[Recruitment] The Heroes of Fannen-Dar

The idea I'm toying with now is that the character has fled to this continent...perhaps having even stolen away, or in disguise...to avoid a terrible fate...
 

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I have changed my character above. The background suggestions sound very good. He coul have came to town because he doesn't entirely trusts the other dwarves...
 

Thus far I've got my character, somehow get stuck in the feywild for a little while, and depending on the bard feats in PHBII(we get a preview friday, hopefully they'll be a table with basic descriptions), I'll either take the feylock multiclass feat, or my dilettante power(eyebite). While stuck in the feywild, he was being stalked by a feylord, a panther. The feylord caught him, and my character made a deal with him,(thus gaining the feylock power)(what I had to give up or do in exchange for the fey power could be up to you). The feylord then led me to another portal back into the real world, which just happens to be near Fannen-Dar.

I see him being the Con-based bard, so plenty of powers for up close and personal. If he takes the multiclass feat, he'll probably have a sorc power for the dilettante power(for ranged support, and further support the fey deal)
 

All good ideas...but you have to pick one!

Evolution, your character, in making his deal with the feylord, could have gained fey powers in exchange for a favor that the feylord has yet to collect. This could perhaps turn into a short adventure with some minor quest XP later in the game. Also, if you want to have easyish access to the Feywild, the city of Regalia (the city of eladrin in the Cloak Woods) fades into the feywild every day at dawn, then returns come twilight. If you are caught in the world Regalia when the sun comes up, you are trapped there until the sun sets (they don't let civilians out when in the feywild, as it is much more dangerous than the Cloak Woods). Just in case you want to use this info, for anyone too!
 

Bridget Hoolahan Level 1

Race: Human Class: Paladin Alignment: Good
Deity: The Raven Queen: Size: Medium Age: 21
Gender: Female Height 5’6” Weight: 145 lbs
Eyes: Green Hair: Flaming red - cropped short

Str 13 + 1 Con 12 +1 Dex 13 +1
Int 8 -1 Wis 14 +2 Cha 18 +4


Hp = 32
bloodied 16
Surges value 8
Surges 11

Initiative +1
Passive perception 12
Passive Insight 17
Languages: Common, Giant

Armour Class: 20 (10 + 8 Plate +2 hy shield
Fortitude Defence: 13 (10 + 1 Str + 1 racial +1 class)
Reflex Defence: 15 (10 + 1 Dex + 2 shield +1 racial +1 class)
Will Defence: 16 (10 + 4 Cha + 1 racial + 1 class)


Skills ([T] Denotes Trained Skills: includes -4 for plate & heavy shield
Acrobatics -3
Arcana -1
Athletics -3
Bluff +4
Diplomacy +9 (T)
Dungeoneering +2
Endurance -3
Heal +7 (T)
History -1
Insight +7 (T)
Intimidate +9 (T)
Nature +2
Perception +2
Religion +4 (T)
Streetwise +4
Stealth -3
Thievery -3

Feats:
Armour proficiency: All:
Weapon proficiency: Simple & military melee, simple ranged
Toughness;
Action Surge

Class Features
Channel Divinity - Mettle (E) Minor: Close Burst 10: One creature
Target gets bonus to save equal to my Cha mod (4)

Channel Divinity - Strength (E) Minor: Personal; Add Str mod (1) to damage on next attack this turn.

Divine Challenge (AW) Minor: Radiant: Close Burst 5: One creature. Mark creature which gets -2 to attack against anyone but me. 3+ 4 (Cha mod) damage if it attacks other before my next turn: I must engage or mark another by end of my turn.

Lay on Hands (AW) Minor: 1 creature; 2/day. spend surge - regains HP as if he had spent surge.


Basic Melee (longsword) = +4 attack/ 1D8+1 damage
Basic ranged (javelin) = + 3 attack/ 1D6 + 1 damage

At Will
Bolstering Strike: Divine: Weapon: Standard Action: Melee weapon;
Target = One creature; Attack = Charisma vs AC (prof 3+Cha 4 = +7)
Hit 1W + Cha mod damage (1D8+4 ). Gain temp HP equal to Wisdom mod (2).

Enfeebling Strike: Divine: Weapon: Standard Action: Melee weapon;
Target = One creature; Attack = Charisma vs AC (prof 3+Cha 4 = +7)
Hit 1W + Cha mod damage (1D8+4). If I marked target it takes -2 penalty to attack rolls until end of MY next turn.

Holy Strike: Divine: Radiant: Weapon: Standard Action: Melee weapon;
Target = One creature; Attack = Strength vs AC (prof 3+Str 1 = +4)
Hit 1W + Str mod (1D8 +1) Radiant damage. If I marked the target I gain +2 bonus to damage rolls (Wis Mod)


Encounter
Shielding Smite: Divine: Weapon: Standard Action: Melee weapon;
Target = One creature; Charisma vs AC (+7)
Hit 2W + Charisma mod damage. (2D8+4)
Effect: Until end of my next turn 1 ally within 5 squares gains power bonus to AC equal to my Wisdom mod (+2).

Daily
Radiant Delirium: Divine: Implement: Radiant: Standard Action: Ranged 5
Target = One creature; Charisma vs Reflex: (+4)
Hit:- 3d8 + Charisma mod (+4) Radiant damage & target is dazed till end of my next turn. Also gets -2 penalty to AC (save ends)
Miss: - Half damage and dazed till end of my next turn

Plate Armour
Heavy shield
Long Sword
2 x Javelin
Adventure kit
Pack
Bedroll
Flint/steel
Pouch
Rations 10 days
Hempen rope
Waterskin
Everburning torch

Bridget’s father Padraig had been a priest of the Raven Queen and her mother one of the temple servitors. As so she grew up playing in and around the temple, pestering and being trod underfoot by the clerics, paladins and fighters who frequented the precincts. When Bridget was still a child her beloved older brother became a paladin and went off to travel in her service. He has never returned and she has always wondered about his fate.


In her turn Bridget decided to devote her life to the service of the deity her family has always worshipped. And so at the age of 20 she became a temple servitor and she has laboured at that task for the past 5 years, consoling the desperate, working with the lost and forlorn and, on occasion, smiting the wrong-doer. In that short time her physical prowess and her martial abilities have developed far beyond many others and she has become known more as a smiter than a comforter throughout the order and throughout the region.

Know as ‘The Wall’ for her steadfastness in battle, the nickname seems odd in describing the person herself. Bridget stands just over 5 and one half feet tall and weighs only 145 pounds and even when she dons her armour she bears no resemblance to her nickname.

Her features although plain are not unpleasant. She has a broad smile, a snub nose and eyes of emerald green. Her best feature would have been her flaming red hair if she didn’t keep it cut short, the better to fit inside her helmet. She is good company and has a generally bright demeanour although her temper often leaves much to be desired.

In all the travelling and fighting one thought remains paramount in her head - the whereabouts of her lost brother. She would love to discover what happened to him to put her mind and the minds of her parents at rest.
 
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Digger, I like the character, but you just need to decide which god to worship (you may choose any good or unaligned god from the player's handbook or the forgotten realms player's guide), and you need to choose another language besides Common to know (except of course for Supernal or Abyssal). I also assume you are from Fannen-Dar, correct?
 


Mobile Armored Infantry Automaton Division 18 Unit 12. a.k.a. "MAIA 1812"

Summary posted below in the sblock. I'll post a full character sheet once we have a Rogue's Gallery.

a.k.a. "MAIA 1812" a.a.k.a. "1812" or "Maia"

[sblock=1812]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Warforged, Fighter
Fighter Talents: Battlerager Vigor

FINAL ABILITY SCORES
Str 18, Con 18, Dex 10, Int 12, Wis 10, Cha 10.

Starting Ability Scores
Str 16, Con 16, Dex 10, Int 12, Wis 10, Cha 10.


AC: 16 Fort: 16 Reflex: 11 Will: 11
HP: 38 Surges: 13 Surge Value: 9

TRAINED SKILLS
Athletics, Heal, Endurance.

FEATS
1: Toughness

POWERS
1, At-Will: Reaping Strike
1, At-Will: Crushing Surge
1, Encounter: Lunging Strike
1, Daily: Lasting Threat

ITEMS
Halberd, Chainmail, Sunrods (4), Alchemist's Fire (level 1)
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
 
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Rayshin and Regailia are possible examples, but the military Gortul is also a possibility.

My current idea for background is that during the most recent big war his division was overrun and demolished. While railing at his higher-ups and their poor decisions, his gravely wounded commanding officer (the human in charge of the regiment) somewhat inadvertently ordered him off the battlefield and ordered him not to follow any further orders from [Nation's] command structure. (exact and humorous text to follow in background post, something along the lines of "... and if those[expletive deleted] back at HQ try and tell you what to do, tell 'em where they can shove it..")

Interpreting his commanders ranting as an order, 1812 left [Nation] to seek his own way in the world. :D

Which of those three nations would have been involved in a large (and probably losing) military action in the fairly recent past?
 

North of Rayshin (which is north of Fannen-Dar) is the town Khora, which is in a stalemate war with a nomadic tribe of orcs. Khora probably asked Rayshin for military assistance, and Rayshin gave them an army of warforged, and your story ensued. The war is not over, but that battle didn't go well for that division.

Also, I forgot to tell you this, but you all start with 100 gp to buy your level 1 equipment and you must buy a standard adventurer's kit (unless you have a background reason for not doing so). No matter what your background, though, you have 100 gp. Alchemist's fire is 70 gp, and with your armor and halberd, you can't afford it. The adventurer's kit includes 2 sunrods, so 2 more is 4 gp, so without buying the alchemist's fire, MAIA 1812 has 16 gp left, if you want something else to buy.
 

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