[4e] Border Epic: Aftermath of the Celestial War (Dead.)

Did Tiamat and Lloth conspire together to bring down Bahamut? It seems Bahamut didn't go down easily and Lloth paid the ultimate price, with Tiamat severely weakened in the process.

So Bahamut's and Lloth's worshippers are probably in disarray right now, while Tiamat is off licking her wounds. This could be the perfect time to strike at her power bases (holy sites, temples, etc.) within the world of man. Best to move quick too, since the window of opportunity won't last forever.

Anyway, as a servant of Pelor, my PC would definitely grieve the loss of mighty Bahamut and would offer sanctuary to any of his followers (e.g. Dragonborn Paladins, etc.) in their time of crisis. And would also be highly supportive of any plans to contain any rampaging drow, demons, or chromatic dragons.

---

Still have to spend gp on rituals and maybe an item or two, but otherwise Elithiel's stats are complete.

Character info moved to this post.
 
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The loss of Bahamut has also ment the collapse or loss of faith from many military men that believed in honor. Bane and Grummash have reaped the benefits, and formerly peaceful nations fell to military coups. This caused the bulk of the fighting in the mortal realm.

With Loth's death a fair number of hidden plots and long range conspiracies also collapsed from internal pressure or were exposed to the light. The lack of her pressure on elves and elderin has yet to have obvious effects but may have long term consequences.

Do you think drow are rampaging or self-imploding? Who would they turn to without Lloth?

The characters look good so far. I really liked the Notes section that listed all the feat, pp powers and other synergies.
 
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I'm working on my character...

Elf beastmaster ranger...working up a background as well.

It's a bit tricky, since none of the gods I've seen discussed so far have a strong tie to natural forces...

But surely a war among gods would affect gods of nature too.

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As for the drow, it seems to me that the matriarchy is utterly dependent on Lolth for dominance. Without their goddess to punish and grant divine powers, the drow would rise up and crush them. This actually happened if I recall correctly, in one of the published gameverses (Forgotten Realms?) when Lolth suffered a near-death experience.

The trick is...who eventually comes out on top? Among drow, I would expect them to eventually be dominated by the male wizards and priests of other evil gods. They would probably undergo a period of utter chaos, and quickly splinter into viciously competing factions. There'd be a small, but distinct trickle of drow refugees, who see their chance to escape from the evils of their society. Most drow are corrupt though, and their lifestyle in general wouldn't change much...just who's on top of the pile.

In any event, it seems very likely that drow operations against other beings would come to a complete halt as they turned on each other. In time, as the new factions stabilized, that could change. The new drow would be much more variable in influence and aims...without the jealous centralized dominion of a demon-goddess, the factions would each pursue an independent agenda based on its leader.

That's how I see it at least. It'd be a long time before they threatened others again...and even when they did, they'd probably be LESS of a threat, because they wouldn't be unified anymore.
 
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Okay some ideas.

The drow are trying to worm their way back into elven/eladrin society, some are honestly reformed, some are using it for power, some are active working for some other dark lord and trying to corrupt the powerful...
 

Here's what I got so far:

[sblock=Aridha the White Tiger]Name: Aridha
Class: Ranger 20
Alignment: Unaligned
Race: Elf
Deity:
Size: Medium
Age:
Gender: Female
Height: 5' 2"
Weight: 110 lbs
Eyes: Green
Hair:

Abilities
Str: 22 [+6], Dex: 20 [+5], Wis: 16 [+3]
Con: 13 [+1], Int: 11 [10], Cha: 10 [+0]

Hit Points: 120 Bloodied: 60
Healing Surges: 7/day Healing Surge hp gained:30 HP per level: 5
Action Points: 1
Speed: 7 squares

Armour Class: 33
Fortitude Defence: 31
Reflex Defence: 31
Will Defence: 27
Initiative: +15

Skills:
Nature +20
Acrobatics +20
Athletics +21
Perception +20
Stealth +20

Languages: Common, Elven

Feats:
1 Two Weapon Fighting (+1 damage when using 2 melee weapons)
2 Elven Beast Mastery (Beast benefits from Wild Step and Elven Accuracy)
4 Elven Precision (+2 to reroll from Elven Accuracy power)
6 Two Weapon Defense (+1 AC and Reflex when using 2 melee weapons)
8 Beast Protector (Opportunity attack when enemy attacks beast)
10 Coordinated Opportunity (+2 damage on opportunity attacks when beast is adjacent to target)

11 Hunter's Advantage (+2 dmg against Combat Advantage)
12 Defensive Advantage (+2 AC when you have combat advantage)
14 Bleeding Precision (Daily attack powers do 5 ongoing damage, save ends)
16 Evasion (No damage from missed area or close attacks)
18 Secret Stride (No penalty to stealth checks due to movement)
20 Combat Anticipation (+1 defenses vs ranged, area or close attacks)

Race Traits:
Vision: Low-light
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that

relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original.

Class Abilities:
Ranger
Beast Mastery (Cat)
Hunter's Quarry +2d6
Feral Spirit
Fearsome Partnership, beast is +2 damage when within 10sq
Feral Action, beast gets +4 atk when AP spent for 1 turn
Spirit Link, use your healing surges to give beast 2nd wind

At-Will
Circling Strike, +23 vs AC, 1d6+11, Beast shifts 1 before or after
Twin Strike, +23 vs AC, 1d6+5, 2 attacks
Pack Alertness - Minor (Both beast & master roll perception +2 and use better result, if one notices something, both do)
Quick Recovery - Reaction (Trigg - Beast recieves effect save can end, beast gets saving throw at +3)

Encounter
Feral Diversion, +24 vs AC, 2d8+9, Bease can shift 3sq before attack, you can shift 3sq after attack as free action)
Cheetah's Rake, +23 vs AC, 1d6+11, Close burst 1, targets are immobilized and prone until end of next turn
Knockdown Pounce, +23 vs AC, 2d6+11 (Push 2sq and prone), Beast shifts speed before attack
Beast Rush, +24 vs AC, 1d8+7, 2nd Atk +23 vs AC, 1d6+11, Beast can shift 3sq before attack
Weave Through The Fray - Interrupt (Trigg - Enemy moves adjacent to you, Effect: Shift 3 sq)
Swiftness of Spirit - Minor (Beast takes move, or has +2 to hit on next attack)
Elven Accuracy

Daily
Twin Soul Strike, +23 vs AC, 3d6+11, 2nd Atk, +24 vs AC, 2d8+9,Beast gets CA against your target, you get CA against beast's
Ferocious Roar, +24 vs Will, 2d8+5 psychic, Close Burst 2 (beast), push 1 sq + daze (save ends).
Scent of Fear, +24 vs AC, 3d8+4, Target gives CA to beast and beast basic attacks on minor, until end of encounter
Passing Ambush, +23 vs AC, 3d6+14, Shift 2sq, if you were hidden you remain hidden
Evade the Blow - Interrupt (Trigg - Enemy hits you with melee attack, shift 1sq away from enemy)

Beast - Medium Cat
Str 19, Con 13, Dex 21, Int 7, Wis 15, Cha 7
Speed: 7 sq
AC: 34, Fort 31, Ref 33, Will 32
Hit Points: 174
Attack Bonus: +24
Damage: 1d8+5
Athletics +19, Stealth +20

Gear
Money: 200gp

Coif of Focus (+5 to saves vs Daze or Stun)
Feyleather Assassinbane +4 (Immune to surprise)
Cloak of Survival +4 (Resist Cold/Fire 10, +4 Endurance)

Paired Short Sword +4, 85000
Bracers of Mighty Striking +4, 13000
Strikebacks (Gloves), 5000
Boots of Free Movement +2, 1800 [/sblock]

Still kind of WIPpy, but I think the mechanics are about where I want them. Now my major focus of development is backstory. In short, I know what she is; now I want to know why she is that. Working on ideas, but suggestions are welcome!

As for party role and tactics, Ari's a hybrid beastmaster/2 weapon fighter. She uses +4 Paired shortswords...selected because it's cheaper than getting two separate weapons. The majority of her abilities involve moving, often in tandem with her tiger companion, to melee and then uncorking large amounts of damage. She is particularly dangerous when she has Combat Advantage over a foe, gaining bonuses to AC and damage. Worse still, she gets opportunity attacks, at a bonus to hit, when someone dares hit her beloved tiger and she's nearby.

This all boils down to Aridha, in most situations, getting several attacks per turn at various bonuses. Her tiger is more durable than she is, but doesn't do as much damage. With both of them being fast, with high Stealth and Athletics, and shared senses that make it hard to get past their perception checks, they are ideal scouts as well.
 

If anyone notices errors with other PCs please let me know, but they seem to be looking good. Shayuri has a bunch of conditional damage feats, but they all seem to provide untyped damage bonus, and thus stack.

Rogues Gallery
 

Hehe, yeah...it looks kind of complicated at first, but it's really pretty simple.

Basically, since she always has the option of using dual weapons, I just factored the bonuses from Twin Weapon Fighting and Defense into her normal stats. If for some reason she's not using paired weapons, her AC and Ref drop 1, and her damage does too.

If she has Combat Advantage on a foe, she does +2 damage and has +2 AC (in addition to the +2 to hit that CA normally grants).

If she's making an opportunity attack against a foe that her beast is adjacent to, she gets +2 damage. She gets an OA against any foe that attacks her beast in melee, when she's adjacent to her beast.

Those two damage bonuses are too conditional to list, so they'd be applied as the situation warrants. As far as I'm aware, they -could- stack, but won't always, nor even necessarily often. Only if she's making an OA against a foe she has CA against, and who is adjacent to her beast would both apply.

...

Okay, maybe a little complicated. But I think in a PBP it'll be easy enough to track those conditions. :)
 


Nac Mac Feegle is right, I though EvolutionKB would be taking the multi-class ranger feat to qualify.

Also C.G./Shayuri do you have any connections with the reformed drow?
Shayuri, what place does Aridha have in society? what is she famous for?

Anyone have ideas how you would know Aridha?
It looks like we have two clusters, one the city state that is the home of Elithiel, Dunn and Kazin. (needs name) The other is an older group in the Feywild, who may have adventured together decades previously. Elithiel is a possible link between the two.

There have been signs of a growing planar instability deep in the underdark, possibly linked to the site of Lolth's death. Her physical body will have ended somewhere in the Astral Sea, but the location of her death will be a reservoir of power. The Priest, wizard and perhaps even the warlord (ritualist) will have noticed or received warnings that something is going on, it it will only be getting worse unless it is dealt with. You have called together those you trust, who can can handle such a venture.
 
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[sblock=What I've got so far, work in progress]

Name: Morgrim
Class: Fighter/Avalanche hurler
Alignment: Good
Race: Dwarf
Deity: Moradin
Size: Medium
Age:
Gender: Male
Height: 4' 6"
Weight: 190 lbs
Eyes: Green
Hair: black

Abilities
Str: 21 [+5], Dex: 15 [+2], Wis: 18 [+4]
Con: 20 [+5], Int: 11 [+0], Cha: 9 [-1]

Hit Points: 139 Bloodied: 69
Healing Surges: 16/day Healing Surge hp gained:39 HP
Action Points: 1
Speed: 5 squares

Armor Class: 34(36 until hit)
Fortitude Defence: 33
Reflex Defence: 31(33 until hit)
Will Defence: 30
Initiative: +12

Skills:
Athletics +20
Endurance +22
Heal +19
Perception +19

Languages: Common, Dwarven

Feats:
1 Two Weapon Fighting (+1 damage w/main hand when using two weapons)
1 Two weapon defense (+1 shield bonus to AC and Reflex when using 2 weapons, bonus)
2 Two-bladed warrior (skill training w/ ranger skill, can use 1 handed weapon in off-hand, multi-class ranger feat)
4 Dwarven weapon training(prof and +2 dam w/ axe and hammers)
6 Dwarven durability (+2 healing surge, +5 to surge value, retrained)
8 Adept power(Ranger)
10 Grit (When spending a healing surge gain 5 temp hp)
11 Enduring Wallop (Ongoing 5 damage with fighter daily attack)
12 Lightning reflexes(+2 to ref def)
14 Hammer Rhythm(con damage on a miss)
16 Armor Spec(chainmail, +1 AC and ACP with chainmail)
18 Agile Tempest(+1 damage with tempest damage bonus)
20 Marked Scourge (+4 damage vs marked enemies)

Race Traits:
Vision: Low-light
Skill Bonuses: +2 Endurance(included), +2 Dungeoneering
Cast iron stomach: +5 on saves vs poison
Dwarven resilience: Second wind as minor action
Encumbered speed: speed not reduced by heavy armor
Stand your ground: Forced movement moves 1 less square. Make saving throw to avoid going prone from attack

Fighter Abilities:

Combat Challenge: On an attack can mark foe. When marked foe that is adjacient shifts or makes an attack that doesn't include me, I can take a melee basic attack as an immediate interrupt.
Combat Superiority: +4 bonus on opportunity attacks, an enemy struck by my opp attack stops moving.
Tempest Technique: Two weapon def as bonus feat. +1 to attack with weapons that have off-hand quality. +2 to damage while wielding two weapons and wearing chainmail or lighter armor. +3 to damage if using weapons with the off-hand quality.
Throwing Action: When spend an AP to take an extra action, I can make a ranged basic attack as a free action, not provoking OA.
Throwing Master: Increase the size by one die of a thrown weapon.
Uncanny Thrower: Take no penalty for throwing a weapon at long range.

Opportunity Attack: +27 vs AC 1d10+17
Ranged Opportunity Attack(spitting cobra stance): +25 vs AC 1d8+14

At-Will
Dual Strike, +22/21 vs AC(two attack, main off), 1d10+12/1d10+10.
Crushing Surge, +22 vs AC, 1d10+17 and gain 5 temp hp.
Basic Attack: +22 vs AC, 1d10+17 or +21 vs AC 1d10+15
Ranged Basic Attack: +21 vs AC, 1d8+14

Encounter
Two-fold Torment, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit.
Appalling Crunch, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp
Landslide Strike, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16.
Boggling Smash, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn.
Unbreakable, Immed Reaction, when hit by an attack, reduce the damage by 10
Bolstering Stride, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp.
Strikebacks(Immed React): Make a melee basic att against an adjacient foe that hits me.

Daily
Spitting Cobra Stance: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you.
Quicksilver Stance: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage
Smash and Grab: Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage.
Eruption of Steel: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)
If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half)
Voidcrystal Armor: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends)
Battering Craghammer: Make a melee basic attack vs all enemies in a blast 3.
Dwarven Boots(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower.
Cloak of displacement: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square.
Gear


Money: 200gp

Battering Craghammer+5(21)
Crysteel Voidcrystal Armor +4(19)
Cloak of Displacement +4(20)(each encounter gain a +2 bonus to AC and Ref until an attack hits)
Bloodclaw Craghammer +4(take up to 4 damage and deal double that amount to target of attack, +4d6 on crit)(65000gp)
Throwing hammer +3(9000gp)
Iron armbands of power(+2 damage to melee attacks)(1800gp)
Strikebacks(5000gp)(+1 to hit on opp att)
Dwarven Boots
Backbone Belt(after second wind gain +4 to defenses)
2 potions of vitality(minor, spend surge, but regain 25hp and make a save)
[/sblock]
 
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