D&D 4th Edition [4e][OOC] Clash of Steel [13th level] - Page 10




  1. #91
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    Quote Originally Posted by Inspiratorium View Post
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    Hm, I didn't notice that the dazing effect of the Lightning arrow got errata-ed out. Can I switch the ten lightning arrows to 25 Onslaught Arrows (pay whatever extra is necessary)?
    No problem shuffling your equipment before things get started.
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  • #92
    Do you a brief plot hook or description of the current situation? I'm curious as to what we'll be facing, and just curious in general about the world.
    D&D Blog - Knowledge Checks - knowledgechecks.wordpress.com

  • #93
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    Quote Originally Posted by Knowledge Checks View Post
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    Do you a brief plot hook or description of the current situation? I'm curious as to what we'll be facing, and just curious in general about the world.
    Still not sure which of two adventures I'm going to start things with.
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    drothgery, can you equip Teclis with Bracers of Mighty Striking and without the rythm blade on the builder? If this increases the Eldritch Strike damage and doesn't lower his defenses, I want to make this change.
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  • #95
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    Quote Originally Posted by Walking Dad View Post
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    drothgery, can you equip Teclis with Bracers of Mighty Striking and without the rythm blade on the builder? If this increases the Eldritch Strike damage and doesn't lower his defenses, I want to make this change.
    Well, it doesn't lower your defenses, but it doesn't increase damage either. The bracers and your Staff of Ruin both grant an item bonus to damage.
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    Serrana Vao in Karl Green's Knights of the Old Republic (with 213 things Serrana can't do in the Jedi Order)
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    Daellin ir'Ayellan in stonegod's Expedition to Castle Ravenloft
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  • #96
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    Ignore Walking Dad
    Alright, replace old bracers with Bracers of Mental Might (6) (AV) and no Rhythm Blade

    +1,360 -1,800

    leaves me with 1,520 gp for consumables.
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  • #97
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    Quote Originally Posted by Walking Dad View Post
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    Alright, replace old bracers with Bracers of Mental Might (6) (AV) and no Rhythm Blade

    +1,360 -1,800

    leaves me with 1,520 gp for consumables.
    Done on my copy. I'll post my PDFs of everyone in the RG thread when I start that (today or this weekend).
    Dave Rothgery

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    Eric Hassel (Quarterback) in Jemal's Mutant High
    Sariel in Rumspringa's Keep on the Shadowfell
    Khalia ir'Indari in DEFCON1's Eye of the Lich Queen
    Serrana Vao in Karl Green's Knights of the Old Republic (with 213 things Serrana can't do in the Jedi Order)
    Italimelk in Living ENWorld
    Daellin ir'Ayellan in stonegod's Expedition to Castle Ravenloft
    drothgery's Victorian Eberron game
    Star Wars/KotOR Era - The Second K'ril Incursion

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    Alright, will post some background and consumables ASAP.
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  • #99
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    Speaking of backgrounds...

    In their native Feywild, pixies are commonplace. In the Material World, they are often associated with forest groves or flowering meadows, in much the same way nymphs are bound to lakes and streams, or dryads to trees. Tatterdemalion is an example of how the normally eternal and unchanging fey can be twisted by sympathetic resonance when something happens to the nature they are part of.

    A long time ago, what is now the Gloaming Bog was a forest with a river flowing through it that lay 'close' to the Feywild and inherited some of its wild magic and exuberance. The pixie that became Tatter lived there, and was most likely a great deal like most pixies; carefree and prankish and capriciously merry.

    But the planar alignments shifted, bringing the Plane of Shadow into conjunction. Clouds gathered and rain fell. The river overflowed its banks and turned the forest into a wetland...then a marsh. As the Feywild receded, and the Shadow took sway, the pixie of the wood developed a black mark on her left hand and changed along with her landscape. She became what she is now; the Lady of Wisps, the Sobbing Shadow...the Tatterdemalion.

    Despite her gloomy demeanor and occasionally sharp, pointed sarcasm, Tatterdemalion did not turn evil as many believe. Her many charms and ensorcellments turned to spells of darkness and fear...but they are still simply tools she uses to try to make the world better (even if she claims not to believe such a thing is possible). While it is tempting to regard her story as tragic, she does not see it that way. She is what she is, and finds the prospect of becoming 'fluffy and happy and annoying' again just as abhorrant as she would have found becoming this way before.

    Her specialty is now as it was before; clever ruses and deceptions using a combination of arcana learned from witches and mages seeking knowledge, or to tap into the power of the planes, and fey glamour to decieve the senses and mislead the mind. She can also draw on the power of her Mark to manipulate Shadow essence in certain ways, though this is more recent and less developed for her.

    Tatterdemalion joined an adventuring group shortly after leaving her swamp, and for a time traveled with them. She shared her magic in exchange for protection and cooperation, and gathered enough power to return home and vanquish a monster that had forced her out. This unusual display of pluck gathered her the attention of the Court of Stars...and for years she served as a spy and double-agent among the Unseelie; taking advantage of her reputation and sinister powers to blend in.

    Finally her mission was over, after many intrigues and thwarted schemes. She was free to return to her bog...but found it felt a bit small now, after she had seen so much of the world. So she set forth to find her old friends once more.

    (Agh! I may have to get Arcane Familiar soon and get a Wisp! It'd work well with her blink dog too! In fact..hey,Mr GM...what do you think about 'reskinning' the blink dog as a kind of willow-wisp type thing? Same stats, but just looks like a glowing ball instead of a dog? Damage maybe becomes Lightning instead of normal? Or not...whatever on that. But that, plus the teleport powers, would work perfectly with Tatter's concept.)
    Last edited by Shayuri; Friday, 27th April, 2012 at 09:29 PM.

  • #100
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    I have expanded slightly on Vanri's background:

    Vanri appeared from the desert a many years ago, traveling alone. Claiming to be a servant of the djin dwelling deep within the desert, where the elemental chaos seeps into the natural world, this mysterious genasi had been seen walking around town talking with various sages, information brokers and rumormongers before approaching some adventurers,

    Soon after he was seen leaving town in strange company - a half elf, dragonborn, Eladrin, and some swore they saw a pixie as well.

    Vanri lead the group for several weeks searching for the son of his master who had been kidnapped by a foul primordial worshiping cult, hunting them down to a defiled temple deep in the wilderness and thwarting their plan to summon the essence of their dark master into the djin boy's body. After returning the boy to his master Vanri was given leave to spend some time in the world, learning more of its inhabitants, wonders, and horrors before he returned to the desert to the service of the djin.

    Recently the soothsayers in service of the djin have felt trouble growing in their predictions and Vanri has been tasked to investigate the cause of these dark prophecies. Leaving the desert once more he has set out in search of his previous companions to aid him.
    David Muller

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