Low-Level Game, Newbies Welcome! [Closed]

Personally, I'd like to know more about this "lost horde of Nunpoldrn" before going after it. Particularly why the birdman left before we could ask more questions.'

But Rogun isn't really into "research," so I'll leave it to another PC to suggest it, if anything else thinks it would be in-character for them.
 

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Alright, here's the DDI summary.

Coulda gone Storm Sorceror, but I figured I'd keep things simple and go with Air Elementalist. With the Mark of the Storm, I've got a little control as well as raw firepower. Might be handy.

Talashia, level 5
Human, Sorcerer (Elementalist)
Elemental Specialty Option: Air Elementalist
Human Power Selection Option: Heroic Effort
Barovian Escapee (Perception class skill)
Theme: Windlord (+2 athletics/perception, Elemental type, fluent in Primordial, +1 fly speed)

FINAL ABILITY SCORES
STR 8, CON 16, DEX 14, INT 10, WIS 11, CHA 19

STARTING ABILITY SCORES
STR 8, CON 16, DEX 13, INT 10, WIS 11, CHA 16

AC: 20 Fort: 18 Ref: 17 Will: 21
HP: 48 Surges: 9 Surge Value: 12

TRAINED SKILLS
Arcana +7, Diplomacy +11, Endurance +10, Intimidate +11, Perception +9

UNTRAINED SKILLS
Acrobatics +4, Athletics +3, Bluff +6, Dungeoneering +2, Heal +2, History +2, Insight +2, Nature +2, Religion +2, Stealth +4, Streetwise +6, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack (+8 vs Ref, 1d12+12 lightning)
Windlord Attack: Wind Fury Assault (+10 vs AC, fly 6sq, 1d8+12)
Human Racial Power: Heroic Effort
Sorcerer Attack: Elemental Bolt (RBA)
Sorcerer Attack: Static Charge (+8 vs Ref, close burst 3, enemies take 1d8+10 lightning; each target does chamod dmg to other creature in area)
Sorcerer Attack: Elemental Escalation (Air); +1d10 dmg, slide 1, 1/enc
Sorcerer Utility 2: Spatial Trip (teleport 3sq, move action, enc)

FEATS
Level 1: Improved Defenses
Level 1: War Wizard's Expertise (-5 to hit allies)
Level 2: Mark of Storm (can master a few rituals, targets hit by lightning/thunder slide 1, fly speed +1)
Level 4: Unarmored Agility

ITEMS
Shielding Blade Dagger +1 x1
Amulet of Life +1 x1
Magic Cloth Armor (Basic Clothing) +2 x1
Bracers of the Perfect Shot (heroic tier) x1
 
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Very nice! I also realized I forgot to give Rogun his theme trait, so I'll get his and Talashia's up later today, and then we can continue!
 

Here's some backstory.

Talashia's parents are ordinary folk; a river fisherman and his wife who live in an unassuming village who's main claim to fame is nothing at all. Talashia was born during the first summer storm of the season, and it was a big one by all accounts...even the old timers couldn't remember one bigger. It flattened quite a few of the more ramshackle houses, and there were farmers in their fields for days afterwards making sure lightning strikes didn't set any smolders that might blaze up.

Her father was helping shore up the embankments that held the river back from the town center when he saw a bolt of lightning streak down over the area his house was in. Already on edge because his wife was far along in her pregnancy, he hurried home to find both his worst fears and best hopes confirmed. Their home had been struck, but his wife and child were alive. The midwife was dazed and shaken, her hands burned when the lightning bolt slammed through the roof and her face cut in several places from the resulting concussion and blast. She thought that the bolt had hit the new mother...but obviously that was impossible. Wasn't it?

Talashia was of a streak altogether different from her relatively easygoing parents. Hard to control, taken by moods that whipped her one way and another...rebellious for the sheer joy of rebelling. As she got older, strangeness began following her. Gusts of wind that whipped with her temper, and charges of static electricity that were far too strong to be normal. Things came to a head when her trespasses brought a territorial dog down on her, and in defense her latent power flared, and speared it alive on a bolt of lightning. It was the final straw from a community that had long branded the girl a troublemaker, and Talashia went to go study with...and be studied by...a small school of wizards who lived some ways away. With their help she managed to master the fury of the storm that constantly raged within her.

In the end though, she wasn't content to be a subject and student. It wasn't enough to simply control it. Talashia wanted to harness it and find what fuelled it. She felt that what she'd seen so far was merely the tip of some iceberg hidden away, and could not rest until she'd uncovered it and made it her own.
 

I remembered why I didn't post Rogun's theme trait. I can't find Rogun's character sheet! I think you should be able to post a link now if you want, or else copy the information into this thread.

Windlord

You can sense every shift in the wind, which means you can foresee what the weather will be like a week before it happens. You can also use the wind to send messages, if you know the exact location where you want the message to be heard. Doing so is a standard action, but you can only send one message to each location (here defined as a zone with a 1 mile radius) every 2 hours, otherwise the wind will combine the messages and carry only jarbled nonsense. Everyone in the location, as long as wind can reach them, will be able hear the message. The longer the distance to the location, however, the shorter the message:

10 miles = 25 words
100 miles = 20 words
250 miles = 15 words
500 miles = 10 words
750 miles = 5 words
1000 miles = 1 word

You sometimes also pick up sounds on the wind. Particularly interesting rumors may grab your attention occasionally, and you can spend time meditating and listening to the wind in order to pay closer attention to hear more from afar. Doing so could give you information about quests, guide you to nearby places of civilization when lost, or possibly just let you hear something useless.
 


You sometimes also pick up sounds on the wind. Particularly interesting rumors may grab your attention occasionally, and you can spend time meditating and listening to the wind in order to pay closer attention to hear more from afar. Doing so could give you information about quests, guide you to nearby places of civilization when lost, or possibly just let you hear something useless.

Interesting and flavorful! I have a suggestion vis a vis this, if you want a mechanic to cover the times when you don't have anything in particular planned for it. Make it work similarly to a Diplomacy check to gather information, except it doesn't require actually talking to people, and it uses a Perception check instead of Diplomacy.

The advantage is that it's more subtle, and can be done in remote areas where no one else is around. It might require less time per roll too, at your option. It could also require more. :)

The disadvantage is that Talashia's Diplomacy is better. So the wind-listening doesn't replace Gathering Information mundanely, it just gives her opportunities that other people lack.

And of course, in situations where you have specific outcomes in mind, it doesn't preclude those...it just gives a dice mechanic for the in-between times.
 
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Thank you very much! Did you choose a theme for Rogun?

Interesting and flavorful! I have a suggestion vis a vis this, if you want a mechanic to cover the times when you don't have anything in particular planned for it. Make it work similarly to a Diplomacy check to gather information, except it doesn't require actually talking to people, and it uses a Perception check instead of Diplomacy.

The advantage is that it's more subtle, and can be done in remote areas where no one else is around. It might require less time per roll too, at your option. It could also require more. :)

The disadvantage is that Talashia's Diplomacy is better. So the wind-listening doesn't replace Gathering Information mundanely, it just gives her opportunities that other people lack.

And of course, in situations where you have specific outcomes in mind, it doesn't preclude those...it just gives a dice mechanic for the in-between times.
That sounds fine, if you'd like a roll to go with it. Using the ability will almost always introduce something interesting regardless of the roll, unless you're in a situation where too many interesting things are already happening. With the roll though, we can say a higher roll will give you something with low risk and high reward, whereas a low roll is high risk and low reward, to give it more weight. Of course, any roll could turn out to be false information!
 


Earthforger
You can literally forge earth, taking one minute to craft a mundane weapon or tool from dirt or rock. The tool lasts for five minutes or until you use this ability again, upon which it crumbles back into its original form. In addition, because of your elemental nature, you have an affinity for creatures of the earth, such as most insects, reptiles, and burrowing mammals. They will not harm you unless attacked, and with an appropriate Diplomacy or Nature check, you can gather basic information from them.
 

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