[Recruitment] The Heroes of Fannen-Dar

Yay I got it early!

Thomas Callahan

My debts are my own, nothing you need to be concerned with.

Male Half-Elf Valorous Bard 1 (0 XP)
Initiative +1; Senses Passive Insight 12, Passive Perception 14
HP 28; Bloodied 14; Healing Surge 7; Surges Per Day 10
AC 17; Fort 13, Ref 13, Will 15
Saves
Speed 5
Action Points 1
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:bmelee:Longsword (standard; at-will) ✦ Weapon
+5 vs AC; 1d8+2 damage.
:melee:War Song Strike (standard; at-will) ✦ Arcane, Weapon
+7 vs AC; 1d8+4 damage, and an ally that hits the target before the end of my next turn gains 3 temporary hit points.
:ranged:Misdirected Mark (standard; at-will) ✦ Arcane, Implement
Range 10; +4 vs Reflex; 1d8+4 damage and the target is marked by an ally within 5 squares of me until the end of my next turn.
:close:Shout of Triumph (standard; encounter) ✦ Arcane, Implement, Thunder
Enemies in close blast 3; +4 vs Fort; 1d6+4 thunder damage and I push the target 3 squares. Effect: Allies in the area of the blast can be slid 3 squares.
:close:Majestic Word (minor; twice per encounter) ✦ Arcane, Healing
Myself or ally in close burst 5; The target spends a healing surge, gains an additional 4 hp and can be slid one square.
Words of Friendship (minor; encounter) ✦ Arcane
I gain a +5 on the next diplomacy check before the end of my next turn.
:melee:Slayer's Song (standard; daily) ✦ Arcane, Weapon
+7 vs AC; 2d8+4 damage, and the target grants CA to you and your allies(save ends). Miss: Half damage. Effect: Whenever you hit an enemy, that enemy grants CA to you and your allies until the end of your next turn.
:ranged:Storm Walk (Standard; encounter) ✦ Arcane, Implement, Thunder
Range 10; +4 vs Fort; 1d8+4 Thunder damage. Before or after the attack, I can shift one square.
:ranged:Eyebite (Standard; encounter) ✦ Arcane, Charm, Implement, Psychic
Range 10; +4 vs Will; 1d6+4 damage and I am invisible to the target until the start of my next turn.

Bardic Training
I own a ritual book and can perform one bard ritual per day without components.
Virtue of Valor
One per round, when an ally within 5 squares of me reduces an enemy to 0 hp or bloodies an enemy, I can grant that ally 4 temp hp.
Skill Versatility
I gain a +1 bonus on untrained skill checks
Song of Rest
When I play an instrument or sing during a short rest, you and each ally are affected by my Song of Rest. At the end of the short rest, when healing surges are spent, that character gain an additional 4 hp per surge spent.
Multiclass Versatility
I can choose multi-class feats from more than one class.
Half Elf
Allies within 10 squares gain a +1 bonus on diplomacy checks. Dilettante power is Thunder Step. I count as both an elf and a human for feat pre-reqs
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Alignment Unaligned; Languages Common
Str 14 (+2) Dex 12 (+1) Wis 8 (-1)
Con 16 (+3) Int 11 (+0) Cha 18 (+4)
Acrobatics* +5, Arcana* +5, Bluff* +9, Diplomacy* +11, Intimidate* +9, Perception* +4 *Trained Skill; +1 bonus on untrained skill checks.
Feats: Pact Initiate(Intimidate, Fey)
Gear Chainmail Armor, Light Shield, Longsword, Backpack, Bedroll, Belt Pouch, Flint and Steel, Ritual Book(Comprehend Languages, Traveler's Chant), Wand, Rope (50 ft.), 2 Sunrods, Waterskin, 10 days trail rations, harmonica(focus for ritual); 13gp (83lbs)
 
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Mobile Armored Infantry Automaton, Division 18 / Unit 12

[sblock=MAIA 1812]
Mobile Armored Infantry Automaton, Division 18 Unit 12 (a.k.a., MAIA or 1812)

"This Is My Halberd. There Are Many Like It But This One Is Mine."

Male Warforged Fighter (Battlerage Vigor)
Initiative +0; Senses Normal Vision; Passive Insight 10, Passive Perception 10
HP 38; Bloodied 19; Healing Surge 9 ; Surges Per Day 13
AC 16; Fort 16, Ref 11, Will 11
Speed 5
Action Points 1
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:bmelee:Halberd (standard; at-will)Weapon
+6 vs AC; 1d10+4 damage.
:ranged:Javelin (standard; at-will)Weapon
Range 10/20; +5 vs AC; 1d6+4 damage.

:melee:Reaping Strike (standard; at-will)Martial, Weapon
Range: 3
+6 vs AC.
Hit: 1d10+4 damage.
Miss: +4 Damage
Additional Effects: +2 to Damage whenever you have Temp HP.

:melee:Crushing Surge (standard; at-will)Invigorating, Martial, Weapon
Range: 3
+6 vs AC
Hit: 1d10+4 Damage
Hit: Gain +4 Temp HP (Stacks)
Additional Effect: +2 to Damage whenever you have Temp HP.

:melee:Lunging Strike (standard; encounter)Martial, Weapon
Range: 3
+5 vs AC
Hit: 2d10+4
Additional Effect: +2 to Damage whenever you have Temp HP.

Warforged Resolve (minor; encounter)
Effect: Gain 3 Temp HP. Roll a save against an effect that does Ongoing Damage.
Additional Effect: If Bloodied, heal 3 HP.

:melee:Lasting Threat (standard; daily)Martial, Reliable, Weapon
Range:2
+6 vs AC
Hit: 3d10+3 damage. Target is Marked until the end of the Encounter or until you fall unconscious.
No mark can supersede this one.

Battlerage Vigor
Gain +4 Temp HP when hit by a Melee or Close attack.
Temp HP from Invigorating attacks stack with these Temp HP.
Gain +1 Damage when wearing light armor.
Instead gain +2 Damage when wearing light armor and weilding an Axe, Hammer, Mace or Pick.

Combat Superiority
If you hit a moving enemy with an opportunity attack, their movement ends.

Combat Challenge
Mark foes you attack, they get -2 to attacks not including you.
Make a Basic Melee attack against a marked foe who Shifts or makes an attack that does not include you.
Mark lasts until end of your next turn or until you mark another target.

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Alignment Unaligned; Languages Common, Giant
Str 18 (+4) Dex 10 (+0) Wis 10 (+0)
Con 18 (+4) Int 12 (+1) Cha 10 (+0)

Athletics +8, Endurance +10, Heal +5, Intimidate +2

Feats: Toughness

Gear: Halberd, 4x Javelin, Chainmail, Backpack, 4x Sunrod, Flint & Steel, Belt Pouch, 50' Hemp Rope (76 Lbs)

Money: 2gp
[/sblock]

[sblock=Personality and Appearance:]
(Excerpt from a proposal from the Artificiers Guild to the Rayshin Military Command)
At a uniform 6' tall and 270 lbs, our new model Mobile Armored Infantry Automaton is designed from the ground-up to be the perfect grunt. Absolutely tireless whether standing guard for force-marching to the next engagment M.A.I.A. units come fully prepared with basic weapon training (standard arms & armor included with purchase), knowledge of military protocol and basic first-aid capability to allow them to assist non-automated troops and officers they're stationed with. While designed to be fully intelligent to allow them to rapidly adapt to changing conditions on the battlefield their design incorporates an absolute obedience to the military command structure; once given an order they are incapable of obeying it.
[/sblock]

[sblock=Background:]
War.
War never changes.
Generally speaking, neither do Warforged.

The Rayshin Military Command has been buying warforged from the Artificers for years. 20 years ago they bought their 18th division; and with it, Unit 12. For most of the time since, the 18th division has been stationed as border guards along the northern frontier to keep out orc raiders. A year and a half ago, Rayshin responded to a request for military aid by sending the 17th, 18th and 19th divisions to Khora to an orc war party before they could pillage the city. Unfortunately the size of the orc war party was... underestimated. Although the M.A.I.A. divisions were able to blunt the charge and give the Khorans time to marshall their defense they were completely overrunn and almost completely exterminated. Gravely injured during the fighing, General Storung was trying to pull together the last remnants of his forces and withdraw from the field when they were charged by a group of orc berserkers who knocked the General off his feet before being killed by the last few 'Forged on the field. With his dying breath, the General ordered his last few troops off the field of battle; then, as the last few warforged withdrew, grumbled about his superior officers. "... <cough> ... never <cough> follow <wheeze> orders again." Still within earshot, 1812 thought this was an order. Never follow orders again. Pondering what that meant, and what he'd do without any Orders to follow, 1812 went south. And kept going. Until he found himself in Fannen-Dar.
[/sblock]
 




Speaking of last minute character stuff, I noticed a few things about Boldo and Bridget:

Boldo's defenses should be AC 16, Fortitude 14, Reflex 16, and Will 13. For rogue attacks with your crossbow, you have +6 to the attack (4 Dex and 2 proficiency) and deal 1d6 + 5 damage (4 Dex, 1 from weapon focus). For rogue attacks with your dagger (both melee and thrown), you have a +8 to the attack (+3 proficiency, +4 Dex, +1 from Rogue weapon talent), and deal 1d4 + 4 damage (4 Dex). For a basic attack with the dagger, you have a +4 bonus (+3 proficiency, +1 rogue weapon talent, +0 Str), and deal 1d4 damage (0 Str).

Bridget had everburning torch listed in her equipment, but with the starting 100 gp, would not have enough money for it and everything else. If there is something you would like to sell to get the torch, you may do so. With everything else minus the torch, you have 19 gp left.

There might be more for other characters, but I haven't gotten to them yet.
 


To be blunt, I have no idea what a rogue's gallery is. On an assumption, I will say that it is a thread specifically for players to post their characters and such. Would I be correct in that assumption? If so, I think that would a good way to keep it simple, and I will do so, but let me know exactly what you're talking about. =) Sorry, fairly new to forums.
 

A rogue's gallery is a thread in the Plots and Places forum, where the participants in a game can post the character sheets of their PC's. Some GM's also post other game info there as well, like NPC stats and so on.
 

I prefer xp and treasure be posted there by the DM as well. It makes it easier to find. That way people aren't sorting through pages to find everything.
 

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