A Tale of Two Orphans — OOC

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Fialova
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A Tale of Two Orphans — OOC

Post by Fialova »

Character Creation Rules
System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Take your choice of one armor and one weapon or implement that you are proficient in for free, and then 50 starting gold to spend on other things.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Everyone should know Tulrissian as the default language of this game (not common). If by (mechanical) race or some other means you are granted additional languages, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven). For a list of languages used in this setting, look here.

Map
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Image
Each black/white rectangle on the scale represents 4 miles, the full bar representing 20 miles.

Distances Between Locations via Road:

Peloth / Holdfast = 23 miles
Erlfeld / Holdfast = 11 miles
Holdfast / Blackstead = 31 miles
Holdfast / Oak Crossing = 36 miles
Blackstead / Oak Crossing = 25 miles

Castle Halstos / Oak Crossing = 67 miles
Castle Halstos / Red Bridge = 49 miles
Oak Crossing / Red Bridge = 34 miles

Red Bridge / Menora = 38 miles
Red Bridge / Greywood = 19 miles
Menora / Greywood = 56 miles
Greywood / Virem = 33 miles
Greywood / Darden's Hold = 28 miles
Greywood / Spearpoint Castle = 39 miles
Greywood / Garland = 36 miles
Virem / Darden's Hold = 31 miles
Darden's Hold / Eranor = 18 miles
Darden's Hold / Spearpoint Castle = 34 miles
Eranor / Spearpoint Castle = 32 miles
Spearpoint Castle / Garland = 35 miles
Garland / Violet Keep = 24 miles
Special Travel Rules
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Per the Player Handbook, standard daily travel would be 10 hours per day, with distance traveled (in miles) equaling 5x the speed of the slowest person. For the current party, that means a daily travel distance of 25 miles a day (Drake's speed of 5 multiplied by 5), or 2.5 miles per hour.

This amount of travel will be the baseline we use for daily travel, but it won't be the maximum possible amount; after all there, are 24 hours in a day and with the current sleep rotation (taking 9 hours total) there are 5 not-accounted-for hours in the day, and it does not take that long to eat. Assuming a total of 1 hour total used for eating/restroom breaks, that means there are 4 free hours each day if traveling at normal speed.

So, I figure that each day you will have a choice: travel only at most 10 hours and be perfectly fine the next day to do the same, or try to push further at the same speed (2.5 miles per hour, in normal terrain) for up to 4 more hours in 1-hour intervals. The benefit of this is potentially-further travel with no downside, but there is also the risk of over-exerting yourself in the process. If a player becomes over-exerted, then until the end of their second extended rest after becoming over-exerted they lose one speed point. This means, essentially, that once over-exerted a player spends the rest of that day, and all of the next day, at one less than their normal speed (5 if normally 6, 4 if normally 5, and so on). Over-exertion does not stack intensity, but duration instead: each failure adds another day to its effect.

Over-exertion Skill Challenge:

DC: 12 (will increase at every even level)

At the start of each hour past the 10 hour mark, every player rolls an endurance check to see if they become over-exerted. Each hour past this mark modifies your endurance check as follows:

1 hour: -0
2 hours: -3
3 hours: -6
4 hours: -10

Anything above 4 hours would mess up the next day's schedule, but if the party wants to shoot for more then they take the -10 penalty for each subsequent hour.

Success has no benefit other than a longer distance traveled. Failure results in over-exertion, as described above.

For all rolls in the game, use the following online die roller: Click Here

Register there and create a campaign on the site for this game to do all the rolls in. Every time you make a roll, link it here with the html code it gives you afterwards, so that everyone can keep track. Example: 17(1d20) +10 = 27

Player Characters and Important NPCs
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The Party
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Current Party Members
Valcus Torinn (GROMkill) - Human (Dragonborn) Warlord (Melee Martial Leader)
Drake Aerden (Namelessjake) - Human (Dwarf) Fighter (Melee Martial Defender)
Caelen (Scratcherclaw) - Elf Ranger (Ranged Martial Striker)
Ghor (Pashalik) - Orc (Mul) Slayer (Melee Martial Striker)

Past Party Members
Cyrus Solrane (Pashalik) - Human (Half-Orc) Slayer (Melee Martial Striker)
Zara (TheWalrus42) - Human (Half-elf) Warpriest (Melee Divine Leader)
Gedric Krell (TemplarsBane) - Human (Mul) Fighter (Melee Martial Defender)
Rorin Swordwalker (kalis5) - Human (Half-elf) Rogue (Melee/Ranged Martial Striker)
Embla (PureZaros) - Human (Shardmind) Warlock (Ranged Arcane Striker)

In addition to the PCs, the group occasionally has access to certain companion characters in combat. These are designed by me and posted here for the player's to control in combat, at least mechanically. I will still narrate their actions and may over-rule any turns that seem out-of-character (such as a character being used as cannon fodder to protect the PCs, even if that NPC would never do such a thing).
Important Figures
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Lord Asbjörn Lorkan - Appearance - Lord of Greywood

(Lord) Lucius Jont - Appearance - until recently, the lord of Garland and its surrounding towns and villages. Currently under arrest in the Castle of the Sun for plotting with the Imardanians against his own people.

Captain Dick Stroeker - Appearance - a captain of the Garland Rangers, currently with the party in Greywood

Bob - Appearance - owner of the Timid Troll inn & tavern in Garland, where the party stayed their first night there

Alice - Appearance - Bob's wife and morning attendant at the Timid Troll

The Witch - Appearance - a legendary witch who has plagued the Senshenk Woods, and Garland in particular, for an unspecified amount of time. She was defeated by Caelen in her home in the woods.

Walter Wellesely - Appearance - a local noble in Garland of incredible wealth and influence, despite not being the Lord. He didn't trust the party at first, but has warmed to them since they rescued his children from the Witch. With his help the party was able to uncover Jont's treasonous connections to Imardin. Currently he is ruling Garland jointly with Cyrus Solrane in the interim between Jont's arrest and the appointment of a new lord. His personal levies are protecting Garland while the Rangers are moving to aid the sieges on the front lines.

Wendy and Winifred Wellesy - Appearance - Walter Wellesly's twin daughters, rescued by the party from the Witch's dungeon.

Roark - Appearance - Wellesly's bodyguard, an incredibly large and intimidating man who masqueraded as his master when the party first arrived at the manor. He hails from the highlands of Volberg.

Cormic McCormick - Appearance - a famed woodsman and con man, who agreed to lead the party into the woods in search of the witch provided he got to avoid all dangerous situations. Later he was found hiding in the secret escape tunnel leading from the Castle of the Sun to the woods, and accompanied the party into the castle.

Paul - Steward of the Castle of the Sun

Stranded Father, Mother, and Daughter - Appearance - A family found on the side of the road who had been tricked by the False Falconer and his gang into paying them their savings for safe travel. The wife was injured by undead and was left with a healer in Violet Keep. There current whereabouts or state is unknown.

Roy - the Vice-Captain of the Volberg Raptor Corps. In Lord Wilhelm's absence he is now also serving as steward of the Violet Keep.

(Lord) Gunther von Trahl - the lord of Volberg, a large bearded man with a loud voice and a seemingly eternal smile. Murdered in his sleep while the party slept in the next hallway.

(Lady) Miriam von Trahl - the lady of Volberg, a kindly woman with a taste for sweets. Murdered in her sleep while the party slept in the next hallway.

Lord Wilhelm von Trahl - Appearance - the lord's son and heir to the throne. He also serves as Captain of the Volberg Raptor Corps. Since his father's death he has become the new Lord of Volberg, and is actively leading the Raptor Corps into battle against the Imardanian invasion.

Chain seller - a cheerful woman who runs Lucius' Links in the Violet Keep

Antonio - Appearance - a Peloth spy based out of an abandoned home in the Violet Keep town. He poses as a man of the streets to gain intel. Was discovered by the party in the Violet Keep to actually be a sorcerer and spy for Imardin, wielding powerful dark magic. He was encountered again at the outskirts of the Senshenk woods, where he and his allies ambushed the party. He escaped unharmed and his current whereabouts are unknown.

Natalia - Appearance - a Peloth spy based out of an abandoned home in the Violet Keep town. She is very quiet and tends to keep to herself. Was discovered by the party in the Violet Keep to be an assassin and spy for Imardin, who was the one behind the deaths of the Lord and Lady von Trahl. She was encountered again at the outskirts of the Senshenk woods, where she and her allies ambushed the party. She was killed in battle and her body was carried away by Zara.

Stable master - a serious man who runs the Equitable Equestrian stables in the Violet Keep

Lysanthir - a flamboyant man who runs a clothing shop in the Violet Keep. He and Caelen have had sex, and plan to more in the future.

Cheese seller - a portly woman who runs the Sweet Dairy Air in the Violet Keep

Ognar - Appearance - a muscular orc who runs Ognar's Bakery in the Violet Keep

Falconry shop keeper/instructor - a quiet man who runs a small shop that sells falconry accessories in the Violet Keep. He has offered to teach Drake falconry.

Healer - a brash woman of medicine, who runs a small hospice in the Violet Keep.

Lady Tasha - a noblewoman from Holdfast, and Wilhelm von Trahl's fiancee. Revealed to have been Natalia in disguise, see above.

Priest of Fausta - a priest in Volberg's temple to Fausta, the goddess of the beasts.

Sculder & Mully - Appearance - a pair of Raptor Corps knights, serving as city guard. They were two of the first on the scene of the murdered Corpsmen found in town. Sculder is the man, Mully the woman.

Seamus - a friendly old man who owns the horse pasture outside of the Violet Keep

Seamus' wife - more serious than her husband, you know little else about the woman

Hostess - a tall, thin woman in her 50s who runs the White Stag in Garland. She is always very well dressed.

Maybel - owner of the aptly named Maybel's, a tavern frequented by Cormic. She is a pleasant older woman.

Tailor - an old, bald man who runs a tailor's shop in Garland.

Androgynous Barkeep - a person in a hat who works at The Hole, a tavern frequented by Cormic. Embla was unable to tell their gender

Roostmaster - the barman of the Ranger's Roost, a tavern frequented by the Garland Rangers. He is a large, old man with a beard and an eyepatch.

Menfina - Appearance - the robed priestess of Inara encountered by the party in the forest. She seemed defeated when her charges were killed, but was comforted by Zara.

Tawil - a senior member of the Serran mercenaries guarding Greywood. After their captain's betrayal, he is the one doing his best to keep the group together.

Captain Farjad - Appearance - The captain of the mercenary group from Serran that was hired to defend Greywood and its refugees. Revealed to be another agent of Imardin, who ambushed the party in the woods alongside Antonio and Natalia, and later Zara.

Albaen - Appearance - a senior member of the Serran mercenaries, and a veteran fighter. He accompanied the party into the woods, where they were ambushed. He was killed in the encounter, along with most of the traitors and many Garland Rangers.

Mayor Karmin Beasley - Appearance - The Mayor of Morrham, who escaped the west coast before the invasion despite claims that the invasion was a hoax. He is now headed with some of his townspeople as far east as possible to safety.

Ser Daria Meerestute - Appearance - a young knight in service to Karmin Beasley, the Mayor of Morrham. She hails from a small village in the Sorrow's Marsh, and earned her knighthood through merit rather than familial connections.

Old Gregor - Apperance - An elderly fisherman from Morrham who took Falder to court for boat theft. News of the invasion cut the trial short and he is now traveling east with Mayor Beasley.

Falder - Apperance - A boat thief who was on trial for stealing a skiff of Old Gregor's when news of the invasion reached Morrham. He got off easy due to his trial being cut short, and is now traveling east with Mayor Beasley.

Rhian - Appearance - A young elf woman who only seems to speak elven and is trying to get back to her family in the Oakengrove. She ended up traveling with Mayor Beasley on the way west, but had no idea where his group was going until meeting Caelen.

Warden Marsten Karlach - Appearance - Marsten is the current Warden of Red Bridge, ruling over it and Fausta's Steppe. The group met with him to plead their case, but he was unable to provide shelter to the refugees or aid in the war. He agreed to reconsider if the group was able to get Lord Rautrel of Trelheim to cease hostilities in the step.

Mutar III - Apperance - The ringleader and namesake of Magnificent Mutar's Traveling Circus, a performance troupe out of Serra. In addition to leading the circus, he also serves as one of the show-fighters of the troupe.

Marga - Appearance - The fire breather and one of multiple show-fighters in Mutar's circus. She comes off stoic and arrogant, and she and Afsheen appear to be romantically involved.

Hassan - Appearance - The snake charmer of Mutar's circus. He seems incredibly laid-back, and shows no combat skills.

Kiki - Appearance - The knife thrower, acrobat, and one of multiple show-fighters in Mutar's circus. She is energetic and flirtatious, and seems to have a sadistic streak as well.

Afsheen - Appearance - The juggler and sword swallower for Mutar's circus. He is suave and playful, and he and Marga appear to be romantically involved.

Alvaro - Appearance - The brewer of concoctions for Mutar's circus. He is serious and grandfatherly, and appears to be a sort-of mentor figure for Mutar.

Nudara - Appearance - The Sufin, or mystic/fortuneteller, for Mutar's circus. She is quiet and reserved, only speaking to read fortunes to her clients.

Minh - Appearance - A show-fighter hailing from Ghia with Mutar's circus. Her main draw seems to be her foreign appearance and customs, and she seems to only barely be able to communicate with her fellow carnies.

Master Raimund de Leon - Appearance - Raimund is the current Master of the Hollow, reigning out of Darden's Hold. His ancestry can be traced all the way back to the Serran nobility who once called the region their home.

Queen Millicent II - Appearance - Millicent Fialova is the queen of Menora and the surrounding region of Malverne. She has close ties with the Kingdom of Bal.

Princess Lillian - Appearance - Lillian Fialova is the daughter of Queen Millicent of Menora. She tends to keep to herself, and is a fan of reading.

Lord Omar Rautrel - Appearance - The Lord of Trelheim, reigning from the Oak Crossing. He is currently at war with the Warden of Red Bridge over Fausta's Steppe.
Locations and Lore
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Tulrisse
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Castle Halstos/Twin River

One of the smaller port cities, situated between the mouths of both major rivers.

Erlfeld



Holdfast
Better Image

A major trade hub between Peloth, Erlfeld, Blackstead, and Oak Crossing. As a result, it is the second wealthiest city in the north, after Peloth. It also features a major temple to the entire Tulrissian pantheon, which is the only temple in the land dedicated to all five gods.

Volberg
The Violet Keep
Entrance
The Streets



Darden's Hold

The most formidable castle-town in Tulrisse, Darden's Hold is situated on an unusual rock outcropping in the middle of what is otherwise a very flat landscape.

Red Bridge

A fortified bridge and small town that serves as the main crossing for one of the two major rivers in Tulrisse.

Oak Crossing

A peaceful fishing village built next to and old, yet sturdy, wooden bridge that has served as a major river crossing for centuries.

Spearpoint Castle



Garland
Streets

A place known for its artists and poets, but also for its fierce forest rangers that patrol the nearby woodlands to keep the town safe. The city possesses many winding roads that were designed around the natural landscape, making navigation a bit difficult, especially for newcomers. It is full of plant life and has many wealthy inhabitants, some of whom flock to the city as center of culture and commerce in southern Tulrisse.

It is currently ruled by the Jont family, from the Castle of the Sun located at the edge of town. Before that the Solrane family was in power, and even before that was the Wellesly family, who founded the city. The former is all but gone, with only Cyrus surviving, though the latter still continues to feature prominently, living in their Weeping Willow Estate in the center of town.

Blackstead

A rather depressing town at the edge of the Great Swamp, and the location of the main temple of Inara.

Greywood

A quiet logging town situated towards the center of the southern half of Tulrisse. Most of the wood used throughout southern Tulrisse comes from here, so there is never any shortage of work to be done.

Menora

A town full of eccentric people, and rumored to be the home of some magically-inclined individuals. Menora is also a major trade hub that connects the counties of Tulrisse with the nearby dwarven kingdom of Bal, and by extension the other dwarven kingdoms as well.

Peloth

A mercantile port city that employs a vast network of spies throughout Tulrisse, intent on keeping allied with the other lordships while keeping them at each other's throats so that war never comes to Peloth's doorstep.

Virem

The largest of the port cities on Tulrisse's western coast. Most of the trade routes connecting the expansive farmlands of southern Tulrisse with the world's other nations originate here.

Eranor

A port city in the south of Tulrisse, near the edge of Sorrow's Marsh. This relatively small city, when compared to the other ports in the region, primarily trades with Crescent Bluff in Serran, though it also trades with other places in Serran as well as some of the more ambitious settlements in and around Sorrow's Marsh.
Imardin
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Aerlynn
Aerylnn - Temple of Elys - Interior


Ellisport
Ellisport - Fort Ellis
Dwarves
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Durduum



Bal



Garrund
Series of (Occasionally Unfortunate) Events
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Day 1
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Lord Drake Aerden gave a speech in Greywood, inspiring a party to form intent on uniting the lords of Tulrisse against the Imardin threat. Map.
Day 2
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The party set out towards Garland, on their way to the Violet Keep, with the goal of making these their first allies. Map.
Day 3
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The party finally arrived in Garland, only to learn that the Lord Jont is not seeing anyone at that time. After splitting up and asking around, they discovered that a witch was plaguing Garland and threatened to steal the Lord's children. They decided that something had to be done about this witch before moving on. Map.
Day 4
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The party goes to the Wellesly Estate to learn more about the children already taken by the witch. Once there they are tricked and captured by the suspicious Walter Wellesly, but once convinced of the group's good intentions he releases them and hires them to find and safely return his missing children.

After leaving the Wellesly Estate, the party hires the woodsman Cormic to lead their search into the woods. After spending the remainder of the day scouring the forest, they stop to rest in a clearing and are attacked by the night creatures at their camp. Map.
Day 5
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After some early-morning drama between Rorin, Embla, and Cormic, the group heads out for the day, but is quickly met with a thick fog covering the forest. Moving forward, the group finds the corpse of one of Wellesly's men carrying a note in Imardanian about keeping 'them' safe, presumably his children.

Shortly after disposing of the corpse, the group is ambushed in the fog by some wolves. They follow their tracks to a larger set of tracks and are greeted by a mysterious woman, who, after some discussion, kidnaps Caelen and sends some more wolves and a bear to attack them.

After the second bout, the group rushes after the elf boy to find a cottage in the woods, and upon entry they find a large hallway full of statues deep underground. Inside, they catch the woman - the witch, it turns out - as she is making a move on their friend. After another fight, the woman is left dead and it is revealed that her statues were actually her victims turned to stone, as they come back to life. The group uses some cloth from the home to fashion makeshift clothing for the nude people - two of whom appear to be Wellesly's young daughters, and another the legendary hero Cyrus Solrane - before calling it a night, planning to leave at first light the next day. Map.
Day 6
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The morning is spent briefly exploring a previously-hidden room located through a trapdoor underneath the bed in the witch's cottage. Afterwards, the group - now quite large, with all the witch's victims in tow - heads back to Garland led by Cormic. They manage to reach the city shortly before nightfall.

Once in the city, the three noblemen go to see Lord Jont while the rest of the group heads to Wellesly's Estate for their reward. The noblemen receive the Lord's support for their cause, who pledges to immediately send troops to aid the regions to the west. Meanwhile, Rorin and the others learn from Wellesly of a possible conspiracy involving Lord Jont secretly supporting Imardin's conquest.

When the groups are done, they meet back up and return to the Castle of the Sun for the night to sleep. While most head straight to bed, Rorin decides to search the castle for clues that could point to the truth of Wellesly's claims. However, before the man is able to find anything of use he is caught and imprisoned by the castle guard. Map.
Day 7
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The group finally makes it out of the forest, only to come across and be attacked by a group of highwaymen posing as members of the Volberg Raptor Corps. The group is easily dispatched, and tokens removed from their bodies to prove their identities to the local authorities.

Up the road they encounter a small family, recent victims of the same highwaymen, and offer to escort them to the Violet Keep. That night, however, a large force of night creatures and a giant spider attack the party while setting camp, and the woman of the family is greatly injured. She is stabilized enough to make it through the night, but no one knows for sure if she will make it all the way to the Volberg capital. Map.
Day 8
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The party makes the rest of the trip to the Violet Keep village without conflict, getting the woman to a healer and parting ways from the family. For a bit they split up, with Lord Aerden, Ser Valcus, and Zara traveling to the castle to meet with the Lord von Trahl, and the others staying in the market to do their own thing.

In the castle the trio meet with the lord, a friendly encounter that leads to the hassle-free securing of Volberg's support in the war. In the market, Caelen and Embla both visit different shops while Rorin goes off with a man who turns out to be another member of the Peloth spy network. The man manages to learn a bit about the politics of the region, before meeting back up with everyone in the market.

As night falls the group heads back to the castle, for food and lodging. There they enjoy a great feast with the lord's family before retiring to the guest quarters of the castle. The peaceful, and beneficial, meeting then turns sour as the Lord and Lady are murdered in their sleep that very same night. The lords's son, who also serves as Captain of the region's miltiary, suspects Rorin of the crime and has him locked up. The rest of the group returns to bed, plotting ways to clear their comrade's name the following day. Map.
Day 9
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Zara stays in the castle to prepared the bodies of the Lord and Lady von Trahl for their funeral while the rest of the party ventured into town to clear Rorin's name. There they meet a priest at the temple of Fausta and encountered another murder in the streets. Embla is able to follow the residual magical energy from the spell that caused the death to an abandoned home.

In the home the party encounter a robed man with the Lady Tasha tied to a chair. However, as they try to talk the man into releasing his hostage things turn sour and the party attacks. Tasha reveals her kidnap to be a ruse and attacks back, revealing herself and the man to be Imardanian agents. They fight fiercely and manage to escape. The party is unable to pursue, but the attack is witnessed by some Raptor Corps, giving them the proof they need to release Rorin.

Meanwhile, Rorin was approached and threatened by Wilhelm von Trahl in his cell. He is taunted by some of the prisoners, who had low opinions of the late Lord, and tries unsuccessfully to try to escape his confinement. Eventually the party comes to release him, having proven his innocence.

Back at the castle the newly appointed Lord Wilhelm is informed of his fiancees treachery and prepares for war. The party is then met by Cyrus, who informs them of a dire situation arising in Garland. While Wilhelm prepares his Raptor Corps to march, the group heads out of town to buy horses and continue on to Garland. They make quick time, arriving by nightfall. There they spend the night in the illustrious White Stag inn in Garland. Map.
Day 10
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In the morning the group heads to visit Lord Jont, but is unable to reach the castle due to an angry mob, formed of citizens who've heard rumors the Lord is working with the Imardanians. The group instead heads to the Wellelsly Estate, where Wellesly provides evidence to support the mob's cause. The group follows up on a lead to investigate Lord Jont's manor, in hopes of finding proof of these claims.

The group is told by Wellesly of a rumored secret tunnel into the castle, used to escape in times of war. The group tries unsuccessfully to find Cormic once more, hoping he would know of the tunnel, but they cannot find him. They venture out into the forest on their own, where Rorin stumbles across some ribbons marking a path to the tunnel entrance. Once regrouped the party follows the path.

At the tunnel the weather begins to turn and the group enters the tunnel hastily, avoiding some unknown menace stalking them. There they find Cormic, who'd been hiding out in the tunnel after gaining his reward from Wellesly. He and the party take the path and find an exit inside the castle stairwell, where they are able to make their way to the Lord's chambers unnoticed. There they find a secret study, and in a drawer they find a forged Wellesly seal, used to create the fake orders.

Proof in hand, the group quickly retreats and returns to town. They tell Wellesly, who accompanies the group to the Ranger headquarters to inform them of the situation. Captain Stroeker, once he is made aware, leads his men into the castle during the night to confront and arrest Lord Jont. While he does so the party retires for the night, confident they did the right thing. Map.
Day 11
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The party awakes to news that Jont has been arrested and dethroned. As they prepare to continue back to Greywood to make good on Lord Lorkan's promise to join their cause with enough foreign support, Cyrus informs the group he will stay behind to lead Garland with Wellesly in the absence of a Lord. The Garland Rangers are preparing for departure when the group makes their way into the woods and begins heading back to Greywood.

For awhile the trek is uneventful. However, towards nightfall the group encounters a group of refugees and a Night Priestess being plagued by more undead, this time lead by an apparently-intelligent one. The group manages to defeat the creatures, though not without half of the refugees dying. They continue on their way, hoping the group will be safe.

As they continue to travel the weather worsens and the sounds of a creature stalking them return, like the ones they'd heard the night before. They push until they are exhausted, trying their best to outrun the beast. Eventually they can go no further and rest in the middle of the road, hoping for the best. Map.

Below will be a breakdown of the party inventory so I can keep track, since it isn't always clear who has what.

Party Inventory
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Shared
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Stonefoot the mule:
Sacks (6)
Hempen Rope (50')
Harness
Various books on plant and animal identification
Valc
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Trail Rations (5)
Hempen Rope (50')
Waterskin
Chainmail
Bastard Sword
Handaxe (2)
Bottle of Wine
Grappling Hook
Hammer
Oil (1 pint) (3)
Pitcher of Ale
Artisan's Tools
Heavy Shield
Horn
Tent
Shovel
Manacles, iron
Hacksaw
Book on Violet Keep History
Book on Inara and Night Creatures

Coinpurse of 400.8gp (4 emeralds, 8 silver)
Drake
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50') (2)
Waterskin (2)
Heavy Shield
Scale Armor
Longsword
Bottle of Wine (2)
ID Papers with Portrait
Oil (1 pint) (2)

Coinpurse of 505.1gp (5 emeralds, 5 gold, 1 silver)
Caelen
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Longbow
Hide Armor
Flute
Pitcher of Ale (3)
Flotation Bladder
Candle (5)
Sack (2)
Greatbow

Coinpurse of 496.35gp (4 emeralds, 96 gold, 3 silver, 5 copper)
Rorin
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (4)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Leather Armor
Dagger
Hand Crossbow
Thieves' Tools
Climber's kit
Vial Bandolier

Coinpurse of 353gp (3 emeralds, 53 gold)
Embla
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Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (10)
Hempen Rope (50')
Waterskin
Staff Implement
Leather Armor
Tent
Hair of Fairy Hues (2)
Witch's Staff
Witch's Ring
Witch's Diary
Various books from witch's house
Concoction (red)
Concoction (blue)
Concoction (brown)
Concoction (purple)
Concoction (white)

Coinpurse of 510gp (5 emeralds, 10 gold)
Zara
[SHOW]
Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Ki Focus
Holy Symbol
Hide Armor
Scimitar (2)
Dagger (5)
Tent
Cold-weather Clothing

Coinpurse of 475gp (4 emeralds, 75 gold coins)
Cyrus
[SHOW]
Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (9)
Hempen Rope (50')
Waterskin
Scale Armor
Gouge
Badge of the Berserker +1
Book on Garland History
Book on Greywood History
Book on Menora History
Book on Red Bridge History
Last edited by Fialova on Sat Feb 15, 2014 2:21 pm, edited 3 times in total.
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Fialova
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Setting Info
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Fialova
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Known Characters
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Fialova
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War Status/Maps
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Party, Inventory, Army, Etc
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Post by Fialova »

Companion Characters

Companion characters are non-PC characters who are part of the party's entourage, but who are generally more skilled or important than normal NPCs. In addition to their RP benefits over the many other unnamed NPCs in your entourage, they can act as agents you can send on missions, or additional combatants you can bring with you in certain scenarios. Additionally, certain companion characters can be assigned to lead armies in place of the PCs in battle.

All companion characters have builds similar to PCs, with the main exceptions being that companions are typically of a lower level than the main party, and advance less quickly. Companion characters that used to be PCs but have since been set aside in favor of new PCs, or whose players have left the game, will have the same stats they had when they stopped being played. Other companion characters will be created by myself as they become relevant to the story, or when they join the party's entourage.

Missions

Various missions can be instigated by the main party, allowing them to send one or more companion character (and, sometimes, additional unnamed NPCs) away from the entourage for a period of time. The nature of missions available are not set in stone, and are subject to the creativity and goals of the players. However, some example missions might be to send scouts ahead of the entourage to gain intel, to send a spy into an otherwise inaccessible area to investigate, or to send and receive messages from foreign allies. When applicable, a companion character's skills will be used to determine the results of these missions.

Army Command

When major battles or sieges are imminent, companion characters highly skilled in combat and leadership may lead an army in place of the PCs. Companion characters who are eligible to do so must have at least Lead-1, as well as any combat skill at level 1 or higher (these requirements to not apply to PC commanders). Leadership skill is always applied in such scenarios, to boost the effectiveness and morale of the unit being led. Additionally, any combat skills the companion knows will help increase the effectiveness of units of the associated type, as well as decreasing the likelihood of the commander being injured or killed.

Roster

Rorin

Embla

Daria

Emrys
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Fialova
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Post by Fialova »

isasecret
imwarninya
Character Sheet
Lillian Fialova, level 1
Human Adventurer (Vowed|Kistian Duelist)
Background: Soldier 
Background Effects
gain Stab-0

Growth: [1d6]=1 = +1 to any Stat, raising Str to 12
Growth: [1d6]=4 = +2 Physical, raising Dex to 16
Growth: [1d6]=6 = any skill, gaining Magic-0
Class Effects
Adventurer (Dual Partial Mage)

Vowed
HP roll can't be less than 1d6 per level
gain Magic-1
Arts cannot be used when wearing heavy clothing, armor, or shields
gain 3 designated arts +1 additional at creation, more at later levels
Effort equals magic level + highest ability modifier
Unarmed attack bonus = 0 at creation, +1 every even level
Unarmed damage = 1d6 at creation, increasing occasionally (see book)

Kistian Duelist
gain Stab-1
Arts cannot be used when wearing medium or heavy armor, or using a heavy shield
gain 1 desginated art +1 additional at creation, more at later levels
Effort equals stab level + dex or int modifier
Favored Weapon attack bonus = 1 at creation, +1 every odd level



FINAL ABILITY SCORES
Str 12 (+0), Dex 18 (+2), Con 14 (+1), Int 14 (+1), Wis 11 (+0), Cha 11 (+0)

STARTING ABILITY SCORES
Str 11, Dex 14, Con 8, Int 14, Wis 11, Cha 11
[3d6]=11[3d6]=11[3d6]=14[3d6]=8[3d6]=14[3d6]=11
Use free 14 to change Con to 14

HP: 22 AC: 19
[1d6+1]=4+1=5
Physical: 11 Evasion: 10 Mental: 12 Luck: 12
Base Attack Bonus: 0/2/2 (standard/unarmed/favored weapon)

SKILLS
Stab-2
Magic-1
Punch-0
Ride-0
Heal-1
Connect-0
Exert-0

FOCI
Impervious Defense-1
Base AC = 15 + half level, rounded up (before mods for dex, etc)
Close Combatant-1
Gain any combat skill (stab) as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.


VOWED ARTS (Effort: 3/3)
Martial Style
Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.
Unarmed Might
Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.
Unarmored Defense
When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down. Overridden by Impervious Defense focus
Brutal Counter
Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that takes no more than one Main Action to execute. You cannot use this art more than once per round against a single foe, but you may use it while performing a Total Defense.
Master's Vigor
Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers.
Shattering Strike
Commit Effort for the day and take a full round of motionlessness to prepare. On the next round, as a Main Action, your unarmed attack can shatter a wooden door, wooden wall, or other similar object up to a depth of one foot per level and a width sufficient to allow a man-sized creature to pass through. At fourth level this ability improves to affect even a stone wall and at seventh it can affect even a metal wall or solid iron door. The blow is useless against a target that can move, but against an immobilized creature the attack does 1d12 damage per character level.


DUELIST ARTS (Effort: 4/4)
Favored Weapon
Choose one specific type of non-unarmed melee weapon (rapier) from the list on page 37. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Kistian arts to thrown weapons.
Code Duello
Commit Effort for the day as an On Turn action when engaged with a single foe. So long as no other combatant attacks either your target or you, and you attack no one but your target, you gain a +4 bonus to your Armor Class and can roll your hit rolls twice, taking the better result. Once the Code Duello has been disrupted or ended, it cannot be invoked again during that scene.
Piercing Strike
Commit Effort for the scene as an On Turn action and choose a visible target. For the rest of the scene, their AC is treated as 10 for purposes of resisting the Shock of your favored weapon.
Blood for Blood
Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you, up to the weapon’s maximum.


ITEMS

READIED (Capacity: X/6)

STOWED (Capacity: X/12)

CURRENCY
X Credits
Transactions


ADVANCEMENT
Level 2
Roll HP: [2d6+2]=8+2=10

Improve Attack Bonus: (0/0/1) -> (0/1/1)

Improve Saving Throws: Physical: 14 Evasion: 14 Mental: 15 Luck: 15 -> Physical: 13 Evasion: 12 Mental: 14 Luck: 15

Gain Skill Points: +3, spend 1 to boost Dex to 17 and the rest to boost Dex to 18. AC increases to 18 from new modifier.

Gain Vowed Art: Master's Vigor

Gain Kistian Duelist Art: Piercing Strike

Choose Focus: Close Combatant-1, gaining 3 points towards Stab, increasing it to rank 2


Level 3
Roll HP: [3d6+3]=18+3=21

Improve AC: new half level raises AC from 18 to 19

Improve Attack Bonus: (0/1/1) -> (0/1/2)

Improve Saving Throws: Physical: 13 Evasion: 13 Mental: 14 Luck: 15 -> Physical: 12 Evasion: 11 Mental: 13 Luck: 15

Gain Skill Points: +3, spend 1 to gain Ride-0, spend 1 to gain Heal-0, spend 1 to gain Connect-0
Level 4
Roll HP: [4d6+4]=13+4=17, since it is lower it adds 1 to total, for a new total of 22

Improve Attack Bonus: (0/1/2) -> (0/2/2)

Improve Saving Throws: Physical: 12 Evasion: 12 Mental: 13 Luck: 15 -> Physical: 11 Evasion: 10 Mental: 12 Luck: 15

Gain Skill Points: +3, spend 2 to gain Heal-1, Spend 1 to gain Exert-0

Gain Vowed Art: Shattering Strike

Gain Kistian Duelist Art: Blood for Blood

Combat Block Format
Name in Character Color

Gender Human Class 1
Languages: Mandate
Age:
Height:
Weight:

Speed: X meters
Initiative:

AC:
Physical:
Evasion:
Will:
HP: X/X

Attack Bonuses:
Weapon: Attack Roll, Damage Roll
Unarmed: Attack Roll, Damage Roll

Ammunition Loaded:
Weapon: X/X

Active Effects: none

Consumables:
Important Features:
Feature: Description

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Namelessjake
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Post by Namelessjake »

Introducing Lord Drake Aerden of Spearpoint Castle

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Background
Drake was the only son of a noble lord in the south of Tulrisse, reigning over Spearpoint Castle and the surroundings lands and villages. He lived a life of relative luxury since birth and spent most of his childhood playing knights and training with his sword and shield. He was always an outgoing and arrogant child, well aware of what he considered his birth right.

His adolescence and young adulthood was mostly marked by the prestige he brought to the Aerden Dynasty. He travelled the breadth of Tulrisse fighting in tournaments no matter how noble and prestigious the holder. With his skill and training he won many melees and a respectable number of jousts. Contributing much to the feudal landscape of Tulrisse, his Father managed to organise a marriage between Drake and a daughter of one of the most powerful Lords in Tulrisse, a girl Drake had once crowned the Queen of Grace and Beauty after winning a tournament. Unfortunately the girl died in a siege during a war between the petty lords of Tulrisse before the marriage was conducted, causing Drake to question the divided nature of Tulrisse and imagine a united nation where the individual lords could be kept in check by a king of some kind, much like the Imardin nation which was united and ruled by a single authority.

With the advent of war his Father rode north with his levies to help assist the defence against the Imardin onslaught. Drake himself stayed behind to manage his Father's lands and feudal responsibilities. He soon received word of his Father's death at the hands of the Imardin Armies and vowed revenge. With few able men left to recruit in the small lands the Aerdens ruled over, he took a small detachment of men and rode North West towards the frontlines hoping to recruit whoever he could on his way to the defence of his homeland.
personality
Drake, while arrogant, was still raised as a nobleman and as such is well educated compared to the masses of Tulrisse. As such he is reasonably charismatic and displays some leadership qualities. His noble upbringing means he deeply respects honor and chivalry. He is very aware of his martial abilities and what he considers his birth right, both of which add to his arrogance. However due to his education he can be very understanding of people's situations, not necessarily caring about them, and he also has visions of a better future for a united Tulrisse.
Character Sheet
Drake Aerden, level 4
Dwarf, Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Dwarf Subrace: Standard Dwarf Racial Traits
Background: Occupation - Military (+2 to Endurance)

FINAL ABILITY SCORES
Str 20, Con 16, Dex 14, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 17, Con 14, Dex 13, Int 8, Wis 14, Cha 10.


AC: 22 Fort: 20 Reflex: 17 Will: 15
HP: 49 Surges: 12 Surge Value: 12

TRAINED SKILLS
Athletics +10, Intimidate +7, Endurance +12, History +6

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Heal +4, Insight +4, Nature +4, Perception +4, Religion +1, Stealth +2, Streetwise +2, Thievery +2

FEATS
Feat User Choice: Heavy Blade Expertise
Level 1: Shield Push
Level 2: Resilience of Stone
Level 4: Defensive Challenge

POWERS
Fighter at-will 1: Shield Feint (retrained to Footwork Lure at Level 2)
Fighter at-will 1: Cleave
Fighter encounter 1: Shield Bash
Fighter daily 1: Driving Attack
Fighter utility 2: Glowering Threat
Fighter encounter 3: Parry and Riposte

ITEMS
Heavy Shield, Scale Armor, Longsword, Bottle of Wine (2), Identification Papers with Portrait, Hempen Rope (50 ft.) (2), Oil (1 pint) (2), Waterskin (2), Backpack (empty), Flint and Steel, Belt Pouch (empty), Sunrod (2), Trail Rations (15), Bedroll, Tent, Pinnacle Coin, Coinpurse of 950.1gp (2 emeralds, 770 gold, 1 silver)
Combat Block
Drake Aerden

Male Dwarf Warrior 4
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +4
Passive Perception: 14
Passive Insight: 14
Senses: Low-light Vision

AC: 22
Fort: 20
Reflex: 17
Will: 15
HP: 49/49
Bloodied: 24
Surge Value: 12
Surges left: 12/12
Action Points: 1

MBA: +13 vs AC, 1d8+6 damage
RBA: +5 vs AC, 1d4+3 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure
__________________________________

Second Wind [_]
Dwarven Resilience [_]
Sohei Flurry [_]
Shield Bash [_]
Glowering Threat [_]
Parry and Riposte [_]
__________________________________

Driving Attack [_]

Consumables:

None.

Important Features:
Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

Defensive Challenge: When an adjacent enemy marked by me shifts or makes an attack that doesn't include me as a target while I am using a shield, I give an adjacent ally a +2 bonus to all defenses until the start of my next turn as an immediate interrupt.
Wishlist
In rough order of preference:

Firewind Blade +1 Longsword
Black Iron Scale Armour +1
Heavy Shield of Deflection (heroic tier)
Foe Maker Weapon +1 Longsword
Wall Scale Armour +1
Cloak of Distortion +1
Acrobat Boots (heroic tier)


WWN Build
Attribute Rolls
[3d6]=13[3d6]=11[3d6]=9[3d6]=14[3d6]=10[3d6]=17
STR 17 -> 18 (+2)
DEX 13 -> 14 (+1)
CON 9 -> 14 (+1)
INT 11 (+0)
WIS 9 (+0)
CHA 14 (+1)
Background - Solider
Stab-0

[1d6]=6
Any Skill - Lead-0
[1d6]=3
+2 physical
STR 17 -> 18
DEX 13 -> 14
[1d8]=1
Surive-0

Class - Warrior

Killing Blow
Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict.

Veteran’s Luck
Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action.

Foci
Valiant Defender
Level 1: Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.
Stab-0 -> Stab-1

Rider
Level 1: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in battle, use your AC if it’s higher than theirs, and can travel 50% further in a day than normal for their kind. You can intuitively communicate with riding beasts, gaining as much information from it as its intellect can convey.
Ride-0

Cavalry Charger
Level 1: Gain Ride as a bonus skill. While mounted, you can use the Heavy Spear one-handed as a couched lance, but may only wield a heavy or light shield in the other hand when doing so. In combat, as a main action, you can perform a mounted charge. To do so, you must move up to your mount's speed in a straight line, ending adjacent to the target. Make a melee attack against that target, with both the hit and damage rolls of this attack taking a +2 bonus. The first use of this charge per scene is free, additional uses in the same scene each add 1 System Strain.
Ride-0 -> Ride-1

Level 1 HP: 7
[1d6+3]=4+3=7

Free Skill: Lead-1

Saves at Level 4
P: 10
E: 11
M: 11
L: 12

Languages: Tulrissian, Common

Level 2!
HP: [2d6+6]=7+6=13

Focus
Rider
Level 2: Once per scene, negate a successful attack against your steed as an Instant action. Once per scene, reroll any failed Ride skill check. You can telepathically send and receive simple warnings, thoughts, and commands to and from your steed so long as it’s within two hundred feet. You can so bond with one steed at a time, taking an hour to do so.

Stab-1 -> Stab-2

Level 3!
HP: [3d6+9]=10+9=19

Ride-1 -> Ride-2

Level 4!
HP: [4d6+12]=11+12=23
Atk Bonus +4

Convince-0
Shoot-0
Know-0 +Dwarven Language
WWN Character Sheet
Name: Lord Drake Aerden
Race: Human
Level: 4
Languages: Tulrissian, Common, Dwarven
Background: Soldier
Class: Warrior

STR 18 (+2)
DEX 14 (+1)
CON 14 (+1)
INT 11 (+0)
WIS 9 (+0)
CHA 14 (+1)

HP: 23/23

AC:

Physical: 10
Evasion: 11
Mental: 11
Luck: 12

Base Attack Bonus: +4

Skills:
Convince-0
Know-0
Lead-1
Ride-2
Shoot-0
Stab-2
Survive-0

Foci: 
Calvary Charger-1
Rider-1
Rider-2
Valiant Defender-1

Readied (0/9)

Stowed (0/18)


Money:

Powers
Killing Blow: Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict.

Veteran’s Luck: Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action.

Valiant Defender Level 1: Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.

Cavalry Charger Level 1: Gain ride as a bonus skill. While mounted, you can use the Heavy Spear one-handed as a couched lance, but may only wield a heavy or light shield in the other hand when doing so. Lances and Heavy Spears readied while mounted count as 0 encumbrance. In combat, as a main action, you can perform a mounted charge. To do so, you must move up to your mount's speed in a straight line, ending adjacent to the target. Make a melee attack against that target, with both the hit and damage rolls of this attack taking a +2 bonus. The first use of this charge per scene is free, additional uses in the same scene each add 1 System Strain.

Rider Level 1: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in battle, use your AC if it’s higher than theirs, and can travel 50% further in a day than normal for their kind. You can intuitively communicate with riding beasts, gaining as much information from it as its intellect can convey.

Rider Level 2: Once per scene, negate a successful attack against your steed as an Instant action. Once per scene, reroll any failed Ride skill check. You can telepathically send and receive simple warnings, thoughts, and commands to and from your steed so long as it’s within two hundred feet. You can so bond with one steed at a time, taking an hour to do so.
Transactions
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ratwizard
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Location: Hellworld

Post by ratwizard »

Introducing Ser Valcus Torinn, Heir-presumptive to Castle Halstos

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original

Background (Needs Revision)
Background
Valcus was born to a silversmith and a tailor in Twinriver Village, in the shadow of the Castle Halstos. His family wasn't too well off, but didn't suffer from poverty or hunger like some of the serfs of harsher Tulrissian lords. In fact, his father was the crafter of Castle Halstos' utensils and dishware, and young Valc occasionally delivered boxes of repaired or new dishware from his father's workshop to the storerooms.

One day, he came across Lord Halstos who happened to be speaking with one of his head chefs in the storeroom. Lord Halstos was an honorable and well-received ruler of Twinriver Village and his castle, but had had misfortune with the Lady Halstos when vying for his children. Lord Halstos knew Valc's father and was always impressed with his craftsmanship, and so the man immediately recognized Valc as the silversmith's son. He smiled and offered him to be a page within the Castle, knowing that the boy was coming of age to be apprenticed to a craftsman in the village.

Valc's father and mother were very appreciative of the offer, and the next week, Valc was a pageboy to the knights and lord of the castle. Lord Halstos was impressed with his respect and ability to always get his work done, and one day asked the young boy if he'd like to squire for some of the local knights under the lord. Valc graciously accepted, and was picked by one of the knights to squire for him.

Valc, now having served as a pageboy and a squire, would've eventually gone on to become some sort of smith or craftsman within the Castle, a great honor for a low-born child from outside the Castle. However, Lord Halstos had grown fond of the young man, having no children of his own, and saw potential in Valc. He gave him training many things, including swordsmanship, history, battle training, and diplomacy. Valc took to these studies very well and continued to impress his lord.

Eventually, Lord Halstos considered Valc to be the closest thing to a son the man could have in his lifetime, and granted him a surname, Torinn, and knighted him. Valcus, amazed and thankful for the opportunity, swore fealty to Lord Halstos and vowed to continue his training.

Years pass and the Imardian invasion occurs. The foreign invaders strike first at the coastal keeps and cities, and because of the lack of unification of Tulrisse's major and minor lords, Castle Halstos falls to the Imardian, the Lord slain in the process, as well as many of Valcus's fellow knights. Valcus, incited by the bloodshed and killing of his lord, brings down many of the Imardian troops, but is basically captured by the remaining knights who plead for him to escape the coast and go east, as he is Lord Halstos adopted heir and the rightful next ruler of Castle Halstos and Twinriver Village. Grudgingly, he retreats to the east to plot the recapture of the Castle.
Appearance
Valcus isn't as large or as tall as the other knights, but is still strong and very fit. He has dark, medium-length hair and a light beard that frames a strong jaw. Valcus has a sharp nose, from his father, and green eyes, from his mother.

He wears tightly woven chainmail over leathers, plated greaves, and no helm. Valcus carries a heavy tower shield with the purple and green colors of Castle Halstos with the emblem of a gryphon on it. He carries with him a bastard-sword that he uses in one hand.
Personality
Valc is honorable, encouraging, and polite. He is lowborn and has ascended to a place of great honor, and because of this, he is respectable to people of all castes, from serfs, to lords alike. He is sometimes very serious, especially during battle, when he can be heard urging his companions on with gritty words or speeches.

He is very passionate about his mission, and for this reason he is very headstrong about not wasting time or taking great measures to achieve what needs to be done.
Character Sheet
Lord Valcus Torinn, level 4
Human Adventurer (Partial Warrior | Partial Expert)
Background: Soldier

Starting Ability Scores
Str 5 (-1)
Dex 12 (+0)
Con 11 (+0)
Int 9 (+0)
Wis 9 (+0)
Cha 13 (+0)

Final Ability Scores
Str 14 (+1)
Dex 14 (+1)
Con 14 (+1)
Int 9 (+0)
Wis 9 (+0)
Cha 14 (+1)

HP: 29
AC: 17
Physical: 11
Evasion: 11
Mental: 11
Luck: 12
Base Attack Bonus: +3

Skills
Stab-2
Exert-0
Lead-2
Administer-1
Convince-0
Shoot-0
Ride-0
Notice-0

Foci
Brash Assault Style-2
Henchkeeper-1
Troubled Bookkeeper
Authority-1

Items

Readied (Capacity: 5/7)
2 | Cuirass and Graves
2 | Bastard Sword
1 | Heavy Shield

Stowed (Capacity: 14/14)
# | Item

Currency
# silver
Combat Block Format
Lord Valcus Torinn

Male Human Adventurer (Partial Warrior | Partial Expert) 4
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 30 feet
Initiative: +1

HP: 29/29
AC: 17
Physical: 11
Evasion: 11
Mental: 11
Luck: 12

Attack Bonuses:
Bastard Sword: 1d20+6, 1d8+1
Bastard Sword (Two-Handed): 1d20+6, 1d10+1

Active Effects:
None.

Consumables:
None.
Important Features:
Feature: Description
WWN Rolls & Advancement
WWN Stats: [3d6]=5[3d6]=9[3d6]=9[3d6]=12[3d6]=11[3d6]=13

STR: 5->14
DEX: 12->14
CON: 11->13->14
INT: 9
WIS: 9
CHA: 13->14

Background: Soldier (Stab-0)

Growth: [1d6]=3
+2 to DEX
Growth: [1d6]=3
+2 to CON
Learning: [1d8]=3
Gain Exert-0

Stab-2
Exert-0
Lead-2
Administer-1
Convince-0
Shoot-0
Ride-0
Notice-0

Class: Warrior / Expert

Foci Picks:

Warrior: Brash Assault Style, Tier 1 (Stab-1)
Expert: Henchkeeper (Lead-0)
Free: Brash Assault Style, Tier 2
Unique Gift DM Fiat: Troubled Bookkeeper (Administer-0)

Free skill pick: Lead-1

Level 1 HP: [1d6+2]=2+2=4

Level 2 Advancement
Level 2 HP: [2d6+4]=7+4=11

4 Skill Points to assign
1 pt -> Increase CHA to 14
1 pt -> Notice-0
1 pt -> Convince-0
1 pt -> Ride-0

Foci pick: Authority tier 1, Lead-2

Level 3 Advancement
Level 3 HP: [3d6+6]=16+6=22

4 Skill Points to assign
3 pt -> Stab-2
1 pt -> Shoot-0

Level 4 Advancement
Level 4 HP: [4d6+8]=17+8=25

4 Skill Points to assign
2 pt -> Increase CON to 14, HP becomes 29.
2 pt -> Administer-1


4e Archive
Role
Valcus is a Bravura Warlord, which is a martial leader, focused on supporting his party via enabling attacks, counterattacking, and healing them with inspiring words. He is an off-tank and while individually does not put out a lot of damage, staying near him will ensure any striker does.
Character Sheet
Valcus Torinn, level 4
Dragonborn, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Battlefront Leader
Commanding Presence: Bravura Presence
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: Society - Noble (+2 to Diplomacy)

FINAL ABILITY SCORES
Str 20, Con 14, Dex 11, Int 8, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 18, Con 13, Dex 11, Int 8, Wis 10, Cha 14.


AC: 21 Fort: 19 Reflex: 15 Will: 17
HP: 41 Surges: 10 Surge Value: 12

TRAINED SKILLS
Endurance +6, Diplomacy +12, Athletics +9, History +8

UNTRAINED SKILLS
Acrobatics -1, Arcana +1, Bluff +5, Dungeoneering +2, Heal +2, Insight +2, Intimidate +7, Nature +2, Perception +2, Religion +1, Stealth -1, Streetwise +5, Thievery -1

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Harlequin Style
Feat User Choice: Heavy Blade Expertise
Level 4: Armored Warlord

POWERS
Warlord at-will 1: Brash Assault
Warlord at-will 1: Intuitive Strike
Warlord encounter 1: Hammer and Anvil
Warlord daily 1: Leader's Instincts
Warlord utility 2: Cunning Adjustment
Warlord encounter 3: Flattening Charge

CURRENCY
22 gold coins
3 silver coins +
______
22.30 gp

ITEMS
Chainmail, Bastard sword, Handaxe (2), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, 5 days of trail rations, 50 ft hemp rope, waterskin) Bottle of Wine, Grappling Hook, Hammer, Oil (1 pint) (3), Pitcher of Ale, Artisan's Tools, Heavy Shield, Horn, Tent, Shovel, Sacks (6), Manacles, iron, Hempen Rope (50 ft.), Harness, Hacksaw, Flotation bladder, Crowbar, Trail Rations (10), Violet Keep History Text, Night Creature Book, Cyrus' Garland History Text
Combat Block
Lord Valcus Torinn, Heir-Presumptive to Castle Halstos

Male Dragonborn Warlord 4
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +2
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision

AC: 21
Fort: 19
Reflex: 15
Will: 17
HP: 41/41
Bloodied: 20
Surge Value: 12
Surges left: 10/10
Action Points: 1

MBA: +12 vs AC, 1d10+6
RBA: +10 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault
__________________________________

Sohei Flurry [_]
Second Wind [_]
Dragonfear [_]
Inspiring Word [_] [_]
Hammer and Anvil [_]
Cunning Adjustment [_]
Battlefront Shift [_]
Flattening Charge [_]
__________________________________

Leader's Instincts [_]

Consumables:

None.

Important Features:
Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
Wishlist
In order of preference:

Vanguard Weapon +1, bastard sword (lv. 3)
Armor or Exploits +1, scale (lv. 3)
Verve Armor +1, scale (lv. 4)
Bashing Shield, heavy (lv. 5)
Preservation Shield, heavy (lv. 2)
Boots of Adept Charging (lv. 2)
Flaming Weapon +1, bastard sword (lv. 5)
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3691
Registered for: 11 years 2 months

Post by Scratcherclaw »

Introducing Caelen, the sharp-eyed bowman

Image

Background
Appearance
Being an elf, Caelen is shorter and slimmer than his human counterparts. Though his figure is slender, he is far from scrawny and has a toned physique. He has a youthful, yet masculine face, appearing much younger than he actually is due to his elven heritage. Atop his head, he has shaggy, brown hair

Atop his armored hides, he wears his green tunic, "purchased" in Violet Keep from the ever-dashing Lysanthir.
Backstory
Although an elf, Caelen was not born on the Elven continent of Quellam. Caelen was born in an impoverished elven village in the south of Kurnhuelde. Life in Kurnhuelde as an elf is as harsh as it can be, as the orcs that inhabit the lands enslave the elves. For Caelen, this meant constant fear of being captured and dragged to the encampments of cruel orcs. He and his family spent most days in hiding, only venturing out to find a meal, which was usually scraps of potato skin and gristle left on a bone.

His childhood was spent living in a shack that made slums look like a lord's estate. Hunger pangs made days miserable, and filth was everywhere. Despite his hardships, Caelen did have pleasant memories. His father taught him how to shoot with a longbow, and his mother would lullaby him to sleep ancient Elven tunes.

One evening, just past dusk, a band of marauding orcs rampaged through the village, snatching up men and women alike to enslave. The door fell to the ground with a thud, and an immense shadow appeared, growling. The colossal orc grabbed Caelen's father and grunted orders. His mother wailed and lunged towards the orc, but was swiftly knocked away. Caelen quickly grabbed his father's longbow, pulled the bowstring, and sent a piercing arrow into the gargantuan creature's forehead. Down it collapsed like a felled oak. The horde backed away, wide-eyed in astonishment, and retreated from the dismal village with their slaves in shackles.

Caelan and his family left that night, the chains' rattling still echoing through the silent air. Grabbing few belongings save the necessities and family heirlooms, the three set off for the Serran desert, hoping to cross into Tulrisse, where slavery wasn't found.

Days passed and the mountains were still not in sight. The group trekked on, though, remaining hopeful in such hopeless lands. The sun beat down on their heads, scorching their bodies. Suddenly, Caelen's father collapsed, becoming a victim of the savage Serran Desert. There was little time to mourn, lest the desert claim another.

Caelen and his mother continued on for miles, and finally, the peaks appeared on the hazy horizon. With haste, they darted towards the mountains, sighting the mountain passage in the distance. As the sun descended on the fiery dunes, they rested in an outpost at the entrance to the summit's opening.

The following morning, the duo passed through the mountain range and into a new realm. Wanting to get as far from Kurnhuelde as possible, Caelen's mother took the pair to Virem, where she found employment as a servant for the local lord. Caelen was generally an outcast among the other children, being an elf, but others found him fascinating.

When Caelen was 15, his mother contracted a grim illness, so he took over her duties as a servant to the lord. With time, she passed on and joined Caelen's father. Caelen was devastated. He had always had a much closer bond with his mother, and she was all he had had left. Now alone, Caelen continued to serve the Lord of Virem.

Seven years of servitude passed until a fateful morning. The Imardin Navy approached the harbor and the attack begun. Chaos erupted quickly while the Virem soldiers attempted to defend the city from the onslaught. It was a bloodbath.

The keep was stormed by the Imardin soldiers, the nobles being slaughtered in their paths. The Lord of Virem was promptly beheaded, and the city was conquered.

Caelen gathered what little possessions he had and ran from the town. The townspeople fled towards the east, and Caelen followed, ultimately ending up as a refugee in Greywood.
Personality
Caelan is generally friendly, but also reserved and awkward. Living in hiding as a child and working in the keep later on left Caelen with limited social interaction. He is helpful and often does what is asked of him, which made him an ideal servant. Caelen is still deeply affected by his mother's death, which has left him feeling utterly alone and scared in the world. He is still grieving and can be emotionally fragile at time. He has a deep fear of orcs due to his life in Kurnhuelde, and mentioning of them will lead to anxiety.
4E Archive
Character Sheet
Caelen, level 4
Elf, Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
Elf Subrace: Standard Elf Racial Traits
Background: Geography - Forest (+2 to Perception)
Theme: Outlaw

FINAL ABILITY SCORES
Str 11, Con 14, Dex 20, Int 8, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 17, Int 8, Wis 15, Cha 10.


AC: 21 Fort: 16 Reflex: 19 Will: 17
HP: 41 Surges: 8 Surge Value: 10

TRAINED SKILLS
Nature +13, Stealth +11, Acrobatics +11, Perception +15, Insight +11

UNTRAINED SKILLS
Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +3, Heal +6, History +1, Intimidate +2, Religion +1, Streetwise +2, Thievery +6, Athletics +1

FEATS
Feat User Choice: Bow Expertise
Level 1: Distant Advantage
Level 2: Weapon Proficiency (Greatbow)
Level 4: Precision Ambush Style

POWERS
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Sure Shot
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike

ITEMS
Hide Armor, Adventurer's Kit, Flute, Pitcher of Ale (3), Flotation bladder, Candle (5), Sack (2), Greatbow, Cold-weather clothing, Tent, Shortsword, Handaxe, Coinpurse of 203 gold coins, 5 silver coins, and 5 copper coins
Combat Block
Caelen

Male Elf Ranger 4
Languages: Elven, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +7
Passive Perception: 25
Passive Insight: 21
Senses: Low-light Vision

AC: 21
Fort: 16
Reflex: 19
Will: 17
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 8/8
Action Points: 1

MBA: +4 vs AC, 1d4+2 damage
RBA: +11 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry
__________________________________

Second Wind [_]
Surprise Strike [_]
Two-Fanged Strike [_]
Disruptive Strike [_]
Elven Accuracy [_]
Invigorating Stride [_]
__________________________________

Sure Shot [_]

Consumables:

None.

Important Features:
Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

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.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Precision Ambush: If you hit with this exploit during a surprise round, you deal extra damage equal to your Dexterity modifier (+5) (Twin Strike).
Wishlist
In order of preference:

Weapon of Speed +1 - Level 5 greatbow
Battle Harness +1, Bloodcut +1, or Deathcut +1 - Level 4, 4, 5 hide
Acrobat Boots - Level 2 feet
Cloak of Distortion +1 - Level 4 neck
Gauntlets of Blood - Level 4 hand
Character Sheet
Caelen, level 4
Elf Adventurer (Warrior/Mage)
Background: Hunter

FINAL ABILITY SCORES
Str 12(+0), Dex 18(+2), Con 0(+0), Int 6(-0), Wis 15(+1), Cha 7(-1)

STARTING ABILITY SCORES
Str 12, Dex 5, Con 9, Int 6, Wis 13, Cha 7

HP: 19 AC: 17
Physical: 12 Evasion: 10 Mental: 11 Luck: 12
Base Attack Bonus: +3

SKILLS
Shoot-2
Notice-2
Survive-1
Sneak-0
Exert-0

FOCI
Deadeye-1
Alert-1
All Directions Edge Style-1
Approachable

ARTS
Bind Companion
Savage Senses
Feral Toughness
Shared Vitality

ITEMS

READIED (Capacity: /6)


STOWED (Capacity: 0/12)


CURRENCY
 
Transactions
Char Gen & Advancement
Stat Rolls: [3d6]=13[3d6]=12[3d6]=7[3d6]=6[3d6]=5[3d6]=9
Replace 5 with 14

Background Rolls: 
[1d6]=3 +2 to Dex
[1d6]=4 +2 to Wis
[1d8]=8 Survive-0
Sneak as free skill

Gold Roll: 

HP Rolls:
Lvl 1 [1d6+2]=1+2=3
Lvl 2 [2d6+4]=9+4=13
Lvl 3 [3d6+6]=4+6=10
Lvl 4 [4d6+6]=17+6=23 (Misread Style penalty at first so 17, +2 from Feral Toughness)

Advancement:
Lvl 2: 3 Skill Points into Dex, bringing 16 to 18; All Directions Edge Style focus (Shoot-2); Feral Toughness Beastmaster Art

Lvl 3: 3 Skill Points into Notice-1 & Exert-0

Lvl 4: 3 Skill Points into Notice-2; Shared Vitality Beastmaster Art
Combat Block Format
Caelen

Male Elf Adventurer (Warrior/Mage) 4
Languages: Elven, Tulrissian
Age: 22
Height: 5'4"
Weight: 115lbs

Speed: 30ft
Initiative: +2

AC: 17
Physical: 12
Evasion: 10
Mental: 11
Luck: 12
HP: 19/19

Attack Bonuses:
Weapon: Attack Roll, Damage Roll
Unarmed: Attack Roll, Damage Roll

Ammunition Loaded:
Weapon: X/X

Active Effects: none

Consumables: 
Important Features:
Partial Warrior: Gain improved hit die and attack bonuses.

Partial Mage: Gain Survive as a skill, and gain Beastmaster arts. Beastmaster Effort is calculated with Wis/Survive.

Deadeye: I can Ready a Stowed ranged weapon as an Instant Action. I can use a ranged weapon even when an enemy is in melee range, albeit with a -4 penalty to hit. I can add my Shoot level to my damage rolls with ranged weapons.

Alert: I cannot be surprised nor be the target of an Execution Attack. If initiative is rolled by sides, my side gains +1 to initiative. If it's rolled individually, I can roll it twice and take the better result.

All Directions Edge Style: My hit die is penalized by 2 points. As an On Turn action, I can make a normal, non-grappling attack. I can only do this once per round, and each additional use after the first each day adds a single System Strain point to me.

Approachable: You are a soothing presence to commoners and the lower classes of society. When interacting with common folk and those even lower than them in society, roll 3d6 and take the best two results for all convince, connect, and trade checks. Allies in your immediate presence also gain a +1 bonus to such checks, as their status as your ally puts commoners slightly more at ease with them than they would be otherwise.

Bind Companion: With a day's work, I can find and bind a suitable companion. If I'm looking for a particular type, it must be found in that location and might require a Wis/Survive check at difficulty 10 or more if it's rare. I can bind creatures with a Main Action, with the creature allowed a Mental saving throw to resist. I can release them with a Main Action, and released creatures will remain friendly to me. The companion will obey commands that don't contradict its nature or intellect. If mistreated, it can flee or turn on me. I have to name it to control it.

Feral Toughness: My maximum hit point total is increased by the natural hit dice of my companion. I'm impervious to normal outdoor extremes of heat or cold. My base AC is equal to 13 plus half my level, rounded up. This AC can be modified by shields and Dexterity but not armor.

Savage Senses: I can Commit Effort for a scene as an On Turn action. For the rest of the scene, I can see clearly even in pitch blackness, can scent out trails and belongings like a wolf, and gain +2 to Notice checks involving sight, sound, or smell.

Shared Vitality: Animal companions I bind have hit dice no lower than my level, even if they'd normally have lower. Its hit bonus can't be less than half its hit die, rounded up. I can stabilize a Mortally Wounded companion by Committing Effort for the rest of the scene as an Instant Action.
User avatar
BartNL
Posts: 645
Registered for: 4 years 11 months
Location: Neverland

Post by BartNL »

ser Hellenbert "The Flaming Sword of Menora" Brandt #ff4000
Hellenbert, Appearance
Image

Ember, Appearance
Image

Ten-Minute Background
Background and Concept Elements
Appearance - Hellenbert is of average height. He is muscled and his face has sharp features. He prefers light armour, as it suits his combat style better. While on duty he wears a cloak with the crest of Menora, the insignia's of his rank in the city guard and his coat of arms. For formal events he prefers to wear his bright red cloak embroidered with his families crest. In his personal time Hellenbert wears his personal coat of arms: 'a shield party per pale, first a flame on yellow field in the second a sword ablaze on a white field'
Personality - Hellenbert is friendly and galant. Hellenbert's confidence often comes across as arrogance, but as his skill is rather astonishing he usually get's away with his behaviour. Hellenbert strives to improve himself as much as possible, as being better will be the main factor in if his ambitious plans will come to fruition. Hellenbert has a short temper, and he is bad at losing.
Birth and Early life - Hellenbert was born into a knightly family in Menora.
Youth - With three older Brothers, Hellenbert had to work harder and smarter to get noticed. While not as intelligent and skilled in the arts of magic as Adelbert and Engelbert, Hellenbert would train his body and enhance it with his magics for superhuman reflexes and dexterity. Hellenbert would often train with Cuthbert, who was a skilled fighter even before being blessed with training
Recent Life - Hellenbert has become one of the foremost young knights in Menora, being famous for weaving spells into his swordsmanship. He likes to style himself as "The Flaming Sword of Menora". His friends and brothers prefer "Firehazard" or "Firecracker" for Hellenbert's tendency to be arrogant, tactless, careless and loud.

Goals
1) Hellenbert wants to become famous and prominent in Menora. He also want's to earn the favour of his grandfather Cuthard Althaus.
2) Hellenbert wants to one-up his family members, especially his brothers and father.
3) Personal Goal: I like to explore this ancestor of the Brandt family, and how they gained status in Tulrisse before the War of Three Kings.

Secrets
1) Hellenbert is afraid for what will happen to him if he fails to excel. He stands to inherit little as a fourth son, so he needs to excel and make a name for himself if he wants to have a good future.
2) Hellenbert was tasked with entering the tourney and looking into some suspicious contestants. As Hellenbert had made it clear to anyone willing to listen that he would be entering the tournament even before it was officially announced, he has the perfect cover.
Hellenbert does not know who the person is who has tasked him.
-Suspicious figures include: A dwarven archer from Bal, a noble outcast, a knight from Tanon, two lords of western realms

3) Personal Secret: Hellenbert's brother Engelbert is close to a magical breakthrough that would, if published, instantly make him a peer to the premier mages of Tulrisse.
Engelbert is also responsible for tasking Hellenbert to find out about the suspicious outsiders. His motives are unknown for now.

People Tied to Hellenbert
1) Adelhart Brandt
Image

Hellenberts father. A senior knight of Menora who holds an honorary rank in the city guard. It's a public secret that Adelharts rank was given to him as a favour to his father in law. Adelhart is known in Menora for being dull and for having mediocre magical skills. While the Brandt family has produced many skilled mage, Adelharts lack of magical prowess would have significantly diminished the families importance, if not for his marriage to Agathe. How Adelhart ever managed to win over his wife's hands in marriage is still topic of speculation in Menoran gossip after 30 years. Adelhart's marrying up is his only real accomplishment in Hellenberts eyes.
2) Agathe Brandt-Althaus
Image
Agathe is Hellenberts mother. She is a cunning witch, and the true head of house Brandt. She is known for her great beauty which she maintains with secret spells and potions. She is typically calm and reserved, as expected of a noblewoman, but when around her husband she acts giddy like a teen in love. Hellenbert was taught the basics of magic by his mother.
3) Cuthard Althaus: Cuthard is Agathe's father and Hellenbert maternal grandfather. Cuthard is a wealthy man. Cuthard likes to joke that he couldn't even see the end of his holdings from the tower of Althaus castle when he was young, and his eyes were still good.
4) Adelbert Brandt
Image
The eldest of the Brandt boys has made a name for himself as a calm and gifted diplomat and steward for his maternal grandfather. Adelbert is rarely seen wearing his fathers colours, preferring those of his mothers. This has caused a rift between him and the rest of his family. Hellenbert does not blame his older brother at all. He'd proudly wear his grandfather's colours, if he only had his favour. Although Hellenbert does feel jealous about this, he tries not to let it affect the relationship with his brother.
5) Cuthbert Brandt
Image
Cuthbert was always more skilled with a club, sword or hammer than with magic. As such, he spend more time practising those skills than the arcane arts. He is however not incapable of casting spells, and has surprised many sparring partner with magical flaming weapons and such. Cuthbert has become a priest of Groddo. Hellenbert thinks that if Groddo is as great as Cuthbert claims he is, Groddo is either the kindest of the gods to give an oaf like Cuthbert a place of honour or Groddo is as dumb as Cuthbert himself and must like him for that reason.
6) Engelbert Brandt
Image
While Adelbert was always the one getting the most praise for his sharp wit, even as kids, Engelbert could always easily match him if he had wanted to. Engelbert is quiet and gentle, and does not like to be put in the spotlight. He is currently working as an assistant to one of the most esteemed mages in the city. It is whispered that Engelbert has long passed his master in skill and knowledge and chooses to humbly work from the shadows as he does not seek fame.
7) Isambert Brandt
Image
Hellenbert's only younger brother. Isambert is currently squiring for a cousin. Isambert takes after Hellenbert, and when they can find time Hellenbert trains him in his personal fighting style.
8) Ser Hansel Aldwell: As a young boy, Hellenbert would sneak out of classes to watch Ser Hansel training. When Hellenbert got older, and started to train swordsmanship himself, he'd regularly spar with Hansel. Hellenbert has a high opinion of Hansel, and considers him a rival he will eventually need to surpass in skill in order to truly make a name for himself.
9) Ember is a strange familiar that appears as a burning tomcat. Ember does not produce light nor heat, and will look like a normal cat in the dark. Ember is usually mean to Hellenbert, and demands high praise of the man when he decides to help him out.

Memories, Mannerisms, and Quirks
-Hellenbert is quick to anger, and when angry his face turns bright red. This has earned him the name "Firehazard" as a kid.
-Hellenbert likes to impress people by doing tricks with his sword, like teleporting it into his hand.
-In his early teens, Hellenbert devised an infallible plan to impress the princess and some other important figures. His plan failed, as he was found out by one of the guards, and he ended up being scolded in front of the princess to her amusement.

Background - Family/Class/Profession/Institutions
Family and Class: Hellenbert is of the Brandt house. The Brandt's are an old but minor knightly family based in Menora. Many current and historical members of the family have shown strong arcane talents. They lack enough land to sustain themselves, and make up for it working for various institutions in Menora.
Profession: Hellenbert is currently employed as a guard and fencing instructor in Menora. As a knight of Menora he is sworn to protect the city and take up arms against any who pose a threat to the city of mages.

Drives - Primary/Secondary/Tertiary
-Primary: Hellenbert is driven by his ambition. He wants fame and fortune, and he'd rather have it sooner than later
-Secondary: Hellenbert also wants to improve his families standings

Goals - Short-Term/Medium-Term/Long-Term
-Short: Do well in the upcoming tournament
-Medium: Raise rank and personal and family standings


Character Sheet
====== Created Using Wizards of the Coast D&D Character Builder ======
Hellenbert Brandt, level 4
Eladrin, Bladesinger
Blade Magic: Longsword [Blade Magic]
White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Rod)
Eladrin Subrace: Standard Eladrin Racial Traits

FINAL ABILITY SCORES
Str 11, Con 14, Dex 18, Int 20, Wis 10, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 15, Int 17, Wis 10, Cha 8.


AC: 20 Fort: 15 Reflex: 18 Will: 16
HP: 41 Surges: 8 Surge Value: 12

TRAINED SKILLS
Thievery +11, Arcana +14, History +14, Stealth +11, Acrobatics +13, Endurance +11

UNTRAINED SKILLS
Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +7, Streetwise +1, Athletics +2

FEATS
Level 1: Heart of the Blade
Level 2: Eladrin Swordmage Advance
Feat User Choice: White Lotus Dueling Expertise
Level 4: Arcane Familiar

POWERS
Bladesinger at-will 1: Dancing Fire
Bladesinger at-will 1: Unseen Hand
Bladesinger at-will 1: Dazzling Sunray
Bladesinger Cantrips: Light
Bladesinger Cantrips: Prestidigitation
Bladesinger Cantrips: Mage Hand
Bladesinger encounter 1: Charm of Misplaced Wrath
Bladesinger encounter 1: Skewering Spikes
Bladesinger utility 2: Shield
Bladesinger utility 2: Guardian Blades

ITEMS
Leather Armor, Adventurer's Kit, Bracers of Mighty Striking (heroic tier), Ball bearings, Chalk and slate, Camouflaged Clothing, Fine Clothing, Grappling Hook, Lute, Spellbook, Writing case, Longsword
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Combat Block
Male Eladrin Bladesinger 4
Languages: Tulrissan, Dwarven, Imardanian
Background: Extra language
Theme: Purple Dragon
Age: 19
Height: 6"1
Weight: 155 lbs.

Speed: 6
Initiative: +6
Passive Perception: 11
Passive Insight: 11

AC: 20
Fort: 15
Reflex: 18
Will: 16

HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 8/8
Action Points: 1

MBA: +12 vs AC, 1d8+8 damage
RBA: Magic missile (no roll) 8 damage

Resistances: None

Vulnerabilities: None

Saves:
+5 Saving throws against charm

Active Effects: None

Powers:

Focused Discipline
Mage Hand
Prestidigitation
Light
Dazzling Sunray
Unseen Hand
Dancing Fire
Magic Missile


__________________________________
Second Wind [_]
Fey Step [_]
Bladesong [_]


__________________________________
Guardian Blades [_]
Charm of Misplaced Wrath [_]


Unprepared powers:
Skewering Spikes
Shield

Consumables:

None.

Important Features:
Class Features:
Guarded Flourish Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon. In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.

Instinctive Attack When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.

Arcane Strike When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.

Racial Features:
Trance Meditate four hours instead of sleeping

Feats:
Heart of The Blade Gain Swordsbond
Swordbond By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.

Eladrin Swordmage Advance:
Make a MBA as a free action after you use the fey step ability.


Arcane Familiar:
Gain an arcane familiar: Cat Familiar

Items:
Bracer's of Mighty Striking +2 damage on MBA's

Ember, stats
Cat Familiar
Senses low-light vision
Speed 6
Constant Benefits
You gain a +2 bonus to Acrobatics checks.
You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill.
Active Benefits
Independent Spirit: A cat familiar has no range limit on the distance it can exist away from you.
Silent Predator: A cat familiar gains a +5 bonus to its Stealth checks.


Ember Stats

TRAINED SKILLS
Thievery +11, Arcana +14, History +14, Stealth +16, Acrobatics +13, Endurance +11

UNTRAINED SKILLS
Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +7, Streetwise +1, Athletics +2

Size: Tiny

Speed: 6
Initiative: Moves on Hellenbert's turn
Passive Perception: 11
Passive Insight: 11

Defences: 
AC: 20
Fort: 15
Reflex: 18
Will: 16

HP 1, a missed attack never damages a familiar

Senses: Low-light vision
Active Benefit: A cat familiar has no range limit


WWN Sheet
Character creation
[3d6]=7[3d6]=7[3d6]=10[3d6]=11[3d6]=13[3d6]=10
10,14,11,13,07,10
Growth Table:
[1d6]=3
[1d6]=4
[1d6]=3

10,18,13,13,07,10

Hp rolls:
Level 1: [1d6+2]=5+2=7
Level 2: [2d6+6]=6+6=12
Level 3: [3d6+9]=14+9=23
Level 4: [4d6+12]=17+12=29





Soldier class: Shoot (0)

Accursed class: magic (0)
Foci Level 1: Spirit Familiar I
Foci Level 1 Unique: Accursed Arms Master [homebrew]
Foci Level 1 Warrior: Armsmaster (magic 1)

Bonus skill: Know (0)

Level 2: 3sp
Foci Level 2: Pyre of Heaven Style I (Magic 2)
Constitution +1 1sp
Intelligence +1 2sp

Level 3: 3sp
New skill: ride (0) 1sp
New skill: convince (0) 1sp
New skill: Sneak (0) 1sp

Level 4: 3sp
Upgrade skill: Know (1) 2sp
New skill: Heal (0) 1 sp

Ability modifier:
0,+2,+1,+2,-1,0




WWN Combat Block Format
Hellenbert Brandt Color

Gender Human Class 1
Languages: Tulrissian, Dwarven, Imardanian
Age: 19
Height: 6"1
Weight: 155 lbs

Speed: X meters
Initiative:

AC:
Physical:
Evasion:
Will:
HP: X/X

Attack Bonuses:
Weapon: Attack Roll, Damage Roll
Unarmed: Attack Roll, Damage Roll

Ammunition Loaded:
Weapon: X/X

Active Effects: none

Consumables:
Important Features:
Feature: Description
Last edited by BartNL on Sat Feb 24, 2024 11:57 am, edited 6 times in total.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1721
Registered for: 6 years

Post by FinalTemplar »

Introducing... Caedus, the Redeemed Ruffian (#4080FF)
Character Sheet
Name: Caedus
Level: 4
Class: Warrior
Background: Criminal (Sneak-0)
Ability Scores: 14, 14, 10, 9, 9, 8
STR: 18 (+2) | Dex: 10 | Con: 9 |
Int: 8 | Wis: 14 (+1) | Cha: 9
HP: 21
AC: 10
Phys: 9
Evasion: 11
Mental: 10
Luck: 11


BAB: +4
Foci: Righteous Armor Style (Exert-1), Armsmaster (Stab-0), Whirlwind Assault (Stab-2), Aura of Fear
Skills: Sneak-1, Exert-1, Stab-2, Notice-2, Convince-0
Skills gained in order
Level-1: Sneak-0 (Background), Exert-0 (Growth), Stab-0 (Armsmaster), Exert-1 (Armor Style), Stab-1 (Bonus Skill, step 9),
Level 2: Stab-2 (WWAssault), Notice-0 (SP), Notice-1 (SP),
Level 3: Convince-0 (SP), Sneak-1,
Level 4: Notice-2
Foci Descriptions
Righteous Armor Style-1 Gain Exert as a bonus skill. The armor I wear has a +1 bonus to its AC and has no encumbrance value. Armor does not penalize your Sneak or Exert skill checks, and you can sleep comfortably in it. You and your armor remain clean and well-maintained, short of magical befouling.
Armsmaster-1 Gain Stab as a bonus skill. I can ready a stowed melee or thrown weapon as an instant action. I may add my Stab skill level to a melee or thrown weapon's damage roll or Shock damage, assuming it has any, to begin with.
Whirlwind Assault-1 Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they're susceptible to your Shock.
Aura of Fear When making a Convince check to scare or Intimidate someone, roll 3d6 and take the best two results.
In combat, when you hit an opponent with a ranged or melee attack, you may make an on-turn action to force the target of that attack to make a Morale check. This ability can be used for free once per scene, with each subsequent use adding 1 point of System Strain. While usable multiple times per scene, this ability may not target the same opponent more than once in that scene.


Class Abilities:
Killing Blow (add half level (round down) to damage dealt
Veteran’s Luck (turn a hit into a miss (on me), or turn a miss into a hit (on an enemy). 1/scene)

Languages: Common, Tulrissian

Equipment:

Bought skills:
Level 2: Notice-0, Notice-1
Level 3: Convince-0, Sneak-1
Level 4: Notice-2

Link for Ability Score rolls: [3d6]=8[3d6]=9[3d6]=9[3d6]=14[3d6]=6[3d6]=10
Link for HP rolls:
Level 1: [1d6+2]=1+2=3
Level 2: [2d6+4]=4+4=8
Level 3: [3d6+6]=11+6=17
Level 4: [4d6+8]=13+8=21
Link for Background rolls:
[1d6]=6 (Exert-0), [1d6]=3 (+2 STR), [1d6]=3 (+2 STR)
10 Minute Background
Background and concept elements
1) Appearance: Caedus is fairly plain in his appearance, in fact before inheriting the scale armor from Jorran he wore only simple commoner's clothes. Being very tall, standing at 6'2" he stands out simply on that alone and has a muscular, toned body that comes from working hard for nearly twelve years. His eyes were a vibrant purple, which helped him to be noticed even in a room full of people, even though most would not know his past as the bastard child of Sieglind Malton. He has a scar across his chest (running from the top left to bottom right) from training with Grozzuk, a nearly life-threatening injury that serves as a constant reminder of his mortality.


2) Personality: Desperate to prove himself, Caedus will do anything he can to be seen as worthy by people he views as higher than him. However, he refuses to bow to anyone, seeing himself as having the potential to be the best and greatest ruler there could be. This makes him incredibly vain, seeing himself as greater than most people. His relatively recent relationship with Amalie has started to bring him down a bit, as he now seeks greater power to protect her and their child, rather than for personal gain.

3) Birth & Early Life: Born a bastard, Caedus never met his biological father. Sieglind begged her husband to raise him, but eventually, he was kicked out to die on the streets. During his time out on the streets, he gets confronted by a bandit crew who called themselves "The Forsaken". A crew of misfits who didn't really belong anywhere, and thus became an outlaw family of sorts. Caedus was brought in mostly just for menial tasks but was eventually taken under the wing of an older member of the group, Jorran Ulic. At Jorran's request, since it wasn't his area of expertise, Grozzuk, the only orc in the crew, offered to train him. And thus, Grozzuk spent the next year training him from the ground up in how to use the Fullblade, since it was the only spare weapon they had on them.

4) Early Adulthood: Shortly after Caedus turned 18, Jorran passed away. His dying wish was for Caedus to inherit his armor and use it well, saying he loved him like the son he never had. The leader, Marsden, decided Caedus had more than done his time being an initiate, fully making him an official member of the Forsaken. The next stop they decided to make was at a port-town, a relatively new endeavor created by two old criminals who needed to step down from active criminal work to do something a little more sane. So, with the fortune they amassed from adventuring, they created a safe haven on the westernmost cliffs in Tulrisse, a cliff-side town named "Edgeport". In this town, Caedus meets the love of his life, Amalie, a bar maiden who only loosely worked for their local Inn. She admitted to him how much she craved adventure, and he promised her a spot in the crew. After a night of lust, Caedus introduced her to the crew, who welcomed her with open arms.

5) Recent Years: Amalie and Caedus have been together for four years now (18 years old until ~22 years old), and they've become a close and powerful duo. In the last four years, the crew has become more and more well-known, enough to actually be noticed by local law enforcement. On a routine trip through the Queendom of Menora, she popped the knowledge on him that she was pregnant with his child, and that she needed a place to settle down. Shortly after this, local Menoran law enforcement found them and started to chase them down. In the chaos, Caedus was separated from his crew and captured, taken to Menora to be sentenced for his crimes.

Goals
1) To become a lord of his own land.
2) To create a lasting legacy for his family line moving forward.
3) To prove to himself (and his "father" Albrecht Malton) that he is more than just a bastard.

Secrets
1) His relation to the lord and lady of Erlfeld.
2) His child which is being carried by Amalie, and her nationality (Native to Imardin).

People tied to Character
1) Albrecht Malton - Lord of Erlfeld, raised Caedus for the first eight years of his life.
2) Sieglind Malton - Lady of Erlfeld, Caedus' biological mother. Haven't been in contact since Albrecht banished him.
3) Marsden - Leader of "the Forsaken", generally on good terms.
4) Grozzuk - Weapon-Master of "the Forsaken".
5) Amalie - Caedus' girlfriend and mother of their child.

Memories, Mannerisms, and Quirks
1) Caedus tends to fly by the seat of his pants, and when asked if he knows what he's doing, tends to give a smirk and say "Of course, I got this."
2) Caedus doesn't typically enjoy being in the presence of nobility. He can compose himself for short periods, but his vanity stops him from giving them the respect they deserve.
3) Caedus has one memory from before he was forcibly removed from house Malton, in which his father's advisor caught Caedus stealing from a noble who was visiting Erlfeld. (This is the event that got him kicked out.)

Background - Family/Class/Profession/Institutions
Family: Caedus' biological father might as well be dead, he never got to meet him. His mother and her husband are still alive and ruling over Erlfeld. The Forsaken crew are his primary family and have built a strong bond. Amalie is his girlfriend and, in his mind, his future queen.
Class: Noble, banished for being a bastard child. Raised by bandits.
Profession: Spends his time working as a bandit and amassing wealth.
Institutions: While not affiliated with any proper institution, was trained by Jorran and Grozzuk on how to be a bandit and a fighter.

Drives - Primary/Secondary/Tertiary
1) To prove himself - Caedus has been told his whole life he wasn't good enough, how he needed to be better. Every day he actively pushes himself to be the best he can be.
2) To protect Amalie - The love of his life is the most important person to him, and though his family matters, too, Amalie is the one shining hope he has for a future.
3) To craft a legacy of his own - To be known for the rest of time, whether as the greatest hero or the most wicked villain, all Caedus cares for is to have people to remember him.

Goals - Short-term/Medium-term/Long-term
Short-term: Survive long enough to meet his son and try to raise him properly.
Medium-term: Attain the wealth required to live comfortably.
Long-term: Gain enough power to attain lordship over his own land.


Old Info
Character Sheet
Caedus, level 4
Bugbear, Slayer (Reskinned to Human)
Background: Recent Life - Mercenary Work (+2 to Athletics)
Theme: Sohai
FINAL ABILITY SCORES
Str 20, Con 13, Dex 18, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 15, Int 8, Wis 13, Cha 10.


AC: 20 Fort: 20 Reflex: 17 Will: 14
HP: 46 Surges: 10 Surge Value: 11

TRAINED SKILLS
Endurance +8, Intimidate +9, Athletics +14, Perception +8

UNTRAINED SKILLS
Acrobatics +6, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History +1, Insight +3, Nature +3, Religion +1, Stealth +8, Streetwise +2, Thievery +6

FEATS
Feat User Choice: Two-Handed Weapon Expertise
Level 1: Weapon Proficiency (Fullblade)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Martial Cross-Training

POWERS
Martial Cross-Training: Advance Lunge
Slayer utility 1: Berserker's Charge
Slayer utility 1: Battle Wrath
Slayer utility 2: Single Out

ITEMS
Bracers of Mighty Striking (heroic tier), Scale Armor, Hempen Rope (50 ft.), Bedroll, Trail Rations (10), Horn, Backpack (empty), Tent, Ten-foot pole, Crowbar, Torch (9), Climber's Kit, Dagger boots, Fullblade (Large), Hilt of Malton's Fury, Pouch with 51g coins.

Important Features
Bracers of Mighty Striking - When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Two-Handed Weapon Expertise +1 to weapon attacks with Two-handed Weapons, also gain +1 to damage while charging with these weapons.
Weapon Focus (Heavy Blade) Gain +1 to damage per tier with weapon attacks with Heavy Blades.
Martial Cross-training Lose one use of Power Strike to gain encounter attack power from your class.
Combat Block
Caedus (#4080FF)

Male Bugbear Slayer 4
Languages: Common, Tulrissian
Age: 22
Height: 6'2"
Weight: 185lbs.

Speed: 5
Initiative: +6
Passive Perception: 18
Passive Insight: 13
Senses: Normal

AC: 20 (17 unarmored)
Fort: 20
Reflex: 17
Will: 14
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 10/10
Action Points: 0

MBA:
Fullblade (Large) - 1d20+13 - 2d6+13
Unarmed - 1d20+9 - 1d4+10

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.
Powers:

At-Will
Berserker's Charge
Battle Wrath
Item At-Will
__________________________________

Encounter [_]
Sohei Flurry
Predatory Eye
Power Strike
Single Out
Advance Lunge
Item Encounter [_]
__________________________________

Daily [_] None
Item Daily [_] None

Consumables:
None.
Power Descriptions
At-Will Powers
Berserker's Charge - Minor Action - Personal - Until the stance ends, gain a +2 power bonus to Speed when charging, and a +2 power bonus to attack rolls made with a charge.
Battle Wrath Minor Action - Personal - Until the stance ends, gain a +2 power bonus to damage rolls with basic attacks using a weapon.
Encounter Powers
Sohei Flurry Minor Action - One Creature - STR vs AC - 1[W].
Predatory Eye - Minor Action - Personal - If I have CA against a target, I deal +1d6 on the next attack I make against that target. I must apply this bonus before the end of my next turn.
Power Strike - No Action - Special - Trigger: I hit an enemy with a melee basic attack using a weapon. Effect: The target takes an additional 1[W] as extra damage from the triggering attack. Note: Martial Cross-Training takes away the extra use of this ability.
Single Out - Minor Action - Ranged 5 - One Enemy - The target grants CA to me until EONT.
Advance Lunge - Standard action - STR vs AC - Hit: 2[W]+STR| 2[W]+STR&DEX vs targets who I have CA against.
Equipped Items
 

Code: Select all

Main Hand: Fullblade (Large) (two-handed)
Offhand: Fullblade (Large) (two-handed)
Body: Scale Armor

Head: ---
Neck: ---
Arms: Bracers of Mighty Striking
Hands: ---
Waist: ---
Feet: ---
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---

Boon: ---
Last edited by FinalTemplar on Fri Mar 08, 2024 10:54 pm, edited 4 times in total.
Active PCs
Caedus (#4080FF)  
Dessarius(#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
User avatar
Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 2 months

Post by Pashalik »

Presenting The Great Ghor, Wrestler Extraordinaire and Orc of Unmatched Strength!


Image
Portrait
[SHOW]
Height: 6'7"
Weight: 310lbs
Age: 27

Not in armor:
Image

In armor:
Image
Background
[SHOW]
Once an enforcer for an organized crime ring in Crescent Bluff, Ghor found himself needing to flee the city after a severe crackdown brought most of his gang to justice. He happened across Mutar's troupe as they were leaving the region, which provided him with a way out of Serran and some coin while he was at it. While his time with the troupe has not been unpleasant, he is not a natural performer and has begun to look for a new path to take.
Personality
[SHOW]
Proud of his strength and used to using it to solve problems, Ghor is a pragmatic person with little use for philosophy or niceties. This can often lead people to underestimate his mental faculties, to his annoyance, though occasionally to his benefit. Those who take the time to get his opinion often find their way to his good side.
Combat Block
[SHOW]
The Great Ghor

Male Mul Slayer 4
Initiative: +5
Passive Perception: 17
Passive Insight: 12
Senses: Normal
Languages: Serran, Tulrissian

AC:21
Fort:20
Reflex:16
Will:13
HP:48/48
Bloodied:24
Surge Value:12
Surges left:12/12
Action Points: 1
Speed 5

Powers:

Poised Assault
Berserker's Charge
Incredible Toughness []
Power Strike []
Rain of Blows []
Guardian's Counter []
Single Out []

Other Abilities:
Second Wind [ ]

Conditions:

Awesome.

Character Sheet
[SHOW]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ghor
Level 4 Mul Slayer
Born of Two Races: Born of Two Races (Dwarf)
Background: Muscle (+2 to Athletics)

FINAL ABILITY SCORES
Str 20, Con 15, Dex 17, Int 10, Wis 10, Cha 9.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 16, Int 10, Wis 10, Cha 9.


AC: 21 Fort: 20 Reflex: 16 Will: 13
HP: 48 Surges: 12 Surge Value: 12

TRAINED SKILLS
Endurance +9, Intimidate +6, Athletics +12, Perception +7

UNTRAINED SKILLS
Acrobatics +3, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +2, Insight +2, Nature +2, Religion +2, Stealth +3, Streetwise +3, Thievery +3

FEATS
Level 1: Dwarven Weapon Training
Level 2: Armor Proficiency: Plate
Feat User Choice: Spear Expertise
Level 4: Martial Cross-Training

POWERS
Martial Cross-Training: Rain of Blows
Slayer utility 1: Poised Assault
Slayer utility 1: Berserker's Charge
Slayer utility 2: Single Out

ITEMS
Plate Armor, Gouge, Badge of the Berserker +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Old Character Sheet
[SHOW]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ghor
Level 3 Mul Slayer
Born of Two Races: Born of Two Races (Dwarf)
Background: Muscle (+2 to Athletics)
Theme: Guardian
Languages: Serran and Tulrissian

FINAL ABILITY SCORES
Str 19, Con 15, Dex 16, Int 10, Wis 10, Cha 9.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 16, Int 10, Wis 10, Cha 9.


AC: 19 Fort: 18 Reflex: 15 Will: 12
HP: 42 Surges: 12 Surge Value: 10

TRAINED SKILLS
Endurance +8, Intimidate +5, Athletics +10, Perception +6

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History +1, Insight +1, Nature +1, Religion +1, Stealth +2, Streetwise +2, Thievery +2

FEATS
Level 1: Dwarven Weapon Training
Level 2: Armor Proficiency: Plate
Feat User Choice: Spear Expertise

POWERS
Slayer utility 1: Berserker's Charge
Slayer utility 1: Poised Assault
Slayer utility 2: Single Out

ITEMS
Plate Armor, Gouge, Badge of the Berserker +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
color=#0080FF

wishlist
[SHOW]
- Iron Armbands of Power(lv6)
- Dwarven Plate Armor(lv2)
User avatar
KupoTheMagus
Posts: 105
Registered for: 2 years 1 month

Post by KupoTheMagus »

wip
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane





 
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