Leif's 4E Adventuring in Encastulum [OOC 1]

Leif

Adventurer
One note about books, etc. is that I tend to play 4E by the rules in the hardcover books. I have the "Heroes of the *YadaYada*" books, and the softcover Rules compendium and even the monster book thingy, but I have them out in my 'man cave,' not in here with the computer. Hopefully, I'll remember to bring them in, but so far, I've just been using the hardcovers, and a [couple of] 3pp monster book.
 
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Negin

First Post
Updated post #40 with description and a draft background for Ghavdrash. I now have an account with Invisible Castle. Thanks!
 

Redclaw

First Post
Thank you, Leif. I should really update my info. I recently moved to northern California, so I have escaped the clutches of the evil Walmart empire. However, I fear the taint lingers on me still. I will do my best to prevent the heartless business practices of that land from influencing my efforts to work in partnership with the rest of the party here, however.

Here's my first run at my genasi warlord. Please give me any feedback that springs to mind.
[sblock=Shale]====== Created Using Wizards of the Coast D&D Character Builder ======
Shale, level 1
Genasi, Warlord (Marshal)
Build: Tactical Warlord
Warlord Option: Battlefront Leader
Commanding Presence Option: Tactical Presence
Elemental Manifestation Option: Earthsoul
Earthshock Option: Earthshock Strength
Chaos Bound (+2 to Endurance)
Theme: Mercenary

FINAL ABILITY SCORES
STR 18, CON 13, DEX 11, INT 16, WIS 10, CHA 12

STARTING ABILITY SCORES
STR 16, CON 13, DEX 11, INT 14, WIS 10, CHA 12


AC: 18 Fort: 16 Ref: 15 Will: 12
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
Athletics +6, Endurance +7, History +8, Intimidate +6

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

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Genasi Racial Power: Earthshock
Warlord Feature: Battlefront Shift
Warlord Feature: Inspiring Word
Warlord Attack 1: Commander's Strike
Warlord Attack 1: Inevitable Wave
Warlord Attack 1: Warlord's Favor
Warlord Attack 1: Concentrated Attack

FEATS
Level 1: Heavy Blade Expertise

ITEMS
Longsword x1
Chainmail x1
Heavy Shield x1
Short sword
Adventurer's Kit
====== End ======[/sblock]
[sblock=description] While not tall enough to be truly imposing, Shale's stocky, craggy build immediately reminds the viewer of a large rock that might jut out of the undergrowth half way up a mountain. His tendency to stand unmoving as he absorbs the sights and sounds around him only serves to heighten this image. However, once he bursts into the frantic action of a scrum, the similarity disappears. His shield, emblazened with the relief of a rocky fist, leads his way, and his brilliant sword blade weaves and pokes around it. But it is his voice that demands the most attention, sharp, gritty and unyielding, there is no ignoring his demands, whether you are friend or foe. [/sblock]
[sblock=Background] Shale always knew there was something different about him. His parents often talked about their mountain home far to the east of Encastulum, but it was more than just a distant origin. He just never quite felt comfortable amongst the society of the city. It wasn't until he was older that he was able to identify the source of that discomfort as the strange looks and studied avoidance to which he was subjected by the parents of his peers.

They were always quick to encourage a child to move away from Shale, or to find a different sparring partner. Sure, a few of his friends had broken their arms while wrestling with Shale, and he had even knocked out two of Farren's teeth with a wooden sword, but it wasn't like he hurt anyone on purpose. Somehow, his peers' parents never understood that.

Ironically, it was that exclusion that pushed Shale to overcome his natural stoic silence. It was the walls that others tried to build between Shale and his peers that gave him the strength to become a leader, for in beating past those walls, he learned that he must take the initiative and provide direction to those around him. What started as a way of maintaining friendships, once added to his father's combat training and knowledge of tactics (his father being a powerful fighter and hero of Encastulum), developed into the tools of a talented battlefield commander.[/sblock]
 
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Negin

First Post
Heh, but Walmart Labs is in the SF Bay Area – the epicenter for Walmart sauce, so to speak. You have far to run indeed to escape the grasp of Walmart. Like, the Elemental Planes far. :)
 

RavenBlackthorne

First Post
One note about books, etc. is that I tend to play 4E by the rules in the hardcover books. I have the "Heroes of the *YadaYada*" books, and the softcover Rules compendium and even the monster book thingy, but I have them out in my 'man cave,' not in here with the computer. Hopefully, I'll remember to bring them in, but so far, I've just been using the hardcovers, and a [couple of] 3pp monster book.


Would you prefer that I didn't use an essentials character? I went for ease of use and it's a fun idea. It'll also have great synergy with Redclaw's Warlord so thought it was for the best.

Also can we use Backgrounds and Themes? I'd love to but didn't know the restrictions.
 


RavenBlackthorne

First Post
Firil Donmek - Complete

Ok guys, here goes

[sblock=Firil Description]Firil is six foot of athletic, lean muscle, wrapped in deeply tanned skin. His ruffled, shoulder length, jet black hair, frames an angled face with grey eyes that constantly flicker, taking in his surroundings. His thick brows and stubble (that seems consistently at two days growth) add to the slightly unkempt look that is established through his layered, lightweight clothing made from natural materials. Slung across his shoulders is a longbow made of horn, whilst hanging from his waist, on either side, are his two axes: Azidis and Izimar.
[/sblock][sblock=Firil Background]Firil is the son of the shaman and tribe leader of the Iron Wolf clan, a nomadic tribe who previously roamed the marshlands that have now become the borderlands of Encastulum and Trosellin. They pride themselves in the knowledge of the land, the ebb and flow of nature and its cycles and survival against the odds. Their training is passed on through the generations via competitive games and then experience with mentors who guide them through their formative years and take them out on scoutings. They are taught to hunt and forage and survive. Their final test is a rite to adulthood in which they are put in a pack, taken blindfold to a remote location and left to return to the tribe.

During his rite, Firil and his sister Mahoni along with three others from the tribe were ambushed by Trosellin soldiers and kidnapped. As they were being transported, and under the cover of night, Firil managed to gnaw through his rope bindings and ran. And ran. And ran.
Never stopping, but following the trail back to their point of origin, Firil then began to track his way home. The tribe had set themselves at the top of a cliff face. A safer, but slower way wound its way around the heights, but there was no time, so Firil began to scale the cliff. His muscles screamed as he dragged himself up, inch by painful inch, but spurred on by the thought of his sister and his pack he pulled himself to the top.

The subsequent strike by the Iron Wolf was one of the most devastating assaults on the Trosellins within the marshlands. Unexpected and unfettered, led by Firil’s father, the Iron Wolf tore through the unit, rescuing the pups and leaving no survivors.
By coincidence, the strike happened at the same time as an offensive had been planned by the Encastulum (led by Ghavdrash's father) and prevented the King’s unit being caught in an ambush by two units of Trosellins.
For their valour, bravery and destruction, the King extended the friendship of the land to the Iron wolf and made Firil’s father one of the Heroes of Encastulum.
That night, Firil was blessed by the land and received his Iron Wolf weapons from his father: his two axes Azidis and Izimar.

Since then, the Iron Wolf have served as the front ranging scouts of the kingdom and Firil has watched his father’s ferocity fade as he is caught within the courts of the city, away from the land he loves. In return, however, Firil has found a friendly rival and occasional confidant in Ghavdrash, whom he met through their fathers' new found friendship.
[/sblock][sblock=Firil Char Sheet]====== Created Using Wizards of the Coast D&D Character Builder ======
Firil Donmek, level 1
Human, Ranger (Scout)
Ranger Wilderness Knacks Option: Ambush Expertise (Ranger)
Ranger Wilderness Knacks Option: Mountain Guide (Ranger)
Two-Weapon Style Option: Spinning Axe Mastery
Human Power Selection Option: Heroic Effort
Child of the Wildlands (+2 to Endurance)
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
STR 13, CON 12, DEX 18, INT 11, WIS 14, CHA 10

STARTING ABILITY SCORES
STR 13, CON 12, DEX 16, INT 11, WIS 14, CHA 10


AC: 16 Fort: 13 Ref: 16 Will: 13
HP: 24 Surges: 8 Surge Value: 6

TRAINED SKILLS
Acrobatics +9, Athletics +6, Endurance +8, Nature +7, Perception +7, Stealth +9

UNTRAINED SKILLS
Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +2, Heal +2, History +0, Insight +2, Intimidate +0, Religion +0, Streetwise +0, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Human Racial Power: Heroic Effort
Ranger Utility: Aspect of the Charging Ram
Ranger Utility: Aspect of the Lurking Spider
Ranger Attack: Dual Weapon Attack
Multiple Class Attack: Power Strike

FEATS
Level 1: Headsman's Chop
Level 1: Axe Expertise

ITEMS
Battleaxe x1
Handaxe x1
Leather Armor x1
Adventurer's Kit
Longbow
Arrows
====== End ======
[/sblock][sblock=Firil Combat Stats]AC: 16 Fort: 13 Ref: 16 Will: 13
Init: +4
PI: 12 PP:17
HP: 24/24
Surges: 8/8
[sblock=Powers]Melee Basic [Standard] - (+7 vs AC, 1d10+6 dmg)
Ranged Basic [Standard] - (+6 vs AC, 1d10+6 dmg)
Dual Weapon Attack [Free] - (+7 vs AC, 1d6+6 dmg)
Aspect of the Charging Ram [Minor] - (No OA, +2 dmg & Prone on Charge)
Aspect of the Lurking Spider [Minor] - (+2 Stealth, +5 Athletics on climb, +2 dmg w/CA)

Iron Wolf Charge [No Action] - (+1d6 original attack, Secondary: close burst 2, +4 vs Will, push 2 & -2 atk)
Power Strike [No Action] - (+1[W])
Heroic Effort [No Action] - (+4 to atk or save)

[/sblock][sblock=Features]Ambush Expertise – after Stealth roll, allies within 10 gain +2 to Stealth till end of next turn
Attack Finesse – Dex instead of Str for atk & dmg for melee basic
Mountain Guide – successful Athletics check to climb reduces DC by 2 for allies
Spinning Axe Mastery - +2 dmg when axe in off hand
[/sblock][sblock=Feats]1st Level: Axe Expertise - +1 to atk with axes, reroll dmg result of 1
1st Level: Headsman’s Chop - +5 dmg to prone target with axes/heavy blades
[/sblock][sblock=Skills]Acrobatics +9
Arcana +0
Athletics +6
Bluff +0
Diplomacy +0
Dungeoneering +2
Endurance +8
Heal +2
History +0
Insight +2
Intimidate +0
Nature +7
Perception +7
Religion +0
Stealth +9
Streetwise +0
Thievery +4
[/sblock][sblock=Interactive Char Sheet] Firil Character Sheet at iplay4e [/sblock][/sblock]
Please note that there's a link to an iplay4e character sheet at the bottom of the combat stats if you want direct links to all the powers etc in the compendium.
 
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RavenBlackthorne

First Post
Redclaw, Shale is great and I'm looking forward to working with that Warlord!
Negin, Ghavdrash is also awesome. You may want to look at Heavy Blade Expertise as it gives the +1 to hit you want but also gives you +2 vs OAs.
 



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