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<blockquote data-quote="Binks" data-source="post: 6380722" data-attributes="member: 6775039"><p>Well, it doesn't appear that I'm going to get some immediate, extended downtime to myself. However, what little I have as camp is made I will use in finding some cold mountain water to refresh myself. After that, I will find a place to camp for the night and join Esmer and Yamel for the meal and parlay. I will humbly request that Terilion join us as his insight will be of the match of my own.</p><p>Once the parlay or debriefing is done, I'm going to spend the evening in solitude. I'm sure my bear wants to hunt on his own as well. I will:</p><p></p><p>* Learn the Tree Stride ritual and put it in my ritual book.</p><p></p><p>* I'm going to make an elven charm for Terilion and his daughter. In Brokenstone Vale we make a lot of mundane charms out of natural materials. One design is specifically for protection against lycanthropes and dark fey that hunt under the light of the moon. While they are mundane, during the making we appeal to the Maiden of the Moon to imbue them with a blessing to ward the wearer from those perils. I'll give them to him before we part ways and I'll let him know that the love, sacrifice and commitment that he and his daughter revealed to me on the bay will be ever present in my heart. </p><p></p><p>"Thank you for seeing me through these dangers. I would not have survived without you. May the primal spirits always be with you."</p><p></p><p>* Rest and recover. I will make sure my bear is back so I can care for him. The disease wer gained from the Bats should be gone after the evening is done. My Endurance modifier is 11 and my Heal modifier to care for my bear is 12. I rolled a 7 and 9 for the checks. Both of those checks pass the medium DC.</p><p></p><p>* If we siege the Rotting Man's domain come morning, I'm going to use Traveller's Camouflage on the group. My Nature check is between 20 - 29 so that is a + 5 to group Stealth Checks. The duration is 10 hours and the cast time is 10 minutes. I'm hoping we're undetected so we can avoid any hazards or minions he may enact against us on the way to his lair.</p><p></p><p>* Here is what I'm thinking for an Alternate Advancement. I just retrieved a sacred relic of the World Serpent and have now fought multiple times for the people who venerate him. A primal boon from him would be fitting. I've renamed a level 4 boon of Torog who, legend has it, is detained in the underworld by the World Serpent. I think this is fitting:</p><p></p><p>The World Serpent's Grasp Level 4 Primal Boon</p><p></p><p>Property</p><p>While you are bloodied, you gain a +1 item bonus to attack rolls.</p><p></p><p>Utility Power Daily (Free Action)</p><p>Trigger: You hit an enemy with a melee attack.</p><p>Effect: Each creature adjacent to you is immobilized and takes ongoing 5 poison damage (save ends both).</p><p></p><p>You can figure out how that comes up in play.</p><p></p><p>* Forgot to include level 8 character. I took Skill Power and moved Iron Resurgence to that Feat and took Who's Next (?) as my level 2 Utility Power instead.</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p></p><p>Saeri Woodwalker, level 8</p><p>Wood Elf, Fighter (Slayer)</p><p>Slayer Weapon Specialization Option: Sweeping Sword</p><p>Moonstruck Hunter (+2 to Perception)</p><p>Theme: Ghost of the Past</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 12, CON 14, DEX 19, INT 14, WIS 16, CHA 10</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 12, CON 13, DEX 15, INT 14, WIS 13, CHA 10</p><p> </p><p> </p><p>AC: 24 Fort: 19 Ref: 19 Will: 18</p><p>HP: 71 Surges: 11 Surge Value: 17</p><p> </p><p>TRAINED SKILLS</p><p>Athletics +10, Endurance +11, Heal +12, History +11, Nature +14</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +11, Arcana +8, Bluff +6, Diplomacy +6, Dungeoneering +9, Insight +9, Intimidate +6, Perception +15, Religion +8, Stealth +12, Streetwise +6, Thievery +10</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Ghost of the Past Utility: Guidance of the Past</p><p>Elf Racial Power: Elven Accuracy</p><p>Multiple Class Attack: Power Strike</p><p>Fighter Utility: Mobile Blade</p><p>Fighter Utility: Battle Wrath</p><p>Fighter Utility: Duelist's Assault</p><p>Fighter Utility 2: Who's Next?</p><p>Heal Utility 2: Iron Resurgence</p><p>Athletics Utility 6: Mighty Sprint</p><p> </p><p>FEATS</p><p>Level 1: Melee Training (Dexterity)</p><p>Level 2: Learned Spellcaster</p><p>Level 2: Ritual Caster</p><p>Level 4: Master at Arms</p><p>Level 6: Jack of All Trades</p><p>Level 8: Skill Power</p><p> </p><p>ITEMS</p><p>Magic Greatsword +2 x1</p><p>Drakescale Armor of Eyes +2 x1</p><p>Essence of the Scout +1 x1</p><p>Bracers of Mighty Striking (heroic tier) x1</p><p>Acrobat Boots x1</p><p>Boon of the Hunter Twins (heroic tier)</p><p>The World Serpent's Grasp (heroic tier)</p><p>Longbow</p><p>Thieves' Tools</p><p>Adventurer's Kit</p><p>Healer's Kit </p><p></p><p>RITUALS</p><p>Bloom</p><p>Traveler's Camouflage</p><p>Pass Without Trace</p><p>Tree Stride</p><p>Earthen Ramparts</p><p></p><p>====== End ======</p></blockquote><p></p>
[QUOTE="Binks, post: 6380722, member: 6775039"] Well, it doesn't appear that I'm going to get some immediate, extended downtime to myself. However, what little I have as camp is made I will use in finding some cold mountain water to refresh myself. After that, I will find a place to camp for the night and join Esmer and Yamel for the meal and parlay. I will humbly request that Terilion join us as his insight will be of the match of my own. Once the parlay or debriefing is done, I'm going to spend the evening in solitude. I'm sure my bear wants to hunt on his own as well. I will: * Learn the Tree Stride ritual and put it in my ritual book. * I'm going to make an elven charm for Terilion and his daughter. In Brokenstone Vale we make a lot of mundane charms out of natural materials. One design is specifically for protection against lycanthropes and dark fey that hunt under the light of the moon. While they are mundane, during the making we appeal to the Maiden of the Moon to imbue them with a blessing to ward the wearer from those perils. I'll give them to him before we part ways and I'll let him know that the love, sacrifice and commitment that he and his daughter revealed to me on the bay will be ever present in my heart. "Thank you for seeing me through these dangers. I would not have survived without you. May the primal spirits always be with you." * Rest and recover. I will make sure my bear is back so I can care for him. The disease wer gained from the Bats should be gone after the evening is done. My Endurance modifier is 11 and my Heal modifier to care for my bear is 12. I rolled a 7 and 9 for the checks. Both of those checks pass the medium DC. * If we siege the Rotting Man's domain come morning, I'm going to use Traveller's Camouflage on the group. My Nature check is between 20 - 29 so that is a + 5 to group Stealth Checks. The duration is 10 hours and the cast time is 10 minutes. I'm hoping we're undetected so we can avoid any hazards or minions he may enact against us on the way to his lair. * Here is what I'm thinking for an Alternate Advancement. I just retrieved a sacred relic of the World Serpent and have now fought multiple times for the people who venerate him. A primal boon from him would be fitting. I've renamed a level 4 boon of Torog who, legend has it, is detained in the underworld by the World Serpent. I think this is fitting: The World Serpent's Grasp Level 4 Primal Boon Property While you are bloodied, you gain a +1 item bonus to attack rolls. Utility Power Daily (Free Action) Trigger: You hit an enemy with a melee attack. Effect: Each creature adjacent to you is immobilized and takes ongoing 5 poison damage (save ends both). You can figure out how that comes up in play. * Forgot to include level 8 character. I took Skill Power and moved Iron Resurgence to that Feat and took Who's Next (?) as my level 2 Utility Power instead. ====== Created Using Wizards of the Coast D&D Character Builder ====== Saeri Woodwalker, level 8 Wood Elf, Fighter (Slayer) Slayer Weapon Specialization Option: Sweeping Sword Moonstruck Hunter (+2 to Perception) Theme: Ghost of the Past FINAL ABILITY SCORES STR 12, CON 14, DEX 19, INT 14, WIS 16, CHA 10 STARTING ABILITY SCORES STR 12, CON 13, DEX 15, INT 14, WIS 13, CHA 10 AC: 24 Fort: 19 Ref: 19 Will: 18 HP: 71 Surges: 11 Surge Value: 17 TRAINED SKILLS Athletics +10, Endurance +11, Heal +12, History +11, Nature +14 UNTRAINED SKILLS Acrobatics +11, Arcana +8, Bluff +6, Diplomacy +6, Dungeoneering +9, Insight +9, Intimidate +6, Perception +15, Religion +8, Stealth +12, Streetwise +6, Thievery +10 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Ghost of the Past Utility: Guidance of the Past Elf Racial Power: Elven Accuracy Multiple Class Attack: Power Strike Fighter Utility: Mobile Blade Fighter Utility: Battle Wrath Fighter Utility: Duelist's Assault Fighter Utility 2: Who's Next? Heal Utility 2: Iron Resurgence Athletics Utility 6: Mighty Sprint FEATS Level 1: Melee Training (Dexterity) Level 2: Learned Spellcaster Level 2: Ritual Caster Level 4: Master at Arms Level 6: Jack of All Trades Level 8: Skill Power ITEMS Magic Greatsword +2 x1 Drakescale Armor of Eyes +2 x1 Essence of the Scout +1 x1 Bracers of Mighty Striking (heroic tier) x1 Acrobat Boots x1 Boon of the Hunter Twins (heroic tier) The World Serpent's Grasp (heroic tier) Longbow Thieves' Tools Adventurer's Kit Healer's Kit RITUALS Bloom Traveler's Camouflage Pass Without Trace Tree Stride Earthen Ramparts ====== End ====== [/QUOTE]
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