DF's "The Slaying Stone" RG




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  1. #1
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    Minor Trickster (Lvl 4)



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    ø Ignore DistractingFlare

    DF's "The Slaying Stone" RG

    Welcome to the Rogues' Gallery for The Slaying Stone. Please post your updated character sheets as well as your backstory for easy reference. Thank you!
    Quote Originally Posted by Velmont View Post
    I think I took too much drug.

 

  • #2
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    ø Ignore Phaezen
    Expect Ban's background to expand slightly as the character does.

    Background

    Banmarden emerged from the Feywild 2 years ago, a bizarre, lost creature uncertin of its way in the world.

    Taken in by a druidic circle the wilden learned some of the ways of the natural world. Over the course of 18 months Banmarden learned much in the way of harnessing his connection to the feywild and the natural world, learning to control his powers and abilities. But time has come for him to move on and learn more for himself.

    Roderick the circle's leader has sent the wilden to ???, a mage from a nearby county to see if there is any help he needs.
    Attached Files Attached Files

  • #3
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    Myrmidon (Lvl 10)

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    ø Ignore Voda Vosa
    Sindabar, human necromancer.


    Born in the capital city of Amedar, Sualm port, Sindabar was the first and only son of Ifuman, a wealthy merchant, whose trade routes traveled long distances, carring diverse amount od goods, from magical carpets to the most refined and exquisite pieces of pottery. Ifuman is a wizard himself, trined in the arts of enchantment, which granted him more than one good deal in the past. He was also his own caravan guard. No that he relied much on his arcane powers or that he was suspicious about the loyalty of a group of mercenaries, he simply didn't have the money to pay them. Ifuman wasn't the wealthiest merchant in all Amedar, but when his wife give birth to his first child, he felt even less wealthy. With another mouth to feed and his wife not able to run the bussines by herself during his absence, Ifuman had to stop his caravan, and make short term deals, with the locals. That leaded to a further enpoverment of the Zaliman family.
    The young Sindabar grew up in the middle of this economic crisis, and as soon as he could stand in two feet, he was helping with the family business, at lest holding no-chewable things. He also happened to have some sixth sense about commercial deals. If the baby started crying after the deal was sign, it meant that the deal was not good. Luckly he didn't cry often.
    At the age of 14, his father and him traveled Hithalan the city of docks and magic. With a short farewell, Ifuman leaved his son on the gates of the wizard Academy. There shall Sindabar remain, until he was a full trained wizard.
    After some time, the young man was able to perform minor tricks and some serious enchantments. As his father before him, Sindabar developed a taste for necromancy; and he also concentrated on illusions, as he was naturally gifted for them.
    After finishing his studies, Sindabar returned home, and helped his parents with the business, earning his father respect, and some gold in the way.
    He worked many years in his father business, guarding the caravans with his father, in the long roads to the Dark Forests, where there was need of their products.
    One day, Ifuman was out of town, making business in Skarlen with the militia, trying to get in the weapons business, then a formidable deal came to Sindabar's and his mother's hands.
    It was a deal that could make them rich from night to morning. Blindly they accepted the deal and readied the caravan and the goods to be transported.
    The next day, the wizard was sitting on the cart, and with his staff, he said goodbye to his mother, never knowing he was heading to a mortal trap.
    After many days of travel, the caravan was approaching Sinalim Town. When Sindabar took the usual detour along the side of the forest, a gang of bandit emerged from behind the trees, and assault the caravan and the merchants. Sindabar's men were caught off guard and outnumbered 1 to 20. After a short battle, many of Sindabar men were slain and he was out of spells. Using his last spell, his hand conjured a spray of color lights, dazing most of the bandits. The wizard and two of his fellows retreated, but the arrows caught them as they ran for their lives. If something can be said about Sindabar is that he is incredible resilient to pain. His two partners fall under the arrows, but he kept running.
    Wounded but safe, the wizard tries to catch his breath, as he rubs his injuries and walks with difficulty into a nondescript crossroad…
    Attached Files Attached Files
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #4
    Mathariel was born to conflicted family. Both his elders were members of the church of Ioun, and encouraged Mathariel to follow their footsteps. It was there that he discovered his gift for the preservation of life and channeling divine power.
    However, while his father Arinar was very much a traditional eladrin noble and told Mathariel that the pursuit of knowledge included only things worth studying (ie Eladrin history), his mother Merideth had been a missionary of the church of Ioun, and was insistent that Mathariel travel the primary plane to learn of the history there. For a while, the young noble followed his father's advice, or rather put off his mother's advice. Everything that he had known his entire life was in this city, his family, his friends, his love Naivarelle...
    After his mother's untimely death, however, he decided otherwise -- he had to honor her wishes, somehow. After a year of training and study under the Church of Ioun, he decided he was ready, and requested to become a missionary and researcher, to travel the primary plane to gather knowledge and spread the word of Ioun. After exchanging hollow-sounding vows of fealty with Naivarelle, ones which he doesn't know whether either of them intend to keep, he left the city he had grown up in to follow his mother's advice.
    After a few months in the primary plane, he learns of the artifacts known as the slaying stones. Curious as to what historical value these things may have, he decides to investigate Treona's call for aid. It may lead to some interesting discoveries, after all.

    Mini-Char Sheet

    Mathariel Lynwood - Male Eladrin Warpriest
    Initiative -1 - Passive Perception 13 - Passive Insight 18 - Senses Low light
    AC 18 - Fortitude 14 - Reflex 14 - Will 15
    HP 28/28 - Bloodied 14 - Surge Value 7 - Surges left 10/10
    Action Points 1 - Second Wind Not Used

    Powers:

    At-Will:
    Melee Basic +4 vs AC
    Blessings of Battle +7 vs AC
    Brand of the Sun +7 vs AC
    Sun’s Glow
    Encounter:
    Sun Burst
    +7 vs AC
    Smite Undead (Channel Divinity) +7 vs Will
    Soothing Light (Channel Divinity)
    Healing Word x2
    Fey Step
    Daily:
    Nimbus of Holy Shielding +7 vs Will
    Attached Files Attached Files
    Last edited by Inspiratorium; Friday, 6th January, 2012 at 03:30 AM.

  • #5
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    ø Ignore drothgery

    Patrin, LG Dragonborn Paladin (Cavalier) 1

    character sheet
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Patrin, level 1
    Dragonborn, Paladin (Cavalier)
    Virtue: Virtue of Sacrifice
    Dragonborn Racial Power Option: Dragon Breath
    Dragon Breath Key Ability: Dragon Breath Strength
    Dragon Breath Damage Type: Dragon Breath Cold
    Auspicious Birth (Auspicious Birth Benefit)
    Theme: Guardian

    FINAL ABILITY SCORES
    STR 18, CON 14, DEX 13, INT 8, WIS 10, CHA 16

    STARTING ABILITY SCORES
    STR 16, CON 14, DEX 13, INT 8, WIS 10, CHA 14


    AC: 20 Fort: 15 Ref: 14 Will: 14
    HP: 33 Surges: 13 Surge Value: 10

    TRAINED SKILLS
    Athletics +5, Diplomacy +8, Intimidate +10, Religion +4

    UNTRAINED SKILLS
    Acrobatics –3, Arcana –1, Bluff +3, Dungeoneering +0, Endurance –2, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Stealth –3, Streetwise +3, Thievery –3

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Guardian Attack: Guardian's Counter
    Dragonborn Racial Power: Dragon Breath
    Multiple Class Utility: Defender Aura
    Paladin Attack: Holy Smite
    Paladin Attack: Righteous Radiance
    Paladin Utility: Righteous Shield
    Paladin Attack 1: Valiant Strike
    Paladin Attack 1: Strike of Hope

    FEATS
    Level 1: Heavy Blade Expertise

    ITEMS
    Plate Armor x1
    Adventurer's Kit
    Longsword x1
    Heavy Shield x1
    ====== End ======
    proposed background
    It was true that Patrin had hatched at dawn on the High Festival of the Platinum Dragon. But neither he nor anyone else had thought much of that; his family might have been noble warriors in Arkhosia's day -- most dragonborn claimed it, at any rate, and there had been enough crossing of lines between nobles and commoners since the Empire fell that it was likely even true -- but they were simple mercenaries now, if with a better repuation than most. His father said the act that had drawn Bahamut's attention had not been very bright, but the old dragon smiled when he said it.

    Going into a burning building -- especially when the children trapped inside were children of neither his friends nor family nor even his employers -- wasn't very smart even when you could breathe ice. But he had gotten them all out. From then on he'd felt something different, little abilities that he wasn't sure how they worked. It had taken a chance meeting with one of the Dragon's clerics to finally get it through his head what he'd been chosen for.


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