Lost-Eberron-4E RG

EvolutionKB

First Post
Post your characters below. Here is the cast:

Stonegod: Hesh Sul'tashk, Hobgoblin Bravelord, Ancient past
GaryH: Warforged Great Weapon fighter, ancient background
Oni: Lorn Spellwright, Human Staff Wizard, Cyre survivor
Redclaw: Stellan Scarhide, Longtooth shifter Warden, Last War Vet
Atanatotatos: Thormir Brassbeard,Dwarven Infernal Warlock, current time period

Encounter 1 and minor quest award(finding shelter/source of water): 145 xp each
Encounter 2: 150 xp each(skeletons and wight)
Encounter 3: 175 xp each(zombie attack, with a bat and a lizard)
 
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garyh

First Post
Xandren

[sblock=Xandren]Xandren

Always vigilant.

"Male" Warforged Fighter
Initiative +2; Senses Normal Vision; Passive Insight 12, Passive Perception 12
HP 30; Bloodied 15; Healing Surge 7; Surges Per Day 11
AC 17; Fort 16, Ref 12, Will 13
Speed 5
Action Points 1
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:bmelee:Fullblade (standard; at-will) - Weapon
+8 vs AC; 1d12+4 damage.

:ranged:Javelin (standard; at-will) - Weapon
Range 10/20; +6 vs AC; 1d6+4 damage.

:melee:Footwork Lure (MP) (standard; at-will) - Martial, Weapon
+8 vs AC; 1d12+4 damage. You can shift 1 square and slide the target into the space you left.

:melee:Reaping Strike (standard; at-will) - Martial, Weapon
+8 vs AC; 1d12+4 damage. Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.

:melee:Covering Attack (standard; encounter) - Martial, Weapon
+8 vs AC; 2d12+4 damage. An ally adjacent to the target can shift 2 squares.

Warforged Resolve (Dragon #364) (minor; encounter) - Healing
You gain a number of temporary hit points equal to 3 + one-half your level. You can make an immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level.

:melee:Comeback Strike (standard; daily) - Healing, Martial, Reliable, Weapon
+8 vs AC; 2d12+4 damage. You can spend a healing surge.

Fighter Weapon Talent
When using a two-handed weapon, you gain a +1 bonus to attack rolls.

Combat Challenge
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Construct
You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.

Living Construct
+2 to saving throws agaisnt ongoing damage. Can use components. No need to eat, drink or breath. Needs only 4 hours rest. Uses the better of the die roll or 10 when making death saving throws.

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Alignment Unaligned; Languages Common
Str 18 (+4) Dex 14 (+2) Wis 14 (+2)
Con 15 (+2) Int 8 (-1) Cha 10 (+0)
Athletics +9*, Endurance +9*, Intimidate +7*
* Trained Skill
Feats: Weapon Proficiency (Fullblade)
Gear Fullblade, Scale Armor, Backpack, Belt Pouch, Flint and Steel, Rope (50 ft., hempen), Sunrods (2), Climber's Kit, Dagger, Javelin (2), 3gp (85lbs)

Background
Xandren was built by the giants of Xen'drik for use in their war against the Quori, tens of thousands of years ago. After many years of dedicated service against the enemies of the giants, Xandren fell in battle against the masters of dreams and awoke to find himself on an unfamiliar beach, rather than deep in the jungles of Xen'drik. Where was he, how did he get there, and was it all some sort of trick of the Quori? Warforged were supposed to be immune to their powers, but his current situation certainly suggested some sort of Quori subterfuge. Perhaps that figure in the distance could answer his questions...

Personality and Appearance
Xandren is a soldier through and through. He has little initiative outside of battle, and no outside interests. In a battle, though, he's decisive, focused, and a deadly adversary. In his era, there's no such thing as a free warforged, and in the modern day, any such individuals he meets are likely to perplex him. His first assumption of any situation is that it's a trap, and he's always on his guard.

Xandren is significantly larger than a warforged of the modern day. Standing 6'10" and weighing 320 lbs., he evokes the giants who created him. Similarly, he is not as sleek and dynamic looking as modern warforged. The harsh lines and jarring angles of his armor plating mark him as not of recent make, as does the larger emphasis on stone-like parts instead of the more metallic warforged of the Last War.

Quirks
As mentioned, the idea of free warforged is completely foreign to Xandren. He considers himself a part of a unit, and does not function well without someone in command or a mission to accomplish.

Wishlist
1. Belt of Resiliance (AV 164)
2. Amulet of Mental Resolve +1 (AV 148)
3. Flame Bracers (AV 117)
4. Acidic Fullblade +1 (AV 62)
5. Agile Armor (AV 39)
[/sblock]
 
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Oni

First Post
Lorn Spellwright

[sblock=Lorn]Lorn Spellwright

Tradition be damned, I'll not stand by and watch the world run rough shod over my homeland.

Male Human Wizard 3
Experience 2250/3750
Initiative +5; Senses Passive Insight 12, Passive Perception 12
HP 31; Bloodied 15; Healing Surge 7; Surges Per Day 7
AC 19; Fort 13, Ref 17, Will 15
Speed 6
Action Points 1
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:bmelee:Quarterstaff (standard; at-will) ✦ Weapon
+3 vs AC; 1d8 damage.

:ranged:Ghost Sound (standard; at-will) ✦ Arcane, Illusion
Range 10. Target: One object or unoccupied square. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

:ranged:Light (minor; at-will) ✦ Arcane
Range 5. Target: One object or unoccupied square. Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

:ranged:Mage Hand (minor; sustain minor; at-will) ✦ Arcane, Conjuration
Range 5. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.

:ranged:Prestidigitation (standard; at-will) ✦ Arcane
Range 2. Effect: Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.

:ranged:Magic Missle (standard; at-will) ✦ Arcane, Force, Implement
Ranged 20; +6 vs Refl; 2d4+5 force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power

:area:Scorching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Burst 1 within 10; +6 vs Refl; 1d6+5 fire damage.

:close:Thunderwave (standard; at-will) ✦ Arcane, Implement, Thunder
Blast 3; +6 vs Fort; 1d6+5 thunder damage, and you push the target a number of squares equal to your Wisdom modifier.

:area:Grasping Shadows (standard; encounter) ✦ Arcane, Illusion, Implement, Psychic, Zone
Burst 1 within 10; +6 vs Will; 1d8+5 psychic damage, and target is slowed until the end of your next turn. Effect: The bust creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes 5 psychic damage and is slowed until the end of its next turn.

:ranged:Icy Rays (standard; encounter) ✦ Arcane, Cold, Implement
Ranged 10, One or Two Creatures (one attack per target); +6 vs Refl; 1d10+5 cold damage, and the target is immobilized until the end of your next turn.

Power Jewel (minor; daily) ✦
This power allows you to regain the use of an encounter power of 1st or 3rd level. Special: You must have reached at least one milestone today to activate this item.

(Prepare Flaming Sphere or Phantom Chasm)
:ranged:Flaming Sphere (standard;sustain minor; daily) ✦ Arcane, Conjuration, Fire, Implement
Effect: You conjure a Medium flaming sphere that occupies a square within range and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+5 fire damage. As a move action, you can move the sphere up to 6 squares.
Ranged 10; +6 vs. Refl; 2d6+5 fire damage; Target: One creature adjacent to the flaming sphere.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere

:area:Phantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement, Psychic
Burst 1 within 20; +6 vs Will; 2d6+5 psychic damage, and the target is knocked prone and immobilized until the end of its next turn. Miss: The target is immobilized until the end of your next turn.

(Prepare Guardian Blades or Shield)
Guardian Blades (minor; daily) ✦ Arcane, Force
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes 5 force damage. No enemy can take this damage more than once per turn.

Shield (immediate inturrupt; encounter) ✦ Arcane, Force
Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex Defense until the end of your next turn.

Staff of Defense
A staff of defense grants you a +1 bonus to AC.
Staff of Defense (immediate interrupt; encounter)
gain a bonus to defense against one attack equal to your Constitution modifier (+1). You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff.

Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
RitualsYour book contains three 1st-level rituals of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
Daily and Utility SpellsYour spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.

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Alignment Good; Languages Common, Draconic
Str 10 (+0)[+1] Dex 10 (+0)[+1] Wis 13 (+1)[+2]
Con 13 (+1)[+2] Int 20 (+5)[+6] Cha 8 (-1)[+0]
Acrobatics +1, Arcana +11*, Athletics +1, Bluff +0, Diplomacy +0, Dungeoneering +7*, Endurance +2, Heal +2, History +11*, Insight +2, Intimidate +0, Nature +7*, Perception +2, Religion +11*, Stealth +1, Streetwise +0, Thievery +1
* Trained Skill
Feats: Improved Initiative, Armour Proficiency: Leather, Ritual Caster, Enlarge Spell
Gear 3gp 9sp, Potion of Healing, Power Jewel, Leather Armour, Dagger, Staff, Backpack, Bedroll, 2x Trail Rations, Belt Pouch, 60gp in Ritual Components, Spellbook, Waterskin
(36.5lbs)

Rituals
Comprehend Languages
Make Whole
Tenser's Floating Disc

Background
Lorn Spellwright is actually Lorn d'Cannith, a member of the influential merchant family that controls the mark of making. Though not blessed (cursed?) with a mark himself, he was trained in the magical arts from a very young age with the intention that he would one day be joining the Fabricators Guild. Lorn however had different plans. Despite the avowed neutrality of the dragonmarked houses Lorn had a deep love for his home country of Cyre, and ran away from his home and name to fight for his homeland. He joined the Cyran military under the name of Lorn Spellwright were he plied his magic as a battle caster. Cyre was desperate enough for warm bodies not too ask too many questions.

Lorn had only been in the field for a few months, though he had already seen his fair share of combat, when his unit was ambushed by the Karrnathi dead that come across the border. The fighting to fierce, but the Cyran's had not been able to hold off the superior force and soon Lorn's country men littered the field. An arrow took out the man to his left, and as Lorn turned to help his comrade he barely even saw the dessicated warrior approach his flank. Lorn tried to dodge, but it was too late, searing sparks rained in front of his eyes and then everything went black.

The year is 994 YK, one week before the Day of Mourning.

A sound he couldn't place roared through Lorn's aching head. He inhaled sharply, but only ended up coughing and gagging as he choked on some gritty substance. Rolling over the light lanced his eyes like fiery needles. The ground felt strange, softer than it should. Finally his eyes adjusted enough that he could open them with a minimal amount of pain, struggling to sit up he looked around. After long uncomprehending minutes the unfamiliar landscape began to sink in. Where was he? Lorn struggled to his feet, and began to walk slowly up the beach in a daze leaning heavily on his staff.

Personality and Appearance
Height: 5'9"
Weight: 152lb

Lorn is a young man in his early twenties, maybe younger. He has straight black hair, that is cropped short in a military fashion. His features are sullen, and his eyes dark. He is dressed in dark leather armour in the style of the Cyran army and wears a tattered and stained grey cloak. He carries staff that forks at the top into a U shape with a small red stone set in the bottom of the curve. He tends to be serious and somewhat curt. Also he's intensely curious, and has a strong desire to know the "why" of a situation (something that probably would have gotten him in trouble had his military career been somewhat longer).

Quirks
Gets easily lost in his own thoughts.

Magic Item Wishlist
1. Magic Leather Armour +1
2. Eagle Eye Goggles +1
3. Staff of Ruin +1
4. Cloack of Distortion +1
5. Power Jewel

[/sblock]

[sblock=ministats]Lorn Spellwright- Male Human Wizard 1
Initiative: +5, Passive Perception: 12, Passive Insight: 12
AC:19, Fort:13, Reflex:17, Will:15 -- Speed:6
HP:31/31, Bloodied:15, Surge Value:7, Surges left:7/7
Action Points: 1
Powers -
Magic Missle
Scorching Blast
Thunderwave

Grasping Shadows
Icy Rays
Shield
Staff of Defense
Second Wind

Flaming Sphere
Power Jewel (Must have reached a milestone today)


Conditions:

Full character sheet[/sblock]
 
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Atanatotatos

First Post
Thormir Brassbeard, Dwarf Warlock 3
[sblock=stats]Thormir Brassbeard, Dwarf Infernal Warlock 3

(22pb)
Str 10
Dex 11
Con 20 (+2 race)
Int 14
Wis 12 (+2 race)
Cha 8

Init:+1
Senses:Low-light vision, Perception 12, Insight 17
Speed:5

AC: 15
For: 17
Ref: 15
Will:14

HP: 42
Healing surge: 10
Surges/day: 11

Saves:+5 against poison

Skills (*trained; °armor penalty):
Acrobatics° +1
Arcana* +8
Athletics° +1
Bluff* +5
Diplomacy +0
Dungeoneering +4
Endurance° +8
Heal +2
History +3
Insight* +7
Intimidate* +5
Nature +2
Perception +2
Religion +3
Stealth° +1
Streetwise +0
Thievery° +1

Languages: Common, Dwarven
Alignment: Unaligned

Racial Features:
+2 Dungeoneering and Endurance
Cast-iron stomach
Dwarven resilience
Dwarven weapon proficiency
Encumbered speed
Stand your ground

Class features:
Eldritch Pact (infernal)
Prime Shot
Shadow Walk
Warlock's Curse (1d6)

Feats (*bonus):
Implement expertise(rod)
Rune-scribed soul

Basic attack: Melee: warhammer +3 vs Ac, 1d10+1 dmg
Ranged: Eldritch blast +7 vs Ref, 1d10+7 dmg, rng 10

Powers:
-will:
Eldritch Blast
Hellish Rebuke

-encounter:
Vampiric embrace
Fey bargain*
Fiery bolt

-daily:
Flames of Phlegetos
Cape of the Mountebank°

Equipment:
Adventurer's kit 15gps
Leather armor 25gps
Warhammer 15gps
Dagger 1gp
44 gps
-Cape of the Mountebank +1
-Bracers of the perfect shot (+2)[/sblock]
[sblock=background]Thormir was once simply the young first son of a rich and influent dwarven merchant family from the Mror Holds. His father, richest of his clan, had many investments in mines, caravans, all kinds of markets. And Thormir learned well the things he needed to to earn money. He was clever, and smart, quite a good talker for a dwarf, and most important of all, appropriately greedy.
But one day, his future, already drawn before his eyes, changed. His clan had to hire a group of adventurers to get rid of a bunch of particularly persistent orc marauders which were harassing the business in the area. The job went smoothly, as the adventurers easily got rid of the threat and gloriously entered the high walls of the dwarven city. But the point is, they were rich. Not just "rich", they were awfully Rich!
They were luxuriously clothed, even going to battle. They spent and gave away gold pieces like it was nothing. They nonchalantly wielded spectacular and incredibly rare magic items... in brief, Thormir choice was swiftly made. Raiding catacombs, fighting orc warlords, adventuring in other wordls... apparently, they were not only an exotic way to kill time, but a veritable business, and a highly profitable one, at that!
Problem was, Thormir was too slow and not strong enough to be a good warrior. He tried the magicks, but dwarves aren't particularly talented arcanists, and Thormir couldn't even learn the simplest tricks. His faith appropriately resided in Moradin, like it should be for a good dwarf, but it was not that overwhelming.
The solution came to him when he remebered the sorcerous mercenary he drunk under the table declare that what was needed to use powers like his own, was "toughness". "For Kol Korran's beard", thought Thormir,"the guy was lying half-uncounscious on my stone floor and I was all right, or I'll be damn'd!!"
Thormir spent years, and most of his small personal fortune to pursue knowldge on that suitable power, and in the end, he was able to bind infernal powers by contract.
Now, a more mature dwarf, about 50 years old, Thormir is still experimenting his new... possibilities, departing from home, promising to return greatly enriched and glorified...

Two months later, Thormir was putting his hands on a chest full of gold, to be divided with two companions... and the next moment he was on a beach... without the gold!! YEARGH!!![/sblock]
[sblock=ministats]Thormir Brassbeard, Dwarf Warlock 3
Init:+1 Speed:5 Insight:17 Perception:12, low-light vision
AC:15 For:17 Ref:15 Will:14
Hp:42/42 Surge:8 Surges/d:7/11
SW:1/1 AP:1 Item Power:1
Basic attack(ranged): eldritch blast +6 vs Ref,1d10+7 dmg, rng10
Basic/opportunity attack(melee): warhammer +3 vs AC, 1d10+1 dmg
Powers: Eldritch Blast, Hellish Rebuke
Vampiric embrace, Fey Bargain*, Fiery bolt
Flames of Phlegetos, Cape of the mountebank[/sblock]
[sblock=wishlist]
7-?
6-?
5-Cape of the Mountebank
4-Bracers of the perfect shot
3-Vicious rod
[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Hesh Sul'tashk, Hobgoblin Warleader

Hesh Sul'tashk

It was at the feet of the Hundred Strong that I learned how to bring war. Until you have seen the plains of Dugrashul sowed with the blood of your thousand foes, you have not truly lived.

Male Hobgoblin Warlord 3
Initiative +6; Senses Low-light Vision; Passive Insight 10, Passive Perception 10
HP 36; Bloodied 18; Healing Surge 9 ; Surges Per Day 9
AC 19; Fort 16, Ref 13, Will 16
Speed 5
Action Points 1
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:bmelee:Double Flail (standard; at-will) ✦ Weapon
+6 vs AC; 1d10+4 damage.
:ranged:Javelin (standard; at-will) ✦ Weapon
Range 10/20; +6 vs AC; 1d6+3 damage.
:melee:Brash Assault (standard; at-will) ✦ Martial, Weapon
+6 vs AC. 1d10+4 damage. Effect: Target can make a basic melee attack against Hesh as a free action and has combat advantage for that attack. If target makes an attack, an ally of Hesh's choice w/in 5 squares can make a basic attack against the target as free action and has combat advantage for that attack.
:melee:Viper's Strike (standard; at-will) ✦ Martial, Weapon
+6 vs AC; 1d10+4 damage. Effect: If target shifts before the start of Hesh's turn, it provokes an opprotunity attack from an ally of Hesh's choice.
:melee:Luring Focus (standard; encounter) ✦ Martial, Weapon
+6 vs Fort. Hit: 1d10+4 and pull one enemy within 5 squares up to 3 squares. Special: When charging, this power can be made in place of a basic attack.
:melee:Flattening Charge (standard; encounter) ✦ Martial, Weapon
Requirement: Hesh must charge and use this in place of a basic attack. Hit: +6 vs. Fort; 1d10+4 damage and Hesh knocks the target prone and does not expend this power. Miss: The target gains combat advantage against Hesh until the start of his next turn.
:melee:Fearless Rescue (immediate reaction when enemy within 5 drops an ally to 0 or fewer hit points; daily) ✦ Healing, Martial, Weapon
Hesh moves to the nearest square where he can attack the target. +7 vs AC; 2d10+4 damage. Effect: The dropped ally can spend a healing surge and regains an additional 1d6 for every opportunity attack Hesh provoked when moving.
:close:Inspiring Word (minor; twice-per encounter) ✦ Healing, Martial
Burst 5 (Hesh or one ally in burst). Target can spend a healing surge and regain an additional 1d6 hit points. Usable only once per round.
Hobgoblin Resilience (immediate reaction when Hesh suffers an effect that a save can end; encounter)
Hesh makes a save vs. the effect.
:close:Reckless Opportunity (minor; encounter) ✦ Martial
Close burst 5; one enemy in burst and Hesh or one ally. The targets make opposed initiative checks; Hesh or his ally add +3 to this check. The winner gains combat advantage over the other until the end of the winner's next turn.
Curseforged Chain +1
Power (Daily; immediate Reaction when hit by an attack): The enemy takes a -2 penalty to attacks (save ends). Aftereffect: The enemy takes a -1 penalty to attacks (save ends).
Boots of Adept Charging (Heroic)
After charging, Hesh can shift 1 square before his turn ends.
Bravura Presence
Allies that see Hesh that spend an AP can choose to use this ability. If the ally hits w/ an attack, they may use a move action or make another basic attack afterwards as a free action. If they miss, they grant combat advantage to all enemies until the end of their next turn.
Battle Ready
+2 to initiative.
Combat Leader
Hesh and allies within 10 squares gain a +2 to initiative.
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Alignment Unaligned; Languages Common, Goblin
Str 16 (+4) Dex 13 (+2) Wis 8 (+0)
Con 14 (+3) Int 13 (+2) Cha 16 (+4)
Athletics +10*, Diplomacy +9*, Heal +5*, History +4, Intimidate +9*
* Trained Skill
Feats: Weapon Proficiency (Double Flail), Two Weapon Fighting
Gear Curseforged Chainmail Armor +1, Double Flail, 2 Javelins; Amulet of Protection +1, Backpack, Bedroll, Belt Pouch, Boots of Adept Charging (Heroic), Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 5gp (88lbs)

Background
Hesh's life was that of war: A song of blood of bravado sung by the dire singers and his drunken cohorts until the dawn's early hours. He was part of the Hundred Strong—a legion of hobgoblin, bugbear, and goblins at the heat of the Dhakaani strike forces. Wherever force was needed, the Hundred Strong would be, with Hesh deep in the middle of it.

The Sul'tashk was a name of merit amongst the Dhakaani of his time, and Hesh's father was a lhevket for the marhu's chief lhesh. But Hesh's time was at the zeneith of Dhakaani supremacy, during the initial Aerenal incursion into what would become Valenar. It was, in fact, during a conflict with these strangecomers that Hesh disappeared and found himself... elsewhere.

Personality and Appearance
Hesh is an heir to a martial empire spanning a continent almost unhindered. Gnomes are shirking ones hiding in their holes, dwarves are rarely seen strangers of the east, orcs tolerated western neighbors, halflings subjugated savages, and elves recent aggressors. Hesh has never seen a human, heard of a dragonmark, or suffered the ravages of the daelkyr invasion and all that followed. His personality is tempered by these experiences. He is haughty and confident, brave and foolish, condescending but faithful. He generally refuses to hear of the tales of Dhakaani's turn of fortune, and adjusts to his new situation by ignoring it for the most part. He deals with the now, leaving everything else for someone else.

Quirks
Hesh is a Dhakaani nationalist before Dhakaani fell, and his interactions with others is strongly colored by this fact.[sblock=What Happend]Gragnar and Tulresh were on the right, pinned by the damned elvish dervishes and their slashing blades. There was only one thing for it: Hesh was going to have to leap over the narrow path where Dugresh held back the advance while clearing the boulder at the edge of the rockface in order to charge into the heart of the enemy position and break their spirit. It would not be the first foolish move of day. He did not plan for it to be his last, either.

Winking to the crouching goblin darters under cover, the bravelord lept to his feet and began his charge, the double flail of his father's swinging above his head. "You may have the beachhead, but only your blood will take the cliff!" Then, like a mad devil, he leaped into the sun...

...and landed on the beach. But this was not the beachhead of Lar'tharesh. This was a strange shore the likes he had never seen. Even the lands of the savage lizardmen did not come close to the scope of the jungle he now beheld, or the strong wetness in the hot air.

A trick of the enemy. Foolishness. Hesh spun around, eyes straining for sight of anything or anyone. If this was elven trickery, he would need to find his bearing and then find a way back. Staying... staying was out of the question. He had duties. He had obligations. This... this was a setback, nothing more.

So the son of Hresh began up the beach, looking for signs.[/sblock][sblock=That Which is Neeful]A list of items for consideration:
Lvl 1: Amulet of Protection +1
Lvl 2: Boots of Adept Charging (AV)
Lvl 3: Curseforged Chain Armor +1, Vanguard Double Flail +1 (AV)
Lvl 4: [See Lvl 3]
Lvl 5: Gauntlets of Ogre Power[/sblock][sblock=MiniMe]Hesh Sul'taskh—Male Hobgoblin Bravura Warlord 3
Initiative: +6, Low-Light, Passive Perception: 10, Passive Insight: 10
AC: 19, Fort: 16, Reflex: 13, Will: 16 — Speed:5
HP: 36/36, Bloodied: 18, Surge: 9, Surges left: 6/9
Action Points: 1, Second Wind: not used
Powers -
Brash Assault
Viper's Strike

Luring Focus
Flattening Charge

Fearless Rescue
Inspiring Word x 2
Hobgoblin Resilience
Reckless Opportunity


Full character sheet[/sblock][sblock=Character Builder Summary]====== Created Using Wizards of the Coast D&DI Character Builder ======
Hesh Sul'tashk, level 3
Hobgoblin, Warlord
Commanding Presence: Bravura Presence

FINAL ABILITY SCORES
Str 16, Con 14, Dex 13, Int 13, Wis 8, Cha 16.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 13, Int 13, Wis 8, Cha 14.


AC: 19 Fort: 16 Reflex: 13 Will: 16
HP: 36 Surges: 9 Surge Value: 9

TRAINED SKILLS
Intimidate +9, Heal +5, History +9, Athletics +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff +4, Diplomacy +4, Dungeoneering, Endurance +2, Insight, Nature, Perception, Religion +2, Stealth +1, Streetwise +4, Thievery +1

FEATS
Level 1: Weapon Proficiency (Double flail)
Level 2: Two-Weapon Fighting

POWERS
Warlord at-will 1: Brash Assault
Warlord at-will 1: Furious Smash (retrained to Viper's Strike at Level 2)
Warlord encounter 1: Luring Focus
Warlord daily 1: Fearless Rescue
Warlord utility 2: Reckless Opportunity
Warlord encounter 3: Flattening Charge

ITEMS
Adventurer's Kit, Double flail, Javelin (2), Curseforged Chainmail +1, Boots of Adept Charging (heroic tier), Amulet of Protection +1
====== Created Using Wizards of the Coast D&DI Character Builder ======[/sblock]
 
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Redclaw

First Post
Stellan Scarhide--Longtooth Shifter Warden

[sblock=CS]
Stellan Scarhide

You'll not touch my charges, but you're welcome to try. It's been too long since my teeth have punctured skin.

Male Longtooth Shifter Warden
Initiative +1; Senses Low-light Vision; Passive Insight 15, Passive Perception 21
HP 44; Bloodied 22; Healing Surge 11; Surges Per Day 10
AC 19; Fort 16, Ref 12, Will 16
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:Battleaxe (standard; at-will) ✦ Weapon
+9 vs AC; 1d10+5 damage.
:ranged:Handaxe (standard; at-will) ✦ Weapon
+8 vs AC; 1d6+4 damage.
:melee:Warden's Fury (immediate interrupt; at-will) ✦ Primal, Weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target.
+9 vs. AC; 1d10+5 damage, and the target grants combat advantage to you and your allies until the end of your next turn.
:close:Warden's Grasp (immediate reaction; at-will) ✦ Primal Burst 5
Trigger: An enemy marked by you and within 5 squares of you makes an attack that does not include you as a target.
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
:melee:Thorn Strike (standard; at-will) ✦ Primal, Weapon Melee 2
+9 vs. AC; 1d10+5 damage, and you pull the target 1 square.
:melee:Earth Shield Strike (standard; at-will) ✦ Primal, Weapon
+9 vs. AC; 1d10+4 damage, and you gain a +1 power bonus to AC until the end of your next turn.
Longtooth Shifting (minor; encounter) ✦ Healing
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter, or until rendered unconscious, you gain a +2 bonus to damage rolls. In addition, for as long as you are bloodied, you gain regeneration 2.
:melee:Wildblood Fury (standard; encounter) ✦ Primal, Weapon
+9 vs. AC; 1d10+5 damage
Effect: Make the attack one more time, against the same target or a different one.
:melee:Predatory Guardian(standard; encounter) ✦ Primal, Weapon
+9 vs. AC; 2d10+5 damage, if the target shifts before your next turn, shift 5 squares as an immediate reaction.
:melee:Form of the Relentless Panther (minor; daily) ✦ Polymorph, Primal Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. In this form you gain a +2 bonus to reflex, and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift two squares as a move action.
Once during this encounter you can make the following weapon attack while you are in this form:
:melee:(standard) ✦ Weapon
Effect: Before the attack, shift your speed.
+9 vs. AC; 2d10+5, and ongoing 5 (saves ends).
Miss: Half damage and ongoing 2 (save ends).
Mountain Lion Step (Minor; Encounter)Primal Personal
Effect: You ignore difficult terrain until the end of your next turn.
Wounding +1 Battleaxe (Free; Daily)
Use this power when you hit with your battleaxe. The target also takes ongoing 5 damage (save ends).

Font of Life
At the start of your turn you can make a saving throw against one effect that a saving throw can end. On a successful save, the effect immediately ends, preventing it from affecting you this turn.
If you fail the saving throw, you still make a saving throw as normal at the end of your turn.
Wildblood
While you are not wearing heavy armor, you can use your wisdom modifier instead of your dexterity or intelligence modifier to determine you AC.
In addition, when you take the second wind action, each enemy marked by you takes an additional penalty to their attacks that don't include you as a target. This penalty is equal to your wisdom modifier and lasts until the end of your next turn.
Nature's Wrath
Once during each of your turns you can mark each adjacent enemy as a free action.
In addition you gain the Warden's Fury and Warden's Grasp powers.
Longtooth Shifting
You can use Longtooth Shifting as an encounter power.

-----------------------------------------------------------------
Alignment Good; Languages Common
Str 18 (+4) Dex 10 (+0) Wis 18 (+4)
Con 13 (+1) Int 11 (+0) Cha 8 (-1)
Athletics +11*, Endurance +8*, Nature +10*, Perception +11*
* Trained Skill
Feats: Power Attack, Weapon Expertise (Axes)
Gear Wounding +1 Battleaxe
Light Shield
Hide Armor
Standard Adventurer's Kit
2 Handaxes
Headband of Perception
25 gp

Background
Stellan lived a life of retreat as a cub. His family was constantly on the move, pushed further into the forests of the Eldeen Reaches as Aundair's protection faded and the forces of Karnaath and the Lhazaar Principalities took what was no longer guarded. As he grew to adulthood he heard the call of his inner nature and knew it was time to fight back. Using the very strength of the forest around him, and inspired by its great predators, Stellan learned to shelter those weaker than himself. It was this calling that led him to join the forces fielded by the Wardens of the Wood to drive the bandits from his home.

Personality and Appearance
Stellan is very focused on his duty, and takes his responsibility as a defender seriously. He smiles rarely, but is appreciative of proven companions. He does not possess much subtlety, and often feels that the direct, strong-armed approach is the best. He will, however, bow to logic that will keep his charges safer.

He is still young for a shifter, but his skin shows multiple scars from various battles, the source of his name. His fur is tawny and short, and his eyes are green, suggesting a tie to the cougar whose likeness he takes on in the height of battle.

Quirks
[/sblock]

[sblock=background]Stellan stood atop the hill, his eyes taking in the progress of the battle during a brief moment of respite. The Lhazaarian bandits were starting to retreat, but it was far from the rout the Wardens had hoped for. All thoughts of the overall battle fled his consciousness as he saw a squad of razortooth archers being set upon by a group of the pirates. With a shout to his companions, Stellan charged down the hill, his battleaxe leading the way.

Moments later, he drew his axe back for another pass at the grinning human in front of him. Two of the bandit's comrades had already fallen to its blade, but this one was too stupid to realize what that meant. Stellan's lips curled back in a feral snarl as he swung down, knowing that the human couldn't stand against his strength for long. The sharp pain in his back caught him entirely by surprise, and gave his opponent a moment's reprieve. Stellan, enraged by the wound, felt the primal fire in his blood come roaring to the surface as his teeth lengthened and his muscles bulged. He spun to the side and hammered his axe through the bandit's guard then shoved the human at the startled foe who still had the shifter's blood dripping from his dagger. Both humans fell to the ground, and Stellan quickly made sure neither got back up. Already feeling the wound in his back start to close, the longtooth turned to find a new enemy. Stand strong, he called out to the archers. Funnel them my way.

As he helped a razorclaw finish off the last of that particular group of bandits he spared a moment to look over the battle once again. He cursed as he realized what was happening. The enemy had regrouped; the surprise assault hadn't been enough to scatter them. That would make things more difficult. With a resigned grunt, he started moving toward the lines that were forming on the field.

He stared across the muddy, gore-splattered field, waiting for the Lhazaarites to build up enough courage to charge. Finally, as if possessed of only a single mind, the rabble broke into a mad sprint. Stellan shared a quick nod with the longtooth on his right, then settled his mind for the coming clash. It was as he turned back from that quick nod to focus on the enemy that something...shifted. He no longer saw the battlefield, or the Lhazaarites. He saw a long expanse of white sand and a collection of decrepit, broken ships. The gentle sound of the surf crashing against the rocks was suddenly shattered by a howl of pure frustration and anger.

[/sblock]

[sblock=wishlist]
1-- Headband of Perception (AV)
2-- +1 Amulet of Physical Resolve (AV)
3-- +1 Leather Armor of Cleansing (AV)
4-- +1 Wounding Battleaxe (AV)
5-- Direbeast Light Shield (AV)
[/sblock]
[sblock=Current Summary]====== Created Using Wizards of the Coast D&DI Character Builder ======
Stellan Scarhide, level 3
Shifter, Longtooth, Warden
Build: Wild Warden
Guardian Might: Wildblood

FINAL ABILITY SCORES
Str 18, Con 13, Dex 10, Int 11, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 10, Int 11, Wis 16, Cha 8.


AC: 19 Fort: 16 Reflex: 12 Will: 16
HP: 44 Surges: 10 Surge Value: 11

TRAINED SKILLS
Nature +10, Perception +11, Endurance +8, Athletics +11

UNTRAINED SKILLS
Acrobatics, Arcana +1, Bluff, Diplomacy, Dungeoneering +5, Heal +5, History +1, Insight +5, Intimidate, Religion +1, Stealth, Streetwise, Thievery

FEATS
Level 1: Power Attack
Level 2: Weapon Expertise (Axe)

POWERS
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Thorn Strike
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of the Relentless Panther
Warden utility 2: Mountain Lion Step
Warden encounter 3: Predatory Guardian

ITEMS
Hide Armor, Light Shield, Battleaxe, Adventurer's Kit, Handaxe (2), Wounding Battleaxe +1, Headband of Perception (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
 
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EvolutionKB

First Post
NPCs

Eliza d'Lyrandar: Shipwrecked with The Lost. The lone survivor of said ship. Provides The Lost with equipment and is desperate to find her half-brother.

Eliza's brother: A wizard of some sort, could be the cause of the undead infestation. According to Eliza, he is searching for an artifact on the island, the Tear of Siberys.
 

garyh

First Post
Updated to Level 3.

[sblock=Xandren]Xandren

Always vigilant.

"Male" Warforged Fighter
Initiative +3; Senses Normal Vision; Passive Insight 13, Passive Perception 13
HP 42; Bloodied 21; Healing Surge 10; Surges Per Day 11
AC 18; Fort 17, Ref 13, Will 14
Speed 5
Action Points 1
-----------------------------------------------------------------
:bmelee:Fullblade (standard; at-will) - Weapon
+10 vs AC; 1d12+4 damage.

:ranged:Javelin (standard; at-will) - Weapon
Range 10/20; +7 vs AC; 1d6+4 damage.

:melee:Footwork Lure (MP) (standard; at-will) - Martial, Weapon
+10 vs AC; 1d12+4 damage. You can shift 1 square and slide the target into the space you left.

:melee:Reaping Strike (standard; at-will) - Martial, Weapon
+10 vs AC; 1d12+4 damage. Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.

Pass Forward (standard; at-will) - Martial
Pick an adjacent enemy and move up to your speed. As long as you end this movement adjacent to that enemy, you don't provoke Opportunity Attacks from the enemy.

:melee:Covering Attack (standard; encounter) - Martial, Weapon
+10 vs AC; 2d12+4 damage. An ally adjacent to the target can shift 2 squares.

Burst 1 Sweeping Blow (standard; encounter) - Martial, Weapon
+12 vs AC; 1d12+4 damage.

Warforged Resolve (Dragon #364) (minor; encounter) - Healing
You gain a number of temporary hit points equal to 3 + one-half your level. You can make an immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level.

:melee:Comeback Strike (standard; daily) - Healing, Martial, Reliable, Weapon
+10 vs AC; 2d12+4 damage. You can spend a healing surge.

Fighter Weapon Talent
When using a two-handed weapon, you gain a +1 bonus to attack rolls.

Combat Challenge
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Construct
You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.

Living Construct
+2 to saving throws agaisnt ongoing damage. Can use components. No need to eat, drink or breath. Needs only 4 hours rest. Uses the better of the die roll or 10 when making death saving throws.

-----------------------------------------------------------------
Alignment Unaligned; Languages Common
Str 18 (+4) Dex 14 (+2) Wis 14 (+2)
Con 15 (+2) Int 8 (-1) Cha 10 (+0)
Athletics +10*, Endurance +10*, Intimidate +8*
* Trained Skill
Feats: Weapon Proficiency (Fullblade); Weapon Expertise (Heavy Blades)
Gear Fullblade, Scale Armor, Flame Bracers, Backpack, Belt Pouch, Flint and Steel, Rope (50 ft., hempen), Sunrods (2), Climber's Kit, Dagger, Javelin (2), 3gp (85lbs)

Background
Xandren was built by the giants of Xen'drik for use in their war against the Quori, tens of thousands of years ago. After many years of dedicated service against the enemies of the giants, Xandren fell in battle against the masters of dreams and awoke to find himself on an unfamiliar beach, rather than deep in the jungles of Xen'drik. Where was he, how did he get there, and was it all some sort of trick of the Quori? Warforged were supposed to be immune to their powers, but his current situation certainly suggested some sort of Quori subterfuge. Perhaps that figure in the distance could answer his questions...

Personality and Appearance
Xandren is a soldier through and through. He has little initiative outside of battle, and no outside interests. In a battle, though, he's decisive, focused, and a deadly adversary. In his era, there's no such thing as a free warforged, and in the modern day, any such individuals he meets are likely to perplex him. His first assumption of any situation is that it's a trap, and he's always on his guard.

Xandren is significantly larger than a warforged of the modern day. Standing 6'10" and weighing 320 lbs., he evokes the giants who created him. Similarly, he is not as sleek and dynamic looking as modern warforged. The harsh lines and jarring angles of his armor plating mark him as not of recent make, as does the larger emphasis on stone-like parts instead of the more metallic warforged of the Last War.

Quirks
As mentioned, the idea of free warforged is completely foreign to Xandren. He considers himself a part of a unit, and does not function well without someone in command or a mission to accomplish.

Wishlist
1. Belt of Resiliance (AV 164)
2. Amulet of Mental Resolve +1 (AV 148)
3. Flame Bracers (AV 117)
4. Acidic Fullblade +1 (AV 62)
5. Agile Armor (AV 39)
[/sblock]
 
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renau1g

First Post
Conrad Cyr D'Cannith--Human Artificer

[sblock=CS]
Conrad Cyr D'Cannith

Maybe if I just switch out this gear....there we go, you look as good as new

Male Human Artificer
Initiative +1; Senses normal; Passive Insight 13, Passive Perception 18
HP 36; Bloodied 18; Healing Surge 9; Surges Per Day 8
AC 18; Fort 16, Ref 17, Will 16
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:Unarmed (standard; at-will) ✦ Weapon
+1 vs AC; 1d4 damage.
:ranged:Swiftshot Superior crossbow +1 (standard; at-will) ✦ Weapon
+5 vs AC; 1d10+1 damage.
:ranged:Static Shock (standard; at-will) ✦ Arcane, Implement, Lightning Ranged 5
+6 vs. Ref; 1d8+5 damage, next attack the target makes TENT takes a -2 penalty to damage.
:ranged:Thundering Armour (standard; at-will) ✦ Arcane, Implement, Thunder Close Burst 10
Effect: Target gains a +1 power bonus to AC
Secondary Target: one creature adjacent to target
+6 vs. Fort; 1d8+5 damage, and push the target 2 squares away from primary target
:ranged:Magic Weapon (standard; at-will) ✦ Arcane, Weapon Ranged 20/40
+10 vs. AC; 1d10+5 damage, and each adjacent aly gains a +1 power bonus to hit and +2 bonus to damage TENT.
Healing Infusion:Curative Admixture (minor; encounter) ✦ Arcane, Healing
Close Burst 5
Effect: Target regains HSV + 2 hp
Special: Can be used twice/encounter
Healing Infusion:Resistive Formula (minor; encounter) ✦ Arcane, Healing
Close Burst 5
Effect: Target gains +1 power bonus to AC until end of encounter, if they choose can end early to gain THP equal to HSV + 2
Special: Can be used twice/encounter
:ranged:Scouring Weapon (standard; encounter) ✦ Acid, Arcane, Weapon Ranged 20/40
+9 vs. AC; 2d10+5 acid damage and target takes a -2 penalty to AC TENT
:melee:Repulsion Strike(standard; encounter) ✦ Arcane, Force, Weapon
+9 vs. AC; 2d10+5 force damage, target takes a -2 penalty to melee attack rolls TENT
Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement Wall 5 within 10
Effect: Conjure wall of acidic fumes, up to 2 squares high, lasts TENT, wall is difficult terrain any creature that starts adjacent or inside the wall takes 1d6+4 acid damage
Sustain Minor: the wall persists
Restorative Infusion (Minor; Daily)Arcane Ranged 5
Effect: Target gains 20 THP, as a minor they can transfer any number of them to an ally within 5 squares
Swiftshot Superior crossbow +1 (Minor; Daily)
Make a ranged basic attack with the weapon
Master's Wand of Thundering Armour +1 (Standard; Encounter)
as the artificer's Thundering Armour Power
Leather Armour of Necrotic Resistance +1 (Standard; Encounter)
Resist 5 necrotic

Arcane Empowerment
Empower magic items once per day plus once per milestone.
Impart Energy
Recharge a daily magic item. An item can't be recharged twice in a day.
Augment Energy
A weapon gains a +2 bonus as a free action once. An item can't be infused twice.
Arcane Rejuvenation
When an ally uses a daily magic items they gain 5 temp HPs
Healing Infusion
Access related powers 2/encounter (3/encounter at level 16+)
Ritual Casting
Gain Ritual Caster as a bonus feat.
-----------------------------------------------------------------
Alignment Good; Languages Common, Giant
Str 10 (+0) Dex 10(+0) Wis 14(+2)
Con 14 (+2) Int 18(+4) Cha 8 (-1)
Thievery +6, Arcana +12, Dungeoneering +8, Heal +8, Perception +8, History +10
* Trained Skill
Feats: Artificer: Ritual Caster
Human: Weapon Proficiency (Superior crossbow)
Level 1: Arcane Reserves
Level 2: Action Surge
Gear Ritual Book, Swiftshot Superior crossbow +1, Master's Wand of Thundering Armor +1, Amulet of Protection +1, Leather Armor of Resistance +1, 10 gp, 2 x components for Eye of Alarm
[/sblock]

[sblock=Background]
Background
Conrad Cyr D'Cannith was born in ages past, before the days of the great darkness known as the Last War and was part of one of the most important events of the last millenia. He was present at the initial conceptualization and development of the Creation Forges, those magical devices that spewed out warforged soldiers and earned House Cannith all sorts of blood money. However, Conrad was but a minor member of the house at the time and although he'd been apprenticing for years, he didn't have the political savvy to keep up with many other aspiring craftsman. It was a surprise to many when Conrad got attached to this assignment and he was initially elated to be part of the team, until he realized what his 'valuable' contributions were to be. Conrad was expected to clean up the others work benchs and tools once they were done with their experiments for the day. He was required to stay away from the development areas until the 'true' artificers were done, but occasionally he would catch glimpses of drawings or specifications left on someone's desk that he would pore over for hours and every so often add a bit of an improvement here or there. He continued his silent efforts for many months while the others continued with their efforts. Once they were ready to proceed to initial testing, Conrad was to inspect the forge for any tiny imperfections that might be present. Unfortunately for him, Conrad was performing his duty one day when he caught his ankle in on of the many cogs in the machine. He struggled to move it out, but the gear had turned and he was stuck, but not being crushed...yet.

As Conrad could hear the device being activated, he shouted uselessly and tried banging against the wall, but it was to no avail. The magical energy kept growing and Conrad stared at the blank eyes of the warforged gathered there and thought "These...creatures will be the last thing I see" as the energy grew so bright it blinded him. The pain was intense, it felt like he was being ripped apart molecule by molecule and Conrad let out a primal scream that dissipated as he did. Then, suddenly, it was over, the light was still bright, but not blinding, and there was a coarse feeling under his hands... "Sand? Is this the afterlife?" Conrad thought as he stood, then nearly toppled over as the pain in his ankle flared up. Luckily, he was aware of some alchemal formulas to heal a human's body as well as a construct. "Good thing that summer with the Joraco's wasn't a total waste" Conrad thought as he stumbled into the jungle looking for the reagants...
[/sblock]

[sblock=wishlist]
Level 8 - Wand of Icy Rays +2 (Hey, I can dream can't ?)
Level 4 - Cloak of Distortion +1
Level 4 - Battle Harness +1
[/sblock]

[sblock=Current Summary] ====== Created Using Wizards of the Coast D&D Character Builder ======
Conrad Cyr D'Cannith, level 3
Human, Artificer
Background: Cannith Inventor (+2 to Arcana)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 10, Int 19, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 10, Int 17, Wis 14, Cha 8.


AC: 18 Fort: 16 Reflex: 17 Will: 16
HP: 36 Surges: 8 Surge Value: 9

TRAINED SKILLS
Thievery +6, Arcana +12, Dungeoneering +8, Heal +8, Perception +8, History +10

UNTRAINED SKILLS
Acrobatics +1, Bluff, Diplomacy, Endurance +3, Insight +3, Intimidate, Nature +3, Religion +5, Stealth +1, Streetwise, Athletics +1

FEATS
Artificer: Ritual Caster
Human: Weapon Proficiency (Superior crossbow)
Level 1: Arcane Reserves
Level 2: Action Surge

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Thundering Armor
Bonus At-Will Power: Static Shock
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Caustic Rampart
Artificer utility 2: Restorative Infusion
Artificer encounter 3: Repulsion Strike

ITEMS
Ritual Book, Swiftshot Superior crossbow +1, Master's Wand of Thundering Armor +1, Amulet of Protection +1, Leather Armor of Resistance +1
RITUALS
Make Whole, Brew Potion, Eye of Alarm
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[/sblock]
 
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