Death's Veil: King of the Trollhaunt WarrensThe small town of Moonstair, lying on the far frontier of the barony of Therund, has been a central stop on the north-south Trade Road for ages. More importantly, it has been a site of intense interest to scholars, academicians, explorers, and countless bands of adventurers as the town houses a rare portal to the Feywild. Connecting the otherwise dainty town of normal human farmers and traders to the mystique and splendour of the fey realms, it has proved a source of wonder to the area and to the barony itself for quite some time.
Yet east of the town lies the dangerous wilderness known as the Trollhaunt--a maze of swampland, thickets, gullies, and forested ridges. In ages past, this area was part of a land called Vardar, a violent realm of troll war-clans and the monsters that served them. Vardar fell into ruin centuries ago, leaving only dank barrows and a few fog-shrouded stone forts to mark its existence. The trolls and other foul creatures dwelling in the Trollhaunt degenerated into savagery, preying on each other and any travellers foolish enough to venture into their lands. However, things in the Trollhaunt are about to change...
The great troll chieftain Skalmad has put an end to the feuds and squabbling of his kin, using ancient fomorian magic to declare himself King of the Trollhaunt. Now, Skalmad and his monstrous followers are turning their malice toward neighbouring human lands. for the first time in centuries, the trolls of the Trollhaunt have a leader with the will and the wits to forge his lesser fellows into a conquering army. Vardar lives again, and if nothing is done to check Skalmad's power, Moonstair will be just the first of many settlements to fall.
The Final Party:
Verdance Micah, Tiefling Malec-Keth Janissary Swordmage
Thekla Kalamanos, Dragonborn Soldier of Conquest Blackguard of Bane
Atish Zadiki, Tiefling Turathi Highborn Hexblade
Merril, Eladrin Cunning Prevaricator Bard
Efail Argylvid, Elven Master of the Forge Runepriest
The Lost:
N/A! (Yet)
Mechanics Changes:1) All players receive a free expertise feat, taken from whichever expertise feat fits their character.
Moonstair Economy Info:
Cloudwatch Inn
Hidden behind a larger multi-story building, Cloudwatch Inn is tucked away against the southern edge of the Old Troll Wall as it meets with the Nentir River's southeastern passage. For the Inn this provides a lovely view of passing boats and the land beyond the river to the south. Owned by what you can recall is a portly, rich, gregarious halfling by the name of Cham, the Inn has prospered since its founding as a means of providing good service for the many travelling merchants and passing adventurers that move through Moonstair. It is kept in good condition, regular repairs making the establishment seem always good as new and the red-tiled roof gives it a form of a beacon so that it can picked out from behind the number of other buildings climbing up the hill to the north. Inside the air is of intense traffic and a boisterous crowd enjoying their downtime before undoubtedly heading off to excitement somewhere.
* With the adventuring clientele that provide the town with a good chunk of its company, the Inn's accommodation prices are reasonable...for adventurers: 2 gp/night (or 3 gp/night with a meal included) or 15 gp/night for a high-end single room. More exotic food and drink can be ordered on request (ie- Bax's 200 gp bottle of wine).
Temple of the Moon
A small, but elegantly crafted stone building complete with a small garden/orchard in the back, the Temple of the Moon is tucked up against the Old Troll Wall in the centre of town. While hosting a small congregation of priests, it does contain shrines to Sehanine, Melora, and Avandra and tends to receive frequent enough patronage and visits to maintain a professional and cheery atmosphere. Many of the priests are capable divine ritualists and as such the steady flow of adventurers throughout the town provides some nice supplementary income to the Temple's coffers. With Sehanine said to control the functioning of the Moon Door, the priestesses of her shrine tend to make regular monthly visits to the small island housing the Moon Door to tend to the flowering plants and moss that grow there.
* Any divination or restoration ritual up to 8th level can be performed by the Temple with a Religion bonus of +12. These rituals cost 120% of their base market price. Scrolls of these ritual can also be requested at 150% of their base market price.
Trevain's Travelling Emporium
An imposing two-story building with a pointed green-thatched roof, the front of this construction located on the other side of the Old Troll Wall between it and the farms, seems to welcome you with inviting, open arms. Potted plants and various fixtures create a homely atmosphere as the interior's precise and aromatic environment attempts at doing just the same. Run by a cheery, middle-aged human by the name of Trevain, this Emporium functions as a one-stop general store for much of Moonstair's regular business. An attached storage shed around back of the building and nearly up against the Old Troll Wall is filled much of the time with various farming supplies and other bulk goods.
* Stocked within are any mundane item you could likely think of from your common adventuring supplies (ie- rations, hooks, crowbars, waterskins) to run of the mill foodstuffs and various equipment, all at their regular market cost. Special items (including magical wares) are also stocked or special-ordered from Celduilon at times which include any miscellaneous or wondrous item not stocked elsewhere in town, at 120% of their base market price.
Glodurk's Sharp & Pointy
An average looking building not a far walk from Moonstair's central square intersection, this two-story establishment only bears the swinging, carved sign bearing its name as any indication that it might be a business if you don't count the near constant smoke emanating from its chimney. When you step inside, the stench of smoke and iron assails your senses as the heat from an unseen fire sends its warmth throughout much of the downstairs. Sets of iron armor are hung up along various walls, while numerous weapon racks are arranged kind-of in an organized manner around the lobby's floor. At the counter, a tall, muscled, rough orc greets you with a grunt, spitting out some questions in broken Common through his very prominent tusks as to what you're interested in buying.
* Almost any armor, arms, helmet, or weapon can be purchased here including magical items (he has business with a local enchanter). Items which aren't predominately metal cost 110% of their base market price while metal items have no higher premium attached. Glodurk will also mention that he can pretty much fashion any obscure ore or scale into whatever armor or shield is asked for, for varying prices.
Alchemical Wares
With the proximity to the Trollhaunt's swamps, the presence of the Moon Door allowing access to the Feywild, and the situation of the city directly on a river crossing, Moonstair has access to an incredible number of natural alchemical supplies. Because of this, a number of competing alchemy businesses have set themselves up within town:
Rolando's Reagents: A squat building within the main part of the city safely behind the Old Troll Wall, Rolando is a squat halfling with a pair of spectacles that looks at you with mite interest. Always helpful, if a little preoccupied at times, he swears his concoctions will never fail and if they do then it must be sabotage!
All Things Alchemical: An otherwise nondescript building with a flower-bed and sign out front, numerous bottles and raw herbs and materials sit in carefully maintained shelves and cabinets throughout the store. A middle-aged woman smiles and inquiries about what you'd like today, indicating that they contain numerous Feywild specialties that you're unlikely to find in any of the 'lesser' establishments throughout Moonstair.
George's Plants: Out near the farms between the two walls and to the north of the city where the smell of the passing river is stronger, this establishment seems a tad bit more odd than the others. As you enter and proceed to the counter you'll note the rather...mechanical man standing behind it with a neutral expression on its constructed face. A warforged, he greets you in a monotone voice that does its best to communicate pleasure at your visit and informs you in a quite detailed manner of the extent of the plants and other flora kept within the shop.
* You're likely to find pretty much any alchemical item or consumable between the numerous establishments in the city, all at 90% of their base market price given the abundant supply of raw materials. The exception to this is the provision of poisons which, given a lack of demand and thus a lack of storage of their materials, cost 110% of their base market price.
Party Experience:Level 11
* 5100 xp - Ambush the Giant Party
* 3500 xp - Trollhaunt Wilderness Ambush
* 3100 xp - Road Trolls Encounter
* 600 xp - Convince Bax to Talk About the Trollhaunt
Loot Acquired:Current Gold (23/07/11): Party: 6,764 gp
Level 11Gold: 28 platinum pieces, 3,650 gold coins, 15 gems (2,000 gp)
Magic Items:Other Items:
* 16 Alchemical Items [16x Acidic Fires]
* 2 Potions [2x Kruthic Potions (400 gp)]
Sold Items: 1100 gp (1 Art Object)
Purchased Items: -200 gp (bar tab), -2576 gp (16x Acidic Fires), -10 gp (accommodation)
We'll see how long this blog lasts
Currently DMing: None
Characters
[5e]
Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Posts
Character Sheet: http://4e.orokos.com/sheets/3079
Medrash the Pyre has been wandering around for a few years now. The dragon blood that runs through his veins had forced him to be a force to be reckoned with in his travels, but the same blood brings hatred from other dragonborn down upon him. They say his blood is "Too pure." They say that that blood may create a desire to rule. They were right.
Medrash is calculating, knowing that operating with people means to win them over first. He is slow to anger, and reserves unleashing his magic for those who truly should burn. He is aware that he is intimidating, and uses that to get his way. While not the smartest, he knows how to manipulate others, and has no qualms doing so. He refuses to break the law though, and sees committing crimes against innocents as acts of treason.
Medrash has learned to tap into the arcane powers that his blood brings forth through him. He is slowly becoming a living embodiment of a dragon, showing the wit, intelligence, charisma, and the greed that comes with that.
Personality: A bit prone to yelling, but knows that force doesn't always win things. He is quite educated, and is willing to step in front to deal with deliberations. However, when evil shows, or it becomes apparent that someone needs some discipline, Medrash will quickly bring his fire to bear, both to scorch his enemies and to light the way for his allies.
Appearance: He is a dusky brown, but the edges of his scales shine with a dull gleam. While not consistent, you see licks of flame appear from around his nose and mouth, almost like a true dragon would. His presense radiates with intense heat, as though fire might come bursting out at any second. He typically wears a loose robe, but no other armor, looking more like a begger then an adventurer. His staff moves freely in his hands, and you know he is an expert in using it.
Image?
Background- Story
"... Falchion."
One word, burned irrevocably into his mind. In years past he had been a servant, a farmer, dutifully tending to his crops. He enjoyed the sounds of the children playing while he worked. In the evenings he would sometimes tell them stories, tales of a great Warforged hero. The hero had had many adventures, some even to other planes where he even fought beings made of smoke and flame. He was know as Falchion, for the weapon he carried that glowed with the light of a sun. The children loved those stories, and he loved to tell them.
He wasn't a farmer anymore though, he no longer told stories to children huddled around the flickering glow of a dying fire. He had captured their imaginations, perhaps too well, and the boys and girls practiced day and night with sticks and pans each calling themselves a new hero. No one minded much, the stories were harmless flights of fancy, until the day four young boys disappeared into the woods. They had taken their play sticks and pans with them, perhaps determined to hunt monsters that lurked within. When he learned, he took up his sickle and scythe and followed the trail deep into the woods.
The boys had been captured by a troll, their sticks and pans broken like the feeble playthings they were. He attacked the Troll with wild abandon, ignoring the damage it meted back to him until it lay on the ground twitching with its last breath. The boys were battered and bruised, but alive, and barely conscious. As he began to treat their wounds, one of them said, "Falchion... saved us." He carried the boys back to their homes, their parents grateful and the small village rejoicing. He left that night regardless, slipping away in the darkness. Telling stories had nearly gotten the young boys killed, and he felt responsible for that.
History
He is, in truth, an ancient sentinel who has long wandered for purpose since the fall of his empire. He only knows the life of a soldier, a warrior, and was totally unable to integrate into any other kind of life. He eventually fell in as a mercenary, working for people both evil and benign, and worked that way for decades without any real drive or motivation beyond his personal upkeep. It was when he was at his lowest that he began to hear tales of Falchion, and he grew obsessed with the mythical figure. Falchion embodied everything he lacked, Falchion had a purpose and ideals to follow and had the respect and adoration of many. And so he assumed the identity one day without meaning to, telling a villager his name was 'Falchion', and ever since has been attempting to embody the ideal.
Personality
Masterwork ones OK (eg. instead of taking a Magic Leather Armor +3, can one take a Magic Drowmesh Leather Armor +3 instead)?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Specifically the alternative Avenger class feature "Divine Indentification" which replaces Divine Guidance.
Believing your prey to be close, you whisper the name of your
god to sharpen your perceptive powers.
Encounter ♦ Channel Divinity, Divine
Minor Action Personal
Effect: Until the end of your next turn, you know the location
of your oath of enmity target, and it grants combat advantage
to you, even if you can’t see it.
Special: You can use only one channel divinity power per
encounter.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Credit goes to Kay for fashioning this into an image I don't hate.
"Discipline is not a luxury to be indulged at ones convenience, it is necessity for those whispered promises of power."
History and Personality: Atish Zadiki ardently believes it is up to him to revive the honor of the Tiefling race. Born to the merchant house Zadiki and raised on his fathers tales of Turathi discipline and prowess, he is keenly aware of the hubris that led to their downfall yet convinced that at the core of his people is a strong will and a cunning intellect, traits that can only benefit the world if only they weren't scattered to the winds without direction. In keeping with the traditions of the Turathi Bloodknights he has gained mastery of sword and hellfire, snatching a favorable bargain from the jaws of the Fiends, and set out into the world to prove the worth of the Scions of Bael Turath.
His career as an [strike]adventurer[/strike] ambassador of his kind has not been perfect, his abilities and heritage feared by many, however he commands a grudging respect since his triumph over a cabal of Demonologists worshipping the Demogorgon in the shadows of the city of Kwythellar. Since then he has come to be known as an almost chivalrous figure, save for his ruthlessness. He has a code, one he is all too happy to inflict on others and judge them lacking if need be in the case of fellow warlocks, and he will not abandon it like his ancestors did.
In time he hopes to serve as a symbol of hope and unity for his people, rallying them together to endeavor anew towards something better. Bael Turath was a failure, but the potential of the Tieflings is not yet at its end. Nerath fell, in his opinion, for lack of ambition and a preoccupation with luxury. If any are to inject the necessary drive and ambition for an empire, any empire, to tame this world once more, it should be he and his kind. And Atish is willing to prove it.
Party Motivation: Ever one to prove the worth of Tiefling skill and will, Atish is quick to leap at the chance to join a force meant to defend against the burgeoning force of Vardar. Besides...removing such a force of chaos is its own reward. Trolls have nothing to offer civilization but target practice!
White FC: 0819 3350 1787
"As a soldier and protector to those you once swore to protect, I am disgusted by your cowardice! May the Black Hand himself punish and curse your future descendants! As for you, I judge thee... guilty!"
Image:
History and life:
On the day of her siblings and her own acceptance into the ranks, the clergy found her skills to be... excessive to be a proper paladin. For to be a paladin, one must show mercy and restraint to one's enemies (this rule even applied to paladins whom serve the lord of Tyrrany, Bane). Instead, Thekla was given the title of Blackguard, in service to the Black Hand. As a Blackguard, she was tasked to not only spread Bane's teachings, but to also hunt enemies and traitors of His Most Excellence, and punish them... severely.
Thekla accepted, and has since left the Order as a missionary... of a sorts. She has traveled far and wide across the land. When not doing her duties, Thekla often sold her services as a mercenary or bounty hunter. Before executing her tasks, she often sets up contracts, to make sure the signed parties payed from their end of the deal. If not, well... the teachings of Bane often told her of what to do to those who break their vows. Her last solo escapade saw her (along with others, like militia) repelling a large Fire Giant invasion from the Dwarven city of Magmidar. Of course, it was also the first time she ran and met with the other heroes of our story...
Party Motivation:
Personality:
Notes:
I took the Templar background, mostly because it's powers and fluff are the closest things Bane and his followers preach and practice in the PoL setting. If it's not acceptable, I'll try a different Theme
Then we would have Judge Dredd, The Party
White FC: 0819 3350 1787
Edit: In regards to items, are you sticking hard and fast to the 12, 11, 10, or can we just assume we have the equivalent gold of those items (with no item exceeding 12), in case we want a 12, 10, 10 in items, for example?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Only if Atish is the Judge, the rest of the party the Jury, and Thekla...?
Well, she doesn't carry an Execution Axe for nothing. :P
Character Builder Summary:
Dwarf, Battlemind, Iron Guardian
Build: Resilient Battlemind
Psionic Study Option: Battle Resilience
Occupation - Scholar (+2 to Arcana)
FINAL ABILITY SCORES
STR 12, CON 20, DEX 12, INT 10, WIS 20, CHA 14
STARTING ABILITY SCORES
STR 11, CON 16, DEX 11, INT 8, WIS 16, CHA 12
AC: 29 Fort: 26 Ref: 23 Will: 27
HP: 101 Surges: 14 Surge Value: 25
TRAINED SKILLS
Arcana +12, Endurance +15, Heal +15
UNTRAINED SKILLS
Acrobatics +5, Athletics +4, Bluff +7, Diplomacy +7, Dungeoneering +12, History +5, Insight +10, Intimidate +7, Nature +10, Perception +10, Religion +5, Stealth +4, Streetwise +7, Thievery +4
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dwarf Racial Power: Dwarven Resilience
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Blurred Step
Battlemind Feature: Mind Spike
Battlemind Feature: Battle Resilience
Battlemind Attack 1: Conductive Defense
Battlemind Attack 1: Aspect of Elevated Harmony
Battlemind Utility 2: Evade Explosion
Battlemind Attack 3: Lodestone Lure
Battlemind Attack 5: Empathic Feedback
Battlemind Utility 6: Relentless Hostility
Battlemind Attack 7: Lightning Rush
Battlemind Attack 9: Intellect Hammer
Battlemind Utility 10: Guardian's Speed
Iron Guardian Attack 11: Guardian's Might
FEATS
Level 1: Bludgeon Expertise
Level 2: Deadly Draw
Level 4: Dwarven Weapon Training
Level 6: Psionic Toughness
Level 8: Superior Fortitude
Level 10: Improved Defenses
Level 11: Paragon Defenses
Level 11: Shield the Fallen
ITEMS
Vitality Wyvernscale Armor +3 x1
Guardian Shield Heavy Shield (heroic tier) x1
Amulet of Protection +3 x1
Acrobat Boots (heroic tier) x1
Iron Armbands of Power (heroic tier) x1
Adventurer's Kit
Reading Spectacles (heroic tier) x1
Mindcrusher Craghammer +1 x1
====== End ======
====== End ======
Background:
It has been a number of years since Baern left the safety of his library. Not by choice mind you. Baern only left the library of his own volition to court a young lass. Her name was Myora, and Baern was smitten the moment she expounded upon the fundamental differences in ancient Abyssal languages spoken by beings of the various levels of hell. It didn't matter that her looks left alot to be desired, he loved her brilliant intellect and personal fortitude. If only study led to foresight...
His love for Myora led Baern to search deeper into the knowledge of her favorite subject, "Evil". Why this didn't bother him, he may never know. What did bother him was when he rushed back to the library late one night and found her behind the racks with a warlock. If he could erase from his mind what he saw there he would do so even at the cost of all his knowledge. He ran from the building, his mind reeling.
When Baern woke the next day he was in the Inn. He only knew the Golden Ram from the pamphlets at the libray, but there was no doubt what had happened in the room. Myora lay on one side of the room, curled in a ball sobbing. The warlock...lay on the other, his body contorted and crushed. Limbs twisted in ways Baern knew were only possible through the power of ones mind. His mind.
Baern does not talk about that day. Indeed he has never told anyone. The proprieter of the Golden Ram never looked into the cause of the mess. Myora went missing in the deep caves. Baern found a way to control, a way to attone, a way to forgive himself.
His path to salvation has led Baern on many journeys. During this time he has met a variety of "interesting" young individuals. For the more friendly sort that he has joined with, he is the caring father figure. All too happy to sit an young lad or lady on his lap and tell them a story of times long past one moment, and promptly smash an intruding orc in the face the next. He never lets down his protective barriers, from around himself or those he cares for. When he discovered an ancient tome describing "Iron Gaurdians" he knew he had found his calling. To defend the innocence he has lost, and that others might still cling to.
The kindly old dwarf with a dark secret. The scholar with stoic determination uncommon even among dwarves. The defender.
Baern was happy to hear the party was going to Moonstair. He had heard wonderous things about the feywild and wished to examine its effects himself. Upon arrival he immediately sought out the local repository of knowledge and set to study. As quiet as libraries usually are though, he couldn't help but overhear whispers of trouble. "I hear some men went missing in the swamp last week..." "...bloody trolls" " 'scalled Trollhaunt fer a reason" People with knowledge are friends to Baern, and you best not hurt his friends!
Human version of what he looks like:
Yup, hybrid classes are fine. Paragon Multiclassing or Paragon Hybrid builds are not recommended, but then noone ever takes those anyway so that's probably not an issue.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I also took a daily utility that lets me force 1+Charisma modifier answers out of a helpless opponent by forcing apocalyptic visions into their brain
Edit: Tidied up Atish's submission post a bit.
Edit edit: Tiamat you may not have noticed this but Thekla has no neck items. Your NADs are in danger! Daaaaanger!
White FC: 0819 3350 1787
In addition, updated Thekla's character sheet, by shifting some stats around as well.
White FC: 0819 3350 1787
Background
It finally took his pride and hubris to bring him low. Thinking himself the match for the Nerathian magisters, he attempted to take the Crown of the Father. It was the perfect plan, he knew all the guard shifts. One of his contacts however, was willing to betray him for the Nerathians coin. He had barely touched the Crown, having disabled many traps and navigated the labyrinth surround the treasure vaults before the guards stormed in. True to his form, Felthas died fighting, refusing to lose out to such dogs.
He traveled to the Raven Queen's Court of the Shadowfell. The Raven Queen, rather than granting Felthas the mercy of final rest, decided that this was a mortal in need of a lesson in humility. She cursed him to wander the world, clad in his flesh and bones, until he had atoned for his selfishness, and earned his rest.
He clawed his way from the earth on a dark and terrible night. He'd been dumped into an unmarked grave. He laughed at his great fortune, the great trick he'd performed on the Raven Queen! He vowed to take his vengeance on those who had caused his (supposed) premature demise. He was forced to hide, he was now anathema. Those who looked on his true visage were disgusted and believed him to be no better than a zombie. He was able to wreak his vengeance, horrifying his victims. From him was born the legend of the Guard Ghoul, such that any guard was loath to walk the palace at night, lest they encounter him on his grim mission.
Once this task was completed, Felthas found himself overjoyed. He felt better than before, more powerful. but with it came a price. Life after death eventually lost luster. He tired of the hiding, the lack of joy that his previous past-times seemed to bring him. As he was dead, the things of life could no longer satisfy him, not much how much he wined and dined or whom he was able to woo. After the fall of Nerath, he realized the extent of his curse, and what it meant to be undead. He wandered for a time, falling in and out of various bands, some good, some ill. The Duchy of Wilkard still speak of the Banshee whom lead Lord Belgrade's Brigade, but equally do some know the tales of the Monster of Verise, whom helped raze Serkaston to it's foundations. Felthas would eventually get bored and move on.
More recently, he has found himself more drawn toward helping those he comes across. He peddles his expertise as a "Treasure Hunter" whom is handy with a blade should the trail towards fortune and glory become too bloody. Most recently, he helped with a scholarly expedition to the fabled Court of Bones, aiding in the navigation of the ruined sepulcher to find it's many secrets. Felthas has drifted towards Therund partly to find a new cause to rally to, something which he can throw himself into, partly because the proximity to the fey portal reminds him of the elven home of his youth...
Personality
Appearance
I hope this is good.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Otherwise, how's the rest?
If you imported into Orokos from the online character builder the powers will be missing. Got around that myself by importing the character into the offline builder then resaving it. Orokos likes the offline char file alot better for some reason.
(It is because the offline character builder doesn't suck and is reasonably well made)
White FC: 0819 3350 1787
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons.
However, a bola is just a Flail ranged weapon with the Light Thrown property. If I were to be chosen, could we handwave that requirement for the attacks to work? It seems like an odd restriction on a power that could be melee OR ranged.
And it separates it as "Melee or Ranged Weapon" because the power lets you either use your heavy thrown weapons in melee, or if you want, in ranged by throwing them. Naturally, for it to work you'd have to have these thrown weapons be melee weapons in the first place (like throwing hammers or handaxes).
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
*edit: I figured it'd be easier to post my app below, just to make sure my app isn't overlooked*
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Character Sheet: http://4e.orokos.com/sheets/3116
Background:
At the age of 19, Erik was disowned by his father after a rather embarrassing showing at the local lord's birthday celebration (to this day, Erik still has no idea how that pig got into the punch bowl). Erik, freed from the burden his father had laid upon, headed out to venture the world and to practice his one true talent, fencing. Erik traveled far and wide challenging soldiers and mercenaries alike, usually with the help of a few sharp words. Erik, using his natural talent and excellent tutoring was more than a match for the run of the mill man-at-arms. At one point, Erik truly believed himself to be the greatest fencer in all of world. He would soon be proven wrong.
Erik heard rumors of a swordsman of unrivaled skill, who could dispatch a foe without even so much as a scratch. Erik was suprised to discover that this fencer was an Elven woman by the name of Liria Valthorin. Erik could not imagine how such a small, fragile looking thing could have such a terrifying reputation and, being arrogant and headstrong, challenged Liria to a duel. The battle was over before Erik even realized it had begun. Finding himself on the ground with Liria's blade at his throat, Erik had no choice but to admit defeat. However, Liria saw the potential in Erik's swordplay, and offered to train him at her school, the House of Flowers. Erik, humbled by his defeat, accepted Liria's offer.
At the age of 22, Erik left the House of Flowers after completing his lessons under Liria. Now he seeks to further master his sword fighting technique and find his fortune in the great, big world.
Now at the age of 24, Erik has come into his own as a fencer and, to some, a hero. Testing his skills against Orcs and Goblins alike, Erik has taken the basic technique he learned from his master Liria and combined it with his own natural movements and almost catlike quickness.
Description:
Party Motivation:
If this impacts your background at all, feel free to incorporate the DMG's notes on the Fall of Nerath into any character building and/or and nearby regions for character origins and where they'd have come from. It's highly likely this area would have featured prominently in the former empire of Nerath, albeit potentially cut-off from the main Empire given the presence of the Troll Kingdom.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Also put Erathis in his Deity field, felt it was befitting of his belief in the rule of law and the march of civilization.
White FC: 0819 3350 1787
Edit for a "nevermind." because I'm stupid.
Second Edit for a clarification, mostly fore Aegis - if I wind up in the game and no one's interested in taking the Vanguards, I'll just dump them. No need to worry about endlessly busting out low-level daily powers, that wasn't my intent with them. I liked them for their property and Bost's various charge encouragements. I thought it would be cool to kit him out in a way that he has a clear history of tactics and methodology for enabling allies, down to keeping special gear on his person for special circumstances. Whatever ones aren't distributed among the group, I'll sell off or just dump - I'm fine with paying that to see if anyone is inclined to try to get a crazy ass plan come to fruition. If you don't want that happening at all, I'll dump the whole mindset and pick up a real magic item to fill in the slot.
Quick History:
Long History - No, for real, I did research, got a little crazy, but I had fun with it, so f it.
And so Bost was ingratiated rather quickly into the Redhammer Clan. Rairdin knew the stocky, powerful Mul was cut-out for work in the forges, and so set about apprenticing the young man to his faithful friend, Madrag Firestone, a forge master widely respected among the militant orders that served Moradin for his incredibly finely crafted hammers, maces, and shields. Bost Redhammer set about the work feverishly, longing to impress his adoptive father's friend and quickly earning Madrag's respect. In fact, Madrag saw that Bost might have the capacity to study creation in a way that few smiths can: by working with runes. He introduced Bost to the arts of the runepriest. Bost couldn't have been happier. He saw the creation of armors and artifice blessed with divine runes as devout service to Moradin and informed his adoptive father gleefully. Rairdin wasn't so sure - runes were dangerous and unpredictable, nor were they tied to a single God. While serving Moradin in creation was right and good, straying too far down the path of runeworking might lead Bost to uncover some of the unpleasantness of his existence. Bost doesn't know, for example, that he's sterile. He doesn't yet realize, as Rairdin has gone to great pains to keep this fact from him, that the truest pursuit of Moradin, starting one's own family, will be eternally denied to him because of his unorthodox parentage. Bost was removed from Madrag's tutelage just as he was coming into his own, and instead placed under the care of Thane Zarbold's local Guard Captain who served Marsinda Goldspinner. Bost proved an incredibly intelligent student, not relying on his superior size to defeat sparring opponents but positioning himself and focusing his strength at the perfect moments to enable others on his team to spring into action. He was a definitive asset to his father, his clan, and his Thane, and so was generally well-liked by all the guard.
Which is why they ignored his nightly activities. Bost continued to study runeworking and ventured deeper into theology. He met nearly nightly with one of the ghost tenants of Hammerfast, a human ghost and former worshiper of Moradin whose deeds on behalf of the clans had earned him a resting place in Hammerfast's ancient mausoleum. Lord Reverend Frenrick Morrison took pity on Bost and taught him what he could of service to Moradin as priest - he valued Bost's fighting aptitude and aided him in what ways he could with his study of runeworking. Frenrick asked little in return for many years, but the cost of the exchange became clear when Rairdin's firstborn son, Haimlor, went missing on an expedition for his father toward the Dawn Forge mountains. Lord Frenrick unveiled his tomb to Bost, noting it had been somewhat plundered, and revealed to Bost that he'd sent his adopted brother off to retrieve his possessions from some rather unseemly bandits serving one of the other Smith guild clans. Bost couldn't understand what this had to do with him, but it was apparent the Haimlor had bargained with Frenrick to teach the mul as much as he could and guide him toward priesthood and away his upcoming captaincy of a guard contingent of Hammerfast.
Confused and troubled at his brother's disappearance, Bost accepted both a massive sword and shield from Frenrick's tomb and an amulet of Moradin's favor and set out to track down his brother. He regretted not taking a hammer, as would have befit a servant of Moradin, but he knew his strengths lay elsewhere. He lacked the physical fortitude of the dwarves and couldn't swing their massive, broad-headed Mordenkrad and craghammers with anything approaching their accuracy and devastating power. He met up with several adventurers just outside of Hammerfast who were pursuing the bandits of Ravenroost as well, and crossed paths with the backhanded barkeep of the Five League House, who he shamed for having betrayed those travelers what trusted his council and the safety of his inn. The group stormed the bandit and took back the stolen goods (returning almost all of them, at Bost's insistence, much to the dismay of the others), but found not hide nor hair of Haimlor. Bost continued his quest deeper into the Dawnforge Mountains, and came upon a cave access that took the party deep into the Underdark, a place Bost had not been since Rairdin had freed him from his Drow masters. The team vanquished several scouting parties of various underdwellers and eventually learned that a mul raiding party had intercepted Haimlor's contingent and captured them. The others in the party suspected the only reason Drow would have need of hardy dwarven males but kept it from Bost as best they could.
When they finally breached the Mul camp and overran them - which was a very confusing experiencing for Bost - they dealt a death blow to the Drow overlord before he could mock Bost's lack of knowledge. They found a beaten and barely living Haimlor to be the only survivor and freed him from his captivity. Bost tried to encourage the remaining Mul to come with him, but his strange armor, odd propensity for religion and general trusting attitude put them at odds, and the now-freed mul fled deeper into the Underdark.
Separating from his travelling companions, Bost returned to Hammerfast with Haimlor and a prince's welcome from Rairdin. They set about mending Haimlor as best they could, and Bost refused to leave his bedside.
Which caused… problems. Haimlor had been secretly aiding and abetting the Circle of Stone against their father's wishes, thinking that eliminating the influence of Gruumsh would further the cause of Moradin and win him ultimate favor in their father's eyes. Haimlor confessed that he had arranged for Bost's studies out of spite and as an effort to remove him from any inquiries and distract the Marsinda's guard to enable the Circle's nefarious dealings. He revealed a deep and boundless hatred for all mul, thinking them now bloodthirsty abominations not driven purely by Drow but likely controlled by Gruumsh himself - after all, was not sullying a dwarven family line with a mul the ultimate destruction for the one-eyed lord?
Bost fled his brother's bedside before any further revelations could rend their family, and shared none of it with Rairdin. He gathered his friends and marched on Forgepeak, hoping to forestall the damage caused by aggravating the followers of Gruumsh, but it proved too late. Calastryx had been awakened and began an assault on the lands surrounding Hammerfast. Bost rallied what troops he could but knew the militia would offer little in defense, so he sought out his remaining ally - the ghost of Lord Reverend Frenrick. Frenrick, who had secretly been supporting the Circle, hadn't believed that the dragon could be unleashed upon the sleepy settlement. Upon seeing the reality of Bost's report, Frenrick repented and gave of his spiritual essence to aid in empowering Bost, creating in him a divine conduit for Moradin's strength and his Thunder. Bost lead his friends and allies into battle against the dreaded dragon and won the day, saving Hammerfast - but not without terrible cost. Rairdin Redhammer was gravely wounded, fallen into an unbreakable sleep, and with his firstborn son, Haimlor, set to be tried, Bost paid a terrible price to see his adopted family survive - he assumed blame for Haimlor's actions. He even went so far as to offer his life to the high council. Marsinda knew the truth, as did Master Artisan Frelda Blackshield, but both acknowledged the great sacrifice Bost was willingly undertaking. With the majority of the ruling powers of Hammerfast aware of Haimlor's true allegiances, they were quite certain they could keep him under wraps. On the other hand, they still had a scapegoat and victim to punish. Well-loved by the guard and the people of Hammerfast enough to forestall a death sentence, Bost was instead Exiled, cast out from Hammerfast for all time.
Despite his massive sacrifice, Haimlor has not forgiven Bost the indignities he's suffered within the family, nor has he forgiven mulkind for their actions against him. He swore to Bost that he would strictly enforce the ruling of banishment should he ever see his adopted brother again, and also swore off Bost from his family. Since Rairdin was still alive, Haimlor lacked the patriarchal status needed to cast Bost out, but has since ceased calling him 'brother.' He also swore he would one day see Gruumsh and all those who worship him driven from Hammerfast, for the glory of Moradin. Convinced that time would restore Haimlor's honor and that such an act was the only thing that could rouse Rairdin from his coma, Bost suffered the indignity, ensuring that Haimlor's first thought always ran to seeing to their father's health, and left for lands unknown, richly appointed from the secret gifts given him by Marsinda and Frelda.
Mechanics
Also, if we've got anyone so inclined toward Agile Opportunist, Rune of the Astral Wind lets me slide you up to 4 spaces as my move action, which means that between Opening Shove and RotAW, I can kick off two MBAs in a single turn.
I also took the liberty, because this is the sort of guy Bost is, of equipping him with 5 extra Vanguard Longswords. They don't have a great attack bonus, but that extra 1d8 can be serious business when I kick off Lamb to the Slaughter or Provocative Order. It makes big hits even bigger. Bost would be happy to part with any of those to a squad mate, because, having lived and trained among Dwarves his entire adolescent and adult life, he's used to enabling odd tactics to get things done. Most of my encounter Runic attacks jive with Pacifist Healer as well, offering the occasional blind as an immediate interrupt.
Pacifist Healer might seem like an odd choice for a Runepriest, but I think of Bost looking back on his life, raised to be a murdered, for all intents and purposes, for someone else's desires, and I figure that following Moradin takes him away from that. He sees his squad as his family, and his runic artistry a tool to create better binds within that family. Just hanging out in Rune State of Destruction gives some nice bonuses too, and since Rune States are permanent until voluntarily switched, it gives some nice overlap with the granted-attacks aspect of the Warlord. Rune Feats can be a bit of a waste, but again, I'm focusing on a battlefield positioning mindset, so Rune of Escape lets you shift 2 whenever you pop Second Wind, which can increase your opportunities for positioning. Also, in a feat or two, Aid Another can give another character an Oath of Enmity effect for a turn, so there's that.
Now, the paragon multiclassing is because I don't want Bost to be useless in a fight against a solo or several bloodied elites. I don't think he is with his various Lazy commands and whatnot, but Angelic Avenger gives him some leeway. 4 auto damage to bloodied enemies isn't bad, especially considering the MBAs that can get kicked off in a given turn. EDIT:
I hadn't caught the nerf/buff to Astral Wave with the Class Compendium articles, so that will actually probably hit now. Thunder is probably decently resisted by Fey critters and trolls and whatnot, but none of the other damage types jived with Moradin (sort of the sound of hammer against anvil).
Took Heavy Blade Expertise 'cause why not.
Appearance / Mannerisms
Crappy photoshop is crappy.
Bost is, frankly, a little bit vain, which is somewhat nonsensical because he's burly and a little ugly. Muls are tall and quite stocky by nature, and Bost is no exception. Standing at 6'1", he's quite large by most means, but his proportions and the rigidness of his musculature aren't so imposing. In fact, his head might be just a touch large for the rest of his body. None of that is, frankly, his concern - Bost loves his hair. He knows the vast majority of Mul are born without hair, the lucky few tend to be female, and their hair tends to be sparse, or growing wildly in specific patches on their skulls. All mulkind in the Underdark were doomed to have their heads shaven by their masters. When he turned eight and discovered that he was growing hair - not only hair, but red hair, as his adoptive father had - he was thrilled. He cultivates it endlessly, spiking it up into a fierce Mohawk as favored by the barbarians and ragebloods of his home city. He checks the polished mirror surface of his bastard sword endlessly for any development of facial hair, as if, were he to find some, he could coax it out with charm and passion. He frequently rubs his chin as though he has ever had a day's growth of stubble in his life (he hasn't) and has a tendency to do battle with a lock of his Mohawk that disobeys fervently, falling in his face to dangle across his eyes. Secretly, he loves it because it reminds him that his hair is there, and he thinks it gives him a roguish charm. Like most mulkind, Bost has no eyebrows, but his eyes are a dazzling and vivid green, and despite his fierce appearance, can often remain dopey and convey his inherent kindness.
Bost is imminently polite, the consummate professional soldier and a true believer in the wisdom of his father and Moradin before him. He's helpful to a fault, but his recent life experience has taught him some cynicism, and where treachery and deceit are involved, particularly among family members, clans, or close friends, his temper is incredibly short. Bost is more the type to sit and stew for a whole frustrating conversation and then explode in a litany of ire and spite which is neither diplomatic nor particularly intimidating. He cleans, polishes, and oils his weapons and maintains his armor rigorously every morning, believing good craftsmanship doesn't stop at the Forge, and that only hard work and daily effort can maintain such fine products. His holy symbol is a pair of tiny crossed hammers he wears around his neck, containing within them the boon Lord Reverend Frenrick offered him at the cost of his spirit. Even when completely out of armor and sleeping, his he keeps incredibly close to his person, as it is one of the few items he's allowed on his person to bear the mark of Hammerfast. All of his other goods, though finely made, were expressly left without a brand bearing any relation to Hammerfast, done so be Frelda herself at Marsinda's direct command. The symbolism reinforces his exile, but he managed to sneak out with his blessed holy symbol and its unique and tiny Hammerfast crest and Redhammer family rune.
He also tends toward being deeply private about his personal ambitions and goals. Bost endlessly quests for a family, and always thinks of his squad as such. He doesn't speak aloud his secret (and impossible) dreams of a wife and children, and his service these days tends to be toward whatever adopted family he's travelling with at a given time.
Notable exceptions are all feykind. Drow, particularly, are difficult for Bost to trust. He tries, but it's a strain. Those he meets on the surface he's vastly more forgiving of, as he never even knew in his first life that some drow could turn away from their dark designs, nor would he have been able to imagine his new life among the world. Elves and Eladrin he's more or less ambivalent toward, though he finds them haughty and pretentious in the way most dwarves do. He also tends to assume they judge him rather derisively for his strange parentage, which tends to be true. Gnomes he flat-out dislikes. He'll trust them, to an extent, but Gnomes are small, strange, and tricksy. Unlike dwarves and Halflings who own their size not as a limitation but as an advantage, Bost sees gnomes as inherently frail. They also tend to have magnificent hair, which is a topic of some concern for him. Half-elves, unsurprisingly, Bost is fascinated by. Half-elves seem to have achieved what Bost (foolishly) hopes for his own people to have some day - a definitive place in the world, with their own customs and capacities unique to their people but not disparaging of their parent races. He's similarly interested in tieflings, though his divine upbringing causes him to question if such thoughts are heretical. He feels intensely for tieflings by extension of the truth that, no matter what a tiefling should breed with, the result will be a tiefling. He wonders (fruitlessly, unknown to him) what quirks his own odd history would create - would a dwarven wife yield dwarven children? A human wife human children?
Bost is a devoted scholar. Learned among the craft guilds in Hammerfast but raised by a servant of Moradin, his experience dabbles in, particularly, the History of dwarves (with notable omissions such as mul genetics or hereditary quirks such as his sterility), the studies of magics and a belief that all religion is valuable and should be understood (if not always agreed with).
Edit: Minor addition to Atish' history section to clarify his way of thinking and long term goals.
Edit edit: Hopefully final touches made. Being a bit of a perfectionist. :P
White FC: 0819 3350 1787
And no, Free Expertise Feat is a Free Expertise Feat, not a Free Feat. Were it the latter it wouldn't be offered to begin with.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12