[4e] GM wanted: Paragon tier adventure?

This week and next are still finals...

Still interested, and still tweaking the character. Once that's all done, I'll post up the final in format.
 

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I'm still here and very much interested blue. My time's a bit tight right now as I'm working on my concept (this past weekend was a blur of Christmas parties and then yesterday I DM'd for the first time in 5 years, so I was busy prepping for that). The WoTBS campaign is pretty cool so far, we played the first adventure and already I've been throwing intrigue and deception at the party having them question the Resistance, their NPC ally, and every contact they meet along the way.

Anyways, I'll work on it soon, like this week for sure.
 


I can post my character before the fifteenth, but there may be some content that releases that day on the CB that will change my mind.

still a wiz|cler though, that won't be changing, as I've yet to give that hybrid build a good testing.
 

Still interested, been sidetracked by Assassin's Creed 2, running around Italy murdering evil people and any guards who try to tell me what to do... lol
 

Character Name: Fung Khan
Race: Human
Class: Wizard
Level: 11
AOmonk3.jpg

[sblock=Physical Description]
Fung Khan looks much older than he really is. He has a bald head, and long white beard and mustaches. His eyes are of a light blue color, and his skin is pale. He has long fingers, which appear even larger due to his long fingernails.
He wears a heavy tunic, with patterns and plates, and carries a long walking stick, along with a huge book floating around him. Whenever he prepares to cast a spell, the book moves in front of him, and opens in the correct page.
[/sblock]

[sblock=Personality]
1. What is your character's general mood? Stoic and cold, usually mocks unintelligent folk.

2. Does your character have a "Burning Drive?" He believes there is a way to amplify his power beyond the normal bounds, he gained that as an enlightenment during a dream, but as usual, the dream didn't provide much details. He was left with the only choice of accumulate knowledge until he hits hits of the place, or artifact that does the trick.

3. Has your character ever been in love or lost a Loved One? He doesn't believe in love, perhaps because he never received none in exchange.
[/sblock]

[sblock=History (Still nothing, will work on it later)]

His bald head, and his long white beard and mustaches give him the looks of a lone hermit, of some forgotten oriental mountain, surrounded by mists and fogs, sitting for hours alone in some shack made of wood. And actually, he was all that.
As a child, Fang was left to die in the mountains by his mother, as he was the product of a perverse act. He was found two days later, by two surprised monks. How did he survived the temperatures of the icy peaks was a complete enigma for them. They have come across Fang's mother, who died at the hands of an inclement hailstorm, a day before.
The monks took the child to their monastery, and raised him as another monk. The monastery of the Gentle Snow, was a place of training for monks, both in the physical as the philosophical aspects of the Gentle Snow's tradition.
Fang was not the best student, usually isolating himself to study the monastery's old tomes and sitting for ours hearing the tales of old masters, instead of playing or practicing.
One night, Fang had a dream. This dream, thought Fang, is a premonition. He saw a fountain of immense power, and the key to eternal life. The young monk also saw himself, old, scenecent, holding a staff with a glowing gem, and abook He knew he could find it, but the dream didn't reveal the details. At the morning, Fang didn't know where to start looking, nor what to look.

This section will be rather long. In here, please describe (in as much detail as you like) the history of your character. How did your character get to be level 11? You don't have to go into extraordinary detail, but should give me a broad sense of what happened. You should also describe your weaponry in terms of legend and tales, as by now (level 11), people have surely made up stories about how your +3 sword of awesomeness has come into existance.

In this adventure, each party member will be unknown to each other at the very beginning. As such, you should try to describe to me why you got separated from your original party. Did you get mad after one of them betrayed you? Were you the only survivor after fighting off an army of evil Dragonborn? Be creative and remember; think BIG!
[/sblock]

[sblock=Character Sheet OR Quickstats]
====== Created Using Wizards of the Coast D&D Character Builder ======
Fung Khan, level 11
Human, Wizard, Weaver of Chance
Build: Control Wizard
Arcane Implement Mastery: Tome of Readiness

FINAL ABILITY SCORES
Str 11, Con 16, Dex 16, Int 21, Wis 14, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 16, Wis 13, Cha 8.


AC: 20 Fort: 19 Reflex: 21 Will: 20
HP: 66 Surges: 9 Surge Value: 16

TRAINED SKILLS
Diplomacy +9, Arcana +15, Insight +12, Dungeoneering +12, Nature +12

UNTRAINED SKILLS
Acrobatics +8, Bluff +4, Endurance +8, Heal +7, History +10, Intimidate +4, Perception +7, Religion +10, Stealth +8, Streetwise +4, Thievery +8, Athletics +5

FEATS
Wizard: Alchemist
Human: Destructive Wizardry
Level 1: Enlarge Spell
Level 2: Human Perseverance
Level 4: Expanded Spellbook
Level 6: White Lotus Enervation
Level 8: White Lotus Evasion
Level 10: Arcane Reserves
Level 11: Improved Tome of Readiness

POWERS
Bonus At-Will Power: Ray of Frost
Tome of Readiness: Chill Strike
Wizard at-will 1: Magic Missile
Wizard at-will 1: Chilling Cloud
Wizard encounter 1: Icy Terrain
Wizard daily 1: Freezing Cloud
Wizard daily 1 Spellbook: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Icy Rays
Wizard daily 5: Acid Mire
Wizard daily 5 Spellbook: Visions of Avarice
Wizard daily 5 Spellbook: Stinking Cloud
Wizard utility 6: Dimension Door
Wizard utility 6 Spellbook: Invisibility
Wizard encounter 7: Winter's Wrath
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Lightning Serpent
Wizard daily 9 Spellbook: Taunting Phantoms
Wizard utility 10: Mass Resistance
Wizard utility 10 Spellbook: Blur

ITEMS
Spellbook, Cloth Armor (Basic Clothing), Implement, Tome
RITUALS
Brew Potion, Create Holy Water, Explorer's Fire
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

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Still interested, been sidetracked by Assassin's Creed 2, running around Italy murdering evil people and any guards who try to tell me what to do... lol
Two words

Fallout 3

One of the most innovative I've ever played, it's history in the making.
 

Yeah, I support that statement, one of the best games I've ever played. Blasting heads rocks. Also the story is thrilling; I think I finish it in about a month, I couldn't stop playing.
 

Character Name: Duriel the Free
Race: Human
Class: Cleric/Battle Chaplain
Level: 11

[sblock=Physical Description]
Age: 28
Gender: Male
Height: 6' 0
Weight: 183 LBs
Alignment: Unaligned
Appearance: Durien is a large man with dark brown hair and stormy grey eyes. He usually wears his plate armor with a dark red cloak over his shoulders. When not in battle he carries his well worn waraxe on his side and his gargantuan tower shield strapped across his back. The shield is a large iron ordeal with a hideous looking medusa's face on the front to strike the fear into his enemy. On each side of his waraxe is the symbol of the wind representing Avandra's freedom.
[/sblock]

[sblock=Personality]
Duriel loves the thrill of battle, he is generally in good spirits and keeps things light. His burning desire is to stop the undead threat growing in the north, after finding out the witchking had been responsible for the undead beneath the Undermountain and the cursed item that led him to abandon his allies. Every now and then the guilt breaks through and you realize that Duriel's cheerful demeanor is a front to cover his past failures. He still has feelings for Vintex and hopes to one day pull her away from the Red Wizards and Thay so they can be together, traveling the planes. Duriel is a free spirit and rarely stays in one place long, preferring the wind on his back and the sun on his face.[/sblock]

[sblock=History]
I, Duriel was born in the month of Uktar, the rotting, on the dance of spirits day (31st), my birth killed my mother, the midwife told my father to kill me for she saw the great evil I would do. Alas, he raised me alone, the neighbor lady would stop in from time to time to help with feeding or changings when my father had to work the fields. Soon I was old enough to help him plow and work various other chores on the farm. I did this for six years when a traveling Priest (Dongolf) of Avandra came into town. I begged my father to let me go hear his preaching, this was to no avail, for father thought what did I need to go listen to the ramblings of a priest for. Soon, on the last day the priest was to be in town I snuck away from the farm to go see the him. I knew then I was commiting an evil act by disobeying my father but I had to join this strange priest in his travels. Avandra would forgive me wouldn't he? thought I, a young farm maid. Sure the god of freedom would forgive a minor transgression. I followed the priest far outside of town and soon overtook him.

Many years later I grew in power under the wise tutlige of this aged priest, he taught me to fight with the dwarven waraxe, I soon left him to travel and preach the word of Avandra.

I soon found an adventuring company called the Brave Foragers. Their group constisted of Exrtun the mage, Torden a dwarven fighter from Citadel Adbar, Dongwet a Shou Lung warrior, Trexes a gnome illusionist. We set out on many adventures, delving deep into what was to be called Undermountain. The place was dark and many fights insued as we made our way through the underhalls of Halaster Blackcloak. As we progressed I grew tired of just healing the injured and sick. I wanted to battle too, but being the only priest I was not allowed. They told me I was far too valuable I should protect the wizard. So I did just that, till the Shou Lung warrior fell, and sad to say I had not a one healing magic left. So unhooking my axe I stepped forward to take his place yelling to Trexes to guard the wizard. My first hit was a critical strike I cracked the head of the lead orc before us. After the battle Torden was quiet impressed with my skill, having received only minor wounds. But the Shou Lung warrior died later that eve under my care. I prayed to Avandra to allow me to justify his death and received a vision of the battle I had just fought. We progressed though the underhalls and soon came upon a treasure room with many weapons and artifacts. I found a helm of silver and upon donning it I found I wanted to hurt people for some unknown reason, even willing to throw my allies to their doom. My party was blind to the effects of this magic but I still had magic to ply my way as a priest of Avandra but when I grew exhausted the group would know my secret. I had lost my way to Avandra.

We were forced to flee Undermountain being chased by undead Umber Hulks, and Niogi, the dwarf was the first to fall, and then the gnome fell. I turned to the wizard and told the old fool to get us out of there or he wouldn't have to fear death by the band of creatures following us I would do the job for them. He attempted to cast a teleport spell but we were sent to another part of the deep delve. He appeared in a wall and I was flung down a well. I fell for what seemed like an eternity. After some time, I think I fell asleep, my body was splashed by cold sea water.

I awoke to find I was on the Rat Hills of Waterdeep. The helm, my gold, my weapons all gone, the only thing I had left was the armor on my back and torn clothing.

I made my way into Waterdeep looking for work, and found some with a local smith. I worked for my meager coppers to buy new clothes and sold my armor for lodging. Soon I entered a caravan as a warrior and left the City of Splendors behind two years later.

The caravan took us to Amn and further south. My skill with the waraxe became better and I soon left the caravan in Calamshan.

About a month later I came to the aid of a Red Wizardess named Vintex. We then traveled the Sword Coast in search of ancient tomes and other treasures. We even entered the Mere of Dead Men once only to leave very quickly. Soon we met up with a drow rogue by the name of Moriel, and a Paladin of Kord named Quaylar. We traveled for many years together the four of us. Challenging many a horde of dragon, and wizards tower alike, the tales of us grew as our accomplishments did. Soon when we entered taverns, whispers were heard talking of our deeds and many an aspiring adventurer thought to make a name for themselves by challenging us. I'd like to say we left them alive to rethink the error of their ways, but it would have only led to more trying their luck.

Vintex and I soon became lovers, and I saw the green eyed monster in Quaylar come forth. I played this off on the two for many a moons when we decided to go our seperate ways.

Quaylar went to Waterdeep, Moriel disappeared to never be seen for many years (I think he went back to Menzoberranzan to challenge the matriarch socity), and Vintex went to Thay so she could become part of the Council.

I heard tales of risings in Vaasa. The rumor goes: The witchking is alive again and I've now traveled to the Feywild in search of information that shall help me combat the undead scourge gathering strength in that frozen wasteland. The lich shall be stopped, with my fabled axe, Cutter, the weapon that is rumoured to leave unhealable wounds on my foes. I allow that one to stay out there, keeps the lesser men at bay. [/sblock]

[sblock=Character Sheet OR Quickstats]
====== Created Using Wizards of the Coast D&D Character Builder ======
Duriel , level 11
Human, Cleric, Battle Chaplain
Background: Found Religion Among Others (Athletics class skill)

FINAL ABILITY SCORES
Str 22, Con 16, Dex 11, Int 9, Wis 16, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 8, Wis 13, Cha 10.


AC: 30 Fort: 25 Reflex: 21 Will: 24
HP: 78 Surges: 10 Surge Value: 20

TRAINED SKILLS
Athletics +12, Religion +9, Insight +13, Heal +13, Diplomacy +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +5, Dungeoneering +8, Endurance +4, History +4, Intimidate +5, Nature +8, Perception +8, Stealth +1, Streetwise +5, Thievery +1

FEATS
Cleric: Ritual Caster
Human: Weapon Proficiency (Waraxe)
Level 1: Armor Proficiency (Scale)
Level 2: Armor Proficiency (Plate)
Level 4: Action Surge
Level 6: Battle Healer
Level 8: Stubborn Survivor
Level 10: Greater Divine Fortune (retrained to Paragon Defenses at Level 11)
Level 11: Deadly Axe

POWERS
Bonus At-Will Power: Righteous Brand
Channel Divinity: Turn Undead
Cleric at-will 1: Invigorating Assault
Cleric at-will 1: Gaze of Defiance
Cleric encounter 1: Healing Strike
Cleric daily 1: Beacon of Hope
Cleric utility 2: Return from Death's Door
Cleric encounter 3: Hammer of the Gods
Cleric daily 5: Rune of Peace
Cleric utility 6: Divine Favor
Cleric encounter 7: Strike of Judgment
Cleric daily 9: Divine Power
Cleric utility 10: Sacred Beneficence

ITEMS
Ritual Book, Summoned Gith Plate Armor +3, Heavy Shield, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Belt of Vigor (heroic tier), Boots of the Fencing Master (heroic tier), Gravespawn Potion (heroic tier), Jagged Waraxe +3
RITUALS
Gentle Repose, Purify Water
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Yeah, I support that statement, one of the best games I've ever played. Blasting heads rocks. Also the story is thrilling; I think I finish it in about a month, I couldn't stop playing.

I wish I could play it but stupid Vista and stupid Fallout 3 keep crashing on my pc... I should really try to re-install it now that I upgraded to Windows XP from Vista...gods I hate Vista.
 

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