Low-Level Game, Newbies Welcome! [Closed]

RMcCall

Explorer
[MENTION=6762909]shamgar001[/MENTION] Rogun needs to make an Athletics check to hold both the rope and the pillar!
[MENTION=6776135]Mithrilmace[/MENTION] We'd love to have you! Yes, I'd prefer you stick with a dragonborn character, but you can choose another class (controller would round out team but not necessary). You can choose a name, too. Start at level 5, choose a theme, start with three magic items (level 6, level 5, and level 4) and 840 extra gold. Post your character here before jumping in so I can look it over, please!
 

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Mithrilmace

First Post
====== Created Using Wizards of the Coast D&D Character Builder ======
Srasut, level 5
Dragonborn, Seeker
Seeker's Bond: Spiritbond
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Poison


FINAL ABILITY SCORES
Str 16, Con 13, Dex 10, Int 10, Wis 19, Cha 10.


STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 10, Wis 18, Cha 8.




AC: 18 Fort: 17 Reflex: 17 Will: 19
HP: 45 Surges: 8 Surge Value: 12


TRAINED SKILLS
Nature +11, Insight +11, Heal +11, Athletics +10


UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +3, History +4, Intimidate +4, Perception +6, Religion +2, Stealth +2, Streetwise +2, Thievery +2


FEATS
Level 1: Weapon Proficiency (Execution axe)
Level 2: Lightning Reflexes
Level 4: Far Throw


POWERS
Seeker at-will 1: Guardian Harrier
Seeker at-will 1: Biting Swarm
Seeker encounter 1: Spider Spirits
Seeker daily 1: Spirit Rider
Seeker utility 2: Stag's Grace
Seeker encounter 3: Stampede Shot
Seeker daily 5: Corralling Shot


ITEMS
Javelin, Adventurer's Kit, Amulet of Protection +2, Shadowdance Leather Armor +1, Counterstrike Guards (heroic tier), Dwarven Thrower Execution axe +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

RMcCall

Explorer
Sorry for slow...this week's been bizzy...

Can Talashia teleport out of the sand? Or fly?

Absolutely.

====== Created Using Wizards of the Coast D&D Character Builder ======
Srasut, level 5
Dragonborn, Seeker
Seeker's Bond: Spiritbond
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Poison


FINAL ABILITY SCORES
Str 16, Con 13, Dex 10, Int 10, Wis 19, Cha 10.


STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 10, Wis 18, Cha 8.




AC: 18 Fort: 17 Reflex: 17 Will: 19
HP: 45 Surges: 8 Surge Value: 12


TRAINED SKILLS
Nature +11, Insight +11, Heal +11, Athletics +10


UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +3, History +4, Intimidate +4, Perception +6, Religion +2, Stealth +2, Streetwise +2, Thievery +2


FEATS
Level 1: Weapon Proficiency (Execution axe)
Level 2: Lightning Reflexes
Level 4: Far Throw


POWERS
Seeker at-will 1: Guardian Harrier
Seeker at-will 1: Biting Swarm
Seeker encounter 1: Spider Spirits
Seeker daily 1: Spirit Rider
Seeker utility 2: Stag's Grace
Seeker encounter 3: Stampede Shot
Seeker daily 5: Corralling Shot


ITEMS
Javelin, Adventurer's Kit, Amulet of Protection +2, Shadowdance Leather Armor +1, Counterstrike Guards (heroic tier), Dwarven Thrower Execution axe +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Looks great!
 

Mithrilmace

First Post
I've been working on a backstory for him as well and here's what I have so far:
While Dragonborn tend to be highly refined and tend to prefer centers of trade and population for their places of residence there are those who don't quite fit the mold. Srasut belongs to one such clan. Like the dragons whose scales they wear and with whom they often war, they live deep in the forest. The forest is their home and sustaining force, making those spirits who protect such places their particular allies. Among this clan, unlike most dragonborn, the number of those who have the ability to call upon these spirits is very high and are regarded very highly. The clan has a great devotion to the Dragon Spirit in particular who guides and protects the clan. Should one think of this tribe as barbaric or uncivilized, he would be gravely mistaken. The innate order in the dragonborn which made ancient Arkhosia (or some other setting appropriate dragonborn civilization) so strong is in the blood of every dragonborn, and this wilderness clan is no different. The clan may not build great cities or empires, but their inner workings are no less ordered because of their love of the wilderness and its spirits.

Srasut, since his very hatching, has been trained in the art of calling upon primal spirits to accomplish great feats. Before he hatched, his father, Maakor, a clan shaman, had received a vision from the Dragon Spirit informing him of his son's great destiny. Maakor then devoted his life to raising his son in the ways of the spirits of the forest. The Dragon Spirit, it appears, had something special planned for him indeed, for Srasut did not channel the spirits as the druids, shamans, or wardens who abounded in his clan, but in a new way. His father called him a Seeker because his desire to track down and stop those who defile the wilderness and alienate its spirits was unrivaled among the clan. It was on just such a hunt, venturing far from the boundaries of the clan's territory, that he first encountered his current allies. While shadowing these strangers, Srasut received a prompting from the Dragon Spirit to travel with them on their quest, for it would lead him toward his own destiny. Srasut had long ago learned to trust the Spirit, no matter how odd the request seemed. He, therefore, introduced himself to this strange group, and after an initial misunderstanding, was accepted into the party.

So his background would be "Chosen of the Spirit Drake" from PHB Races: Dragonborn. I'm not too familiar with this theme business though.
 
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RMcCall

Explorer
That sounds exciting; I'll keep it in mind when making plot stuff happen, along with everyone's backstories.

As for themes, it's simply a mechanical benefit for your background, usually in the form of an encounter power and a few feat-like benefits. You won't be at a huge disadvantage without one, but if anyone knows of one that matches Srasut's backstory, you can use add it to your character sheet as soon as you're ready. I'll also think up a theme trait for you, which will give you more roleplaying options.
 


RMcCall

Explorer
Definitely! Also, here's an idea for your theme trait:

Chosen of the Spirit Drake

You can speak with spirits, sometimes receiving calls for help from your patron spirit, or contacting them to ask for information. You also can channel the draconic spirits in your environment during an extended rest to gain a benefit, depending on the type of wilderness you are in at the time.

- Forest (Green): During this extended rest, you and up to five allies, in addition to your belongings and campsite, become protected with an illusory spirit veil. Creatures outside the veil will have a harder time noticing you, unless they stumble through the veil. However, the veil affects your minds and prevents you from focusing on mental tasks (such as research) during the rest.
- Mountain (Red): You summon a spirit flame that lasts until the end of this extended rest. Harmless animals are attracted to the flame, and they provide an easy source of food for up to six people. However, your location is noticeable to harmful creatures as well because of the large flame.
- Desert (Brown): During this extended rest, your campsite is protected from heat and wind by the spirits. However, any food removed from your packs during the effect is turned to sand by the spirits.
- Tundra (White): During this extended rest, you and up to five allies enter a hibernative state that protects you from the elements and heals any non-magical diseases. However, you will not be able to make Perception checks to notice approaching enemies, even if you would normally be able to while asleep or trancing.
- Swamp (Black): During this extended rest, any enemies that attempt to approach your campsite are infected with a spirit disease that makes them easier to defeat in battle. However, the poisonous atmosphere of the swamp is amplified, and will harm you and your allies as well if you do not have suitable protection.
- Coast (Blue): During this extended rest, the air around your campsite becomes charged with spirit lightning. You and up to five allies have enhanced mental capabilities during this rest. However, too much physical activity could result in a harmful static shock that results in the extended rest granting one fewer healing surge.

There are locations, such as most cities, where spirits do not inhabit, so you will be unable to use this ability in those locations. If any of these abilities mimics an effect from a ritual, it is not as effective as the ritual would be at your level.
 


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