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[4e] New Campaign Discussion Thread
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<blockquote data-quote="Insight" data-source="post: 4933902" data-attributes="member: 11437"><p>I've added a background for Q'ynn.</p><p></p><p>[sblock=Q'ynn Daelrith]</p><p></p><p>Q'ynn Daelrith, level 6</p><p>Human, Invoker</p><p>Divine Covenant: Covenant of Malediction</p><p>Noble Scion Benefit: Dungeoneering</p><p>Background: Noble Scion (Noble Scion Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 15, Dex 8, Int 14, Wis 20, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 15, Dex 8, Int 13, Wis 17, Cha 10.</p><p></p><p></p><p>AC: 17 Fort: 18 Reflex: 18 Will: 21</p><p>HP: 45 Surges: 8 Surge Value: 11</p><p></p><p>TRAINED SKILLS</p><p>Arcana +10, Religion +10, Dungeoneering +15, Insight +13, History +12</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +5, Heal +8, Intimidate +3, Nature +8, Perception +8, Stealth +2, Streetwise +3, Thievery +2, Athletics +3</p><p></p><p>FEATS</p><p>Free: Implement Expertise (Staff)</p><p>Free: Mounted Combat</p><p>Invoker: Ritual Caster</p><p>Human: Baleful Malediction</p><p>Level 1: Resonating Covenant</p><p>Level 2: Invoker Defense</p><p>Level 4: Power of War</p><p>Level 6: Action Surge</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Avenging Light</p><p>Invoker at-will 1: Mantle of the Infidel</p><p>Invoker at-will 1: Visions of Blood</p><p>Invoker encounter 1: Whispers of Defeat</p><p>Invoker daily 1: Silent Malediction</p><p>Invoker utility 2: Wall of Light</p><p>Invoker encounter 3: Word of Ruin</p><p>Invoker daily 5: Malediction of Blindness</p><p>Invoker utility 6: Symbol of Hope</p><p></p><p>ITEMS</p><p>Ritual Book, Alchemical Reagents (Arcana) (50), Mystic Salves (Heal) (50), Sanctified Incense (Religion) (100), Antivenom (heroic tier) (3), Holy Water (level 1) (2), Tanglefoot Bag (level 2), Magic Staff +2, Irrefutable Cloth Armor (Basic Clothing) +2, Cape of the Mountebank +1, Holy Symbol, Spiked gauntlet, Riding Horse</p><p>RITUALS</p><p>Hand of Fate, Brew Potion, Comprehend Language, Purify Water, Silence, Last Sight Vision, Water Walk, Affect Normal Fire, Eye of Alarm</p><p>[/sblock]</p><p></p><p>[sblock=Background in Brief]</p><p>Q'ynn Daelrith was born and raised in the free city of Bael Surth, which was once a tiefling capital before being conquered by human and dragonborn forces long ago. The Daelriths trace their noble lineage to Gathrenor Daelrith, a half-elven general who helped direct the siege and eventual toppling of Bael Surth and who was later the city's first commandant. The Daelrith family, for many generations, controlled the crafting trade in Bael Surth and its Sun Quarter, home to the city's greatest marketplace. A group of arcanists, led by the powerful Uryn family, coveted the Daelrith grip on Bael Surth's crafting guilds and executed a scheme of false rumors and accusations against the Daelriths, claiming that the Daelrith family was operating an illegal black market and supporting tiefling efforts to take back the city.</p><p></p><p>Bael Surth's current commandant, Lares the Burdened, imprisoned every member of the Daelrith family. The Uryns, not satisfied in their victory, entered into an agreement with Commandant Lares to smuggle the "evil" Daelriths out of the city. The Daelriths were sold to the Broken Horn orc tribe as slaves and taken into the hinterlands. The Daelriths spent two years as slaves to the orcs. During this time, Q'ynn found a prayer book belonging to a worshipper of Kord. Studying the book, Q'ynn learned that he had an innate connection to the god of war and strength and began to train himself, unlocking divine powers attributed to Kord. Q'ynn believed he could use these newfound powers to help his family escape the Broken Horn orcs, but in the end, his efforts, using his meager talents and skills, were not enough to free everyone.</p><p></p><p>After two years, the Broken Horn orcs, desperate for gold and having no real use for the Daelriths, sold the former nobles to [insert name of nobles associated with the arena]. Most of the Daelriths were too weak and old to be used as gladiators, but the young Q'ynn, who was not particularly strong, but possessed divine powers, was considered to be a good draw amongst a gladiator corps of mostly weapon-wielders.</p><p></p><p>Q'ynn Daelrith has spent the last few years in the [insert city name here] arena. During that time, while Q'ynn was not fighting in the arena, was sent to the stables to care for the animals there, mostly horses, but also some strange wild animals. Q'ynn learned that he has an aptitude with these animals and almost feels like he can communicate with them. Q'ynn doesn't get to spend as much time in the stables as he would like, and seeks ways to return to the stables when possible.</p><p></p><p>Q'ynn despises being a slave and isn't terribly fond of the gladiators. He would like to free himself and possibly some of his friends. His longterm goal is to return to Bael Surth, get revenge on the Uryns and others who helped enslave his family, and restore the Daelrith name.[/sblock]</p></blockquote><p></p>
[QUOTE="Insight, post: 4933902, member: 11437"] I've added a background for Q'ynn. [sblock=Q'ynn Daelrith] Q'ynn Daelrith, level 6 Human, Invoker Divine Covenant: Covenant of Malediction Noble Scion Benefit: Dungeoneering Background: Noble Scion (Noble Scion Benefit) FINAL ABILITY SCORES Str 10, Con 15, Dex 8, Int 14, Wis 20, Cha 10. STARTING ABILITY SCORES Str 10, Con 15, Dex 8, Int 13, Wis 17, Cha 10. AC: 17 Fort: 18 Reflex: 18 Will: 21 HP: 45 Surges: 8 Surge Value: 11 TRAINED SKILLS Arcana +10, Religion +10, Dungeoneering +15, Insight +13, History +12 UNTRAINED SKILLS Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +5, Heal +8, Intimidate +3, Nature +8, Perception +8, Stealth +2, Streetwise +3, Thievery +2, Athletics +3 FEATS Free: Implement Expertise (Staff) Free: Mounted Combat Invoker: Ritual Caster Human: Baleful Malediction Level 1: Resonating Covenant Level 2: Invoker Defense Level 4: Power of War Level 6: Action Surge POWERS Bonus At-Will Power: Avenging Light Invoker at-will 1: Mantle of the Infidel Invoker at-will 1: Visions of Blood Invoker encounter 1: Whispers of Defeat Invoker daily 1: Silent Malediction Invoker utility 2: Wall of Light Invoker encounter 3: Word of Ruin Invoker daily 5: Malediction of Blindness Invoker utility 6: Symbol of Hope ITEMS Ritual Book, Alchemical Reagents (Arcana) (50), Mystic Salves (Heal) (50), Sanctified Incense (Religion) (100), Antivenom (heroic tier) (3), Holy Water (level 1) (2), Tanglefoot Bag (level 2), Magic Staff +2, Irrefutable Cloth Armor (Basic Clothing) +2, Cape of the Mountebank +1, Holy Symbol, Spiked gauntlet, Riding Horse RITUALS Hand of Fate, Brew Potion, Comprehend Language, Purify Water, Silence, Last Sight Vision, Water Walk, Affect Normal Fire, Eye of Alarm [/sblock] [sblock=Background in Brief] Q'ynn Daelrith was born and raised in the free city of Bael Surth, which was once a tiefling capital before being conquered by human and dragonborn forces long ago. The Daelriths trace their noble lineage to Gathrenor Daelrith, a half-elven general who helped direct the siege and eventual toppling of Bael Surth and who was later the city's first commandant. The Daelrith family, for many generations, controlled the crafting trade in Bael Surth and its Sun Quarter, home to the city's greatest marketplace. A group of arcanists, led by the powerful Uryn family, coveted the Daelrith grip on Bael Surth's crafting guilds and executed a scheme of false rumors and accusations against the Daelriths, claiming that the Daelrith family was operating an illegal black market and supporting tiefling efforts to take back the city. Bael Surth's current commandant, Lares the Burdened, imprisoned every member of the Daelrith family. The Uryns, not satisfied in their victory, entered into an agreement with Commandant Lares to smuggle the "evil" Daelriths out of the city. The Daelriths were sold to the Broken Horn orc tribe as slaves and taken into the hinterlands. The Daelriths spent two years as slaves to the orcs. During this time, Q'ynn found a prayer book belonging to a worshipper of Kord. Studying the book, Q'ynn learned that he had an innate connection to the god of war and strength and began to train himself, unlocking divine powers attributed to Kord. Q'ynn believed he could use these newfound powers to help his family escape the Broken Horn orcs, but in the end, his efforts, using his meager talents and skills, were not enough to free everyone. After two years, the Broken Horn orcs, desperate for gold and having no real use for the Daelriths, sold the former nobles to [insert name of nobles associated with the arena]. Most of the Daelriths were too weak and old to be used as gladiators, but the young Q'ynn, who was not particularly strong, but possessed divine powers, was considered to be a good draw amongst a gladiator corps of mostly weapon-wielders. Q'ynn Daelrith has spent the last few years in the [insert city name here] arena. During that time, while Q'ynn was not fighting in the arena, was sent to the stables to care for the animals there, mostly horses, but also some strange wild animals. Q'ynn learned that he has an aptitude with these animals and almost feels like he can communicate with them. Q'ynn doesn't get to spend as much time in the stables as he would like, and seeks ways to return to the stables when possible. Q'ynn despises being a slave and isn't terribly fond of the gladiators. He would like to free himself and possibly some of his friends. His longterm goal is to return to Bael Surth, get revenge on the Uryns and others who helped enslave his family, and restore the Daelrith name.[/sblock] [/QUOTE]
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