Insight's "In the Shadow of Giants" [OOC]

*laugh*

I was also pondering it, but went for the other choice for exactly that reason, since everyone seemed to be getting it. :lol:

Bye
Thanee

Cloaks of Survival seem to be just as popular, I think. What I thought was odd were the melee types with Cloaks of Distortion. I'd think you'd want a special ability that protects against the melee monster in your face rather than the random archer or spellcaster in the back row if I were building a melee PC.
 

log in or register to remove this ad


Cloaks of Survival seem to be just as popular, I think. What I thought was odd were the melee types with Cloaks of Distortion. I'd think you'd want a special ability that protects against the melee monster in your face rather than the random archer or spellcaster in the back row if I were building a melee PC.
I think the problem is that a lot of the necks come with a daily power instead of a property. And, while the characters are just on the cusp of paragon tier, they are still heroic. There's still the feeling that with one item daily per day, you should really only have one item with a daily power.

So the other necks don't just have to compete against each other, they have to compete against every item with a daily power. Once you narrow the list to items with just properties, it's a lot easier to see why there's overlap.
 

There is quite a bit of duplication.

Part of that is due to the fact that some items are just better and many people want them. Part of it is due to choosing a 9th, 10th, and 11th level item. If you find a 10th level sword you really like, that cuts out all of the 10th level neck items. And, part of it is the Property aspect. Players like Properties quite a bit. Dailies are fine, but they rarely come into play.
 

I think the problem is that a lot of the necks come with a daily power instead of a property. And, while the characters are just on the cusp of paragon tier, they are still heroic. There's still the feeling that with one item daily per day, you should really only have one item with a daily power.

So the other necks don't just have to compete against each other, they have to compete against every item with a daily power. Once you narrow the list to items with just properties, it's a lot easier to see why there's overlap.

Well, you do get to add another use of a daily power after a milestone, I sure hope the party lasts more than 2 fights before resting ;)

However, I value properties significantly higher than the daily powers.
 


Cloaks of Survival seem to be just as popular...

Yep, that might be (not that I know what they do or even where they are from), but the Cloak of Distortion was the only one that I noticed, when taking a quick look over some of the sheets. :)

Bye
Thanee
 

So, I combed the backgrounds for names and stuff and came up with this (partial)...

[sblock=Nations]Tyral
Tyral, a human kingdom, is the largest political entity in the area. The members of the ruling family, House Kurn, are well-established and somewhat beloved. In the course of decades of war against the Iron Horde, the Kurns paupered themselves and their vassals to hold the kingdom together. The borders fell back. Since the Horde fell apart, the Kurn's have been making a comeback, but their once solid grasp on the reins of power are now shared with various Church and Trading factors. Only the Kurn's relationships the Forge clans has allowed them to hang on.

Major Cities: Valen, ??, ??

Major Exports: Ore, Metals, ??, ??

Racial composition: 70% human, 10% dwarves, 10% halflings, 10% other

Notable Geography: Bounded on the north by the Northern Sea; the east by the volcanic Dragonrange mountains; the south by the Graymarch mountains; and the west by now-wild moors, marshes, forests and hills, including the Whisperwood.

Other Notes: There is a great temple to Pelor in Valen.

-------

Ravenshadow Wood
The Ravenshadow Wood, a fey-touched forest in the northwest, is home to the small eladrin city-state Landrahal. Landrahal appears in Ravenshadow at semi-regular intervals throughout the year. The area is distinguised from other forests in the area by the presence of ebontrees, arborial scions from the Feywild, that give the forest its name.

The eladrin who live on this side of the Feywild are ambassadors, tradesmen and affiliates of the Academy. The Academy's most famed alumni are the Blade Knights.

Major City: Landrahal

Major Exports: Ebonwood

Racial composition: 90% eladrin, 10% other

Notable Geography: Bounded on the north and west by the Northern Sea; the south by the Darkmoor; the east by Tyral.

-------

Whisperwood
The Whisperwood is an elven protectorate. A 'protectorate' in the sense that the elves are xenophobic and trespassers through their lands seldom leave. Very little is known of the elves here, though rumors persist of a great font of power at the heart of the forest Kindom.

Major Cities: Unknown

Major Exports: None

Racial composition: Unknown

Notable Geography: Bounded on the north by the Darkmoor and the Ravenshadow Wood; the by Tyral; the soth by the Graymarch mountains.

-------

Dragonrange
The Dragonrange elves are a nomadic tribe that run the slopes and forests of the northern reaches of the Dragonrange mountains. Less hostile than their Whisperwood brethren, the Dragonrange elves are still largely insular.

Major Cities: None

Major Exports: Pelts, Weapons

Racial composition: 95% elves, 5% other

Notable Geography: Bounded on the north and east by the Golden Steppes; the west by Tyral; the south by the Graymarch mountains.


Stonehome
City-state, temp temp temp.

A somewhat strungout series of dwarven settlements all under the governance of Stonehome. Forge clans live deep beneath the earth while other clans live partly undeground and partly above-ground. And still others rarely venture underground. Humans (mostly from Tyral) and others live in the above-ground portions of the scattered city.

Major Cities: Stonehome

Major Exports: Ore, Metals, Gems, Forged items, ??

Racial composition: 85% dwarves, 5% humans, 5% other

Notable Geography: Stonehome is located in the Dragonrange mountains to the east of Tyral.

-------

Xar'gon
Defunct drow city. Source of the drow diaspora.

(More to come)[/sblock]
 

Quick and dirty, compiled from Sparky's post.
 

Attachments

  • InsightMap.JPG
    InsightMap.JPG
    111.4 KB · Views: 117

Alright, here's the quick and dirty rundown of the mechanical side of things. I don't have access to DDI but I cribbed the short form from someone's post. I'll write the character sheet up like this when I do the full thing. I'll work on that next if it's important to you to see the numbers all laid out. If not, I believe you wanted a portrait as well and since I had something pretty specific in mind I'll have to draw it myself and I'll do that next along with fleshing out the background details some more.

[edit: fixed incorrect defense values]

[sblock=Saben, Character Sheet]
Saben, level 10
Half-Elf, Paladin
Background: Military (add Athletics)

FINAL ABILITY SCORES
Str 10, Con 15, Dex 14, Int 08, Wis 18, Cha 18.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 08, Wis 16, Cha 14.


AC: 30 Fort: 20 Reflex: 22 Will: 22
HP: 89 Surges: 12 Surge Value: 22

TRAINED SKILLS
Athletics +10, Diplomacy +16, Endurance +12, Heal +14, Religion +9

UNTRAINED SKILLS
Acrobatics +7, Arcana +4, Bluff +9, Dungeoneering +9, History +4, Insight +11, Intimidate +9, Nature +9, Perception +9, Stealth +7, Streetwise +9, Thievery +7

FEATS
Level 1: Divine Healer
Level 2: Group Defense
Level 4: Implement Expertise (holy symbol)
Level 6: Weapon Expertise (heavy blade)
Level 8: Virtuous Recovery
Level 10: Toughness

POWERS
Dilettante enounter 1: Sacred Flame
Paladin at-will 1: Enfeebling Strike
Paladin at-will 1: Virtuous Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Call of Challenge
Paladin encounter 3: Hold Fast
Paladin daily 5: Name of Might
Paladin utility 6: Virtue
Paladin encounter 7: Astral Thunder
Paladin daily 9: Ray of Reprisal
Paladin utility 10: Wrath of the Gods

ITEMS
Githyanki Silver Longsword +2, Cloak of the Walking Wounded +2, Summoned Gith Plate Armor +3, Magic holy symbol +2, Heavy Shield of Eyes, Bag of Holding, Standard Adventurer's Kit, Climber's Kit, Everburning Torch, Tent, 560 gp
[/sblock]
[sblock=Background]
Background
Saben had searched all his youth for a place in which he truly felt that he belonged. He had lived among the elves of the Ravenshadow Wood with his mother Lillawyn. He had traveled through human lands with his father Gareth the trader. He had sought the camaraderie of blood and hardship as a soldier. And though he had found friendship and acceptance in all these places he still lacked the sense of belonging that he so desperately craved.

It was not long after his military contract had ended that Saben found himself listlessly wandering the city streets of Valen. Without meaning to, his feet brought him before the mighty Temple of the Sun. With a sudden compulsion he ascended the steps to the area of public worship. At first he had felt trepidation, but as he entered into that hallowed place it seemed to melt away. Saben had never been a religious man, but he knelt and soon he was pouring his heart out in prayer. If there was an answer it came only in the form of an incredible sense of peace and belonging, and the realization that we all walk under the same sun.

From that point on Saben became a regular and devout attendee of the temple services. Seeking to understand his experience he studied the teachings of Pelor with great fervor. The devoted half-elf eventually came to the attention of the priests of the Temple of the Sun, and given his experience as a soldier he was recruited into the temple guard as one of the true faithful. Saben spent three years training and serving in this capacity, before approaching the High Priest with a request to be released from his temple duties. He felt compelled to go out into the world and bring the light of Pelor to those in need. The High Priest, seeing the conviction in Saben's heart, granted the request. Since that time Saben has had many adventures and fought alongside many valiant men and women, some of whom have become lifelong companions. Always though he has kept Pelor's mandate in his heart, doing his best to ease the suffering of others and throwing himself into the breach to protect those who need it most.

Personality & Appearance
Height: 5'10"
Weight: 157 lbs
Age: 34

Outside of the slightly exotic touch of being a half-elf Saben is not particularly remarkable in appearance. Of medium height and thinly built he doesn't seem much the warrior, especially when combined with his somewhat soft and pleasant demeanor. He typically dresses neatly, but plainly, in long sleeved tunics and britches, the only real adornment being a shining sun symbol that hangs about his neck and when out and about a sky blue cloak. His straight brown hair is cut to medium length and accompanied by a short beard and drooping mustache that tends to hide his smile. Behind the beard is a thin face with a sharp aquiline nose and steady blue eyes.

As the need arises he carries an ornate silver longsword of exotic styling and uncertain orgin, carved with strange sigils. Also, he has a large round metal shield of a golden hue, it looks quite similar to his holy symbol made large with a golden face at its center of which the eyes seem to be looking at you no matter where you stand. Perhaps the most unusual piece of equipment is his armour. If the time comes to fight he can summon it to him, donning it almost instantly. In stark contrast to the plain mode of dress he would otherwise assume the armour is a baroque seeming suit of full plate, the most memorable feature being the helm, which has a large crest that runs from side to side and a golden faceplate shaped in the image of a handsome impassive face.

Saben tends to be a pleasant and straight forward man. He has a tendency to cut to the heart of the matter, and prefers simple solutions. He is strongly driven to help others, believing it is his duty in life. His convictions and faith in Pelor are a defining feature of his personality, though it is unlikely you would find him trying to convert others. Saben prefers to spread the faith through example and action. He's not given to recklessness, but will throw himself into the breach for someone else.

Tidbits
The Ravenshadow elves have an usually strong relationship with the nearby human settlements. The regularly meet at trade meets to exchange goods, and it was at one such event that Saben's parents met. There is a very small but growing faction of elven youths that find this situation unsatisfactory and that have taken a more isolationist stance, their means have become increasingly belligerent.

Saben's mother, Lillawyn, is known among her people as a healer.

Saben's father, Gareth, is a traveling merchant. The Ravenshadow Wood stood at one end of his route, at the other lies the dwarven strongholds tucked far into the mountains, and in between the human kingdom where he plies his trade. It would be fair to say that Gareth is a bit of a lothario and Saben has a string of half-siblings along the route.

[/sblock]

[sblock=Saben]Saben

"I will help you."

Male Half-Elf Paladin 10
Experience 20,500/26,000
Initiative +7; Senses Passive Insight 21, Passive Perception 19
HP 89; Bloodied 44; Healing Surge 22; Surges Per Day 12
AC 30; Fort 20, Ref 22, Will 22
Resist none
Speed 5
Action Points 1
-----------------------------------------------------------------
Dilettante
:ranged:Sacred Flame (standard; encounter) ✦ Divine, Implement, Radiant
Ranged: 5
Attack: +12 vs Refl
Hit: 1d6+6 radiant damage, and one ally Saben can see chooses either to gain 9 temporary hit points or to make a saving throw.

At Wills
:melee:Enfeebling Strike (standard; at-will) ✦ Divine, Weapon
Melee: Weapon
Attack: +15 vs AC
Hit: 1d8+6 damage. If Saben marked the target, it takes a –2 penalty to attack rolls until the end of his next turn.

:bmelee:Virtuous Strike (standard; at-will) ✦ Divine, Radiant, Weapon
Melee: Weapon
Attack: +15 vs AC
Hit: 1d8+6 radiant damage, and Saben gains a +2 bonus to saving throws until the start of his next turn.
Special: This power can be used as a melee basic attack.

Encounters
:melee:Valorous Smite (standard; encounter) ✦ Divine, Weapon
Melee: Weapon
Attack: +15 vs AC
Hit: 2d8+6 damage. Each enemy within 3 squares of Saben is subject to his divine sanction until the end of his next turn.

:melee:Hold Fast (standard; encounter) ✦ Divine, Weapon
Melee: Weapon
Attack: +15 vs AC
Hit: 2d8+6 damage, and the target is immobilized until the end of Saben's next turn.
Special: Saben can use this power in place of a melee basic attack.

:close:Astral Thunder (standard; encounter) ✦ Divine, Implement, Thunder
Close: Burst 3, Enemies only
Attack: +12 vs Fort
Hit: 2d8+6 thunder damage. Until the end of Saben's next turn, the target takes a -4 penalty to attack rolls.

Dailies
:melee:Majestic Halo (standard; daily) ✦ Divine, Radiant, Weapon
Melee: Weapon
Attack: +15 vs AC
Hit: 3d8+6 radiant damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to Saben is subject to his divine sanction until the end of its turn.

:close:Name of Might (standard; daily) ✦ Divine, Implement, Thunder
Close: Blast 3, Enemies only
Attack: +12 vs Fort
Hit: 3d8+6 thunder damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of its next turn.

:close:Ray of Reprisal (immediate interrupt; daily) ✦ Divine, Implement, Radiant
Close: Burst 5
Trigger: An enemy within 5 squares of Saben hits his ally.
Target: The triggering enemy.
Attack: +12 vs Fort
Hit: 3d6+6 radiant damage.
Miss: Half damage.
Effect: The ally takes half damage from the triggering enemy's attack.

Utilities
:close:Call of Challenge (minor; encounter) ✦ Divine
Close: Burst 3
Target: Each enemy in burst.
Effect: Each target is subject to Saben's divine sanction until the end of his next turn.

Virtue (minor; encounter) ✦ Divine
Effect: Saben spends a healing surge but regains no hit points. He instead gains 22 temporary hit points.

:close:Wrath of the Gods (minor; daily) ✦ Divine
Close: Burst 1
Target: Saben and each ally in burst.
Effect: The targets add +4 to damage rolls until the end of the encounter.

Channel Divinity (May only use 1 per encounter.)
:close:Channel Divinity: Divine Mettle (minor; encounter) ✦ Divine
Close: Burst 10
Target: One creature in burst.
Effect: The target makes a saving throw with a +4 bonus.

Channel Divinity: Divine Strength (minor; encounter) ✦ Divine
Effect: Add +0 damage to Saben's next attack on this turn. :p

Paladin Powers
:close:Divine Challenge (minor; at-will) ✦ Divine, Radiant
Close: Burst 5
Target: One creature in burst.
Effect: Saben marks the target. The target remains marked until Saben uses this power against another target, or if he fails to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include Saben as a target. Also, it takes 7 radiant damage the first time it makes an attack that doesn’t include Saben as a target before the start of his next turn.

On Saben's turn, he must engage the target he challenged or challenge a different target. To engage the target, Saben must either attack it or end his turn adjacent to it. If none of these events occur by the end of Saben's turn, the marked condition ends and Saben can’t use divine challenge on his next turn.

Saben can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. Saben can’t place a divine challenge on a creature that is already affected by his or another character’s divine challenge.

:melee:Lay on Hands (minor; at-will) ✦ Divine, Healing
Melee: Touch
Special: Saben can use this power 3 times per day, but only once per round.
Target: One creature.
Effect: Saben spends a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. Saben must have at least one healing surge remaining to use this power.

Items
Githyanki Silver Longsword +2
Critical: +2d8 psychic damage.
Power (At-Will ✦ Psychic): Free Action. All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.
Power (Daily ✦ Teleporation): Free Action. Use this power when Saben hits with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.

Magic Holy Symbol +2
Critical: +2d6 damage.

Summoned Gith Plate Armor +3
Power (At-Will): Minor Action. Saben can banish this armor to a secure extradimensional location. At any point in the future, unless he is wearing armor, he can use another minor action to recall the armor. The armor appears on Saben as though he had donned it normally.

Cloak of the Walking Wounded +2
Property: If Saben uses his second wind while bloodied, he can expend two healing surges instead of one (gaining hit points from both).

Heavy Shield of Eyes
Property: Saben gains a +2 item bonus to his AC against opportunity attacks.
Power (Daily): Minor Action. Saben does not grant combat advantage when flanked by an enemy until the end of his next turn.

Bag of Holding
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.

Healer's Lore
When Saben grants healing with one of his cleric powers that has the healing keyword, add +4 to the hit points the recipient regains. (Saben does not currently have any cleric healing powers, listed for completeness.)

Group Defense
Allies gain a +1 bonus to all defenses against creatures marked by Saben.

Virtuous Recovery
Whenever Saben spends a healing surge, he gains 4 resistance to all damage until the start of his next turn.

-----------------------------------------------------------------
Alignment Good; Languages Common, Elven, Dwarven
Str 10 (+0)[+5] Dex 14 (+2)[+7] Wis 18 (+4)[+9]
Con 15 (+2)[+7] Int 8 (-1)[+4] Cha 18 (+4)[+9]
Acrobatics +7(+3), Arcana +4, Athletics +10(+6)*, Bluff +9, Diplomacy +16*, Dungeoneering +9, Endurance +12(+8)*, Heal +14*, History +4, Insight +11, Intimidate +9, Nature +9, Perception +9, Religion +9*, Stealth +7(+3), Streetwise +9, Thievery +7(+3)
* Trained Skill
Background: Military (add Athletics to skills available list)
Feats: Divine Healer, Group Defense, Implement Expertise (Holy Symbol), Weapon Expertise (Heavy Blade), Virtuous Recovery, Toughness
Gear 560gp, Githyanki Silver Longsword +2, Magic holy symbol +2, Summoned Gith Plate Armor +3, Cloak of the Walking Wounded +2, Heavy Shield of Eyes, Bag of Holding, Bedroll, Fling & Steel, Belt Pouch, Trail Rations x10, Hempen Rope (50'), Sunrod x2, Waterskin, Grappling Hook, Hammer, Pitons x10, Everburning Torch, Tent

[/sblock]

[sblock=ministats]Saben- Male Half-Elf Paladin 10
Initiative: +7, Passive Perception: 19, Passive Insight: 21
AC:30, Fort:20, Reflex:22, Will:22 -- Speed:5
Resist:none
HP:89/89, Bloodied:44, Surge Value:22, Surges left:12/12
Action Points: 1
Powers -
Enfeebling Strike
Virtuous Strike
Divine Challenge
Githyanki Silver Longsword
Summoned Gith Plate Armor

Valorous Smite
Hold Fast
Astral Thunder
Sacred Flame
Call of Challenge
Virtue
Second Wind

Majestic Halo
Name of Might
Ray of Reprisal
Wrath of the Gods
Lay on Hands
Lay on Hands
Lay on Hands
Githyanki Silver Longsword
Heavy Shield of Eyes


Conditions:

Full character sheet[/sblock]
 
Last edited:

Remove ads

Top