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<blockquote data-quote="darkbard" data-source="post: 9254567" data-attributes="member: 1282"><p>Because [USER=20459]@Nephis[/USER] has an arm injury that limits her typing, I'm going to post here for both of us, after much consultation and back and forth on the PCs, builds, goals, and so on.</p><p></p><p><em>Chanvati sighs. Eighteen weeks have passed and, finally, the last of the Traitors to Bantouk is being executed. This is what passes for speed in a bureaucracy, even one hastened by the demands of the occupying force. But tradition and inertia hold sway even under the duress of a thousand Bladeling warriors, for Bita-Bousseh has been able to persuade the invaders of the necessity of legal process in the incising of Caiphonian taint from the Court of the Empress. Else an all-out rebellion and civil war loomed.</em></p><p><em></em></p><p><em>The barrister’s brother, now Legate Bita-Bahlin, ambassador and go-between for the Imperial apparatus and the occupying Legion, raises his arms and lifts his sightless face as the crowd reduces its volume to a dull roar. The hooded man next to him with the great axe shuffles nervously and adjusts his gloves.</em></p><p><em></em></p><p><em>“Citizens of Bantouk!” cries out the Tiefling, “I welcome you to the Congress of Savagery on the behalf of Conquering General Fazgarok and Her Imperial Magnificence, Scheherezade, Empress of Hageri and Ruler of the Desert Tribes.” The young woman behind Bita-Bahlin smiles half-heartedly; the bladed figure beside her raises a fist in triumphant recognition.</em></p><p><em></em></p><p><em>“This is a day that will live in history as the culmination of Bantouk’s rescue from a corrupting influence within, one that threatened the sanity and lives of every citizen. Today, former General Heng, Ruler of the Ten Armies, meets his death for dereliction of duty, trafficking with unwholesome extraplanar entities, and treasonous counsel.” The crowd gives a lusty roar.</em></p><p><em></em></p><p><em>“Before the Axeman administers justice, it is right and proper that we all give thanks to General Fazgarok and all the warriors of the Legion’s phalanxes, for without their essential aid we would all now be mindless and formless abominations in thrall to madness.” There is less applause, tempered even by audible grumbling and hisses.</em></p><p><em></em></p><p><em>“This has been a long eighteen weeks,” Chanvati thinks, “with no end in sight.”</em></p><p></p><p>[HR][/HR]</p><p>We're eliding quite a bit of time here between the climactic scene ending Heroic Tier and the start of Paragon Tier play. We imagine that the scene at the palace gates ended with Empress Scheherezade capitulating to Chanvati and the Legion of Ruth's demands that she subject her Council of Advisors to a purge, culminating in this final execution. While spared her life and title, the young woman (we imagine a mid-teenager, like 15 or 16?) is currently little more than a figurehead, as the Legion of Ruth has occupied Bantouk. However, the Legion needs the existing bureacratic structure of the city to make anything function, so plus ça change, plus c'est la même chose.</p><p></p><p>The official state church of Hageri has incurred similar culling, as those tainted by Caiphon have been identified and executed. The Church of Omthala, however, has sat out the siege and political aftermath, a neutral entity biding its time as per custom (and previously established fiction!) to exert its influence once the dust settles. Of course, they have other, dark designs, too, as evidenced by their attempts at raising a Revenant Avenger to combat Ibhea's growing power in the hinterlands.</p><p></p><p>Chanvati has largely been laying the political groundwork for (1) undoing his accession to the occupation of the city by the Legion of Ruth barbarians; he, as well as the citizenry, at large, grows restless under Bladeling rule; and (2) reordering the political dynamic of the Empire to prevent such perfidy from within by establishing a counterbalancing Senate to the throne. However, he has also been experimenting with his command of the Chronotope, utilizing his contacts and the facilities of Xerxes's School for Gifted Psicrafters.</p><p></p><p>Pa'avu has noted the subjugation of the Empress and likens their positions: both are strong women who were raised within constraints (Pa'avu as a once-feral raider enslaved as a bodyguard, Scheherezade as a young Imperial subjugated first by corrupt advisors and now by a conquering force) but who have grown to autonomy. As Pa'avu has claimed equality to Chanvati through her actions, she will aid Scheherezade in claiming the fullness of her birthright.</p><p></p><p>Arunny, Omthala's Searing Voice and Maba's Piercing Eye, having satisfied herself as to her family's fates, received a most startling portent, "a vulture feasting with relish on a bloody, mammalian heart ... a valley with unusually heavy purple clouds that sting the eyes of anyone looking at them ... a seemingly solid ancient tree slowly rotting inside...." She knows this is a scene of the past, when Nerull's Cult held sway in ancient times and Caiphon was making its first incursions into the mortal realm, or so it is told. With Qamra and Uzmehr, she hastens back to Dolg Hana, to reconvene with Ibhea to investigate how they may take their struggles against Nerull into the timescape.</p><p></p><p>Ibhea, though sober and strangely penitent in some aspects post-battle and injury, has become megalomaniac in his belief that he is Delban's Black Flame given life. Further, he has taken a villainous turn, reclaiming Poor Gan's bones from the funeral pyre for use in the consecration of an item of power: the Girdle of Skulls (see below). He has abandoned any practical management of the temple construction to Xin Mae, who also coordinates oversight of the faith's growth across the Dolgs, and beyond. Though the scrivener is delighted to be not only witness to but instrument of history, he no doubt fears for his comrade's sanity.</p><p></p><p>We have composed the following Quests as we envision them for the PCs going forward, not prescripted story but rather premise for playing to find out as the heroes advance into Paragon and (hopefully!) Epic Tiers. Of course, this is all provisional and subject to the direction actual play takes, which could very well shift goals and drives in unexpected ways. One will note that there are several conflicting imperatives among the Quests below, but we think 4E's system is robust enough to handle competing PC goals as well as group play!</p><p></p><p>Arunny: Major Quest (Paragon): Elevate Maba, the Moon Maiden, to a place of veneration and worship within Hageri society. Major Quest (Paragon): Root out and destroy the Cult of Nerull. Major Quest (Epic): Redeem Delban from madness and unify the tripartite godhead (Delban/Maba/Omthala).</p><p></p><p>Chanvati: Major Quest (Paragon): Cast out the corrupting forces of Caiphon from the material world—permanently. Major Quest (Paragon): Remake the Hageri political landscape such that (a) the Legion of Ruth retreats from Bantouk to its desert strongholds, (b) imperial power is counterbalanced by a Senate, (c) elevating House Audaseie (and himself as its representative) as Leader of the Senate. Major Quest (Epic): Destroy the Far Realm so that Caiphonian corruption (including mind flayers and other such aberrations) does not threaten the Chronotope.</p><p></p><p>Ibhea: Major Quest (Paragon): Return to a time and place (Itirilimish before its destruction?) when Delban’s religion flourished in the land in order to learn from past practitioners the magic necessary to destroy his bitter enemies, the Legion of Ruth. (It is distinctly possible that such a time also saw a flourishing of the worship of Nerull.) Major Quest (Epic): Convert the Empire of Hageri to a theocracy, with the worship of Delban and his mother (Omthala) as central to the culture.</p><p></p><p>Pa’avu: Minor Quest (Paragon): Free the Empress Scheherezade from the shackles of a conquering force (The Legion of Ruth). Major Quest (Paragon): Break the bond of servitude our new allies in The Legion of Ruth owe to Vezzuvu, eternal enemy of Stoneroot. Major Quest (Epic): Exact vengeance upon Vezzuvu for destroying Stoneroot’s initial incarnation and defeating Moradin.</p><p></p><p>We would like to proceed with Chanvati and Pa'avu first. Perhaps this can be best enacted through the following Minor Quest, which brings together Chanvati's and Pa'avu's desires for the Empress.</p><p></p><p><strong>Minor Quest</strong>: Convince the Empress that by establishing a new political order in Bantouk (one with a counterbalancing Senate), she both frees herself from the need of an Imperial Council and removes any pretense for the Legion of Ruth to remain in Bantouk as an occupying force providing stability and safety for its citizenry.</p><p></p><p><strong>Chanvati</strong></p><p>[SPOILER]Chanvati, level 11</p><p>Human, Psion|Warlord, Time Bender</p><p>Discipline Focus (Hybrid): Telepathy Focus (Hybrid)</p><p>Warlord Leadership: Canny Leader (Hybrid)</p><p>Hybrid Warlord: Hybrid Warlord Will</p><p>Psionic Augmentation (Hybrid): Hybrid Encounter Power</p><p>Human Power Selection: Heroic Effort</p><p>Background: Merchant Prince, Nibenay - Walker of the Exalted Path, Tyr - Embedded Spy (Merchant Prince Benefit)</p><p>Theme: Noble Adept</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 9, Con 13, Dex 13, Int 21, Wis 13, Cha 18.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 12, Dex 12, Int 16, Wis 12, Cha 15.</p><p></p><p>AC: 24 Fort: 19 Reflex: 23 Will: 29</p><p>HP: 65 Surges: 7 Surge Value: 16</p><p></p><p>TRAINED SKILLS</p><p>Arcana +16, Insight +17, History +16, Diplomacy +16, Bluff +16</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +10, Dungeoneering +10, Endurance +9, Heal +9, Intimidate +12, Nature +10, Perception +11, Religion +14, Stealth +9, Streetwise +12, Thievery +9, Athletics +7</p><p></p><p>FEATS</p><p>Bardic Ritualist: Ritual Caster</p><p>Human: Bardic Ritualist</p><p>Level 1: Staff Expertise</p><p>Level 2: Unarmored Agility</p><p>Level 4: Bard of All Trades</p><p>Level 6: Superior Implement Training (Accurate staff)</p><p>Level 8: Superior Will</p><p>Level 10: Improved Initiative</p><p>Level 11: Cunning Stalker</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Dimensional Scramble</p><p>Hybrid at-will 1: Direct the Strike</p><p>Hybrid Encounter Power: Powerful Warning</p><p>Noble Adept Encounter Power: Adept's Insight</p><p>Hybrid daily 1: Living Missile</p><p>Hybrid utility 2: Mind Shroud</p><p>Hybrid daily 5: Stand the Fallen</p><p>Hybrid utility 6: Rousing Words</p><p>Hybrid at-will/encounter 7: Force Grasp</p><p>Hybrid daily 9: Mind Blast</p><p>Hybrid utility 10: Dimensional Shortcut</p><p>Time Bender encounter 11: Bonds of Time</p><p></p><p>MBA: +10 vs. AC, 1d8+1 damage; with <em>Bracers +</em>16 vs AC, 1d8+1 damage (once/encounter)</p><p></p><p>ITEMS</p><p>Ritual Book, Adventurer's Kit, Alchemical Reagents (Arcana) (10), Disguise, Writing case, Residuum (Any) (1350), Ceramic hand focus, Piezoelectric topaz Zills, Acrobat Boots (heroic tier), Healer's Sash (paragon tier), Philosopher's Crown (heroic tier), Gloves of Piercing (heroic tier), Battle Harness Cloth Armor (Basic Clothing) +1, Accurate staff of Psicraft +1, Byeshk Dagger +1, Bracers of Mental Might (heroic tier), Choker of Eloquence +2, Floating Lantern, Imperial Oration (heroic tier), Chosen of Tectuktitlay, 930 gp</p><p>RITUALS</p><p>Glib Limerick, Unseen Servant, Animal Messenger, Hold Portal, Seek Rumor, Enchant Magic Item, Sending, Anthem of Unity, Inquisitive's Eyes, Linked Portal[/SPOILER]</p><p></p><p><strong>Pa'avu</strong></p><p>[SPOILER]Pa'avu, level 11</p><p>Goliath, Barbarian, Stoneblessed</p><p>Feral Might: Thunderborn Wrath</p><p>Versatile Expertise: Versatile Expertise (Heavy Blade)</p><p>Versatile Expertise: Versatile Expertise (Ki Focuses)</p><p>Background: Wandering Duelist, Feral Raider, Noble's Guard (Wandering Duelist Benefit)</p><p>Theme: Iron Wolf Warrior</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 21, Con 17, Dex 17, Int 9, Wis 14, Cha 11.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10.</p><p></p><p>AC: 26 Fort: 26 Reflex: 24 Will: 22</p><p>HP: 92 Surges: 11 Surge Value: 24</p><p></p><p>TRAINED SKILLS</p><p>Athletics +16, Intimidate +13, Endurance +12, Perception +18, Heal +12</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +7, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +7, History +4, Insight +9, Nature +13, Religion +4, Stealth +7, Streetwise +5, Thievery +7</p><p></p><p>FEATS</p><p>Level 1: Monastic Disciple</p><p>Level 2: Monastic Adept</p><p>Level 4: Versatile Expertise</p><p>Level 6: Wasteland Wanderer</p><p>Level 8: Markings of the Blessed</p><p>Level 10: Improved Defenses</p><p>Level 11: Cunning Stalker</p><p></p><p>POWERS</p><p>Barbarian at-will 1: Howling Strike</p><p>Barbarian at-will 1: Pressing Strike</p><p>Monastic Adept: Crane's Wings</p><p>Monastic Disciple: Iron Soul Flurry of Blows</p><p>Barbarian encounter 1: Resurgent Strike</p><p>Iron Wolf Warrior Encounter Power: Iron Wolf Charge</p><p>Barbarian daily 1: Thunder Hooves Rage</p><p>Barbarian utility 2: Iron Resurgence</p><p>Barbarian encounter 3: Thundering Howl</p><p>Barbarian daily 5: Rage of the Crimson Hurricane</p><p>Barbarian utility 6: Shrug It Off</p><p>Barbarian encounter 7: Wolf's Bound</p><p>Barbarian daily 9: Rage of the Death Spirit</p><p>Barbarian utility 10: Howl of the Alpha Wolf</p><p>Stoneblessed encounter 11: Mountain Sweep</p><p></p><p>MBA: +17 vs AC, 1d10+9 damage</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Climber's Kit (2), Crowbar, Grappling Hook, Hunter's Kit, Hempen Rope (50 ft.), Marauder's Hide Armor +2, Vanguard Greatsword +1, Rain of Hammers Ki Focus +2, Javelin (3), Belt of Vigor (heroic tier), Helm of Vision Unclouded (paragon tier), Iron Armbands of Power (heroic tier), Boots of Free Movement (heroic tier), Badge of the Berserker +1, Gauntlets of Blood (heroic tier), Verdant Presence (Primal Blessing), Sovereign Glue (heroic tier), Stone of Earth (paragon tier), Elven chain shirt (heroic tier), 800 gp[/SPOILER]</p><p></p><p><strong>Arunny</strong></p><p>[SPOILER]Arunny, level 11</p><p>Half-Elf, Cleric|Invoker, Divine Oracle</p><p>Eldritch Strike: Eldritch Strike Constitution</p><p>Hybrid Cleric: Battle Cleric's Lore</p><p>Covenant Manifestation: Manifestation of Preservation</p><p>Hybrid Invoker: Hybrid Invoker Will</p><p>Hybrid Talent: Channel Divinity (Hybrid Cleric)</p><p>Half-Elf Power Selection: Dilettante</p><p>Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit)</p><p>Theme: Seer</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 14, Con 21, Dex 9, Int 12, Wis 21, Cha 11.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.</p><p></p><p>AC: 27 Fort: 22 Reflex: 18 Will: 27</p><p>HP: 72 Surges: 11 Surge Value: 18</p><p></p><p>TRAINED SKILLS</p><p>Perception +18, Insight +22, Heal +15, Endurance +15</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +4, Arcana +6, Bluff +7, Diplomacy +7, Dungeoneering +10, History +6, Intimidate +5, Nature +10, Religion +6, Stealth +4, Streetwise +5, Thievery +4, Athletics +7</p><p></p><p>FEATS</p><p>Level 1: Battle Awareness</p><p>Level 2: Wary Fighter</p><p>Level 4: Hybrid Talent</p><p>Level 6: Mighty Crusader Expertise</p><p>Level 8: Superior Will</p><p>Level 10: Improved Initiative</p><p>Level 11: Versatile Master</p><p></p><p>POWERS</p><p>Channel Divinity (Hybrid Cleric): Favor of the Gods</p><p>Dilettante: Eldritch Strike</p><p>Hybrid at-will 1: Hand of Radiance</p><p>Hybrid at-will 1: Brand of the Sun</p><p>Hybrid encounter 1: Thunder of Judgment</p><p>Seer Daily Power: Cast Fortune (homebrew iteration)</p><p>Hybrid daily 1: Moment of Glory</p><p>Hybrid utility 2: Divine Call</p><p>Hybrid encounter 3: Death Surge</p><p>Hybrid daily 5: Silent Malediction</p><p>Hybrid utility 6: Stream of Life</p><p>Hybrid encounter 7: Tide of the First Storm</p><p>Hybrid daily 9: Fourfold Invocation of Doom</p><p>Hybrid utility 10: Word of Vigor</p><p>Divine Oracle encounter 11: Prophecy of Doom</p><p></p><p>MBA: Eldritch Strike +16 vs AC, 1d10+7 (now at At-Will thanks to Versatile Master)</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Lucky Charm +2, Boots of the Fencing Master (heroic tier), Casque of Tactics (heroic tier), Onatar's Forge +2, Unforgettable Cudgel Morningstar +2, Reflexive Drakescale Armor +2, Crest of Vigilance Eternal (paragon tier), 1300 gp[/SPOILER]</p><p></p><p><strong>Ibhea</strong></p><p>[SPOILER]Ibhea, level 11</p><p>Human, Warlock, Master of Flame</p><p>Eldritch Strike: Eldritch Strike Charisma</p><p>Eldritch Pact: Sorcerer-King Pact</p><p>Versatile Expertise: Versatile Expertise (Light Blade)</p><p>Versatile Expertise: Versatile Expertise (Rod)</p><p>Human Power Selection: Heroic Effort</p><p>Background: Fugitive from a Vengeful Rival, Street Urchin, Heretic (Fugitive from a Vengeful Rival Benefit)</p><p>Theme: Ordained Priest</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 9, Con 13, Dex 13, Int 19, Wis 11, Cha 21.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16.</p><p></p><p>AC: 24 Fort: 19 Reflex: 23 Will: 24</p><p>HP: 75 Surges: 7 Surge Value: 18</p><p></p><p>TRAINED SKILLS</p><p>Arcana +14, Thievery +11, Stealth +14, Streetwise +17, Bluff +18, Religion +18</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +6, Diplomacy +10, Dungeoneering +5, Endurance +6, Heal +7, History +9, Insight +7, Intimidate +12, Nature +5, Perception +5, Athletics +4</p><p></p><p>FEATS</p><p>Human: Arcane Prodigy</p><p>Level 1: Mindbite Scorn</p><p>Level 2: Superior Implement Training (Accurate dagger)</p><p>Level 4: Cunning Stalker</p><p>Level 6: Tyrian Bureaucrat</p><p>Level 8: Novice Power</p><p>Level 10: Path of the Scarred</p><p>Level 11: Versatile Expertise</p><p></p><p>POWERS</p><p>Eldritch Blast: Eldritch Strike</p><p>Level 1 Ordained Priest Feature: Shining Symbol</p><p>Warlock encounter 1: Shadow Tentacles</p><p>Warlock daily 1: Decree of Khirad</p><p>Warlock utility 2: Beguiling Tongue</p><p>Warlock encounter 3: Flame Spiral</p><p>Warlock daily 5: Deathly Conduit</p><p>Warlock utility 6: Deliverance of Faith</p><p>Warlock encounter 7: Lure of Loyalty</p><p>Warlock daily 9: Command Insanity</p><p>Warlock utility 10: Mirror Darkly</p><p>Master of Flame encounter 11: Fanning the Flames</p><p></p><p>MBA: Eldritch Strike +17 vs AC, 1d4+7 damage</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Bottle of Wine (3), Doctrinal book, Thieves' Tools, Leather Armor of Dark Majesty +2, Bracers of Escape (heroic tier), Gloves of Eldritch Admixture (heroic tier), Boots of Elvenkind (heroic tier), Phylactery of Divinity (heroic tier), Necklace of Keys +1, Obsidian Steed (heroic tier), Rod of Corruption +1, Shielding Blade Accurate dagger +1, Girdle of Skulls, Symbol of Victory +2, 800 gp[/SPOILER]</p><p></p><p><strong>Girdle of Skulls</strong></p><p>[SPOILER]<strong>Girdle of Skulls Level 12 Rare</strong></p><p>By plucking a skull from the belt, you can call forth a skeleton to do your bidding.</p><p><strong>Waist Slot</strong> 17,000 gp</p><p><strong>Property</strong></p><p>The girdle starts with four charges. When you take an extended rest, the item regains one charge.</p><p><strong>Utility Power ✦ Daily (No Action)</strong></p><p><em>Trigger:</em> You reduce a creature to 0 hit points or fewer.</p><p><em>Effect:</em> The girdle gains a charge (maximum of four).</p><p><strong>Utility Power (Summoning) ✦ Encounter (Minor Action)</strong></p><p><em>Requirement:</em> The girdle must have at least one charge.</p><p><em>Effect:</em> Expend a charge. You summon a skeletal warrior in an unoccupied space within 5 squares of you. The skeletal warrior is an ally to you but not to your allies, and it lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You must have line of effect to the skeletal warrior to command it. You and it share knowledge but not senses.</p><p>When the skeletal warrior makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.</p><p>The skeletal warrior lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.</p><p></p><p><strong>Skeletal Warrior</strong></p><p><strong>Medium shadow animate (undead)</strong></p><p><strong>Level 12 Summoned Creature</strong></p><p><strong>HP</strong> 40; <strong>Healing Surges</strong> none, but you can lose a healing surge for the creature if an effect allows it to spend one</p><p><strong>AC</strong> 28, <strong>Fortitude</strong> 24, <strong>Reflex</strong> 26, <strong>Will</strong> 22</p><p><strong>Speed</strong> land 7</p><p>⚔ <strong>Standard Action</strong> ✦ <strong>At-Will</strong></p><p><em>Attack:</em> Melee 1 (one creature); +17 vs. AC</p><p><em>Hit:</em> 2d8 + 11 damage, and the target is marked until the end of the skeletal warrior's next turn.</p><p><strong>Minor Action</strong> ✦ <strong>At-Will</strong> 1/round</p><p><em>Effect:</em> The skeletal warrior walks, shifts, runs, stands up, squeezes, or crawls.</p><p>⚔ <strong>Opportunity Action</strong> ✦ <strong>At-Will</strong></p><p><em>Trigger:</em> An adjacent enemy marked by the skeletal warrior shifts or uses an attack power that doesn't target the skeletal warrior.</p><p><em>Attack:</em> Melee 1 (triggering enemy); +17 vs. AC</p><p><em>Hit:</em> 2d8 + 11 damage.[/SPOILER]</p><p></p><p><strong>Bita-Bousseh</strong>[SPOILER]<strong>Bita-Bousseh</strong></p><p>Medium natural humanoid, tiefling</p><p>Level 11 Controller (Leader) XP 600</p><p>HP 74, Bloodied 37, Surge 18, Surges per day 8; Initiative +7</p><p>AC 25, Fortitude 22, Reflex 22, Will 24 Perception+7, Low-light vision</p><p>Speed 6</p><p>Resist 10 Fire (5 + 1/2 L)</p><p></p><p>Infernal Glower (At-Will), Fear</p><p>Ranged 10, Target: one or two creatures</p><p>Attack: +14 vs Will</p><p>Hit: 2d6 +10 damage, and Bita-Bousseh slides the target 3 squares</p><p></p><p>Bedevil the Fray (Recharge 6)</p><p>Minor Action</p><p>Attack: Ranged 5 (one ally)</p><p>Effect: Bita-Bousseh slides the target 3 squares, and they make a melee basic attack as a free action against an adjacent enemy.</p><p></p><p>Infernal Wrath (Recharge 4,5,6), Fire</p><p>Free Action Close burst 10</p><p>Trigger: An enemy within 10 squares of her hits Bita-Bousseh.</p><p>Target: The triggering enemy in the burst</p><p>Effect: The target takes 2d4 +8 fire damage, and the target grants combat advantage until the end of its next turn.</p><p></p><p>There Will Be Order</p><p>Immediate Reaction (Encounter)</p><p>Trigger: Bita-Bousseh or an ally within 5 squares of Bita-Bousseh is bloodied or knocked unconscious.</p><p>Effect: Bita-Bousseh or the ally spends a healing surge and gains an additional 1d6 hit points and saves against 1 effect that a save can end and shifts 3 squares, ignoring difficult terrain.</p><p></p><p>Lawyer's Dodge</p><p>Move Action (Encounter)</p><p>Effect: Bita-Bousseh shifts 3 squares and can shift through difficult terrain until the end of her next turn.</p><p></p><p>Mirage Arcana (Daily), Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone</p><p>Standard Action; Area burst 2 within 10 squares (creatures in the burst)</p><p>Attack: +14 vs. Will</p><p>Hit: 2d6+10 psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage.</p><p></p><p>Languages Common, Supernal</p><p>Acrobatics +7 (Escape), Bluff +14, Insight +12, Stealth +9</p><p></p><p>S 11 (+5) D 14 (+7) W 14 (+7)</p><p>C 12 (+6) I 16 (+8) C 14 (+7)[/SPOILER]</p><p></p><p><strong>Hazard</strong>[SPOILER]<strong>A Dog Named Hazard</strong> Level 11 Brute</p><p>Medium natural beast (animal) XP 600</p><p><strong>HP</strong> 89; <strong>Bloodied</strong> 44; <strong>Surge Value</strong> 22; <strong>Healing Surges </strong>11 <strong>Initiative</strong> +7</p><p><strong>AC</strong> 23, <strong>Fortitude</strong> 23, <strong>Reflex</strong> 21, <strong>Will</strong> 20 <strong>Perception</strong>+12</p><p><strong>Speed</strong> 6</p><p></p><p><strong><span style="font-size: 18px">Standard Actions</span></strong></p><p>(⚔) <strong>Bite</strong> ✦ <strong>At-Will</strong></p><p><em>Special: </em>Hazard cannot use this attack while Savage Protector is enabled</p><p><em>Attack:</em> Melee 1 (one creature); +16 vs. AC.</p><p><em>Hit:</em> 2d6+ 10 damage, or 3d6 + 10 damage while the dog is within 2 squares of an ally.</p><p></p><p><strong>⚔ Bedeviling Assault</strong> ✦ <strong>Daily</strong></p><p><em>Attack (Standard Action):</em> Melee reach (one creature) +16 vs. AC</p><p><em>Hit: </em>3d6 +10 damage.</p><p><em>Effect:</em> Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.</p><p></p><p><strong><span style="font-size: 18px">Minor Actions</span></strong></p><p><strong>Rabid Lunge</strong> ✦ <strong>Encounter</strong></p><p><em>Effect:</em> The reach of Hazard’s Melee powers increases to Melee 2 and he ignores the effects of the dazed, immobilized, and slowed conditions until the end of his next turn.</p><p></p><p><strong>Savage Protector</strong> ✦ <strong>At-Will</strong></p><p><em>Effect:</em> Hazard gains +2 Armor Class, cannot use Bite, gains Snarl and Snap and Harrier. This Effect can be ended with a Minor Action.</p><p></p><p><strong><span style="font-size: 18px">Standard Actions</span></strong></p><p>(⚔) <strong>Snarl & Snap</strong> ✦ <strong>At-Will</strong></p><p><em>Special:</em> Hazard must enable this power through Savage Protector</p><p><em>Attack:</em> Melee 1 (one creature); +16 vs. AC.</p><p><em>Hit:</em> 2d6 + 10 damage</p><p><em>Effect: </em>Hazard marks the target until the end of Hazard’s next turn.</p><p></p><p>(⚔) <strong>Harrier</strong> ✦ <strong>At-Will</strong></p><p><em>Special:</em> Hazard must enable this power through Savage Protector</p><p><em>Trigger:</em> An enemy that is marked by Hazard and is adjacent to it shifts or makes an attack that doesn’t include it as a target.</p><p><em>Attack (Immediate Reaction):</em> Melee 1 (the triggering enemy); +16 vs. AC</p><p><em>Hit: </em>2d6 +10 damage, and Hazard slides the target 1 square.</p><p></p><p><strong><span style="font-size: 18px">Triggered Actions</span></strong></p><p><strong>Furious Comeback</strong> ✦ <strong>Encounter</strong></p><p><em>Special: </em>Hazard cannot use this while in Savage Protector</p><p><em>Trigger: </em>Hazard’s attack damages an enemy</p><p><em>Effect</em> (Free Action)<em>:</em> Spend a healing surge.</p><p></p><p><strong>Skills</strong> Athletics (Escape) +14, Perception +12</p><p><strong>Str</strong> 18 (+9) <strong>Dex</strong> 14 (+7) <strong>Wis</strong> 14 (+7)</p><p><strong>Con</strong> 14 (+7) <strong>Int</strong> 10 (+5) <strong>Cha</strong> 11 (+5)</p><p></p><p><strong>Equipment:</strong> <em>Sigil of Companionship (Heroic Tier)</em>[/SPOILER]</p></blockquote><p></p>
[QUOTE="darkbard, post: 9254567, member: 1282"] Because [USER=20459]@Nephis[/USER] has an arm injury that limits her typing, I'm going to post here for both of us, after much consultation and back and forth on the PCs, builds, goals, and so on. [I]Chanvati sighs. Eighteen weeks have passed and, finally, the last of the Traitors to Bantouk is being executed. This is what passes for speed in a bureaucracy, even one hastened by the demands of the occupying force. But tradition and inertia hold sway even under the duress of a thousand Bladeling warriors, for Bita-Bousseh has been able to persuade the invaders of the necessity of legal process in the incising of Caiphonian taint from the Court of the Empress. Else an all-out rebellion and civil war loomed. The barrister’s brother, now Legate Bita-Bahlin, ambassador and go-between for the Imperial apparatus and the occupying Legion, raises his arms and lifts his sightless face as the crowd reduces its volume to a dull roar. The hooded man next to him with the great axe shuffles nervously and adjusts his gloves. “Citizens of Bantouk!” cries out the Tiefling, “I welcome you to the Congress of Savagery on the behalf of Conquering General Fazgarok and Her Imperial Magnificence, Scheherezade, Empress of Hageri and Ruler of the Desert Tribes.” The young woman behind Bita-Bahlin smiles half-heartedly; the bladed figure beside her raises a fist in triumphant recognition. “This is a day that will live in history as the culmination of Bantouk’s rescue from a corrupting influence within, one that threatened the sanity and lives of every citizen. Today, former General Heng, Ruler of the Ten Armies, meets his death for dereliction of duty, trafficking with unwholesome extraplanar entities, and treasonous counsel.” The crowd gives a lusty roar. “Before the Axeman administers justice, it is right and proper that we all give thanks to General Fazgarok and all the warriors of the Legion’s phalanxes, for without their essential aid we would all now be mindless and formless abominations in thrall to madness.” There is less applause, tempered even by audible grumbling and hisses. “This has been a long eighteen weeks,” Chanvati thinks, “with no end in sight.”[/I] [HR][/HR] We're eliding quite a bit of time here between the climactic scene ending Heroic Tier and the start of Paragon Tier play. We imagine that the scene at the palace gates ended with Empress Scheherezade capitulating to Chanvati and the Legion of Ruth's demands that she subject her Council of Advisors to a purge, culminating in this final execution. While spared her life and title, the young woman (we imagine a mid-teenager, like 15 or 16?) is currently little more than a figurehead, as the Legion of Ruth has occupied Bantouk. However, the Legion needs the existing bureacratic structure of the city to make anything function, so plus ça change, plus c'est la même chose. The official state church of Hageri has incurred similar culling, as those tainted by Caiphon have been identified and executed. The Church of Omthala, however, has sat out the siege and political aftermath, a neutral entity biding its time as per custom (and previously established fiction!) to exert its influence once the dust settles. Of course, they have other, dark designs, too, as evidenced by their attempts at raising a Revenant Avenger to combat Ibhea's growing power in the hinterlands. Chanvati has largely been laying the political groundwork for (1) undoing his accession to the occupation of the city by the Legion of Ruth barbarians; he, as well as the citizenry, at large, grows restless under Bladeling rule; and (2) reordering the political dynamic of the Empire to prevent such perfidy from within by establishing a counterbalancing Senate to the throne. However, he has also been experimenting with his command of the Chronotope, utilizing his contacts and the facilities of Xerxes's School for Gifted Psicrafters. Pa'avu has noted the subjugation of the Empress and likens their positions: both are strong women who were raised within constraints (Pa'avu as a once-feral raider enslaved as a bodyguard, Scheherezade as a young Imperial subjugated first by corrupt advisors and now by a conquering force) but who have grown to autonomy. As Pa'avu has claimed equality to Chanvati through her actions, she will aid Scheherezade in claiming the fullness of her birthright. Arunny, Omthala's Searing Voice and Maba's Piercing Eye, having satisfied herself as to her family's fates, received a most startling portent, "a vulture feasting with relish on a bloody, mammalian heart ... a valley with unusually heavy purple clouds that sting the eyes of anyone looking at them ... a seemingly solid ancient tree slowly rotting inside...." She knows this is a scene of the past, when Nerull's Cult held sway in ancient times and Caiphon was making its first incursions into the mortal realm, or so it is told. With Qamra and Uzmehr, she hastens back to Dolg Hana, to reconvene with Ibhea to investigate how they may take their struggles against Nerull into the timescape. Ibhea, though sober and strangely penitent in some aspects post-battle and injury, has become megalomaniac in his belief that he is Delban's Black Flame given life. Further, he has taken a villainous turn, reclaiming Poor Gan's bones from the funeral pyre for use in the consecration of an item of power: the Girdle of Skulls (see below). He has abandoned any practical management of the temple construction to Xin Mae, who also coordinates oversight of the faith's growth across the Dolgs, and beyond. Though the scrivener is delighted to be not only witness to but instrument of history, he no doubt fears for his comrade's sanity. We have composed the following Quests as we envision them for the PCs going forward, not prescripted story but rather premise for playing to find out as the heroes advance into Paragon and (hopefully!) Epic Tiers. Of course, this is all provisional and subject to the direction actual play takes, which could very well shift goals and drives in unexpected ways. One will note that there are several conflicting imperatives among the Quests below, but we think 4E's system is robust enough to handle competing PC goals as well as group play! Arunny: Major Quest (Paragon): Elevate Maba, the Moon Maiden, to a place of veneration and worship within Hageri society. Major Quest (Paragon): Root out and destroy the Cult of Nerull. Major Quest (Epic): Redeem Delban from madness and unify the tripartite godhead (Delban/Maba/Omthala). Chanvati: Major Quest (Paragon): Cast out the corrupting forces of Caiphon from the material world—permanently. Major Quest (Paragon): Remake the Hageri political landscape such that (a) the Legion of Ruth retreats from Bantouk to its desert strongholds, (b) imperial power is counterbalanced by a Senate, (c) elevating House Audaseie (and himself as its representative) as Leader of the Senate. Major Quest (Epic): Destroy the Far Realm so that Caiphonian corruption (including mind flayers and other such aberrations) does not threaten the Chronotope. Ibhea: Major Quest (Paragon): Return to a time and place (Itirilimish before its destruction?) when Delban’s religion flourished in the land in order to learn from past practitioners the magic necessary to destroy his bitter enemies, the Legion of Ruth. (It is distinctly possible that such a time also saw a flourishing of the worship of Nerull.) Major Quest (Epic): Convert the Empire of Hageri to a theocracy, with the worship of Delban and his mother (Omthala) as central to the culture. Pa’avu: Minor Quest (Paragon): Free the Empress Scheherezade from the shackles of a conquering force (The Legion of Ruth). Major Quest (Paragon): Break the bond of servitude our new allies in The Legion of Ruth owe to Vezzuvu, eternal enemy of Stoneroot. Major Quest (Epic): Exact vengeance upon Vezzuvu for destroying Stoneroot’s initial incarnation and defeating Moradin. We would like to proceed with Chanvati and Pa'avu first. Perhaps this can be best enacted through the following Minor Quest, which brings together Chanvati's and Pa'avu's desires for the Empress. [B]Minor Quest[/B]: Convince the Empress that by establishing a new political order in Bantouk (one with a counterbalancing Senate), she both frees herself from the need of an Imperial Council and removes any pretense for the Legion of Ruth to remain in Bantouk as an occupying force providing stability and safety for its citizenry. [B]Chanvati[/B] [SPOILER]Chanvati, level 11 Human, Psion|Warlord, Time Bender Discipline Focus (Hybrid): Telepathy Focus (Hybrid) Warlord Leadership: Canny Leader (Hybrid) Hybrid Warlord: Hybrid Warlord Will Psionic Augmentation (Hybrid): Hybrid Encounter Power Human Power Selection: Heroic Effort Background: Merchant Prince, Nibenay - Walker of the Exalted Path, Tyr - Embedded Spy (Merchant Prince Benefit) Theme: Noble Adept FINAL ABILITY SCORES Str 9, Con 13, Dex 13, Int 21, Wis 13, Cha 18. STARTING ABILITY SCORES Str 8, Con 12, Dex 12, Int 16, Wis 12, Cha 15. AC: 24 Fort: 19 Reflex: 23 Will: 29 HP: 65 Surges: 7 Surge Value: 16 TRAINED SKILLS Arcana +16, Insight +17, History +16, Diplomacy +16, Bluff +16 UNTRAINED SKILLS Acrobatics +10, Dungeoneering +10, Endurance +9, Heal +9, Intimidate +12, Nature +10, Perception +11, Religion +14, Stealth +9, Streetwise +12, Thievery +9, Athletics +7 FEATS Bardic Ritualist: Ritual Caster Human: Bardic Ritualist Level 1: Staff Expertise Level 2: Unarmored Agility Level 4: Bard of All Trades Level 6: Superior Implement Training (Accurate staff) Level 8: Superior Will Level 10: Improved Initiative Level 11: Cunning Stalker POWERS Hybrid at-will 1: Dimensional Scramble Hybrid at-will 1: Direct the Strike Hybrid Encounter Power: Powerful Warning Noble Adept Encounter Power: Adept's Insight Hybrid daily 1: Living Missile Hybrid utility 2: Mind Shroud Hybrid daily 5: Stand the Fallen Hybrid utility 6: Rousing Words Hybrid at-will/encounter 7: Force Grasp Hybrid daily 9: Mind Blast Hybrid utility 10: Dimensional Shortcut Time Bender encounter 11: Bonds of Time MBA: +10 vs. AC, 1d8+1 damage; with [I]Bracers +[/I]16 vs AC, 1d8+1 damage (once/encounter) ITEMS Ritual Book, Adventurer's Kit, Alchemical Reagents (Arcana) (10), Disguise, Writing case, Residuum (Any) (1350), Ceramic hand focus, Piezoelectric topaz Zills, Acrobat Boots (heroic tier), Healer's Sash (paragon tier), Philosopher's Crown (heroic tier), Gloves of Piercing (heroic tier), Battle Harness Cloth Armor (Basic Clothing) +1, Accurate staff of Psicraft +1, Byeshk Dagger +1, Bracers of Mental Might (heroic tier), Choker of Eloquence +2, Floating Lantern, Imperial Oration (heroic tier), Chosen of Tectuktitlay, 930 gp RITUALS Glib Limerick, Unseen Servant, Animal Messenger, Hold Portal, Seek Rumor, Enchant Magic Item, Sending, Anthem of Unity, Inquisitive's Eyes, Linked Portal[/SPOILER] [B]Pa'avu[/B] [SPOILER]Pa'avu, level 11 Goliath, Barbarian, Stoneblessed Feral Might: Thunderborn Wrath Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Ki Focuses) Background: Wandering Duelist, Feral Raider, Noble's Guard (Wandering Duelist Benefit) Theme: Iron Wolf Warrior FINAL ABILITY SCORES Str 21, Con 17, Dex 17, Int 9, Wis 14, Cha 11. STARTING ABILITY SCORES Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10. AC: 26 Fort: 26 Reflex: 24 Will: 22 HP: 92 Surges: 11 Surge Value: 24 TRAINED SKILLS Athletics +16, Intimidate +13, Endurance +12, Perception +18, Heal +12 UNTRAINED SKILLS Acrobatics +7, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +7, History +4, Insight +9, Nature +13, Religion +4, Stealth +7, Streetwise +5, Thievery +7 FEATS Level 1: Monastic Disciple Level 2: Monastic Adept Level 4: Versatile Expertise Level 6: Wasteland Wanderer Level 8: Markings of the Blessed Level 10: Improved Defenses Level 11: Cunning Stalker POWERS Barbarian at-will 1: Howling Strike Barbarian at-will 1: Pressing Strike Monastic Adept: Crane's Wings Monastic Disciple: Iron Soul Flurry of Blows Barbarian encounter 1: Resurgent Strike Iron Wolf Warrior Encounter Power: Iron Wolf Charge Barbarian daily 1: Thunder Hooves Rage Barbarian utility 2: Iron Resurgence Barbarian encounter 3: Thundering Howl Barbarian daily 5: Rage of the Crimson Hurricane Barbarian utility 6: Shrug It Off Barbarian encounter 7: Wolf's Bound Barbarian daily 9: Rage of the Death Spirit Barbarian utility 10: Howl of the Alpha Wolf Stoneblessed encounter 11: Mountain Sweep MBA: +17 vs AC, 1d10+9 damage ITEMS Adventurer's Kit, Climber's Kit (2), Crowbar, Grappling Hook, Hunter's Kit, Hempen Rope (50 ft.), Marauder's Hide Armor +2, Vanguard Greatsword +1, Rain of Hammers Ki Focus +2, Javelin (3), Belt of Vigor (heroic tier), Helm of Vision Unclouded (paragon tier), Iron Armbands of Power (heroic tier), Boots of Free Movement (heroic tier), Badge of the Berserker +1, Gauntlets of Blood (heroic tier), Verdant Presence (Primal Blessing), Sovereign Glue (heroic tier), Stone of Earth (paragon tier), Elven chain shirt (heroic tier), 800 gp[/SPOILER] [B]Arunny[/B] [SPOILER]Arunny, level 11 Half-Elf, Cleric|Invoker, Divine Oracle Eldritch Strike: Eldritch Strike Constitution Hybrid Cleric: Battle Cleric's Lore Covenant Manifestation: Manifestation of Preservation Hybrid Invoker: Hybrid Invoker Will Hybrid Talent: Channel Divinity (Hybrid Cleric) Half-Elf Power Selection: Dilettante Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit) Theme: Seer FINAL ABILITY SCORES Str 14, Con 21, Dex 9, Int 12, Wis 21, Cha 11. STARTING ABILITY SCORES Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10. AC: 27 Fort: 22 Reflex: 18 Will: 27 HP: 72 Surges: 11 Surge Value: 18 TRAINED SKILLS Perception +18, Insight +22, Heal +15, Endurance +15 UNTRAINED SKILLS Acrobatics +4, Arcana +6, Bluff +7, Diplomacy +7, Dungeoneering +10, History +6, Intimidate +5, Nature +10, Religion +6, Stealth +4, Streetwise +5, Thievery +4, Athletics +7 FEATS Level 1: Battle Awareness Level 2: Wary Fighter Level 4: Hybrid Talent Level 6: Mighty Crusader Expertise Level 8: Superior Will Level 10: Improved Initiative Level 11: Versatile Master POWERS Channel Divinity (Hybrid Cleric): Favor of the Gods Dilettante: Eldritch Strike Hybrid at-will 1: Hand of Radiance Hybrid at-will 1: Brand of the Sun Hybrid encounter 1: Thunder of Judgment Seer Daily Power: Cast Fortune (homebrew iteration) Hybrid daily 1: Moment of Glory Hybrid utility 2: Divine Call Hybrid encounter 3: Death Surge Hybrid daily 5: Silent Malediction Hybrid utility 6: Stream of Life Hybrid encounter 7: Tide of the First Storm Hybrid daily 9: Fourfold Invocation of Doom Hybrid utility 10: Word of Vigor Divine Oracle encounter 11: Prophecy of Doom MBA: Eldritch Strike +16 vs AC, 1d10+7 (now at At-Will thanks to Versatile Master) ITEMS Adventurer's Kit, Lucky Charm +2, Boots of the Fencing Master (heroic tier), Casque of Tactics (heroic tier), Onatar's Forge +2, Unforgettable Cudgel Morningstar +2, Reflexive Drakescale Armor +2, Crest of Vigilance Eternal (paragon tier), 1300 gp[/SPOILER] [B]Ibhea[/B] [SPOILER]Ibhea, level 11 Human, Warlock, Master of Flame Eldritch Strike: Eldritch Strike Charisma Eldritch Pact: Sorcerer-King Pact Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Rod) Human Power Selection: Heroic Effort Background: Fugitive from a Vengeful Rival, Street Urchin, Heretic (Fugitive from a Vengeful Rival Benefit) Theme: Ordained Priest FINAL ABILITY SCORES Str 9, Con 13, Dex 13, Int 19, Wis 11, Cha 21. STARTING ABILITY SCORES Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16. AC: 24 Fort: 19 Reflex: 23 Will: 24 HP: 75 Surges: 7 Surge Value: 18 TRAINED SKILLS Arcana +14, Thievery +11, Stealth +14, Streetwise +17, Bluff +18, Religion +18 UNTRAINED SKILLS Acrobatics +6, Diplomacy +10, Dungeoneering +5, Endurance +6, Heal +7, History +9, Insight +7, Intimidate +12, Nature +5, Perception +5, Athletics +4 FEATS Human: Arcane Prodigy Level 1: Mindbite Scorn Level 2: Superior Implement Training (Accurate dagger) Level 4: Cunning Stalker Level 6: Tyrian Bureaucrat Level 8: Novice Power Level 10: Path of the Scarred Level 11: Versatile Expertise POWERS Eldritch Blast: Eldritch Strike Level 1 Ordained Priest Feature: Shining Symbol Warlock encounter 1: Shadow Tentacles Warlock daily 1: Decree of Khirad Warlock utility 2: Beguiling Tongue Warlock encounter 3: Flame Spiral Warlock daily 5: Deathly Conduit Warlock utility 6: Deliverance of Faith Warlock encounter 7: Lure of Loyalty Warlock daily 9: Command Insanity Warlock utility 10: Mirror Darkly Master of Flame encounter 11: Fanning the Flames MBA: Eldritch Strike +17 vs AC, 1d4+7 damage ITEMS Adventurer's Kit, Bottle of Wine (3), Doctrinal book, Thieves' Tools, Leather Armor of Dark Majesty +2, Bracers of Escape (heroic tier), Gloves of Eldritch Admixture (heroic tier), Boots of Elvenkind (heroic tier), Phylactery of Divinity (heroic tier), Necklace of Keys +1, Obsidian Steed (heroic tier), Rod of Corruption +1, Shielding Blade Accurate dagger +1, Girdle of Skulls, Symbol of Victory +2, 800 gp[/SPOILER] [B]Girdle of Skulls[/B] [SPOILER][B]Girdle of Skulls Level 12 Rare[/B] By plucking a skull from the belt, you can call forth a skeleton to do your bidding. [B]Waist Slot[/B] 17,000 gp [B]Property[/B] The girdle starts with four charges. When you take an extended rest, the item regains one charge. [B]Utility Power ✦ Daily (No Action)[/B] [I]Trigger:[/I] You reduce a creature to 0 hit points or fewer. [I]Effect:[/I] The girdle gains a charge (maximum of four). [B]Utility Power (Summoning) ✦ Encounter (Minor Action)[/B] [I]Requirement:[/I] The girdle must have at least one charge. [I]Effect:[/I] Expend a charge. You summon a skeletal warrior in an unoccupied space within 5 squares of you. The skeletal warrior is an ally to you but not to your allies, and it lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You must have line of effect to the skeletal warrior to command it. You and it share knowledge but not senses. When the skeletal warrior makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The skeletal warrior lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. [B]Skeletal Warrior Medium shadow animate (undead) Level 12 Summoned Creature HP[/B] 40; [B]Healing Surges[/B] none, but you can lose a healing surge for the creature if an effect allows it to spend one [B]AC[/B] 28, [B]Fortitude[/B] 24, [B]Reflex[/B] 26, [B]Will[/B] 22 [B]Speed[/B] land 7 ⚔ [B]Standard Action[/B] ✦ [B]At-Will[/B] [I]Attack:[/I] Melee 1 (one creature); +17 vs. AC [I]Hit:[/I] 2d8 + 11 damage, and the target is marked until the end of the skeletal warrior's next turn. [B]Minor Action[/B] ✦ [B]At-Will[/B] 1/round [I]Effect:[/I] The skeletal warrior walks, shifts, runs, stands up, squeezes, or crawls. ⚔ [B]Opportunity Action[/B] ✦ [B]At-Will[/B] [I]Trigger:[/I] An adjacent enemy marked by the skeletal warrior shifts or uses an attack power that doesn't target the skeletal warrior. [I]Attack:[/I] Melee 1 (triggering enemy); +17 vs. AC [I]Hit:[/I] 2d8 + 11 damage.[/SPOILER] [B]Bita-Bousseh[/B][SPOILER][B]Bita-Bousseh[/B] Medium natural humanoid, tiefling Level 11 Controller (Leader) XP 600 HP 74, Bloodied 37, Surge 18, Surges per day 8; Initiative +7 AC 25, Fortitude 22, Reflex 22, Will 24 Perception+7, Low-light vision Speed 6 Resist 10 Fire (5 + 1/2 L) Infernal Glower (At-Will), Fear Ranged 10, Target: one or two creatures Attack: +14 vs Will Hit: 2d6 +10 damage, and Bita-Bousseh slides the target 3 squares Bedevil the Fray (Recharge 6) Minor Action Attack: Ranged 5 (one ally) Effect: Bita-Bousseh slides the target 3 squares, and they make a melee basic attack as a free action against an adjacent enemy. Infernal Wrath (Recharge 4,5,6), Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of her hits Bita-Bousseh. Target: The triggering enemy in the burst Effect: The target takes 2d4 +8 fire damage, and the target grants combat advantage until the end of its next turn. There Will Be Order Immediate Reaction (Encounter) Trigger: Bita-Bousseh or an ally within 5 squares of Bita-Bousseh is bloodied or knocked unconscious. Effect: Bita-Bousseh or the ally spends a healing surge and gains an additional 1d6 hit points and saves against 1 effect that a save can end and shifts 3 squares, ignoring difficult terrain. Lawyer's Dodge Move Action (Encounter) Effect: Bita-Bousseh shifts 3 squares and can shift through difficult terrain until the end of her next turn. Mirage Arcana (Daily), Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone Standard Action; Area burst 2 within 10 squares (creatures in the burst) Attack: +14 vs. Will Hit: 2d6+10 psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage. Languages Common, Supernal Acrobatics +7 (Escape), Bluff +14, Insight +12, Stealth +9 S 11 (+5) D 14 (+7) W 14 (+7) C 12 (+6) I 16 (+8) C 14 (+7)[/SPOILER] [B]Hazard[/B][SPOILER][B]A Dog Named Hazard[/B] Level 11 Brute Medium natural beast (animal) XP 600 [B]HP[/B] 89; [B]Bloodied[/B] 44; [B]Surge Value[/B] 22; [B]Healing Surges [/B]11 [B]Initiative[/B] +7 [B]AC[/B] 23, [B]Fortitude[/B] 23, [B]Reflex[/B] 21, [B]Will[/B] 20 [B]Perception[/B]+12 [B]Speed[/B] 6 [B][SIZE=5]Standard Actions[/SIZE][/B] (⚔) [B]Bite[/B] ✦ [B]At-Will[/B] [I]Special: [/I]Hazard cannot use this attack while Savage Protector is enabled [I]Attack:[/I] Melee 1 (one creature); +16 vs. AC. [I]Hit:[/I] 2d6+ 10 damage, or 3d6 + 10 damage while the dog is within 2 squares of an ally. [B]⚔ Bedeviling Assault[/B] ✦ [B]Daily[/B] [I]Attack (Standard Action):[/I] Melee reach (one creature) +16 vs. AC [I]Hit: [/I]3d6 +10 damage. [I]Effect:[/I] Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action. [B][SIZE=5]Minor Actions[/SIZE] Rabid Lunge[/B] ✦ [B]Encounter[/B] [I]Effect:[/I] The reach of Hazard’s Melee powers increases to Melee 2 and he ignores the effects of the dazed, immobilized, and slowed conditions until the end of his next turn. [B]Savage Protector[/B] ✦ [B]At-Will[/B] [I]Effect:[/I] Hazard gains +2 Armor Class, cannot use Bite, gains Snarl and Snap and Harrier. This Effect can be ended with a Minor Action. [B][SIZE=5]Standard Actions[/SIZE][/B] (⚔) [B]Snarl & Snap[/B] ✦ [B]At-Will[/B] [I]Special:[/I] Hazard must enable this power through Savage Protector [I]Attack:[/I] Melee 1 (one creature); +16 vs. AC. [I]Hit:[/I] 2d6 + 10 damage [I]Effect: [/I]Hazard marks the target until the end of Hazard’s next turn. (⚔) [B]Harrier[/B] ✦ [B]At-Will[/B] [I]Special:[/I] Hazard must enable this power through Savage Protector [I]Trigger:[/I] An enemy that is marked by Hazard and is adjacent to it shifts or makes an attack that doesn’t include it as a target. [I]Attack (Immediate Reaction):[/I] Melee 1 (the triggering enemy); +16 vs. AC [I]Hit: [/I]2d6 +10 damage, and Hazard slides the target 1 square. [B][SIZE=5]Triggered Actions[/SIZE] Furious Comeback[/B] ✦ [B]Encounter[/B] [I]Special: [/I]Hazard cannot use this while in Savage Protector [I]Trigger: [/I]Hazard’s attack damages an enemy [I]Effect[/I] (Free Action)[I]:[/I] Spend a healing surge. [B]Skills[/B] Athletics (Escape) +14, Perception +12 [B]Str[/B] 18 (+9) [B]Dex[/B] 14 (+7) [B]Wis[/B] 14 (+7) [B]Con[/B] 14 (+7) [B]Int[/B] 10 (+5) [B]Cha[/B] 11 (+5) [B]Equipment:[/B] [I]Sigil of Companionship (Heroic Tier)[/I][/SPOILER] [/QUOTE]
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