[4e] Etene - OOC Thread

[sblock=Character Stats: Gaaki, Half-Orc Rogue]Paragon Path: Shadow Assassin, Epic Destiny: Perfect Assassin
Class Feature: Brutal Scoundrel
Background: Occupation: Criminal (+2 Stealth)

Str 17 +3 +3
Con 11 0 0
Dex 18 +4 +4
Int 10 0 0
Wis 14 +2 +2
Cha 8 -1 -1
Starting Ability Scores: Str 17, Con 11, Dex 18, Int 10, Wis 14, Cha 8.

AC: 16
Fort: 13
Reflex: 16
Will: 12
HP: 23 Surges: 6 Surge Value: 5

Trained Skills:
Acrobatics 9
Athletics 8
Insight 7
Perception 7
Stealth 11
Thievery 9

Other Skills of Note:
Bluff -1
Diplomacy -1
Dungeoneering 2
Endurance 2
Heal 2
Intimidate 1
Nature 2
Streetwise -1

Feats:
1: Backstabber (PHB)

At-Will Powers
Furious Charge (Racial Feature)
Sneak Attack (Class Feature)
Riposte Strike (1)
Piercing Strike (1)

Encounter Powers:
Half-Orc Resilience (Racial Feature)
Furious Assault (Racial Power)
First Strike (Class Feature)
Sly Lunge (1)

Daily Powers:
Pommel Smash (1)

Granted Items:
Magic Dagger +1

Purchased Items:
Leather Armor
Dagger (4)
Adventurer's Kit
Climber's Kit
Thieves' Tools[/sblock]

[sblock=Background]Gaaki had to find work to pay her way at a young age, but was already big and tough enough to find work as an enforcer for the local Thieves' Guild. Her job is to enforce guild rules against rogue thieves who refuse to obey guild rules. She has flatly refused numerous times to work loan sharking collections and other lucrative opportunities, apparently because they violate her code of honor. She is intensely loyal and is well known for being unbribeable, a rare and valuable trait in the Guild.

She always sits alone, observing everything around her, and she makes others nervous with her eerily quiet manner and icy calm. Her large size and silent demeanor makes her quickness unexpected and deadly, and even the brashest of thieves quickly learned it was safest not to harass her in any way.

What goes on inside her head is often the source of speculation around the guild, though only when the speculators can be certain she is not withing earshot. She has no friends or companions, and has never been seen taking pleasure in anything but her job. To others, it doesn't seem to be a very pleasant job, but she has never complained, nor has she sought different work.

So what is going on inside her head? Gaaki really likes being good at her job; it's very comfortable to her now, and she doesn't like being out of her comfort zone. She's managed to carve out a niche where the people she deals with deserve what they get, as far as she's concerned. This is part of her comfort zone, because the more morally questionable something becomes, the more uncomfortable she is at dealing with it.

Beyond her job, she likes being an observer of people, but hates being the observed. She hates exposing her thoughts and feelings to the scrutiny of others. She has people that she likes, and she has even had crushes from time to time, but no one would ever guess who they were.

Stalking through the shadows on her way to what she expected to be a long stakeout at the home of a freelance cutthroat, Gaaki was suddenly whisked away to somewhere very different. Not in any way a natural risktaker or adventurer, if she had not been sucked through a dimensional hole, she likely would have kept doing her job for the rest of her life.[/sblock]

Update: plus or minus any character creation mistakes I made, I think this is pretty well set now.

BTW, I know there's normally some sort of precipitating event in a character's background for them to decide to become an adventurer, but I thought it might be interesting to take advantage of the way the campaign starts and try someone who would never have become an adventurer if not for the opening.

Update: applied changes to armor class.
 
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Character: Check it out please, it surely has a LOT of mistakes.
Oh, I took the liberty to "Fluff up" a couple of powers and one feat, to fit my beast form. Hope you like it.

blaizedm: I wrote something up. Note that the last paragraph is a copy-past of yours with slight changes.

Code:
Name: Quinn 
Race: Human
Class: Druid

Ability scores
Str 10 +0
Dex 12 +1
Con 16 +3
Int 12 +1
Wis 18 +4 (+2 Human)
Cha 8  -1

AC: 10 +0(lvl/2) + 3 (CON) + 2 (armor)= 15 

Defenses
For: 15
Ref: 14
Will: 17

HP: 28
Healing surges: 10/day, grants 7 hp

Initiative: +1
Senses:
Perception:19 insight:19

Speed: 6

Languages:Common

Alignment: Unaligned

Patron Deity: Avandra

Racial features: 
Ability Scores: +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Class features:
Balance of Nature: 3 at will powers
Primal Aspect: Primal Guardian (CON determines the AC bonus)
Ritual Casting
wild shape
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Reflex, +1 Will

Skills (trained):
Nature +9
Perception +9
Insight +9
Heal +9
Endurance +8


Feats: 
Human Perseverance
Beetle's Boring Maxillae[Ferocious Tiger Form] 

Basic Attack
Staff +2 1d8 
Sticky Goo[Grasping Claws] +4 vs Ref 1d8+4 
Pounce(If charging) +4 vs Ref 1d8+4

Powers (4/1/1/0)

At-will powers: 
[sblock=Thorn Whip]
Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey.
Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you pull the
target 2 squares.
[/sblock]
[sblock=Call of the Beast]You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.
Charm, Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: The target can’t gain combat advantage until the end
of your next turn. In addition, on its next turn the target
takes psychic damage equal to 5 + your Wisdom modifier
when it makes any attack that doesn’t include your
ally nearest to it as a target.
[/sblock]
[sblock=Pounce]You leap at your foe, catching it off guard.
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants
combat advantage to the next creature that attacks it
before the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of
a melee basic attack.[/sblock]
[sblock=Sticky Goo][Grasping Claws: You rend and tear your foe with your claws, leaving it unable to escape your next assault.]
You bite your enemy with your mandible, leaving behind a sticky yellow goo that stops your enemy from escaping.
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is
slowed until the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.[/sblock]
Encounter Powers: 
[sblock=Frost Flash]You blast your enemy with cold that leaves it frozen in place.
Cold, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage, and the target
is immobilized until the end of your next turn.
Primal Guardian: The attack deals extra damage equal to
your Constitution modifier.[/sblock]
Daily Powers: 
[sblock=[Stinking could][Savage Frenzy: In a blur of claw and fang, you strike out at nearby enemies.]
Releasing the liquid content of two glands into the air produces a could of stinking gas that dazes and hampers your enemies' movement 
Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is
dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of
your next turn.[/sblock]

Equipment:
Leather armour (25 gp)            
Adventurers kit (16 gp)
Magical staff +1

Background
Quinn, a young man, apprentice of the local herbalist, has recently suffered the loss of his master.
A stormy night days ago, the old shaman -for that was what he really was- was sleeping in his slum house. He had let Quinn mixing herbs and preparing the blends for tomorrow. But there never was tomorrow.
A horrible scream came from Quinn's master's room. By the moment his apprentice made his way there, the shaman Ferroach was convulsing in his bed, with his eyes completely white. Frightened, Quinn stood there, unable to react for several seconds, until his mid started working. He rushed to the front part of the building and collected some herbs and potions, and rushed back to the old man's room.
The desperate Quinn tried to apply all the healing techniques he knew, and succed at ending the convulsions and his master's general condition.
"I'm dying..." the shaman mumbled with worry face "It's not too late..." he said smiling at his apprentice "Give me that vial, quick!" the shaman pointed at a vial of potion resting over his cabinet. Quinn always thought that it was something important, but never quite dare to ask his master about it's content.
After giving his Ferroach his vial, the old man drank it desperately, and begin convulsing again. "Master?! What was that? Master?" Quinn asks with his nerves at the edge. "I'll teach you something interesting... tomorrow..." the shaman answered, before dropping dead on his bed.
Of course no one suspected that Quinn had nothing to do with old herbalist demise, but they also had no doubt that what the shaman told to him was just a ridiculous, pre-death nonsense.
The town folk buried the lone dead man, with no one to cry for him excepting Quinn.
After a night, hunted by nightmares and strange dreams, Quinn woke up in the herbalist's lab. The he heard him. Master Ferroach was speaking to him!
Quinn rushed to Ferroach's room again, but found no one. Just a strange looking staff among his bed cloth. The young man took the staff in his hand, and looked at it in the light that filled the room from the window. The wood carved object had the shapes of beetles, and strange runes on it. Upon watching it, Quinn suddenly felt the power of the Fey wild, navigating his veins, and his skin started to shine and glitter. After he blinked, Quinn had became a huge beetle!
With another blink, the young man bacem human again. Puzzled and confused, the apprentice herbolist heard a voice in his head, a familiar voice.
Because you know, Ferroach body might be dead in his grave, but Ferroach spirit was tingling inside Quinn's mind. And it said to him many thing about the natural world and about the primal spirits of the world, and about Quinn's destiny. Ferroach's spirit said many other things, but telling them here would spoil the fun, wont it? Enough is to say the after two days, the young Quinn wished he could find a way to exorcise his former master from his head.

After acknowledging the new path before him, Quinn wandered the Dales, searching to "Call of Destiny" as Ferroach said. With no fixed destiny the young man started his journey of discovery, guided both by duty and wanderlust.
His travel took him to the Mistledale, walking the plains, scaling the hills, and wandering in the sinuose paths of the forests. It was in one of these Daleian forests that he was intercepted by a stern looking half-human. After exposing that there was no place in that forest for those with bad intentions towards the flora and fauna, Ferroarch stared shouting inside Quinn's mind. "This is it, child! This is the call of Destiny, the call of the ancient primordials! You must befriend this man, earn his trust and help him protect this woods"
With the advise of the spirit, Quinn explained his particular history to the warden, and offered his help to him, and so they became comrades in the protection of the forest.
When strange beasts began appearing in the forest, they attempted to clear them out, but they seemed to be endless. After scouring the forests for many weeks, the pair discovered the source- a strange portal in the base of a decaying tree. With the intent to stop these beasts from plaguing the forest, the warden and the druid walked through the portal, to an unknown realm.

Oh! and I found a pic in Google. [sblock= sketch]
druid_sketch.jpg
[/sblock]
 
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And this time, with armor!

[sblock=Baern Stoneheart - FINAL]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Baern Stoneheart, level 1
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath

FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 11, Wis 20, Cha 8.

Starting Ability Scores
Str 10, Con 14, Dex 10, Int 11, Wis 18, Cha 8.


AC: 16 Fort: 14 Reflex: 11 Will: 16
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Religion, Arcana, Endurance, Insight.

FEATS
1: Ritual Caster
1: Invoker Defense

POWERS
1, At-Will: Avenging Light
1, At-Will: Grasping Shards
1, Encounter: Thunder of Judgment
1, Daily: Angelic Echelon

ITEMS
Ritual Book, Adventurer's Kit, Magic Rod +1, Warhammer, Chainmail

RITUALS
Hand of Fate, Make Whole
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
[sblock=Background]

The hammer-on-stone rhythm echoed through the many chambers that twisted and wove their way through the dwarven complex of Clan Nogginsplitter. Baern himself wasn't a Nogginsplitter proper, but a Stoneheart, and his ancestors had stood on the right hand of Nogginsplitters for as long as any dwarf could remember.

Baern found himself alone, as he often did, as he worked his craft inside the mountain, and the laborious music danced in his head as he worked on a particularly stubborn piece of rock. Sweat ran through his intricately woven beard as he swung his hammer to the melody, each blow met with a guttural growl. Finally, at the height of his crescendo, Baern swung his hammer one final time and broke the large rock free from the wall. It landed on the dusty ground in pieces, and one large chunk in particular grabbed his attention. It was a piece about ten inches long, and embedded in it was a metallic rod of some sort. Baern picked it up and examined it carefully, turning the piece over and over in his thick hands. Finally, he reached to pull the thing free, and his world changed forever.

Baern never spoke of the visions when he awoke nearly a fortnight later in the care of the clan's priests. His clansmen had found him alone and unconscious, clutching the strange rod emblazoned with an ancient symbol of Moradin. The priests begged him to rest, but the stubborn dwarf bullied his way out of the bed anyway, and showed no obvious signs of ill effect. He snatched up the ancient rod laying on a bedside table and bulldozed his way out of the priests' chambers.

"What're ye doin' boy?" a voice screamed at Baern Stoneheart as he headed out into the outer chambers of the complex with a pack strapped to his back.

Baern didn't look back, but his words echoed off the hallowed halls and will never be forgotten. "Moradin's will."


[/sblock]
 

Would you consider a MM race? Looks like another striker might help.

Scorbie
Goblin Sorcerer 1

When the four adventurers came into his clutch, they were looking, funnily enough, for magic. It had happened before, each time killing most of the family, but goblins reproduce quickly and adventurers are one of their few natural predators. The party had made it to the nursery, and there was Scorbie in the corner, the last of the defenseless brood still alive, when he felt the ground shake, his knees buckle. Then, he began to fall. Through the floor. Into another world. The corpses of his siblings lying around him, a confused rogue and cleric tending to their friends, and Scorbie. Scorbie was sitting there, somewhere with a sky overhead, with thin trails of smoke curling up from his fingers, each trail a different color.

Had he created the portal, somehow? Had him travelling through the portal activated some latent sorcerous ability? He didn't know. Scorbie panicked, and ran, taking the dead wizard's blade with him as he did. And now he has made a home for himself here in Etene. In this land, he can do things, powerful things, and people see him differently. Not as a foe, but as an ally. Scorbie has no desire to get home. He is now a resident in Etene.

[sblock=Scorbie, Goblin Sorcerer]
Class Feature: Wild Magic
Background: Traditional Goblin upbringing (<Stealth a trained skill>)
Race: Goblin
Size: small
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin
Alignment: Unaligned


Str 10 0 0
Con 12 +1 +1
Dex 18 +4 +4
Int 10 0 0
Wis 10 0 0
Cha 18 +4 +4
Starting Ability Scores: Str 10, Con 13, Dex 18 (incl race), Int 9, Wis 10, Cha 18 (incl race).

Initiative: +4

AC: 14
Fort: 11
Reflex: 15 (w/ +1 racial)
Will: 16 (w/ +2 class)
HP: 25 Surges: 7 Surge Value: 6

Trained Skills:
Arcana +5
Athletics +5
Bluff +9
Intimidate +9
Stealth +11 (includes racial bonus)

Other Skills of Note:
Insight 0
Perception 0
Thievery +6 (includes racial bonus)

Feats:
1: Sorcerous Blade Channeling: use dagger to make ranged attacks as basic attacks

Class Features:
Chaos Burst: for first attack roll during each turn: even = +1 AC until next turn; odd = make a saving throw
Chaos Power: +4 damage to arcane powers
Unfettered power: on natural 20 with arcane power, slide target 1 square and knock prone; on natural 1, push each crature w/in 5 squares 1 square
Wild soul: after extended rest, random resist 5 [roll on PHB2 p. 137)

At-Will Powers
Goblin Tactics: (racial) shift 1 square when missed by a melee attack.
Acid Orb: (sorc)
Chaos Bolt: (sorc)

Encounter Powers:
Bedevilling Burst: (sorc 1)

Daily Powers:
Dazzling Ray: (sorc 1)

Granted Items:
+1 dagger

Purchased Items:
nothing yet

[/sblock]

Scorbie was once the runt of his litter, standing a full 3'2". Without the coarse matt of Goblin fur, which he tries to keep groomed but seldom with success, he might appear as a misshapen human child, notable above all else for the long ears stretching to the side of his head before they flop down, useless and silly. Of course, with the hair, he looks like a goblin -- hunched over as if he were perpetually halfway towards dropping to all fours, flared pink nose always wet and contrasting with his glossy fur.

The torso of a goblin is a tiny thing -- their limbs exceedingly long, culminating in the narrow, bony fingers that taper to a weak claw -- and Scorbie moves with an unsuspected grace. Since coming to Etene, he has picked up a few pieces of clothing, none of them made for goblins, but which nevertheless fit. A halfling belt (made for halflings, not of them) secures the dead mage's dagger which Scorbie has found he can use as an enhancement for his spellcasting. A tiny pouch holds micellaneous coins, and he has a shoulder bag, which remains mostly empty. Around his neck is a blue silk necktie, that Scorbie once won off a human noble who had challenged him to a combat. Scorbie had knocked the noble down, and taken the tie, which he now wears as a badge of honour. But he had left the noble with only a bloodied nose, and a sense that it really was wrong to pick on someone half your height.
 
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Great Game

This looks like a great story with much potential, and Id love to join. However, I have not integrated 4.0 e into my RPG arsenal. I am definately willing to pick up the books as well as get into a game.

I am a serious gamer, without the 4.0 experience. Still playing the 3.5 (as i have been for over 5 years) and my rpg group is kind adamant about not upgrading.

Im no novice to character creation and story line roleplaying, (which I prefer to Hack and Slash), and if your willing to put up with a rules noob for a game or 2, Id definately join.

Lemme know, ill check posts, as well as email (pheonix7273@hotmail.com). Thanks
 

@Tiali: That's okay, I'm a pretty patient guy, if you need help in Fargo, I'd suggest stopping by the NDSU Memorial Union on the 2nd floor above the student bookstore is this lounge... someone up there should be able to help you with character creation. It's kinda where me and my peeps all hang out.
 

I've updated my background, etc. Sorry it took a bit longer than expected. Man alive I hope I get selected. Al-Har has really grown on me. I love pirates though ;)
 

FYI, you've got Baern listed twice on the first post. That's probably because his creator got stupid and posted him twice instead of just updating the original though. I swear, some people...

Oh wait, that was me.. :erm:

I guess I need to work on his background, it's nowhere near as long as the others!


-IG
 

EDIT: Character stats updated, made adjustment to stat based attributes as well.

Slim Stonehand
Race - Dwarf (Male)
Class - Shaman (lvl 1, xp 0)
Alignment - Good
Diety - Worships all the spirits of nature, but will pray to and honor any god or goddess that loves nature.

Scores
Str 10 (0)
Dex 14 (2)
Con 18 (4) +2 racial bonus
Int 10 (0)
Wis 18 (4) +2 racial bonus
Cha 8 (-1)

Max HP 30, Bloodied 15
Healing surges 13 per day, heal 7 hp (11 when im near spirit companion) (11 for class, 2 for Durable feat)
Initiative = 2 (Dex)
Speed = 5 squares
Ac 14 = 10 base, 2 dex, 2 armor
Fort 14 = 10 base, 4 con
Ref 12 = 10 base, 2 dex
Will 14 = 10 base, 4 wis

Senses - Low Light, Insight 14, Perception 19

Skills
Nature 9
Heal 9
Perception 9
Endurance 11 (+2 dwarf)
Dungeoneering 2 (+2 dwarf)

Languages
Common, Dwarven

Race Features
1. +5 to poison checks
2. can use second wind as minor action
3. Proficient with warhammer and thrown hammer
4. not encumbered by heavy load
5. -1 square to any effect that would force my character to move (bull rush) Can also make saving throw to avoid being moved to prone.

Feats
Durable: +2 healing surges per day

Class Features
1. Call Spirit Companion (Black Bear) burst 20 (Spirit can be dismissed if it takes 10 or more dmg in a 'single' swing, cannot be killed by two or more swings adding to 10+.) I take 5 damage if it is forcefully dismissed.
2. Healing Spirit: +1d6+4 to healing surge, usable on others
3. Speak with Spirits: Wisdom Bonus added to next check
4. Spirit Shield: If an enemy leaves a square next to Spirit, that enemy takes my Wis modifier in damage + 1 ally adjacent to Spirit gains my Wis mod in hp + my con mod for protector spirit ability - see below. (6 hp heal)
5. Protecting Spirit - Any ally adjacent to spirit is granted a +4 healing bonus to their second wind, or a +4 to healing for any of my abilities used on them. (My con mod is bonus: 4)

Powers
At Will: Protecting Strike: 1d8 + wis mod to target creature, all allies adjacent to Spirit get temporary hp (temp hp is my con mod, 4)
At Will: Watcher's Strike: 1d8 + Wis mod to target creature, allies adjacent to Spirit get +1 attack bonus and +5 perception until end of my next turn.
Encounter: Call to the Ancestral Warrior: 1d10 + wis mod to target creature, allies adjacent to Spirit, gain +2 to all defenses (AC, fort ref will) until end of my next turn.
Daily: Spirit of the Healing Flood: Burst 5: 1d8 + wis mod to all enemies within burst, until end of encounter each ally within burst gets regen 2 as long as they are bloodied. As minor action, ally can halt the regen to gain an instant 10 hp.

Items
Warhammer +2 attack, d10 + 0 (15gp)
Throwing hammer +5 attack, d6 + 0 (5gp x2)
Longspear +3 attack d10 + 0 (10gp)
Dagger +0 attack d4 + 0 (1gp)

Leather armor 2 ac (25g)
Standard adventurer's Kit (15g)
5 Common Meals (1g)
Totem (black bear) (5g) +1 magic bonus enhancement per the lvl 1 magic item that you provided.
82g spent, 18 remaining



Slim was the member of a tribe of old-world dwarves living under a hillock in the treacherous northlands. The Stonehand clan lives by their traditions, and they love nature as much as any normal dwarf love the underground. The Stonehand Clan, as well as the seven other dwarven clans living in this small underground city, were all nomads. Few if any had travelled far enough to see another city, or another race for that matter. They lived in seclusion. They lived by the sweat of their own brows, and by the gifts of the land around them.

Slim left the clan on his 45 birthday to complete his Bairock [Bye-rock] (a spiritual journey that all shamans took. This journey helped them become more attuned with thier Spiritual Companion). He left the clan with armor, weapons, five days provisions for food, and two full waterskins. He was told to return ONLY when he had found his Spirit.

On his journey he came upon a giant blackbear (oddly similar to his spirutal companion) and began to follow it around in hopes that this bear may lead him to his answers. For several weeks Slim followed the black bear, and learned to live as the bear did. He ate what he could find, drank from the nearby stream, and even lived in a small chamber inside the bears main cave. The bear did not seem to mind at all.

Just as Slim began to understand the ways of the world around him, "it' happened.

One morning he felt a hard push on his side as he slept. He rolled over to see the giant black bear standing over him. Its eyes were fixed on his. He sat up slowly wondering what this meant, and how he should react. As he stared into the eyes of the giant bear, he felt a weightless sensation, and the room began to glow. The bright light blinded Slim, and the a sudden painful sensation overcame him. All he remembered was light, and the piercing eyes of the bear.

When Slim awoke again, he was laying in front of a giant portal with several other 'oddly shaped' people standing around him.

In total confusion, Slim stood, and looked into the faces of the people around him. Wonder enveloped his senses, as he stared upon several new creatures he had never seen before. He began to wonder where he was, and what he would learn from this situation to make him more attuned to his Spirit...

Slim began to wonder if all of his clan had experienced a similar Bairock, and he wondered what these new events would entail for him.

(Left backround story very open in case you are planning on using these. Hope it fits well for the game.) Lemme know if this will work.

Thanks, Jesse
 
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I know i've posted this character for two separate games, and im sorry that Im not being as original as i could. However, being newer to 4.0, I didnt want to overwhelm myself with a superload of new abilities, rules, and powers. Thought I'd play Slim in both games (if im accepted) and just run his personality a bit differently. Just to get a feel for the gameplay.

Thanks :P
 

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