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[4e] [ePoL] Heroic Souls RG
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<blockquote data-quote="Voda Vosa" data-source="post: 4326091" data-attributes="member: 51271"><p>Appearance: Quinn is a middle age man, with quite long beard, and strains of with hairs in his black haired head. He wears a yellow and grey robe, simple and resilient. His eyes are black and his teeth not as with as he would like.</p><p></p><p>Background: Quinn had an unstoppable hunger for knowledge, when he was a kid, always looking for something new to learn, someplace new to go, until he found the strange boundaries of the town. All his wishes of explorations where hindered by this invisible wall, that stopped the kid from venturing further. “There must be an explanation!” he thought, and started a frenetic search for it. Many years he spent looking at the figures in the old texts, familiarizing with the shapes and draw contained in some of them, but unable to understand anything.</p><p>As a clever young man, he continued the search for an explanation, going to the edge of the town, analyzing what he can. But nothing seemed to work. Caught by the feeling of defeat, Quinn lock his knowledge in a vault in his head, and became introverted, not very sociable. He didn’t form a family, and his neibours didn’t like him so much. Time passed, but one night, a man knock his door, and what he brought with him, a little statue, and a few words, dispelled some of the mist that cloud Quinns mind. He was eager to join these people, he wanted to know.</p><p></p><p>Your Family/Neighbors: Just a few neibours, an old women, who used to care and play with him as a child, and a family, that doesn’t pay much attention to the old Quinn.</p><p>How do you spend your days (when you're dazed): Quinn works at the growers dome, but he's not particularly good at it.</p><p></p><p>Instead he often finds himself wandering the corridors and starting at the strange twisting writings that line the walls.</p><p></p><p>Sometimes he'll spend hours standing in front of the great doors. They are strange doors, with no handle or keyhole and seams so tight that even a single hair can't pass through them. And they are covered with runes that glow when touched.</p><p>(there are several doors like this within the complex and the nearby tower)</p><p></p><p>Children sometimes like to come to the doors and play, if you touch the runes for long enough something happens (usually you get shocked, but occasionally something else happens, like your nose turns a different color for a minute, or a little butterfly appears).</p><p></p><p>Quinn was very very good at this as a child, famous because, no matter how much he touched the door he never seemed to get shocked.</p><p>He could even remember the patterns to certain combinations (some prestidigitation effects).</p><p>But he could never get the doors open either and, as he grew to adulthood and fell under the daze, he found that it was too difficult to remember the patterns.</p><p></p><p>So he could only come to the door to stare.</p><p></p><p>Relationship</p><p>Quinns tends to feel more intelligent, and superior in that way.</p><p>Some things you're good at: Fast reader, he catch the basic idea from a text with awesome speed.</p><p>Hooks: Teacher. Master. Mentor (?)</p><p></p><p>Childhood experiences: Above explained, excepting the pebble. Quinn conserved it, and made a necklace out of it, that still hangs from his neck.</p><p></p><p></p><p>Quinn, Human wizard</p><p>Str 10</p><p>Dex 14</p><p>Con 14</p><p>Int 18 (+2 from race choice)</p><p>Wis 14</p><p>Cha 9</p><p></p><p>HP: 24</p><p>Healing surges/day: 8</p><p></p><p>AC: 14 (15 with staff)</p><p>For:14</p><p>Ref:14</p><p>Will:16</p><p></p><p>Init:+2 Senses: perception:12</p><p>Speed:6</p><p>Languages: Common, elven, ?</p><p>Alignment: Unaligned</p><p></p><p>Deity: -</p><p>Class features:</p><p>Arcane implements Mastery (staff), Cantrips, Ritual casting, Spellbook.</p><p></p><p>Skills (*trained)</p><p>Acrobatics</p><p>Arcana* +9</p><p>Athletics +2</p><p>Bluff -1</p><p>Diplomacy -1</p><p>Dungeoneering* +7</p><p>Endurance +2</p><p>Heal +2</p><p>History* +9</p><p>Insight* +7</p><p>Intimidate -1</p><p>Nature* +7</p><p>Perception +2</p><p>Religion +4</p><p>Stealth +2</p><p>Streetwise -1</p><p>Thievery +2</p><p></p><p>Feats (2): Improved initiative, expanded spellbook.</p><p></p><p>Basic attack: quarterstaff +2 1d8 dmg</p><p></p><p>Powers (3/1/2/0)</p><p>Cantrips: ghost sound, light, mage hand, and prestidigitatio</p><p>At-will powers: Magic Missile, Thunderwave, Ray of frost.</p><p>Encounter Powers: Force Orb</p><p>Daily Powers: Sleep, flaming sphere</p><p></p><p>Equipment:</p><p>Quarterstaff</p><p>Long grey and yellow robe</p><p>Spellbook</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 4326091, member: 51271"] Appearance: Quinn is a middle age man, with quite long beard, and strains of with hairs in his black haired head. He wears a yellow and grey robe, simple and resilient. His eyes are black and his teeth not as with as he would like. Background: Quinn had an unstoppable hunger for knowledge, when he was a kid, always looking for something new to learn, someplace new to go, until he found the strange boundaries of the town. All his wishes of explorations where hindered by this invisible wall, that stopped the kid from venturing further. “There must be an explanation!” he thought, and started a frenetic search for it. Many years he spent looking at the figures in the old texts, familiarizing with the shapes and draw contained in some of them, but unable to understand anything. As a clever young man, he continued the search for an explanation, going to the edge of the town, analyzing what he can. But nothing seemed to work. Caught by the feeling of defeat, Quinn lock his knowledge in a vault in his head, and became introverted, not very sociable. He didn’t form a family, and his neibours didn’t like him so much. Time passed, but one night, a man knock his door, and what he brought with him, a little statue, and a few words, dispelled some of the mist that cloud Quinns mind. He was eager to join these people, he wanted to know. Your Family/Neighbors: Just a few neibours, an old women, who used to care and play with him as a child, and a family, that doesn’t pay much attention to the old Quinn. How do you spend your days (when you're dazed): Quinn works at the growers dome, but he's not particularly good at it. Instead he often finds himself wandering the corridors and starting at the strange twisting writings that line the walls. Sometimes he'll spend hours standing in front of the great doors. They are strange doors, with no handle or keyhole and seams so tight that even a single hair can't pass through them. And they are covered with runes that glow when touched. (there are several doors like this within the complex and the nearby tower) Children sometimes like to come to the doors and play, if you touch the runes for long enough something happens (usually you get shocked, but occasionally something else happens, like your nose turns a different color for a minute, or a little butterfly appears). Quinn was very very good at this as a child, famous because, no matter how much he touched the door he never seemed to get shocked. He could even remember the patterns to certain combinations (some prestidigitation effects). But he could never get the doors open either and, as he grew to adulthood and fell under the daze, he found that it was too difficult to remember the patterns. So he could only come to the door to stare. Relationship Quinns tends to feel more intelligent, and superior in that way. Some things you're good at: Fast reader, he catch the basic idea from a text with awesome speed. Hooks: Teacher. Master. Mentor (?) Childhood experiences: Above explained, excepting the pebble. Quinn conserved it, and made a necklace out of it, that still hangs from his neck. Quinn, Human wizard Str 10 Dex 14 Con 14 Int 18 (+2 from race choice) Wis 14 Cha 9 HP: 24 Healing surges/day: 8 AC: 14 (15 with staff) For:14 Ref:14 Will:16 Init:+2 Senses: perception:12 Speed:6 Languages: Common, elven, ? Alignment: Unaligned Deity: - Class features: Arcane implements Mastery (staff), Cantrips, Ritual casting, Spellbook. Skills (*trained) Acrobatics Arcana* +9 Athletics +2 Bluff -1 Diplomacy -1 Dungeoneering* +7 Endurance +2 Heal +2 History* +9 Insight* +7 Intimidate -1 Nature* +7 Perception +2 Religion +4 Stealth +2 Streetwise -1 Thievery +2 Feats (2): Improved initiative, expanded spellbook. Basic attack: quarterstaff +2 1d8 dmg Powers (3/1/2/0) Cantrips: ghost sound, light, mage hand, and prestidigitatio At-will powers: Magic Missile, Thunderwave, Ray of frost. Encounter Powers: Force Orb Daily Powers: Sleep, flaming sphere Equipment: Quarterstaff Long grey and yellow robe Spellbook [/QUOTE]
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