SoW: Rescue at Rivenroar (RECRUITING CLOSED)

Name: Illian Starsinger
Race: Elf
Class: Cleric
Age: 120


[sblock=Background]
Illian Starsinger was born in the elven settlement in the Black Fens known as Starsong Hill (assuming we're playing in the Elsir Vale). His mother is Sellyria, the leader of the community (for a few hundred years) and Illian never knew his father as he was slain by lizardfolk barbarians shortly after his birth. The elf was raised in the small encampment and trained to live in the brutal, wild world that surrounded him. Showing signs of his mother's great wisdom and leadership potential Illian was asked to lead one of the surrounding settlements. During that time Illian often confided with the local cleric of Melora about his feelings of isolation in the remote community he was stationed and tired of the constant skirmishes against the foes located there with little effect. A cultured elf, Illian spent his free time reading and composing new works of music. He loved the lute, spent much of his time playing it. He read up on the words of Correlon (and the other elven gods), and found that they struck a chord with him. Illian had already received training in the basic martial weapons and armor, and coupled with his divine insights gleaned from the texts, he rose to become a great leader for his people. But somehow he still didn't feel fulfilled and so asked his mother for a leave to find out what was missing in his heart. With great reluctance she allowed him to leave, and he travelled to a place that he had heard of when a group of adventurers passed through years previous. So the recently arrived Illian stopped at a local tavern to wash away the dust of the road with a glass of wine, which was not up to his level of expectation, and to engage in some performances for the crowd.
[/sblock]

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]11 (+0)[/B]     Hit points : [B]26[/B]
Constitution : [B]14 (+2)[/B]     Bloodied   : [B]13[/B] 
Dexterity    : [B]14 (+2) [/B]         Surges     : [B]6[/B]
Intelligence : [B]8 (-1)[/B]     Surges/day : [B]9[/B]     
Wisdom       : [B]18 (+4) [/B]    Initiative : [B]+2[/B]
Charisma     : [B]14 (+2) [/B]     

[U]Defenses:[/U]
Armour class : [B]16[/B]
Fortitude    : [B]12[/B] 
Reflex       : [B]12[/B] 
Will         : [B]16[/B]

[U]Skills[/U]
Nature (Wis): [B]+ 5[/B] (+2 racial bonus) 
Diplomacy(Cha): [B]+ 7[/B] (trained)
Heal (Wis): [B]+ 8[/B] (trained)
Perception (Wis): [B]+ 5[/B] (+2 racial bonus)  
Religion(Int): [b]+4[/B] (trained)
Arcana (Int): [b]+ 4[/B] (trained)
Languages:
Common, Elven

Feats
Ritual Caster (Bonus)
Astral Fire (+1 to damage on fire/radiant powers)

Weapon Proficiency:
Simple melee, military melee, Longbow, Shortbow

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]Basic attack
Longbow
:ranged: Standard action, Attack: +4 vs. AC; Damage: 1d10 +2
At-will:

Lance of Faith (Class)
:ranged: Standard action, Attack: +4 vs. Reflex; Damage: 1d8+5
---One ally I can see gains a +2 power bonus against the target, range 5 ---

Sacred Flame(Class)
:ranged: Standard action, Attack: +4 vs. Reflex; Damage: 1d6 +5
---One ally I can see gains either 2 temp hp, or can make a saving throw---
Encounter:
Elven Accuracy (Elf)
Free action:
--- re-roll an attack roll. Use the second roll even if it's lower---

Channel Divinity (Class)
---Either Divine Fortune or Turn Undead ---

Healing Word (Class)
:close: Minor action, Healing:
--- Burst 5; Target can spend a healing surge & gets +1d6+4 extra HP (2/encounter) ---

Divine Glow (Class)
:close: Standard action, Attack: +4 vs. Reflex; Damage: 1d8 +5
--- Close blast 3; allies in the blast gain a +2 power bonus to attack rolls until end of next turn ---

Daily:

Beacon of Hope(Class)
:close: Standard action, Attack: +4 vs. Will; Damage: n/a
--- Close Burst 3; Targets are weakened until the end of its next turn, you & all allies in the blast gain 8 hp, plus healing powers restore +5 hp until end of encounter ---
[/sblock]
[sblock=Equipment]
Code:
[U]Currency:[/U] 5 gp


[U]Equipment           Price    Weight    Other[/U]
Chainmail                40gp    40 lb.    Heavy armour
Longbow             30gp        3 lb.       Load Free
Holy Symbol        10gp        1 lb.
Ritual Book*        -
*Contains Gentle Repose & Tenser's Floating Disc

Adventurer's kit    15 gp    33 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, hemp         1 gp    10 lb.    50 ft.
  Sunrod (2)         4 gp     1 lb.   
  Waterskin          1 gp     4 lb.      

[B]Total              77 lb.[/B]

Normal load:    110 lb.
Heavy load:     220 lb.
Max. drag load: 550 lb.
[/sblock]
 

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Thanks for including me, industrygothica! I'll get some stats and more info up for Brega Grimstone, dwarven fighter, as soon as possible.
 

Name: Peregrine Thistledown
Class: Paladin
Alignment: Unaligned
Race: Halfling
Deity: Kord
Size: Small
Age: 21
Gender: Male
Height: 4' 3"
Weight: 95 lbs
Eyes: Brown
Hair: Dark brown, cropped short

Abilities
Str: 13 [+1], Dex:13 [+1], Wis: 15 [+2]
Con: 12 [+1], Int: 8 [-1], Cha: 18 [+4]

Hit Points: 27 Bloodied: 13
Healing Surges: 11 Healing Surge hp gained : 6 HP per level 6
Action Points: 1
Speed: 6 (5) squares

Armour Class: 20 (10 +8 plate +2 heavy shield) (22 vs OA - racial)
Fortitude Defence: 12 (10 +1 Con +1 class)
Reflex Defence: 14 (10 +2 shield +1 Dex +1 Class)
Will Defence: 13 (10 +4 Cha +1 class)
Save vs Fear +5 bonus
Initiative: +5

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

Feats: Armour proficiency-All, Shield Proficiency - All
Weapon Proficiencies - Simple melee, military melee, simple ranged
Improved Initiative

Class Abilities:
Encounter: Divine Mettle: Minor action: Target makes save = Cha Mod; Close Burst 10

Encounter: Divine Strength: Minor Action: Add Str mod as extra damage on next attack this turn .
-------------------------------------------------------------------------------------------------
At Will; Divine Challenge: Minor Action: Close Burst 5. Marks one target within burst. Target takes -2 to attack other than me. Also suffers 3+ Cha Mod radiant damage if it makes an attack that doesn’t include me.

At Will: Lay on Hands: Minor Action: 2 per day. Target regains HP as if Healing Surge spent; Can be used by self.


At Will: Bolstering Strike: Melee; Weapon; 1 creature; Cha + 6 (+4 Cha +2 Scimitar) vs AC: 1W + Cha damage (1d8+4): gain 2 temp HP


At Will: Enfeebling Strike: Melee; Weapon; 1 creature; Cha + 6 (+4 Cha +2 Scimitar) vs AC: 1W + Cha damage (1d8+4): if target marked it takes -2 to attacks until end of my next turn.
----------------------------------------------------------------------------------------------------
Encounter: Shielding Smite: Melee; Weapon; 1 creature; Cha + 6 (+4 Cha +2 Scimitar) vs AC: 2W + Cha damage (2d8+4): one ally within 5 squares gains +2 AC


Encounter (Racial): ‘Second Chance’ if hit, force enemy to re-roll
-------------------------------------------------------------------------------------------------
Daily: Radiant Delirium: Implement; Ranged 5: One creature: Cha (+4) vs Ref: 3d8 + Cha Mod (+4) damage: target dazed till end of my next turn; also -2 to
AC (save ends) (Miss = half damage and dazed till end of my next turn)
--------------------------------------------------------------------------------------------



Gear
Plate Armour 50gp 50lbs
Heavy shield 10 15
Scimitar 10 4
2 x Javelin 10 4
Adventure kit 15 33
Pack
Bedroll
Flint/steel
Pouch
Rations 10 days
Hempen rope
2 x sunrods
Waterskin
95gp 106lbs

Normal load 130lbs Carrying 106lbs Heavy 260 Max 650lbs
 

Here's Brega, for your hammer-wieldin' dwarf enjoyment!

Name: Brega Grimstone
Race: Dwarf
Class: Fighter
Age: 31


[sblock=Background]
Brega Grimstone is the child of refugees from the overrun Dwarven stronghold of Kar-Zurak. Raised in the human settlement of Reeve, his parents did their best to instill dwarven values in him. While he's brave and loyal as any good dwarf, he's also got more than his share of the dwarven desire for vengeance. He claims to seek to rid the countryside of savage humanoids like those that took his ancestral home to prevent others from suffering his family's fate. Mostly, though, he's got a grudge. He knows the best thing to do for his people would be to take Kar-Zurak back, but until he comes up with a plan, the only thing that makes him feel better is to take some swings with his maul - preferably swings at some goblins or orcs.
[/sblock]

[sblock=Appearance]
Brega is tall for a dwarf (4'8"), and built on the "thick and hardy" side (230 lbs). His skin is a dusky reddish-brown, and his hair is hair is a charcoal gray. He wears his beard in five thick braids across his chest, and has a single long braid trailing down his back. His eyes are a piercing ice gray.

Brega's armor is composed of thick bronze-hued scales in diamond shapes, and his helm bears the lightning bolt of Brega's patron diety Kord at the crest. Brega's weapon of choice is his stout greathammer, the head of which is formed of fine dwarven steelwork in a hexagonal shape.
[/sblock]

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B]     Hit points : [B]31[/B]
Constitution : [B]16 (+3)[/B]     Bloodied   : [B]15[/B] 
Dexterity    : [B]13 (+1) [/B]         Surges     : [B]7[/B]
Intelligence : [B]8 (-1)[/B]     Surges/day : [B]12[/B]     
Wisdom       : [B]16 (+3) [/B]    Initiative : [B]+1[/B]
Charisma     : [B]10 (0) [/B]

[U]Defenses:[/U]
Armor class : [B]17[/B]
Fortitude    : [B]15[/B] 
Reflex       : [B]11[/B] 
Will         : [B]13[/B]

[U]Class Features:[/U] 
Combat Challenge
Combat Superiority
Fighter Weapon Talent (Two-handed Weapons)

[U]Dwarven Features:[/U] 
Low-Light Vision
Cast Iron Stomach (+5 to saves versus poison)
Dwarven Resiliance (Second Wind as minor action)
Encumbered Speed (no speed penalty for armor or weight carried)
Stand Your Ground (see below)

[U]Skills[/U]
Athletics (Str): [B]+ 8[/B] (trained)
Dungeoneering (Wis): [B]+ 5[/B] (+2 racial bonus)  
Endurance (Con): [B]+ 10[/B] (trained, +2 racial bonus)  
Heal (Wis): [B]+ 8[/B] (trained)
Languages:
Common, Dwarven

Feats
Dwarven Weapon Training (+2 to damage on with axes and hammers)

Weapon Proficiency:
Simple Melee, Military Melee, Simple Ranged, Military Ranged

Armor Proficiency:
Cloth, Leather, Hide, Chain, Scale, Light Shields, Heavy Shields

Size: Medium
Speed: 5 squares
Vision: Low-light[/sblock][sblock=Powers]Basic attack
Maul
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
Throwing Hammer
:melee: or :ranged: Standard action, Attack: +6 vs. AC; Damage: 1d6+5; Range: 5/10​
Sling
:ranged: Standard action, Attack: +1 vs. AC; Damage: 1d6+1; Range: 10/20​
At-will:

Cleave (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
---Hit: Another enemy adjacent to me takes damage equal to my strength modifier (+3)---

Reaping Strike (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
---Miss: Targeted enemy takes damage equal to my strength modifier (+3)---

Stand Your Ground (Dwarf)
Free action:
---Move one square less when pushed, pulled, or slid. When knocked prone, immediately roll a saving throw to avoid falling prone---

Encounter:
Spinning Sweep (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 2d6+5
---Targeted enemy is knocked prone---

Daily:

Brutal Strike (Class)
:melee: Standard action, Attack: +6 vs. AC; Damage: 6d6+5
---Reliable---
[/sblock]
[sblock=Equipment]
Code:
[U]Currency:[/U] 3 gp


[U]Equipment           Price    Weight    Other[/U]
Scale                45gp    45 lb.    Heavy armor
Maul             30gp        12 lb.       
Throwing Hammer        5gp        2 lb.
Sling                  1gp        -
Sling Bullets (20)     1gp        5 lb.

Adventurer's kit    15 gp    33 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, hemp         1 gp    10 lb.    50 ft.
  Sunrod (2)         4 gp     1 lb.   
  Waterskin          1 gp     4 lb.      

[B]Total              97 lb.[/B]

Normal load:    160 lb.
Heavy load:     320 lb.
Max. drag load: 800 lb.
[/sblock]
 
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I’m off to Scotland this evening for a few days. Based on previous trips internet access will be unlikely.

Please try not to kill me off before I return (Pleeease!)

I will back at my computer Monday evening (GMT)

The Digger
 


Name: Aliyas
Class: Ranger
Alignment: Unaligned
Race: Elf
Deity: Sehanine
Size: Medium
Age: 25
Gender: Female
Height: 5' 5"
Weight: 132 lbs
Eyes: Green
Hair: Short, windblown, orange

Abilities
Str: 14 [+2], Dex: 18 [+4], Wis: 14 [+2]
Con: 12 [+1], Int: 10 [10], Cha: 9 [-1]

Hit Points: 24 Bloodied: 12
Healing Surges: 7/day Healing Surge hp gained : HP per level: 5
Action Points: 1
Speed: 7 squares

Armour Class: 16 (10 + 4 dex + 2 armor)
Fortitude Defence: 12 (10 +1 Con +1 class)
Reflex Defence: 15 (10 +4 Dex +1 Class)
Will Defence: 12 (10 +2 Wis)
Initiative: +4

Skills:
Nature +9
Acrobatics +10
Athletics +7
Perception +9
Stealth +10

Languages: Common, Elven

Feats:
Light Step - Increase overland speed by 1, +5 DC to be tracked, +1 Acro and Stealth

Race Traits:
Vision: Low-light
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original.

Class Abilities:
Fighting Style: Archery (Defensive Mobility)
Hunter's Quarry: 1/turn, minor action, designate one foe as "quarry." Deal +1d6 dmg 1/turn to quarry.
Prime Shot: +1 to hit w/ranged attack if you are closest ally to target.

At-Will
Nimble Strike, Dex vs AC, 1W+Dex, Ranged weapon, 1 target, Shift 1 square before or after attack.
Twin Strike, Dex vs AC, 1W (2x), Ranged weapon, 1 or 2 targets, Make 2 attacks

Encounter
Fox's Cunning, Immediate, melee attack trig, Shift 1 square and make basic attack, gain Wis bonus to attack

Daily
Hunter's Bear Trap, Dex vs AC, 2W+Dex, ranged weapon, 1 target, foe is slowed & takes 5 ongoing damage (Save ends both)

Utility

Gear
Money: 6gp
Leather Armor - +2 AC, Check 0, 15lbs, 25gp
Longbow - +2 prof, 1d10, 20/40, 3lbs, 30gp
Longsword - +4 prof, 1d8, 4lbs, 15gp
Standard Adventurer Kit - 28lbs, 24gp
- Backpack
- Bedroll
- Flint & Steel
- Belt Pouch
- 10 days trail rations
- 50' silk rope
- 2 sunrods
- Waterskin

Normal load 50lbs/140lbs
 
Last edited:


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