Feats: Armour proficiency-cloth & leather, Weapon proficiency - Dagger, Hand crossbow, shuriken, sling, short sword; Part Fish, Born to Sail, Improved Initiative
Powers: At Will: Deft strike: Martial; Weapon: Standard: Melee or Ranged; Can move 2 squares before attack; Dex vs AC: 1W + Dex Mod damage
Sly flourish; Martial; Weapon: Standard: Melee or Ranged; Dex vs AC: 1W + Dex mod + Cha mod damage
Encounter: Dazing strike: Martial; Weapon: Standard: Melee Dex vs Ac: 1W + Dex mod damage: Target dazed until end of my next turn
Second Chance: Immediate Interrupt: When an attack hits me Force enemy to roll again; must use 2nd roll
Daily: Blinding Barrage: Martial; Weapon: Standard; Close blast 3 Each visible enemy in blast; 2W + Dex mod and target blinded till end of my next turn; Miss: half damage & target not blinded.
Class Features: (Trickster Rogue) First strike; Bonus to AC = Cha mod vs OA Weapon talents ; Shuriken = 1d6 basic; +1 to attack with dagger Sneak attack: with combat advantage
Gear Leather Armour (25gp, 15lbs) Standard Kit (15gp 33lb) 3 x Daggers (3gp 3lbs) 20 Shuriken (4gp 2lb)
53gp left
Weight carried (53lbs)
Normal Load: 120lbs Heavy Load: 240lbs Push/Drag: 600lbs
Languages: Common, Goblin
Zarathas Moonscale
Dragonborn Paladin Played by Blackrat
Character Sheet
Zarathas Moonscale
Male Dragonborn Paladin
Level 1, Lawful Good
Racial Traits and Powers
Elven Weapon Proficiency--proficient in longbow and shortbow
Fey Origin--You are considered a fey creature
Group Awareness--non-elf allies within 5 squares get +1 perception bonus
Wild Step--Ignore difficult terrain when you shift
Elven Accuracy--Use Elven Accuracy as an enconter power
Class Features
First Strike--You have combat encounter against creatures that haven't yet acted in an encounter
Brutal Scoundrel -- add str mod (+2) to sneak attack damage
Rogue Weapon Talent--Shuriken damage die increases by one, +1 to attack rolls with a dagger
Sneak Attack--deal an additional +2d8+2 damage when you have combat advantage. You can use this once per round.
At Will Powers Piercing Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. Reflex
Hit: 1[W] +4
Riposte Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, a Str vs. AC attack that deals 1[W] +2 damage.
Encounter Powers Torturous Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 2[W] +6 damage.
Elven Accuracy: Racial
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Daily Powers Trick Strike: Martial, Weapon
Standard Action: Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One Creature Dex vs. AC
Hit: 3[W] +4 damage and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
Utility Powers
Rituals
Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts
Vision: Normal Bonus Skill: Choose 1 extra trained Class Skill (History) Bonus Feat: Choose 1 extra Feat (Linguist) Bonus At-Will Powerl: Choose 1 extra At-Will class power (Righteous Brand) Human Defense Bonus: +1 racial bonus to Fort, Reflex, Will
At Will Powers
Lance of Faith Righteous Brand Sacred Flame
Encounter Powers
Cause Fear Channel Divinity: Divine Fortune or Turn Undead Healing Word Healing Word
Daily Powers
Guardian of Faith
Other Class Features
Bonus to Defense: +2 Will
Channel Divinity
Healer's Lore (+4 to powers with the Healing keyword)
Healing Word
Ritual Caster
Feats
Linguist
Linguist (Bonus Human Feat)
Character Information
Background
I've lived in Helen's Reach all my life. Swam in her stinking lagoon, climbed the facade of the Vault of Years to eat clams in the shadow of the golden dome when it was the only one we had. Nobody really much notices a guy like me until I do something that gets me noticed. That’s why, when I ran afoul of the Guard Watch (I mean, really... I have relatives to honor in the catacombs like anyone else, why do I have to visit them during daylight hours? The shades don’t know any different, it’s dark down there.
My punishment was assignment to the Archive under a seemingly daft old crone, Sister Anhela. She's far from daft. A crone, yes. The work was dusty and more than a little unsettling... a joint effort between the Priests and Priestesses of Ioun and the Raven Queen to maintain records relating to the history of the Reaches and, my job specifically, escorting Sister Anhela as she went to query The Interred in the catacombs to learn more of our great and glorious history.
Sister Anhela first turned me on to Gulafar's Spirits and the old bag even joins me for a pint from time to time.
Tide of Iron (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and push the target 1 square if it is large or smaller than large. I may shift into the square the target occupied.
Covering Attack (standard; encounter, martial, weapon)
+8 vs AC; 2d8+4 damage, and an adjacent ally may shift 2 squares.
Villian's Menace (standard; daily, martial, weapon)
+8 vs AC; Hit: 2d8+4 damage, and I gain +2 attack and +4 damage against target until end of encounter. Miss: I gain +1 attack and +2 damage against this target until end of encounter.
__________________ Wandering Star - All hail the Master Orb . . .
First off, to get this started I need for the six of you to talk amongst yourselves and select one person to be the "Caller." I've never had a Caller in games I've run before but it seems like something that's pretty necessary in pbp games to avoid confusion. Basically, when the party needs to make decisions as a whole, it's the caller that "officially" tells me what that decision is. That way, I don't have to guess.
Also, if you all could come up with a reason for why your characters all know each other and are on good terms, that'd be keen. In my RL group, they basically all grew up in Helen's Reach and played stickball together in front of the orphanage that two of the party members grew up in.
Once we've got those two items and everyone's provided a character sheet (and character background if they want ) I'll open up the IC thread and we can really get going.
__________________ Wandering Star - All hail the Master Orb . . .
So, here's the original idea that I had for Varilar, but I think it might be better to differentiate him a bit more from our Good Charlotte. I might even switch him over to Brutal Scoundrel. Any thoughts or suggestions out there?
stats
Name: Varilar
Male Elf Rogue 1
Alignment: Unaligned
Medium Humanoid, 5’7” tall, 147 lbs, 22 yrs old
Brown hair, Green eyes, Golden skin
Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable
Thrown: Same as melee
Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile
Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand
Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile
Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
Turn Undead +3i [wisdom] vs will
Priest's Shield +2w [strength] vs AC
Sacred Flame +3i [wisdom] vs reflex
Healing Strike +2w [strength] vs AC
Guardian of Faith +3i [wisdom] vs fortitude
Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude
Priest's Shield [Level 1]
Sacred Flame [Level 1]
Encounter Powers:
Code:
Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]
A sailing cleric that has spent his whole adult live at sea, as a teenager he was part of a priest society of Melora the goddess of the sea that believed in exalting themselves and praising their good trough battle and prayer. Tends to be a easy humor type laughing at the most common thing as farts and bad jokes about his beard he almost fall of his chair if someone trips in a tavern over a drunk sailor. The balance comes when someone talks about sea creatures and what Dorlar believes to be myths of the sea, he then get dead serious taking the stand of theres no such things as ghost ships, mermaids and giant squids that can swallow a entire ship.
Dorl Dungar had from a early age been taken up into the monk society as all child of his family, boys and girls where taken into the monk society as soon they where teenagers to form them into 'proper adults' as his father, grandfather and great grandfather always said.
Odd at it might seem this family of dwarfs had been one of the dwarf families to settle on the surface after the 'borehole incident' and had since 75 years ago lived by a river poring into the sea near the town of Helen's Reach.
As a child he used most part of his time to play at the beaches grabbing crabs with the other child's with an adult watching them play. He was often allowed to accompany the adults onto the boats to learn how to sail and fish whit harpoons and trick the shoals of fish into their netts. The sea was a natural habitat for Dorl.
After long years of training with the priests Dorl had taken the job as a sailor/healer/defender of local pirates of the middel reaches. The ship he was working at 'singing fat lady' was a transport vessel carrying mostly wood, silks and canvas with olive oil between the different ports.
He ocationally stayed at port to visit his family, pray at temples or just having fun at the taverns gambling.
At some ocations Dorl feels a longing after love and would walk the streets thinking if he any day would be blessed to meet a maid that would fall in love in him accepting his adventurous lifestyle, someone that would drag him back to port more often then the lust of adventure at sea.
This background is wrong. For some reason the text i changed has not updated. (?) I will fix it as soon as possible, as now i have to attend RL. For now disregard the background.
-DH
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
Powers: At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation
Magic Missile (+4 vs Reflex / 2d4+4, reach 20)
Cloud of Daggers (+4 vs Reflex / 1d6+4, 2 damage area)
Illusory Ambush (+4 vs Will / 1d6+5, -2 attacks eynt)
Encounter:
Grasping Shadows (+4 vs Will / 1d8+5, slowed eynt, burst 1, special)
Daily:
Flaming Sphere
Phantom Chasm
Rituals:
Banish Vermin
Make Whole
Tenser’s Floating Disk
Equipment (100 gp):
Leather armor (25), 3 daggers (3), orb (15), standard adventurer's pack(15) [backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin], residium worth 35gp, 7gp
Background
-What does the character look like?
Pic
-What's his story?
Born in a small village, he remembers most of his life as citizen in the arcane district of Old Nerrath, selling his particulary talent to the highest bidder, before he started to work as an adventurer out of the city (nothing much to explore in there.)
-Where does he come from?
Jorje was born and raised in the small village Applewood.
But after manifesting his talet for arcane magic, his parents sent him to Old Nerrath to study at the Shadowdream Academy, that specializes in illusion and ... darker magic, in the arcane district. He later left the city for more lucerative jobs out there.
-What's his personality?
A bit dark and calculating, he isn't evil per se, but hasn't yet expirienced the true values of sacrifice and friendship, but is up to learn tem...
-Why is he an adventurer?
Profit and exitement. The magic items and rituals adventurers typically find on their explorations would cost him a fortune on the free market.
His past time mentor, that says he is always acting on self interest and won't never change the world has nothing to do with this...
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Found my way over here. Read the last posts of the recruiting thread - will make a defender. Not sure which - Paladin or Fighter just yet. Nor which concept... so far it seems like folks are more interested in Ranver than in Pip? Yes? No?
I've no affinity for one over the other.
First up, Pip.
Pip, Halfling Fighter
Pipperthrush "Pip" Tidechaser
Male, Halfling, Fighter
Good
Small, 4' 21/4" tall, 88lbs, 19 yrs old
Black hair, blue eyes, medium brown skin
Vision: Normal Skill Bonuses: +2 Acrobatics, +2 Thievery Bold: +5 to saves vs. Fear Nimble Reaction: +2 racial bonus to AC vs. OAs Second Chance: Encounter, Immediate interrupt, Force enemy to reroll a successful attack roll, they must keep the second roll
The son of a fisherman and pearl-diver, Pip grew up half on the deck of a ship and half in the water. His family was large and periodically sent its youth to Helen's Reach "fer schoolin' proper like" and to get in touch with those "high falutin'" Helen's Reach Tidechasers. Pip's knowlege of sea trade and travel was recognized by his well-to-do uncle, and he soon found himself aboard a Heirata ship that criss-crossed the Reaches.
Until that ship stopped to pick up a marooned young woman... One Charlotte Threeflagons.
So, here's the original idea that I had for Varilar, but I think it might be better to differentiate him a bit more from our Good Charlotte. I might even switch him over to Brutal Scoundrel. Any thoughts or suggestions out there?
It looks good to me. No real suggestions on my part, though I do think it's a good idea to focus on a build that's "different" from the other rogue in the group.
__________________ Wandering Star - All hail the Master Orb . . .
Don't know about the caller but the 'all knowing each other' should be easy. It's already been suggested that we all frequent the same inn. i.e. we are all regulars who meet up.
Perhaps the local 'Daggers' team, perhaps we could all love singing and attend the weekly 'K'raoke' session
Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable
Thrown: Same as melee
Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile
Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand
Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile
Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
Turn Undead +3i [wisdom] vs will
Priest's Shield +2w [strength] vs AC
Sacred Flame +3i [wisdom] vs reflex
Healing Strike +2w [strength] vs AC
Guardian of Faith +3i [wisdom] vs fortitude
Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude
Priest's Shield [Level 1]
Sacred Flame [Level 1]
Encounter Powers:
Code:
Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]
Found my way over here. Read the last posts of the recruiting thread - will make a defender. Not sure which - Paladin or Fighter just yet. Nor which concept... so far it seems like folks are more interested in Ranver than in Pip? Yes? No?
I've no affinity for one over the other.
First up, Pip.
Pip, Halfling Fighter
Pipperthrush "Pip" Tidechaser
Male, Halfling, Fighter
Good
Small, 4' 21/4" tall, 88lbs, 19 yrs old
Black hair, blue eyes, medium brown skin
Vision: Normal Skill Bonuses: +2 Acrobatics, +2 Thievery Bold: +5 to saves vs. Fear Nimble Reaction: +2 racial bonus to AC vs. OAs Second Chance: Encounter, Immediate interrupt, Force enemy to reroll a successful attack roll, they must keep the second roll
The son of a fisherman and pearl-diver, Pip grew up half on the deck of a ship and half in the water. His family was large and periodically sent its youth to Helen's Reach "fer schoolin' proper like" and to get in touch with those "high falutin'" Helen's Reach Tidechasers. Pip's knowlege of sea trade and travel was recognized by his well-to-do uncle, and he soon found himself aboard a Heirata ship that criss-crossed the Reaches.
Until that ship stopped to pick up a marooned young woman... One Charlotte Threeflagons.
Powers: At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation
Magic Missile
Cloud of Daggers
Illusory Ambush
Encounter:
Grasping Shadows
Daily:
Flaming Sphere
Phantom Chasm
Rituals:
Animal Messenger
Make Whole
Tenser’s Floating Disk
Equipment (100 gp):
Leather armor (25), 3 daggers (3), orb (15), standard adventurer's pack(15) [backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin], residium worth 35gp, 7gp
With the exception of the ability scores, everything looks fine. By my calcs you spent 25 points to get that array. The point buy method in the PHB only has you spending 22 points. What am I missing here?
Quote:
Background
-What does the character look like?
Pic
-What's his story?
Born in a small village, he remembers most of his life as citizen in the arcane district of Nesiah, selling his particulary talent to the highest bidder, before he started to work as an adventurer out of the city (nothing much to explore in there.)
-Where does he come from?
Jorje was born and raised in the small village Applewood.
But after manifesting his talet for arcane magic, his parents sent him to Nesiah to study at the shadowdream academy, that specializes in illusion and ... darker magic, in the arcane district. He later left the city for more lucerative jobs out there.
-What's his personality?
A bit dark and calculating, he isn't evil per se, but hasn't yet expirienced the true values of sacrifice and friendship, but is up to learn tem...
-Why is he an adventurer?
Profit and exitement. The magic items and rituals adventurers typically find on their explorations would cost him a fortune on the free market.
His past time mentor, that says he is always acting on self interest and won't never change the world has nothing to do with this...
Cool picture. Did you draw that yourself? Are "Applewood" and "Nesiah" from an old build or did you want to specify an foreign birthplace for Jorje? That's fine, but a little more detail would be helpful. If Nesiah is a city, it's likely to be closer to Old Nerath, which is to the North.
Quote:
I will perhaps change 'Animal Messanger' to one of the rituals from the new dragon article. I can repost the specific ritual here, if you like.
The name should be sufficient. They aren't charging us for access to Dragon yet.
__________________ Wandering Star - All hail the Master Orb . . .
Don't know about the caller but the 'all knowing each other' should be easy. It's already been suggested that we all frequent the same inn. i.e. we are all regulars who meet up.
Perhaps the local 'Daggers' team, perhaps we could all love singing and attend the weekly 'K'raoke' session
As I understand it, the "Caller" is an old school D&D term. I've never been in a game that had one before, but it seems to me that in a PbP they'd be very useful.
Basically, the Caller isn't making decisions for the group or anything. Simply put, when the DM asks the party a question the official answer has to come from the Caller. That way, instead of me asking a question and having to interpret what to take from six different responses, I let y'all discuss and then the Caller tells me the answer once the discussion's done.
I think it'll make things go much more smoothly in those instances when I pose a question to the party.
__________________ Wandering Star - All hail the Master Orb . . .
With the exception of the ability scores, everything looks fine. By my calcs you spent 25 points to get that array. The point buy method in the PHB only has you spending 22 points. What am I missing here?
That is my fault. The other game started with 25 points. I will reduce Dex to 11 and Cha to 10.
Quote:
Cool picture. Did you draw that yourself? Are "Applewood" and "Nesiah" from an old build or did you want to specify an foreign birthplace for Jorje? That's fine, but a little more detail would be helpful. If Nesiah is a city, it's likely to be closer to Old Nerath, which is to the North.
The picture is from 'Complete Mage'. The artist read successfully my future mind. I think it fits perfect for Jorje.
Yes, both loctions are from the old game.
Applewood is just my creation and shall showw the rural birthplace of Jorje.
Nesiah is an invention from the other DM: Nesiah is their largest and most ancients city. It is perhaps the most populated city of Barnost, and is strictly divided in seventeen districts, each
governed by one of the founding guilds.
Perhaps you can subsume the concept into one of the cities of your world. I only really need the shadowy wizard academy and perhaps an 'arcane district'.
Quote:
The name should be sufficient. They aren't charging us for access to Dragon yet.
I would like to take 'Banish Vermin' from dragon 366.
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Racial Traits and Powers
Elven Weapon Proficiency--proficient in longbow and shortbow
Fey Origin--You are considered a fey creature
Group Awareness--non-elf allies within 5 squares get +1 perception bonus
Wild Step--Ignore difficult terrain when you shift
Elven Accuracy--Use Elven Accuracy as an enconter power
Class Features
First Strike--You have combat encounter against creatures that haven't yet acted in an encounter
Brutal Scoundrel -- add str mod (+2) to sneak attack damage
Rogue Weapon Talent--Shuriken damage die increases by one, +1 to attack rolls with a dagger
Sneak Attack--deal an additional +2d8+2 damage when you have combat advantage. You can use this once per round.
At Will Powers Piercing Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. Reflex
Hit: 1[W] +4
Riposte Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, a Str vs. AC attack that deals 1[W] +2 damage.
Encounter Powers Torturous Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 2[W] +6 damage.
Elven Accuracy: Racial
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Daily Powers Trick Strike: Martial, Weapon
Standard Action: Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One Creature Dex vs. AC
Hit: 3[W] +4 damage and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
Utility Powers
Rituals
Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts
12 gp
Last edited by Redclaw; 14th August 2008 at 04:07 PM..
That is my fault. The other game started with 25 points. I will reduce Dex to 11 and Cha to 10.
Cool.
Quote:
The picture is from 'Complete Mage'. The artist read successfully my future mind. I think it fits perfect for Jorje.
Heh. Good to know. There will definitely be a shadow component to some of the quests.
Quote:
Yes, both loctions are from the old game.
Applewood is just my creation and shall showw the rural birthplace of Jorje.
Nesiah is an invention from the other DM: Nesiah is their largest and most ancients city. It is perhaps the most populated city of Barnost, and is strictly divided in seventeen districts, each
governed by one of the founding guilds.
Perhaps you can subsume the concept into one of the cities of your world. I only really need the shadowy wizard academy and perhaps an 'arcane district'.
The Middle Reaches used to be a province of the greater Empire of Nerath. The Imperial Seat of Nerath was in the city of the same name. To avoid confusion the city (when being referred to specifically) was often referred to as Old Nerath. After the fall of the Empire the name stuck and now most folk refer to it by that.
So, Old Nerath would be a good substitute. It's the closest city that would be most likely to have an arcane district and a guild of mages devoted to shadow magic.
Quote:
I would like to take 'Banish Vermin' from dragon 366.
That's fine by me. It's just a ritual and frankly the rituals in the PHB are a bit sad and lonely to begin with. Generally speaking though, I'm going to try and run a core books (1st set) game.
__________________ Wandering Star - All hail the Master Orb . . .
Racial Traits and Powers
Elven Weapon Proficiency--proficient in longbow and shortbow
Fey Origin--You are considered a fey creature
Group Awareness--non-elf allies within 5 squares get +1 perception bonus
Wild Step--Ignore difficult terrain when you shift
Elven Accuracy--Use Elven Accuracy as an enconter power
Class Features
First Strike--You have combat encounter against creatures that haven't yet acted in an encounter
Brutal Scoundrel -- add str mod (+2) to sneak attack damage
Rogue Weapon Talent--Shuriken damage die increases by one, +1 to attack rolls with a dagger
Sneak Attack--deal an additional +2d8+2 damage when you have combat advantage. You can use this once per round.
At Will Powers Piercing Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. Reflex
Hit: 1[W] +4
Riposte Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, a Str vs. AC attack that deals 1[W] +2 damage.
Encounter Powers Torturous Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 2[W] +6 damage.
Elven Accuracy: Racial
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Daily Powers Trick Strike: Martial, Weapon
Standard Action: Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One Creature Dex vs. AC
Hit: 3[W] +4 damage and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
Utility Powers
Rituals
Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts
12 gp
Cool. Looks good to me.
__________________ Wandering Star - All hail the Master Orb . . .
Everything looks good, but it seems like your reflex defense should be 13, not 14. What am I missing?
I use an excel character generator and couldn't figure that out myself. So I looked up Reflex defense and whaddya know... Shields grant their bonus to Reflex. PHB, 275.
Well. Im sadly announcing that i got a new big work contract and will have my internet time reduced a bit. As this game havent started yet i rather pull out so i dont make the posting unnecessarily slow as im in other games as well that will alone keep me busy.
Have fun people and im sorry i cant join.
-DH
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
So that's our leader disappearing? How do you want to handle this, Helium? I can't remember if there was another Leader applicant or not. If not, I could easily switch Varilar, our somewhat superfluous second rogue, out for a warlord. I'm pretty flexible, and could keep the elven flair by switching his race to half-elf.