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The Slave and Her Sovereign
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<blockquote data-quote="darkbard" data-source="post: 9301319" data-attributes="member: 1282"><p>Okay, here's how we see things moving forward from this point ... at least a bit into the foreseeable future. Clearly, some time needs to pass in order for Scheherezade's reordering of Hageri's political structure to be effected: the selection (and election?) of Senators from various walks of Bantouki life, the building out of a command-and-control structure around the Senate to match that of the throne (I imagine the Empress steadfastly holding on to her own personal reins of power in this fashion), and so on.</p><p></p><p>During that time, we would like to pursue Pa'avu's Major Quest (Paragon): Break the bond of servitude our new allies in The Legion of Ruth owe to Vezzuvu, eternal enemy of Stoneroot. To that end, (1) rooting out and slaying the Duchess of Cinders is integral, for she seems to be the vision and ringleader behind those forces within the Bladeling Horde that revere and serve Vezzuvu. Thus, we would need to (a) locate the entrance to the underground magma chambers that threaten Bantouk with natural calamity and (b) exorcise Vezzuvu's primordial fury from this locale. Then (2), we need to return to the surface and break Vezzuvu's control over the Legion in convincing and lasting fashion.</p><p></p><p>Then, presuming all this goes off without too much complication, we desire to turn our attention once again to the first part (a, italicized) of Chanvati's Major Quest (Paragon), having achieved the middle part (b, bolded): Remake the Hageri political landscape such that (a) <em>the Legion of Ruth retreats from Bantouk to its desert strongholds</em>, (b) <strong>imperial power is counterbalanced by a Senate</strong>, (c) elevating House Audaseie (and himself as its representative) as Leader of the Senate.</p><p></p><p>That last part (c, above) can happen prior to, during and concurrent with, or after what has already been set out here. But, crucially, there is also the lingering threat of Grimtail Reborn, agent of Nerull. That needs our attention, as well, and would take precedence over Chanvati's personal aims in seeing himself appointed Leader of the Senate. So, should there prove to be a natural opening in how things play out, we will look to pursue engaging with that threat before any other NPCs are knocked off (no doubt, further earning Nerull's wrath!).</p><p></p><p>Also, we leveled up at some point during the previous conflicts, so I will return to this post and add in both Chanvati's and Pa'avu's new character summaries to the placeholders below before the action advances.</p><p></p><p><strong>Chanvati L12</strong></p><p>[SPOILER]Chanvati, level 12</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></p><p>AC: 25 Fort: 20 Reflex: 24 Will: 30</p><p>HP: 69 Surges: 7 Surge Value: 17</p><p></p><p>TRAINED SKILLS</p><p>Arcana +19, Insight +18, History +19, Diplomacy +17, Bluff +17</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +11, Dungeoneering +11, Endurance +10, Heal +10, Intimidate +13, Nature +11, Perception +12, Religion +15, Stealth +10, Streetwise +13, Thievery +10, Athletics +8</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>Level 12: Bardic Knowledge</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 Utility: Acolyte Power</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>Time Bender utility 12: Time Strider</p><p></p><p>MBA +12 vs AC, 1d8+2 (once/encounter could be +18 vs AC, 1d8+2 with Bracers of Mental Might)</p><p></p><p>Power Points: 9</p><p></p><p>ITEMS</p><p>Ritual Book, Adventurer's Kit, 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), Focused Static (paragon tier), Chosen of Tectuktitlay</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 L12</strong></p><p>[SPOILER]Pa'avu, level 12</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></p><p>AC: 27 Fort: 27 Reflex: 25 Will: 23</p><p>HP: 98 Surges: 11 Surge Value: 25</p><p></p><p>TRAINED SKILLS</p><p>Athletics +17, Intimidate +14, Endurance +13, Perception +19, Heal +13</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +8, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +8, History +5, Insight +10, Nature +14, Religion +5, Stealth +8, Streetwise +6, Thievery +8</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>Level 12: Acolyte Power</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 Attack: 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: Climber's Claws (retrained to Quicksilver Motion at Acolyte Power)</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>Stoneblessed utility 12: Summit Advantage</p><p></p><p>MBA: +19 vs AC, 1d10+10 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), Stone Spider Silk Strand [Sovereign Glue (heroic tier)], Stone of Earth (paragon tier), Verdant Presence (heroic tier), Elven Chain Shirt (heroic tier), Jade Macetail[/SPOILER]</p><p></p><p><strong>Rietka & Yazdan, The Wardenguard</strong></p><p>[SPOILER]</p><h3>Rietka & Yazdan, The Wardenguard Level 12 Skirmisher (Leader)</h3><h3>Medium natural humanoid, bladeling & human XP 700</h3><p><strong>HP</strong> 116; <strong>Bloodied</strong> 58 <strong>Initiative</strong> +12</p><p><strong>AC</strong> 26, <strong>Fortitude</strong> 24, <strong>Reflex</strong> 25, <strong>Will</strong> 24 <strong>Perception</strong>+13</p><p><strong>Speed</strong> 6 Low-light vision</p><h2>Traits</h2><p><strong>Ambush Leader</strong></p><p>At the start of an encounter, one ally within 5 squares of Rietka & Yazdan gains a +5 power bonus to its initiative check.</p><p></p><p><strong>Combat Advantage</strong></p><p>Rietka & Yazdan deal 1d6 extra damage against any creature granting combat advantage to them.</p><p></p><h3>Standard Actions</h3><p>(⚔) <strong>Spear</strong> (weapon) ✦ <strong>At-Will</strong></p><p><em>Attack:</em> Melee 1 (one creature); +17 vs. AC</p><p><em>Hit:</em> 2d8 + 10 damage.</p><p><em>Effect:</em> Rietka & Yazdan can shift 1 square.</p><p></p><p>➶ <strong>Javelin</strong> (weapon) ✦ <strong>At-Will</strong></p><p><em>Attack:</em> Ranged 15 (one creature); +17 vs. AC</p><p><em>Hit:</em> 2d6 + 10 damage.</p><p></p><p>⚔ <strong>Skewer</strong> (weapon) ✦ Recharge ⚄ ⚅</p><p><em>Attack:</em> Melee 1 (one creature); +15 vs. Reflex</p><p><em>Hit:</em> 2d8 + 10 damage, and ongoing 10 damage (save ends).</p><p><em>Effect:</em> The target grants combat advantage until the end of its next turn.</p><p></p><h3>Triggered Actions</h3><p><strong>Wardenguard Resilience</strong> ✦ <strong>Encounter</strong></p><p><em>Trigger:</em> Rietka & Yazdan or an ally within 5 squares of them is subjected to an effect that a save can end.</p><p><em>Effect (Immediate Reaction):</em> The creature subjected to the effect makes a saving throw against it.</p><p></p><p><strong>Skills</strong> Acrobatics +15, Bluff +15, Nature +13, Stealth +15</p><p><strong>Str</strong> 18 (+10) <strong>Dex</strong> 18 (+10) <strong>Wis</strong> 15 (+8)</p><p><strong>Con</strong> 12 (+7) <strong>Int</strong> 21 (+11) <strong>Cha</strong> 18 (+10)</p><p></p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> Common</p><p><strong>Equipment</strong>: chainmail, javelin x3, shield, spear.</p><p>[/SPOILER]</p><p></p><p><strong>Hazard the Dog</strong></p><p>[SPOILER]</p><h3>A Dog Named Hazard Level 12 Companion Character</h3><h3>Medium natural beast (animal) XP 700</h3><p><strong>HP</strong> 95; <strong>Bloodied</strong> 47; <strong>Surge Value</strong> 23; <strong>Healing Surges </strong>11 <strong>Initiative</strong> +8</p><p><strong>AC</strong> 27, <strong>Fortitude</strong> 26, <strong>Reflex</strong> 25, <strong>Will</strong> 24 <strong>Perception</strong>+13</p><p><strong>Speed</strong> 6</p><p></p><h3>Standard Actions</h3><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>Pack Attack!</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><h3>Minor Actions</h3><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></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><h3>Standard Actions</h3><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></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><h3>Triggered Actions</h3><p></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) +15, Perception +13</p><p><strong>Str</strong> 18 (+10) <strong>Dex</strong> 14 (+8) <strong>Wis</strong> 14 (+8)</p><p><strong>Con</strong> 14 (+8) <strong>Int</strong> 10 (+6) <strong>Cha</strong> 11 (+6)</p><p></p><p><strong>Equipment:</strong> <em>Sigil of Companionship (Heroic Tier)</em>[/SPOILER]</p><p></p><p>Of note are the new U12 powers (<strong>Summit Advantage</strong> for Pa'avu and <strong>Time Strider</strong> for Chanvati) and Feats (<strong><em>Bardic Knowledge</em></strong> for Chanvati and <strong><em>Novice Power</em></strong> (to swap Monk's <strong>Quicksilver Motion</strong> into the U6 slot in place of Shrug It Off).</p></blockquote><p></p>
[QUOTE="darkbard, post: 9301319, member: 1282"] Okay, here's how we see things moving forward from this point ... at least a bit into the foreseeable future. Clearly, some time needs to pass in order for Scheherezade's reordering of Hageri's political structure to be effected: the selection (and election?) of Senators from various walks of Bantouki life, the building out of a command-and-control structure around the Senate to match that of the throne (I imagine the Empress steadfastly holding on to her own personal reins of power in this fashion), and so on. During that time, we would like to pursue Pa'avu's Major Quest (Paragon): Break the bond of servitude our new allies in The Legion of Ruth owe to Vezzuvu, eternal enemy of Stoneroot. To that end, (1) rooting out and slaying the Duchess of Cinders is integral, for she seems to be the vision and ringleader behind those forces within the Bladeling Horde that revere and serve Vezzuvu. Thus, we would need to (a) locate the entrance to the underground magma chambers that threaten Bantouk with natural calamity and (b) exorcise Vezzuvu's primordial fury from this locale. Then (2), we need to return to the surface and break Vezzuvu's control over the Legion in convincing and lasting fashion. Then, presuming all this goes off without too much complication, we desire to turn our attention once again to the first part (a, italicized) of Chanvati's Major Quest (Paragon), having achieved the middle part (b, bolded): Remake the Hageri political landscape such that (a) [I]the Legion of Ruth retreats from Bantouk to its desert strongholds[/I], (b) [B]imperial power is counterbalanced by a Senate[/B], (c) elevating House Audaseie (and himself as its representative) as Leader of the Senate. That last part (c, above) can happen prior to, during and concurrent with, or after what has already been set out here. But, crucially, there is also the lingering threat of Grimtail Reborn, agent of Nerull. That needs our attention, as well, and would take precedence over Chanvati's personal aims in seeing himself appointed Leader of the Senate. So, should there prove to be a natural opening in how things play out, we will look to pursue engaging with that threat before any other NPCs are knocked off (no doubt, further earning Nerull's wrath!). Also, we leveled up at some point during the previous conflicts, so I will return to this post and add in both Chanvati's and Pa'avu's new character summaries to the placeholders below before the action advances. [B]Chanvati L12[/B] [SPOILER]Chanvati, level 12 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: 25 Fort: 20 Reflex: 24 Will: 30 HP: 69 Surges: 7 Surge Value: 17 TRAINED SKILLS Arcana +19, Insight +18, History +19, Diplomacy +17, Bluff +17 UNTRAINED SKILLS Acrobatics +11, Dungeoneering +11, Endurance +10, Heal +10, Intimidate +13, Nature +11, Perception +12, Religion +15, Stealth +10, Streetwise +13, Thievery +10, Athletics +8 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 Level 12: Bardic Knowledge POWERS Hybrid at-will 1: Dimensional Scramble Hybrid at-will 1: Direct the Strike Hybrid Encounter Power: Powerful Warning Noble Adept Utility: Acolyte Power 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 Time Bender utility 12: Time Strider MBA +12 vs AC, 1d8+2 (once/encounter could be +18 vs AC, 1d8+2 with Bracers of Mental Might) Power Points: 9 ITEMS Ritual Book, Adventurer's Kit, 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), Focused Static (paragon tier), Chosen of Tectuktitlay 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 L12[/B] [SPOILER]Pa'avu, level 12 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: 27 Fort: 27 Reflex: 25 Will: 23 HP: 98 Surges: 11 Surge Value: 25 TRAINED SKILLS Athletics +17, Intimidate +14, Endurance +13, Perception +19, Heal +13 UNTRAINED SKILLS Acrobatics +8, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +8, History +5, Insight +10, Nature +14, Religion +5, Stealth +8, Streetwise +6, Thievery +8 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 Level 12: Acolyte Power 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 Attack: 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: Climber's Claws (retrained to Quicksilver Motion at Acolyte Power) 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 Stoneblessed utility 12: Summit Advantage MBA: +19 vs AC, 1d10+10 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), Stone Spider Silk Strand [Sovereign Glue (heroic tier)], Stone of Earth (paragon tier), Verdant Presence (heroic tier), Elven Chain Shirt (heroic tier), Jade Macetail[/SPOILER] [B]Rietka & Yazdan, The Wardenguard[/B] [SPOILER] [HEADING=2]Rietka & Yazdan, The Wardenguard Level 12 Skirmisher (Leader)[/HEADING] [HEADING=2]Medium natural humanoid, bladeling & human XP 700[/HEADING] [B]HP[/B] 116; [B]Bloodied[/B] 58 [B]Initiative[/B] +12 [B]AC[/B] 26, [B]Fortitude[/B] 24, [B]Reflex[/B] 25, [B]Will[/B] 24 [B]Perception[/B]+13 [B]Speed[/B] 6 Low-light vision [HEADING=1]Traits[/HEADING] [B]Ambush Leader[/B] At the start of an encounter, one ally within 5 squares of Rietka & Yazdan gains a +5 power bonus to its initiative check. [B]Combat Advantage[/B] Rietka & Yazdan deal 1d6 extra damage against any creature granting combat advantage to them. [HEADING=2]Standard Actions[/HEADING] (⚔) [B]Spear[/B] (weapon) ✦ [B]At-Will[/B] [I]Attack:[/I] Melee 1 (one creature); +17 vs. AC [I]Hit:[/I] 2d8 + 10 damage. [I]Effect:[/I] Rietka & Yazdan can shift 1 square. ➶ [B]Javelin[/B] (weapon) ✦ [B]At-Will[/B] [I]Attack:[/I] Ranged 15 (one creature); +17 vs. AC [I]Hit:[/I] 2d6 + 10 damage. ⚔ [B]Skewer[/B] (weapon) ✦ Recharge ⚄ ⚅ [I]Attack:[/I] Melee 1 (one creature); +15 vs. Reflex [I]Hit:[/I] 2d8 + 10 damage, and ongoing 10 damage (save ends). [I]Effect:[/I] The target grants combat advantage until the end of its next turn. [HEADING=2]Triggered Actions[/HEADING] [B]Wardenguard Resilience[/B] ✦ [B]Encounter[/B] [I]Trigger:[/I] Rietka & Yazdan or an ally within 5 squares of them is subjected to an effect that a save can end. [I]Effect (Immediate Reaction):[/I] The creature subjected to the effect makes a saving throw against it. [B]Skills[/B] Acrobatics +15, Bluff +15, Nature +13, Stealth +15 [B]Str[/B] 18 (+10) [B]Dex[/B] 18 (+10) [B]Wis[/B] 15 (+8) [B]Con[/B] 12 (+7) [B]Int[/B] 21 (+11) [B]Cha[/B] 18 (+10) [B]Alignment[/B] Unaligned [B]Languages[/B] Common [B]Equipment[/B]: chainmail, javelin x3, shield, spear. [/SPOILER] [B]Hazard the Dog[/B] [SPOILER] [HEADING=2]A Dog Named Hazard Level 12 Companion Character[/HEADING] [HEADING=2]Medium natural beast (animal) XP 700[/HEADING] [B]HP[/B] 95; [B]Bloodied[/B] 47; [B]Surge Value[/B] 23; [B]Healing Surges [/B]11 [B]Initiative[/B] +8 [B]AC[/B] 27, [B]Fortitude[/B] 26, [B]Reflex[/B] 25, [B]Will[/B] 24 [B]Perception[/B]+13 [B]Speed[/B] 6 [HEADING=2]Standard Actions[/HEADING] (⚔) [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]Pack Attack![/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. [HEADING=2]Minor Actions[/HEADING] [B]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. [HEADING=2]Standard Actions[/HEADING] (⚔) [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. [HEADING=2]Triggered Actions[/HEADING] [B]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) +15, Perception +13 [B]Str[/B] 18 (+10) [B]Dex[/B] 14 (+8) [B]Wis[/B] 14 (+8) [B]Con[/B] 14 (+8) [B]Int[/B] 10 (+6) [B]Cha[/B] 11 (+6) [B]Equipment:[/B] [I]Sigil of Companionship (Heroic Tier)[/I][/SPOILER] Of note are the new U12 powers ([B]Summit Advantage[/B] for Pa'avu and [B]Time Strider[/B] for Chanvati) and Feats ([B][I]Bardic Knowledge[/I][/B] for Chanvati and [B][I]Novice Power[/I][/B] (to swap Monk's [B]Quicksilver Motion[/B] into the U6 slot in place of Shrug It Off). [/QUOTE]
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