level 8 magic item, and one Level 9 magic item, plus money/valuables worth 2,750 gp.

Group is shaping up nicely so far! I am a happy DM!

OOC: Copyright Notice: Copyright is hereby claimed for the terms "Dweomerfall," "Dweomerfall Saga," and "All-Eladrin Dweomerfall Saga," and all original storylines and writing contained in this and all associated threads -- Copyright 2011 by C. L. Hamman. Permission is granted to players in this game to use these terms freely in the game and reasonable license is permitted to use them outside the game in speaking about the game, promoting the game, or other fair use as that term is defined in U.S. copyright law. All other rights are expressly reserved.
 
Last edited:

log in or register to remove this ad

Leif

Adventurer
Our Story So Far...

Our Five Eladrin Heroes have been adventuring together for some time now. The details of their actual relationships to each other (familial and otherwise) are left to the players to determine, but that should all be determined before the game begins, please.

Most recently, the Heroes were on the trail of a distubance in the flow of magical energies noticed by several pre-emintent Eladrin Wizards who tipped you off to the situation. The condition was described to you as being a "swirling" of arcane forces, much like water swirls down a drain. Your investigation into the phenomenon brought you into opposition with a Black Dragon named Archangault. (pronounced "Are-Shan-Go.") You soon learned that Archangault was already on the trail of the same drain of magical energy that you were pursuing, but he had already made up his mind that meddling human and Eladrin wizards were the cause of the drain. This regrettable fact brought your investigative paths into conflict and ignited violent opposition between our Eladrin heroes and Archangault. In your most recent encounter with the dragon, the heroes got the drop on Archangault, and the dragon narrowly escaped death as he fled. Archangault's present whereabouts are unknown to you. You have not yet discovered the source of the drain of magical energy, but you suspect that it lies beyond your home, the Feywild, and also beyond the adjacent Prime Material Plane with which you have the greatest familiarity.

As our play begins, the Heroes will have just spent the last few days recovering from their most recent adventure, their battle with Archangault the Black Dragon, and have been healing, re-supplying, and preparing for their next foray. They have gathered at their favorite Wine Fountain in the tavern called The Laughing Gull, in Astrazalian, the Eladrin City of Starlight in the Feywild, to refresh themselves, discuss recent events, and make plans. A good friend of the group, Yrellen, she a wise Sage of the Eladrin and a trusted friend and mentor to our adventuring band of Eladrin, has joined all of you here.

Walking Dad (since he asked) and Everybody -- please make character backgrounds as detailed as you desire. I don't expect there to be any problems with anything, but should one arise, I'll let the player know and we'll work it out.

[sblock=wine fountains]"Wine Fountains in the Feywild" may be springs of different vintages that occur naturally in the Feywild, or it may just be what they call taverns there. I don't know and am open to going whatever way is desired by the players on this question and many others. Looks like we're going with the tavern thing tentatively, for now, but might there be a twist to the wine-delivery system or something?[/sblock]
 
Last edited:

Leif

Adventurer
Experience Point Tracker:

Start: 14,800 XP (Level 9= 16,500)

+250 = 15,050 XP (for investigation of Archangault the Elusive at the Academy)
+180 = 15,230 XP (for Sicuriju battle near the Academy)
 
Last edited:

Leif

Adventurer
My great thanks are due to [MENTION=1210]the Jester[/MENTION], who graciously informed me of my errors and provided the following stat block for the mounts, to which I have proceeded to make certain unauthorized alterations/slight tweaks. [It's GOOD to be the DM!] Note that your mounts all speak Quenya a/k/a High Elvish/Eladrin, but they are not big on in-depth conversations (Int 3).

[sblock=STATS for INITIAL MOUNTS for the PHAEDRAN SIBLINGS]
Feywild Charger Level 10 Skirmisher
Large fey beast (mount) XP 250
HP 109; Bloodied 54 Initiative +11
AC 24; Fortitude 25; Reflex 23; Will 20
Senses: Perception +8
Speed 8

TRAITS
Fey Hooves
The feywild charger ignores difficult terrain and can move across any solid or liquid surface, and the feywild charger's speed is never reduced for encumbrance up to its maximum load.

STANDARD ACTIONS
(mbasic) Kick * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d6+9 damage.

MOVE ACTIONS
Teleporting Charge (mount, teleport) * Encounter
Requirement: The feywild charger must be mounted by a rider of 10th Level or higher.
Effect: The feywild charger and its rider teleport up to 6 squares and gain combat advantage against adjacent enemies until the end of the feywild charger's next turn.

---

Skills: Endurance +15, Nature +13, Survival +13
Str 19 Dex 19 Wis 17
Con 21 Int 3 Cha 10
Alignment: unaligned; Languages: Quenya (a/k/a High Elvish/Eladrin)
Equipment: Barding, saddle, etc. provided according to the whims of the PC (may affect the defenses listed above)
[/sblock]
 
Last edited:


Walking Dad

First Post
Galinndan Phaedran

[sblock=Character Sheet]level 8
Eladrin, Bladesinger (Wizard)
Background: Sunelf (speaks draconic)
Themes: Fey Beast Tamer: Blink Dog

[sblock=Features]
Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura.

Instinctive Attack: When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.

Guarded Flourish: Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon.
In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.

Blade Magic: Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade. You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it (see the sidebar). The weapon also counts as a wand for you, although it can be enchanted only as a weapon.

Arcane Strike: When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.

Steely Retort: When an adjacent enemy hits you while your bladesong is active, you can make a melee basic attack against that enemy as an opportunity action.
[/sblock]

FINAL ABILITY SCORES
Str 10, Con 14, Dex 18, Int 20, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 16, Wis 13, Cha 10.


AC: 25 Fort: 19 Reflex: 22 Will: 21
HP: 66 Surges: 9 Surge Value: 16

TRAINED SKILLS
Arcana +16, Acrobatics +13, History +16, Perception +10, Stealth +13

UNTRAINED SKILLS
Athletics +4, Bluff +4, Diplomacy +4, Dungeoneering +9, Endurance +6, Heal +5, Insight +5, Intimidate +4, Nature +5, Religion +9, Streetwise +4, Thievery +8

FEATS
Level 1: Light Blade Expertise
Level 2: Practiced Killer (Assassin Multiclass)
Level 4: Improved Defenses
Level 6: Wand Expertise
Level 8: Toughness

POWERS
Wizard at-will 1: Dazzling Sunray
Wizard at-will 2: Shadow Sever
Wizard at-will 3: Unseen Hand
Wizard at-will 4: Magic Missle
Wizard Utility 1: Bladesong
Wizard Daily 1: Grasping Shadows / Force Orb
Wizard Utility 2: Shield / Jump
Wizard Daily 5: Fireshroud / Colorspray
Wizard Utility 6: Fireshield / Save Banishment

[sblock=Power Details]
Melee Basic Attack
At-Will ✦ Weapon
Standard Action, Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 1d8 + 9 damage.

Magic Missile
At-Will Arcane, Evocation, Force, Implement
Standard Action, Ranged 20
Target: One creature
Effect: 8 force damage (using wand).
Special: You can use this power as a ranged basic attack.

Dazzling Sunray
At-Will (Special) Arcane, Bladespell, Radiant
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: 4 radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Special: You can use only one bladespell power per triggering attack.

Shadow Sever

At-Will (Special) Arcane, Bladespell, Necrotic
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: 4 necrotic damage, and the target falls prone if it is the same size as or smaller than the target of the triggering attack.
Special: You can use only one bladespell power per triggering attack.

Unseen Hand
At-Will (Special) Arcane, Bladespell, Force
No Action Ranged 10
Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.
Target: One creature
Effect: 4 force damage, and you slide the target up to 3 squares.
Special: You can use only one bladespell power per triggering attack.

Safe Banishment
At-Will ✦ Arcane
Move Action, Ranged 10
Target: Your fey beast companion
Effect: Your fey beast companion is removed from play. It travels to a safe location in the Feywild. As a move action, you can recall your fey beast companion, and it appears in an unoccupied square adjacent to you.

Bladesong
Encounter Arcane
Minor Action, Personal
Requirement: You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement.
Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.

Shield
Encounter ✦ Arcane, Force
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Grasping Shadows
Encounter ✦ Arcane, Illusion, Implement, Psychic, Zone
Standard Action Close Burst 1 within 10 squares
Target: Each creature in burst
Attack: +15 vs. Will
Hit: 2d8+7 psychic damage, and the target is slowed until the end of your next turn.
Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn.Each creature that enters the zone takes 5 psychic damage and is slowed until the end of its next turn.

Fire Shroud
Encounter ✦ Arcane, Fire, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +15 vs. Fortitude
Hit: 1d8+7 fire damage, and ongoing 5 fire damage (save ends).
[/sblock]


ITEMS
Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin.

level 9: Battle Harness Leather Armor +2 (PH)
level 8: Sandstorm Rapier (Re-flavored as Feymist) +2 (Dark Sun)
level 7: Cloak of Resistance +2 (PH)

2,600gp
520gp Bracers of Mighty Striking (Heroic) (PH)
360gp Ride the Winds (Faerie Gift)
840gp Speak with Animals (Faerie Gift)
680gp Master's Wand of Magic Missle +1 (AV)

[sblock=Item Details]
Sandstorm Weapon Level 8
Enhancement: +2 to attack rolls and damage rolls
Critical: The target is blinded and takes 4 ongoing damage (save ends both).
Property: Whenever you reduce an enemy to 0 hit points using this weapon, you gain concealment until the end of your next turn.
Power (Daily Zone): Free Action.
Trigger: You hit an enemy with this weapon.
Effect: The attack creates a zone in a close burst 2 centered on that enemy. All squares within the zone are heavily obscured to your enemies until the end of the encounter or until you dismiss the zone as a free action.

Master's Wand of Magic Missile Level 3
Implement (Wand)
Enhancement: +1 to attack rolls and damage rolls
Critical: +1d8
Property: Any target you hit with the magic missile power is pushed 1 square.
Power (Encounter ✦ Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power (PH 159).
[/sblock][/sblock]

[sblock=Shade]
Trained Blink Dog Fey Beast Companion
Medium fey beast
HP 33 Initiative +10
AC 23, Fortitude 21, Reflex 21, Will 21
Speed 7, Perception +22 (Low-light vision)

Traits
O Blinking Pack (teleportation) F Aura 1
The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.

Standard actions
m Blinking Bite (teleportation) F At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 1d8+4 damage, and the blink dog teleports up to 2 squares.

Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6

[/sblock]

[sblock=Background]
[/sblock]
 
Last edited:

Shayuri

First Post
Still wrangling inventory/magic items. May be subject to tweaks. Suggestions welcome.

Name: Sulannus Phaedran
Class: Cunning Bard 8
Alignment: Good
Race: Eladrin
Size: Medium
Age: 26
Gender: Female
Height: 5' 2"
Weight: 110 lbs
Eyes: Green
Hair: Blonde

Abilities
Str: 10 [+0], Dex: 10 [+0], Wis: 11 [+0]
Con: 14 [+2], Int: 18 [+4], Cha: 20 [+5]

Hit Points: 61/61 Bloodied: 30
Healing Surges: 9/9 Healing Surge hp gained: 15 HP per level: 5
Action Points: 1
Speed: 6 squares

Armour Class: 23
Fortitude Defence: 19
Reflex Defence: 22
Will Defence: 24
Initiative: +8

Skills:
Arcana +15
Bluff +14
Diplomacy +14
History +15
Intimidate +16

Languages: Common, Elven

Feats:
1 Moonbow Dedicate
B Ritual Caster
2 Versatile Expertise (Bow and Instrument)
4 Improved Initiative
6 Improved Defenses
8 Advantage of Cunning

Race Traits:
Eladrin Weapon Proficiency (Replaced with Elf Weapon Proficiency): Proficient with Longbow and Shortbow
Eladrin Will: +1 Will saves, +5 vs Charm keyword
Fey Origin
Fey Step encounter power
Trance: meditate 4 hours instead of sleeping

Class Abilities:
Bardic Training - Gain Ritual Caster, cast one bard ritual/day without expending components
Bardic Virtue - Cunning: When an enemy misses an ally within 5+int mod sq, slide ally 1 sq.
Majestic Word
Skill Versatility - +1 to untrained skill checks
Song of Rest - At end of short rest, any ally spending surge adds Cha mod to surge value
Words of Friendship
Noble Theme - Gain Noble Presence power. Gain one common armor, weapon, or neck item of level 6 or lower.

At-Will
Jinx Shot, +14 to hit vs AC, 1d8+8 dmg, falls prone if it misses an attack before end of my next turn.
Staggering Note, +12 to hit vs will, Cha mod thunder dmg, push 2 sq, ally of choice makes MBA as free

Encounter
Firemetal Shot, +14 vs AC for 1d8+8, (+int bonus dmg to allies striking same target until EONT)
Rhyme of Bloodseeking Bow, +14 vs Ref, 1d8+8 (Interrupt used when ally misses; target loses 4 from all defenses vs triggering atk)
Rewrite the Future +14 vs AC, 1d8+8, (roll d20, until EONT replace ally attack or target attack with this d20 roll once)

Daily
Stirring Shout, +12 vs Will, 2d6+8 psychic, allies that hit target gain HP = to cha mod until end of encounter.
Song of Discord, +12 vs Will, target is dominated until EONT; makes 1 free basic attack on turn affected

Utility
Majestic Word (Enc class, 1 ally or self in burst 5 spend surge+cha mod and slide 1)
Fey Step (Enc race, teleport 6 sq as move action)
Noble Presence (Enc theme, 1 or 2 allies in burst 3 shift 2 sq and gain +2 to defenses until EONT as free action)
Words of Friendship (Enc class, +5 to next Diplomacy check)
Moment of Escape (Enc 2, slide target within 10sq up to 4sq as move action)
Glimpse the Future (Daily 5, roll d20 3x and keep highest, use this roll anytime before encounter ends to replace an allies roll)

Item
Cash 135gp

Weapons
Duelist's Shortbow +2

Armor
Eladrin Finemail +2 (+1sq teleport, no penalty to speed or skills)

Gear
Cloak of Survival +2 (resist cold, fire 5, +2 Endurance)
Sending Fork (10x range used with Sending ritual, at-will make voice come from sq up to 10sq away)
Mac Fuirmidh Cittern (+1 implement, adds 4 to 1 ally surgeval 1/day on rest, also is bardic ritual focus of 1000gp)

Rituals
Traveler's Chant
Create Campsite
Fey Passage
Song of Sustenance
Sending
Call of Friendship
 
Last edited:

Sparky

Registered User
Harnithael al'Phaedran

Harnithael al'Phaedran, Warden of House Phaedran
/HARN-ith-ale/

Harnithael is stoic and watchful, a lean, coiled whip, ready to crack. His eyes are golden, unblinking and keen, the eyes of a hunting bird. He is a man of great stillness, listening intently, speaking when needed, and acting without hesitation. He keeps all of his equipment in excellent condition and wears simple, sturdy clothes in neutral tones with splashes of House Phaedran's black and gold.

[sblock=Background]

IN PROCESS OF FIXING

Harnithael's mother, the Baroness Aelinya, fell under a curse while pregnant with Harnithael. The teeth of the curse struck both mother and child barren of magic. As first born of Ethanderayal and Aelinya, Harnithael trained to take on the mantle of power, but grew increasingly frustrated at his inability to touch and control arcane energies.

He was a difficult child. Where Aelinya grieved, Harnithael burned. When young Sulannus, his sister, proved to be free of the curse, Harnithael grew angrier. He was sent to foster with House Ruath, a borderland holding.

The Ruath holdings are strategic, rather than purely economic, and while the house is not wealthy, it has produced fine warriors for generations. Harnithael spent years as a page to the Order of the Thorned Veil - Rangers that patrolled the borderlands. The lad's rough edges were smoothed - or honed - as the Rangers saw fit. Under their tutelage, he learned to repurpose his anger, forging it into determination and focus. He is as much a child of the Thorned Veil as a son of House Phaedran.

He formally abdicated his right of succession, ceding it with mixed bitterness and relief, to his sister Sulannus. Through a series of unforseen events, Harnithael became Sulannus' Guardian. He swore with blood and magic to be 'the Sword of her Hand, the Shield of her Body, the Guardian of her Honor and the Honor of House Phaedran.'

Harnithael is bonded to Kyrmanthos, a feywing drake. Kyrmanthos is young and growing fast. The drake is fastidious, vain and regal, easily given over to affront and offense. Whether this is a phase that the drake will grow out of is uncertain. Kyrmanthos is, however, very loyal to Harnithael and - by extension - Harnithael's siblings. Especially those who flatter or indulge him.[/sblock]
[sblock=Character Sheet]Harnithael Ruath Phaedran
Level 8
Sun Elf (Eladrin), Ranger (Hunter)
Archery Style: Bow Hunter
Ranger Wilderness Knacks (Ranger): Beast Empathy, Watchful Rest, Wilderness Tracker, Ambush Expertise

Background: Explorer/Guide
Theme: Fey Beast Tamer (Feywing Drake)

ABILITY SCORES
STR 13
CON 14
DEX 20
INT 12
WIS 16
CHA 10

DEFENSES
AC: 22
Fort: 20
Ref: 23
Will: 21

STATUS
HP: 61
Surges: 8
Surge Value: 15

SKILLS
Acrobatics +9
Arcana +7
* Athletics +10
Bluff +4
Diplomacy +4
Dungeoneering +7
* Endurance +11
Heal +7
History +7
* Insight +12
Intimidate +4
* Nature +14
* Perception +16
Religion +5* Stealth +14
Streetwise +4
Thievery +9

RACIAL POWERS
Eladrin Racial Power: Fey Step

ATTACK POWERS
Basic Attack: Melee Basic Attack (at-will)
Basic Attack: Ranged Basic Attack (at-will)

Ranger Attack: Disruptive Shot (encounter)
Ranger Attack: Aimed Shot (at-will)
Ranger Attack: Clever Shot (at-will)
Ranger Attack: Rapid Shot (at-will)

UTILITY POWERS
Ranger Utility: Aspect of the Pack Wolf
Ranger Utility: Aspect of the Regal Lion
Ranger Utility: Aspect of the Seeking Falcon

Ranger Utility 2: Pack Alertness (at-will)
Ranger Utility 5: Reactive Shift (encounter)
Fey Beast Tamer Utility 6: Safe Banishment (at-will)


FEATS
Class: Bow Expertise
Level 1: Improved Defenses
Level 2: Alertness
Level 4: Master at Arms
Level 6: Melee Training (Dexterity)
Level 8: Whip Training

ITEMS
Warning Longbow +2 (equipped)
Battle Harness Leather Armor +1 (equipped)
Safewing Amulet +2 (equipped)
Guardian's Whistle (worn, neck)
Senaliesse Chrysanthemum, from the Court of Stars (worn, lapel)

Fey Strike Whip +1 (right hip)
Fey Strike Longsword +1 (right hip)

Belt Pouch (left hip)
-- Flint & Steel
-- 8 gp
-- 7 sp
-- Horn
Quiver (left hip)
--Arrows (30)
-- Signal ammunition (5)
Silk Rope w/ Grapple (left hip)

Backpack (back)
-- Instant Campsite
-- Climber's Kit (2)
-- Fine Clothing
-- Torch (3)
-- Journeybreads (10)
-- Waterskin

Feywild Charger w/ Impenetrable Barding[/sblock]

[sblock=Kyrmanthos]Kyrmanthos is young and growing fast. The drake is fastidious, vain and regal, easily given over to affront and offense. Whether this is a phase that the drake will grow out of is uncertain. Kyrmanthos is, however, very loyal to Harnithael and - by extension - Harnithael's siblings. Especially those who flatter or indulge him.

Trained Feywing Drake Fey Beast Companion
Medium fey beast
HP 30 Initiative +10
AC 21, Fortitude 21, Reflex 23, Will 19
Speed 8, Perception +18 (Low-light vision)

Traits
Alert Companion, Aura 1
While in hte aura, enemies cannot gain combat advantage against the feywing drake's allies.

Standard actions
Claws, At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 1d8+4 damage, and the target grants combat advantage to Harnithael until the end of his next turn.

Str 15 Dex 20 Wis 13
Con 15 Int 2 Cha 6[/sblock]

[sblock=Stats]Harnithael
Perception: 26 (28) Insight: 22 Senses: Low-light Vision

AC: 25 Fortitude: 19 Reflex: 22 Will: 21

Initiative: +10

Hit Points: 61 / 61 Bloodied: 30
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Milestones: 0

Healing Surge: 15 Surges per day: 8 / 8

Condition:


Free Actions: Draw sheathed/Retrieve stowed

Immediate Reactions: Fey Strike Teleport Foe (Item),Reactive Shift

Minor Actions: Aspect of the Pack Wolf, Aspect of the Regal Lion, Aspect of the Seeking Falcon,Pack Alertness, Warning Bow Awareness (Item)

Move Actions: Fey Step, Guardian's Whistle (Item), Safe Banishment

Standard Actions: Aimed Shot, Clever Shot, Disruptive Shot, Rapid Shot[/sblock]
 
Last edited:



Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top