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Kholdstare's Scales of War 4E Campaign [RG]
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<blockquote data-quote="hafrogman" data-source="post: 5341679" data-attributes="member: 8858"><p><strong>Rhys Belloc</strong></p><p>Human, Invoker Level 1</p><p>Divine Covenant: Covenant of Wrath</p><p>Background: Traveling Missionary</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 15, Dex 10, Int 13, Wis 18, Cha 11.[sblock=STARTING ABILITY SCORES]</p><p>Str 10, Con 15, Dex 10, Int 13, Wis 16, Cha 11.[/sblock]AC: 17 Fort: 14 Reflex: 14 Will: 16</p><p>HP: 25 Surges: 8 Surge Value: 6</p><p></p><p>TRAINED SKILLS</p><p>Endurance +6, Religion +8, Insight +9, History +6, Arcana +6</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics -1, Bluff, Diplomacy, Dungeoneering +4, Heal +4, Intimidate, Nature +4, Perception +4, Stealth -1, Streetwise, Thievery -1, Athletics -1</p><p></p><p>LANGUAGES SPOKEN</p><p>Common, Draconic, Supernal</p><p></p><p>FEATS</p><p>Invoker: Ritual Caster</p><p>Human: Hafted Defense</p><p>Level 1: Battle Caster Defense</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Divine Bolts</p><p>Invoker at-will 1: Avenging Light</p><p>Invoker at-will 1: Astral Wind</p><p>Invoker encounter 1: Scourge of Heaven</p><p>Invoker daily 1: Binding Invocation of Chains</p><p></p><p>[sblock=Basic Attacks]Melee:</p><p>- Quarterstaff +2 vs AC, 1d8+0</p><p></p><p>Ranged:</p><p>- Avenging Light +4 vs Fort, 1d10+4, Range 10[/sblock]</p><p></p><p>ITEMS</p><p>Ritual Book, Chainmail, Quarterstaff, Adventurer's Kit, Holy Symbol, Dagger, 9gp</p><p>RITUALS</p><p>Hand of Fate, Purify Water, Amanuensis</p><p></p><p>[Sblock=Background]Eighteen years ago a young man left the town of Brindol to seek his fame and fortune. He had grown up on his father's tales of a misspent youth, and believed there was more out there to find than this small town could offer.</p><p></p><p>The Dawn Way has been his home for long enough to erase all ties he might have once felt to any single location. He has seen the breadth of the world, and experienced it's grandeur. Somewhere along the way, it stopped being a path to a different life and became a life unto its own. The path of the wanderer has become his, and with it came the key to all the world's secrets. The Lady walks beside him and guides his path. The winds of change blow him as they will.</p><p></p><p>As always, the winds have begun to shift. In these troubled days they bring word of deeper changes that lingers just over the horizon. But this time, Rhys will find himself not a silent witness to the changes wrought. Instead he finds himself an instrument of change, led to do his Lady's will. As he continues his wanderings, the sights around him begin to trigger deep memories buried within. This land is familiar, from a distant past, barely recognized as his own any longer. He has returned, if not to home, then at least to his point of origin. Time has not been kind to Elsir vale, and the marks of the Red Hand War linger still. Will any remain that recall the youth who left so long ago? Should he seek them out, or leave well enough alone? Even as ponders these questions, his feet continue on their inexorable journey.</p><p></p><p>Leaving the decision for another day, he finds his way to a tavern he once knew, to rest his feet and to discover what happens next.[/sblock][sblock=Appearance]A man, dusty from the road, weathered beyond his years, and he's accumulated enough of those legitimately. Wrapped in an old hooded cloak, travel-worn and weary. His wispy red hair and beard have been bleached pale by the sun, and they flap freely in the breeze.</p><p><img src="http://www.enworld.org/forum/attachments/talking-talk/45669d1286215483-kholdstares-scales-war-d-d-4th-edition-campaign-discussion-full-98232.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Wishlist]In no particular order, just some favorites that looked appropriate. As always, basic magic versions of the big three (Staff, Chainmail, Neck) are more than acceptable substitutes.</p><p></p><p>Defensive Staff +1 [2] <em>(Yay, defenses)</em></p><p>Eladrin Chainmail +1 [3] <em>(I don't think I can even get any teleport powers, but the removal of the speed and check penalties is tough to beat)</em></p><p>Amulet of Elegy +1 [2] <em>(I'm combining this with my daily in my head and drooling)</em></p><p>Boots of Rapid Motion [6] or Boots of Free Movement [6] <em>(Pretty thematic)</em></p><p>Gloves of Piercing [3] <em>(I don't know if anything can resist radiant, if so ...)</em></p><p>Belt of Vigor [2] <em>(Always a favorite)</em></p><p>Floating Lantern [3] <em>(Just plain handy)</em></p><p>Bag of Holding [5] <em>(Same)</em>[/sblock]</p></blockquote><p></p>
[QUOTE="hafrogman, post: 5341679, member: 8858"] [B]Rhys Belloc[/B] Human, Invoker Level 1 Divine Covenant: Covenant of Wrath Background: Traveling Missionary FINAL ABILITY SCORES Str 10, Con 15, Dex 10, Int 13, Wis 18, Cha 11.[sblock=STARTING ABILITY SCORES] Str 10, Con 15, Dex 10, Int 13, Wis 16, Cha 11.[/sblock]AC: 17 Fort: 14 Reflex: 14 Will: 16 HP: 25 Surges: 8 Surge Value: 6 TRAINED SKILLS Endurance +6, Religion +8, Insight +9, History +6, Arcana +6 UNTRAINED SKILLS Acrobatics -1, Bluff, Diplomacy, Dungeoneering +4, Heal +4, Intimidate, Nature +4, Perception +4, Stealth -1, Streetwise, Thievery -1, Athletics -1 LANGUAGES SPOKEN Common, Draconic, Supernal FEATS Invoker: Ritual Caster Human: Hafted Defense Level 1: Battle Caster Defense POWERS Bonus At-Will Power: Divine Bolts Invoker at-will 1: Avenging Light Invoker at-will 1: Astral Wind Invoker encounter 1: Scourge of Heaven Invoker daily 1: Binding Invocation of Chains [sblock=Basic Attacks]Melee: - Quarterstaff +2 vs AC, 1d8+0 Ranged: - Avenging Light +4 vs Fort, 1d10+4, Range 10[/sblock] ITEMS Ritual Book, Chainmail, Quarterstaff, Adventurer's Kit, Holy Symbol, Dagger, 9gp RITUALS Hand of Fate, Purify Water, Amanuensis [Sblock=Background]Eighteen years ago a young man left the town of Brindol to seek his fame and fortune. He had grown up on his father's tales of a misspent youth, and believed there was more out there to find than this small town could offer. The Dawn Way has been his home for long enough to erase all ties he might have once felt to any single location. He has seen the breadth of the world, and experienced it's grandeur. Somewhere along the way, it stopped being a path to a different life and became a life unto its own. The path of the wanderer has become his, and with it came the key to all the world's secrets. The Lady walks beside him and guides his path. The winds of change blow him as they will. As always, the winds have begun to shift. In these troubled days they bring word of deeper changes that lingers just over the horizon. But this time, Rhys will find himself not a silent witness to the changes wrought. Instead he finds himself an instrument of change, led to do his Lady's will. As he continues his wanderings, the sights around him begin to trigger deep memories buried within. This land is familiar, from a distant past, barely recognized as his own any longer. He has returned, if not to home, then at least to his point of origin. Time has not been kind to Elsir vale, and the marks of the Red Hand War linger still. Will any remain that recall the youth who left so long ago? Should he seek them out, or leave well enough alone? Even as ponders these questions, his feet continue on their inexorable journey. Leaving the decision for another day, he finds his way to a tavern he once knew, to rest his feet and to discover what happens next.[/sblock][sblock=Appearance]A man, dusty from the road, weathered beyond his years, and he's accumulated enough of those legitimately. Wrapped in an old hooded cloak, travel-worn and weary. His wispy red hair and beard have been bleached pale by the sun, and they flap freely in the breeze. [img]http://www.enworld.org/forum/attachments/talking-talk/45669d1286215483-kholdstares-scales-war-d-d-4th-edition-campaign-discussion-full-98232.jpg[/img][/sblock][sblock=Wishlist]In no particular order, just some favorites that looked appropriate. As always, basic magic versions of the big three (Staff, Chainmail, Neck) are more than acceptable substitutes. Defensive Staff +1 [2] [I](Yay, defenses)[/I] Eladrin Chainmail +1 [3] [I](I don't think I can even get any teleport powers, but the removal of the speed and check penalties is tough to beat)[/I] Amulet of Elegy +1 [2] [I](I'm combining this with my daily in my head and drooling)[/I] Boots of Rapid Motion [6] or Boots of Free Movement [6] [I](Pretty thematic)[/I] Gloves of Piercing [3] [I](I don't know if anything can resist radiant, if so ...)[/I] Belt of Vigor [2] [I](Always a favorite)[/I] Floating Lantern [3] [I](Just plain handy)[/I] Bag of Holding [5] [I](Same)[/I][/sblock] [/QUOTE]
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