Ata's Rediscovery of the World Characters Thread

Atanatotatos

First Post
Please post here new/updated characters for the game.
Level 2, standard wealth, 25 point buy.

Write a note if you're using options from Martial Power, Adventurer's Vault or Dragon Magazine.
 

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Walking Dad

First Post
[sblock=Malek's Statblock]

Malek Videl Player: WD
Home Region: Thum-Binyas
Tiefling (Star) Warlock XP ? Level 2
Initiative +2 Senses Low-light Vision
Passive Perception 11; Passive Insight 16
HP 31; Bloodied 15; Surge Value 7; Surges Per-Day 8
AC 17; Fortitude 13; Reflex 15; Will 16
Resist fire: 6
Speed 6
Alignment Unaligned
Languages Common, Primoridal

Str 12 Dex 12 Wis 10
Con 14 Int 16 Cha 18

Basic Attack:
Dagger: +5 / 1d4+1
Eldritch Blast: +6 / 1d10+5

Racial Abilities
Bloodhunt (You gain a +1 racial bonus to attack rolls against bloodied foes.)
Fire Resistance (You have resist fire 5 + one-half your level.)
Infernal Wrath (You can use infernal wrath as an encounter power.)

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast (r 10; +6 vs reflex / 1d10+5 untyped)
Dire Radiance
(r 10; +6 vs Fort / 1d6+5 radiant. If the target moves nearer to you on its next turn, it takes an extra 1d6+5 damage.)

Encounter Powers
Glow of Ulban (r 5; +6 vs will / 2d8+5 radiant; -2 next saving throw until eoc.)
Infernal Wrath (minor; +1 on attack vs enemy that hit me last round, +4 damage)

Daily Powers

Crown of Stars (r 10; +6 vs reflex / 2d12+5 radiant; if target bloodied, blinded eynt; sustain minor: +6 vs will / 4 radiant against any target in range)

Utility Powers
Ethereal Stride (teleport 3 sq & +2 to all defenses until eynt)

Feats
Starfire Womb (When you deal damage with a power that has the radiant or fear keyword, immediately roll a saving throw to relieve a condition of your choice from which you are suffering.)
Sacrifice to Caiphon (When you attack with an encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.)

Skills (*trained)
Acrobatics (Dex) +1
Arcana* (Int) +9
Athletics (Str) +2
Bluff* (Cha) +12
Diplomacy (Cha) +5
Dungeoneering (Wis) +1
Endurance (Con) +3
Heal (Wis) + 1
History (Int) +4
Insight*(Wis) +6
Intimidate (Cha) +5
Nature (Wis) +1
Perception (Wis) +1
Religion (Int) +4
Stealth (Dex) +4
Streetwise (Cha) +5
Thievery* (Dex) +7

Equipment
360 gp

3 daggers (3), standard adventurer's pack(15) [backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin]

3) Master's Wand of Dire Radiance +1
2) Leather Veteran's armor +1
1) Amulet of Protection + 1

using Powrs and feats from Dr 366 and items from AV.

[/sblock]
[sblock=Background]
-What does the character look like?
[sblock=Image]
attachment.php
[/sblock]

-What's his story?
Malek is a hire of an infernal bloodline with many infernal warlocks in it. He abhors this self-induced slavery and searched for other means of powers. Finally he succeeded in 'optaining' an obscure text about astronomy and astrology from the Apprentices of the Stars, that shows the method how to make a pact with the creatures that live in the void between the stars. He gladly made the pact, requiering some strange oaths, but not the kind of servitude most infernal pacts require.

-Where does he come from?
Malek was born and raised in the greatest city-state of the continent, Thum-Binyas. His natural intelligence and charisma brought him to the local 'secret' magic academy. Here he used his family's ressources to investigate into some old and nearly discarded tomes. After winning a formal duel versus Tliak Moden, he flew pact with some infernal master (the duel earned him the right to become the next pact-bound) and the city. Now he lives in Nesiah, heeding to the whispers in his dreams on the search for his true destiny.

-What's his personality?
A bit dark and calculating, he isn't evil per se, but hasn't yet expirienced the true values of sacrifice and friendship, but is up to learn them...

-Why is he an adventurer?
Profit and exploration. You never know what you may found in the next tomb.

Hooks:
- And there are the whispers...
- Tilak Moden, who made the pact Malek renounced, hunts the defector.

[/sblock]
 

Attachments

  • Malek animated.jpg
    Malek animated.jpg
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Redclaw

First Post
Isdar - Male - Human – Rogue (Artful Dodger) – Level 2
[sblock=stats]
Str 14
Con 12
Dex 17 (+2 racial)
Int 13
Wis 13
Cha 14

Ac 17 (+2 armor, +3 dex +1 level +1 enhancement)
For 15 (+2 str, +1 racial +1 level +1 enhancement)
Ref 18 (+3 dex, +1 racial, +2 class +1 level +1 enhancement)
Will 15 (+2 cha, +1 racial +1 level +1 enhancement)

HP: 29
Bloodied: 14
Surge Value: 7
Healing surges/day: 7

Languages: Common, Draconic, Elven, Dwarven, Primordial
Alignment: Good
Patron Deity: Ioun

Attack Info (without ability mod):
+1 Dagger: +6 (+3 prof, +1 rwt, +1 enhancement, +1 level), 1d4+1
Daggers: +5 (+3 prof, +1 rwt, +1 level), 1d4
Hand Crossbow: +3 (+2 prof, +1 level), 1d6

Racial features: Bonus At-Will power
Bonus Feat
Bonus skill
Human Defense Bonus: +1 to Fort, Ref and Will defenses

Class features: First Strike: combat advantage against anyone who hasn’t acted yet
Artful Dodger: Bonus to AC vs Opportunity Attacks equal to CHA mod (+3)
Rogue Weapon Talent: +1 to attack with dagger: shuriken one damage die higher
Sneak Attack: +2d6 with light blade, crossbow or sling

Skills (*trained):
Acrobatics* +9
Arcana +2
Athletics +3
Bluff* +8
Diplomacy +3
Dungeoneering +3
Endurance +2
Heal +3
History* +7
Insight* +8
Intimidate +3
Nature +3
Perception* +8
Religion +2
Stealth* +9
Streetwise* +8
Thievery* +9

Feats:
Linguist: 3 additional languages
Student of Battle
Trap Sense: +2 to all defenses against traps, +2 to find traps

Powers (with description if possible):
-at will:
Deft Strike (melee or ranged weapon, Standard Action)
Dex vs. AC, 1[W] + dex modifier damage, You can move 2 squares before the attack


Piercing Strike (melee weapon, standard action)
Dex vs. reflex, 1[W] + dex modifier damage


Sly Flourish (melee or ranged weapon, standard action)
Dex vs. AC, 1[W] + dex modifier + cha modifier damage


-encounter:
King's Castle (melee or ranged weapon, Standard Action)
Dex vs. Reflex, 2[W] + dex modifier damage. Effect: you switch places with a
willing adjacent ally


-daily:
Confounding Attack (melee or ranged weapon, standard action)
Dex vs. AC, 2[W]+dex modifier damage. Effect: As a free action, the target makes a melee basic attack against a creature of your choice adjacent to it. If you or the target has CA against the creature and you haven’t used your Sneak Attack damage during this round, you can deal your SA against the creature.


-Utility:
Tumble (encounter, Personal, Move Action)
Prereq: you must be trained in acrobatics
Effect: You can shift a number of squares equal to one-half your speed.

Inspiring Word (Daily, Close Burst 5, Minor Action)
You or one ally in the burst can spend a healing surge and gain an additional 1d6 hit points.


Equipment (100 gp):
Talon +1 Amulet (3rd level, neck slot) Property: Gain +1 to damage rolls when you have combat advantage. Power (Daily): uteote, any creature that deals melee to takes 1d6 damage.
Veteran’s +1 Leather Armor (2nd level) Property: When you spend an action point, you gain a +1 item bonus to attack rolls and defenses uteoynt. Power (Daily): spend an action point. You do not gain an extra action as usual, instead regain the use of one expended daily power.
+1 Dagger (1st level)
Burglar’s Gloves (360 gp)
Hand Crossbow
3 Daggers
Bolts (40)
Standard Adventurer’s Kit
Thieves’ Tools
Lantern [sblock=source info] Veteran's Armor and Talon Amulet from Adventurer's Vault
Confounding Attack, Trap Sense from Martial Power[/sblock][/sblock]

[sblock=Background]
Background (brief is enough, more accurate is better though):
-What does the character look like? (pics welcome if you have a clear idea)
Isdar is young and rakish, with a pronounced stubble on his chin and a lop-sided grin.

-What's his story? Where does he come from?
His father was a priest of Ioun, a true-believer in the power of knowledge and its importance in any attempt to restore the world to its past glory. He spent his life learning everything that was available in the city of Blenir, but he lived a frustrated life as he was unable to discover new knowledge for himself. Isdar witnessed this and decided that acquiring knowledge was the greatest pursuit, and that sometimes bending rules to do so was necessary. He took up the adventuring lifestyle in order to seek such knowledge, especially in the ruins of previous civilizations.

-What's his personality?
Isdar is a seeker of knowledge, but he has enough of his father’s ideals to believe that any knowledge gained needs to be turned over to the priests of Ioun. He falls short of zealotry, but only just. Despite this passion, he is a charming man with a tendency to befriend those around him. He would rather charm you into doing his will than try to muscle you into it.

-Why is he an adventurer?
To gain knowledge of past civilizations, in hopes of helping the current one. A little personal fame or fortune wouldn’t be bad, either.

-Any hooks or plot devices you'd like to include will be considered
His father’s quest for knowledge, a strong tie to the temples of Ioun, and possibly a history of “liberating” historical artifacts from less scrupulous owners. [/sblock]
 
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garyh

First Post
Thandorin Silvermere

Thandorin Silvermere - Male - Eladrin – Warlord (Tactical) – Level 2

[sblock=Stats]
Thandorin's stats are included in the attached PDF.

Notes:

At the current time, the Character Generator program does not include Martial Power material. Thandorin has two Martial Power rules in effect, as noted in his "Session and Campaign Notes" info. The feat and power in question replace those actually listed on his character sheet, as the program requires selections in those categories. These notes are also included here:

Replace Feat "Tactical Assault" with "Tactical Inspiration" (Int bonus to Inspiring Word healing). MP 139

Replace Level 1 At-Will "Wolf-Pack Tactics" with "Opening Shove" (Str vs Reflex, Melee, One Creature - Push Target 1 Square. Ally can shift Int bonus squares or make basic melee attack against target). MP 103

Thandorin uses two items from Adventurer's Vault, the Flesh Seeker Greatspear +1 and the Hide Armor of Cleansing +1. These items are described in full on his character sheet.

The sheet will be updated once Martial Power is included in the program.[/sblock]

[sblock=Background]
Background (brief is enough, more accurate is better though):
-What does the character look like? (pics welcome if you have a clear idea)
Thandorin is well-muscled for an eladrin, though he lacks some of his race's typical grace. His hair is silver, and his eyes are bright blue. His face is stern.

-What's his story? Where does he come from?
Thandorin worked his way into the High War Academy of Quo'leth, the eladrin capital in the Goldenwood, without benefit of the noble or merchant connections of most of his classmates enjoyed. He graduated at the top of his class, but upon applying for a commission in the Grand Army of the Goldenwood, he was unable to find a post. He had finally hit the glass ceiling of his common birth. He could pass the academy program, but that didn't mean the military had to take him. Adrift, he turned to a life of adventure to ply his skills, secretly hoping one day to earn a title for his deeds and thus be able to attain a high position in the Grand Army.

-What's his personality?
Thandorin is a very serious sort, and rarely jokes. He's had to work hard for everything he's gotten in life, and he doesn't take what he has or what he can do for granted. Still, he's somewhat bitter that he's had to leave his homeland to receive the recognition he's seeking.

-Why is he an adventurer?
Improve his skills, earn wealth and title to gain a place in the Grand Army.

-Any hooks or plot devices you'd like to include will be considered
Quest for a title. Potential encounters with well-connected rivals from the Academy now in positions of power.[/sblock]
 

Attachments

  • Thandorin Silvermere.pdf
    1.6 MB · Views: 99

Voda Vosa

First Post
[sblock=Zuia the Bumblebee]
Code:
Race: Human

Ability scores
Str 14
Dex 17(+2)
Con 14
Int 13
Wis 14
Cha 08

AC: 17 (+1 1/2 level +3 dex +3 class wearing no armor)

Defenses
For: 17 (+1 1/2 level +2 con +1 class +1 race +1 item)
Ref: 18 (+1 1/2 level +3 dex +1 class +1 race  +1 item)
Will: 18 (+1 1/2 level +2 wis +2 class +1 race  +1 item)

HP: 41 Bloodied: 21 Healing surge value: 10
Healing surges: 8

Initiative: +8 (+3 dex +4 feat +1 1/2 level)
Senses:
Perception:18 insight:18

Speed:6

Languages:Common, dwarven

Alignment: lawful good

Patron Deity: Erathis

Racial features: 
Human defense bonus
Extra feat
Extra trained skill
Extra at will power


Class features:
Monastic Battle focus [Hunter's quarry](additional 1d6 to selected target)
Toughness


Skills (trained):
Insight +8
Acrobatics +9
Stealth +9
Perception +8
Endurance +8
Athletics +8

Feats: Action surge; Human perseverance; Improved initiative 

  
                       prof.   Ab.  Total
Basic Attack: 
Unarmed strike (1d8)   +3      +2    +5
Sling (1d6)            +2      +3    +5



Powers (3/1/1/0)

At-will powers: 
Careful attack
Nimble strike
twin strike

Encounter Powers: 
Evasive Strike 

Daily Powers: 
Sudden Strike 



Equipment:
Delver's cloth armor (Magic item of level 3) (Grants +1 ac and +2 (daily) bonus to saving throw.) 
Bracers of Mighty striking (Magic item level 2) (Grants +2 damage bonus to melee basic attacks.)
Amulet of protection (360gp) (Grants 61 bonus to defenses)
Sling      (1gp)
Bulets 30 (1gp)
Standard adventurers kit 15 gp
Tent 10 gp
Journeybread 50 gp

Money: 93 gp
[/sblock]

Background:
The rocky mountains of Shell, a far away realm, reclused in the fortress-like geographical features of the Great Mountains, in the North of the continet.
Here, in the fortified city of Amenem, a child named Zuia was growing up in the grounds of the Spirit monks’ monastery. Since he was able to walk, he received the knowledge of how to commune with the spirits, and how to meditate, to bring the world to the great light, a path followed by the most honourable warriors. The training was hard, and the trials even harder for the young boy, but he overcame them with time.
Yu Men, the eldest master of the monastery, saw something strange in Zuia, the day of his last trial. Something dangerous. The old man approached the student and the other masters, who were already congratulating him; he raised his staff in the air to hit the stone floor, making a ‘knock’ sound.
Immediately, the lower rank masters stop what they were saying, and respectfully bowed before their master. Zuia bowed too.
“You have journey many years to be present here today, young man. You’ve proven yourself worthy a thousand times, and you passed the trials, not with easy, but with perseverance. For that I congratulate you.” The elder man said, looking at Zuai’s eyes. He suddenly turns, and starts walking in front of the other masters. “But you all have failed, Masters of the Monastic order of the Stone Palm.” The masters looked at each other, surprised by their master comment. “You have failed to see something that could have caused sorrow and disgrace in our nation, something that could have been used to widen the inexorable darkness that storms our door every day.” The elder turns again to Zuia, and from his spot, Yu Men pointed at him with his staff. “He has the seed of darkness in his heart.”
Zuia saw his world crumbling in pieces. Why the elder was putting that accusation on him, he didn’t do anything wrong, nor showed disrespect in any moment of the ceremony.
The master next to him took a step back, and all of them looked Zuia with no trust in their glances. They spoke to each other, quickly and in a low tone, too low for Zuia to hear. He remained there, standing alone, under the judging eyes of the masters, and the other students that were watching the final trial. The elder didn’t spoke another word; he remained there, and looked him with eyes made of piercing ice.
The masters finished their deliberations and one of them whispered the conclusion to the elder’s ear. He nodded in approval.
“Zuia, we have failed you I’m afraid. As the Great Master Yu Men pointed out, we were to involved with you, emotionally, to see what was growing inside you. You are almost my son and their son too.” The other masters nodded in silence, with watery eyes. “We are terribly sorry Zuia, but we must exile you.”
Zuia was wordless, his heart pumped strong in his chest, he felt his throat tight like if he was been strangulated. “…Why?...” he managed to say, his voice trembling.
“You must understand. I…” the master was beginning to explain, when the elder interrupted him.
“It was your fate to bear with the burden of the seed of darkness; it is not something neither you nor us choose. The monastery masters usually detect the seed in the early stages of training, and the pupil is sent back to his family. But you came to us too early in your life, and they get used to the feel of the seed. But it’s the first time I see you student, and I see the seed in your heart.” Yu Men explained.
“But is there anything you can do to help me?” demanded the desperate Zuia
“No. You must help yourself. Now you know the dire predicament you could bring to us, if your knowledge of the Path of Light was shared with a dark one; our doom would be certain. Now you must begin a second journey, to the far lands; away from this place. Learn what you can, meet as many people as you can and help them all. Spread the Light, until the moment when the Dark seed blossoms. In that moment, you’ll face you second trial. I overcame it, and here you have me.” With these last puzzling words, the elder walked away, not replying the questions of Zuia.
After that no one spoke to him. He begged to his masters for answers, but they were completely silent although the tears rolled through their faces.
Without a single “Good bye” Zuia abandoned the land that saw him for the first time, and in which he grew up, and learned all what he knows. That land that made him who he was, now casts him away.
The young monk wandered the mountains for weeks before reaching more comfortable trails to journey. Travelling ease the troubles of the mind, Zuia discovered and soon developed some taste for walking long distances.
He found problems in his path, some of them demanded wits, some of them patience, others demanded brawl. But he was prepared for all of them, and overcame trouble after trouble. He visited many cities, and surprised to see the way of living other humans have outside his mountain town. His adventures in the wild, or solving problems for the locals, payed his meals, and that was all he wanted; but he made a personal fortune in valuable items from the spoils of combats, and the generosity of the wealthy men, that were gifted in the spirit and in the finances areas.
His travels took him to a distant city where he met some strange arrange of adventurers, who were going to explore the ancient tomb of long dead man of great power and knowledge. In search for that knowledge, which could be used in his second trial, Zuian decided to venture with those brave men into the Crypt of Ozynrich.

shaolin_sm.jpg
 
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