Curse of the Black Pearls
A DnD 4E Campaign set in the Lhazaar Principalities of Eberron.
This piece of awesome Eberron art by Wayne Reynolds might be a rather prophetic image.
So this is the recruitment thread for my PbP game Curse of the Black Pearls. Here are the starting details before I get into the delicious nitty gritty.
Starting Level: We start at
level 1. I heavily considered paragon tier, but I like to build up to that level of complexity instead of just jumping into it. It also lets me get more of an idea of your characters personalities and tailor the campaign more mechanically by starting from level 1. At the same time I'm not sure what level I'll eventually go towards with this game - it's somewhat of an experiment from me I'll concede.
Allowed Options: Most everything is fine in this game - Eberron is a great setting because it really supports playing almost any kind of character. I have no problem with any whacky races, classes or similar in this game. Noting that like any other campaign I run, I tend to have pretty difficult and dramatic combat encounters (even if they will take a while over PbP!). Bear in mind that character death is always a looming possibility: But don't be afraid to try something if you think it would be awesome/interesting. Just be aware that these two classes on the extremely low end of the power scale like the original Assassin (not the executioner, who is decent people) and the Binder should probably be avoided. Everything else is okay though.
You are allowed an Eberron themed background, or any general background you wish and one of the new themes released in Dragon last month. Bear in mind that I have houseruled some of these themes to work differently: You can read my changes
here. My houserules in general are in the OP of either of my
maptools game threads. Incidentally you score MAJOR points (see below) for having an animal master theme + parrot. Just saying.
You'll all start at level 1 and have 100 GP in equipment.
With regards to item rarity, you can buy and make common or uncommon items in Eberron. Uncommon items are still hard to obtain though: You cannot buy or readily make more than a handful (1-3) of these easily before the much rarer components required to produce them run out. Otherwise you'll be able to make or buy equipment you want - though you might have to find the right seedy market to buy it.
I would hope for at least 1 post a day in general, except maybe on weekends - especially because on Friday/Saturday US time is when I run my two other games (So I might be rather distracted on those days especially).
Concept: The is a piracy campaign based in the Lhazaar Principalities in Eberron. There will be a great deal of stabbing things, exploring the high seas, avoiding backstabbing pirates and dealing with the various political factions. Due to the nature of the campaign being on the high seas, certain natural consequences mechanically occur from it as well.
1) Expect to get wet.
You're on a ship for a good chunk of this game. I heavily recommend having athletics trained. This isn't a deal breaker, but I'm just telling you that it can make your life *really* hard if you aren't trained in it. At the same time the roleplaying possibilities here for someone who cannot swim are immense!
2) Heavy Armor isn't that great in this campaign. Lots of water combined with brutal armor check penalties is a bad combination. If you're not trained in athletics AND wearing heavy armor - oh boy! Noting that it won't always be a detriment, but you can expect that certain encounters will be a lot harder for you in heavy armor! This isn't again a "Pick this and not get into the game" thing, but just a general recommendation so you
know what you're getting into first.
3) Underwater combat will get some deserved explanation a little later on, but suffice to say I don't use a true 3D system (as it's a nightmare to do that) but it is *considerably* dangerous even without that. Especially if you didn't believe in training athletics. You did train that though didn't you? Oh yeah, did I mention anywhere you should
expect to get wet? Maybe I should have. I will elaborate on the mechanics of how I run combat underwater a bit later.
Recommended Viewing/Reading: Personally I liked Mel Odom's Forgotten Realms
Rising Tide trilogy. While it's not the best ever thing in the world, it's good inspiration for a piracy campaign and gives some life to the various sea critters that you might meet (albeit there are quite a few differences in interpretation between Eberron and FR - EG Sahuagin).
The Pirates of the Caribbean movies are also on the recommended viewing list if you haven't watched them already. The absurd stunts, some of their battles, the multiple backstabbings and the Kraken attack are all a solid basis for the feel/theme of this campaign.
Applications: I will be choosing applicants based on a points system and how well they adhere to the general requirements below. Firstly if you need to read up on Eberron, I recommend the Eberron Player's Guide. Failing that, I recommend reading this Eberron Wiki page on the
Lhazaar Principalities and particularly this page on
the Last War.
This game starts on a merchant ship called the Crimson Wave, which is returning to Regalport and is known to be carrying cargo "important" to Prince Rygar of the Seadragon Principality. For this reason while it is only a standard merchant ship, it is heavily defended and there is quite an air of tension aboard - particularly over rumors of a sinister ancient sarcophagus being a part of the ships cargo.
1) I need some background information in this game, to help me establish the world and figure out how you fit into the plot (potentially). Firstly,
What did you do during the last war? Were you a pirate? Did you fight in any nations navy? That sort of concept. Secondly,
Why are you in the Lhazaar Principalities?. Thirdly,
What is your reason for being aboard the Crimson Wave? You can have any other background details beyond that to your liking. If the game goes long enough, there will be sailing over quite a bit of Eberron - not just the Lhazaar Principalities. So details in other places are not just more flavor, it's directly encouraged.
2) You can be any alignment with the general rule of "Don't be a dick". I would avoid chaotic evil as an alignment in general as I can't see that fitting well into the game. Being morally ambiguous is basically a trait that is inherent to Eberron and solid in a piracy based campaign.
3)
The points system. So I mentioned this above, but I'm quite keen for this game to be open to people who seem to fail to get into PbPs regularly or are DMing games but can't play themselves. As such, there is a points system in place, with a couple of obvious bonuses below:
Not playing in any DnD games (PbP, Maptools or IRL) on this forum or elsewhere? +50 points.
DMing a game but not playing in any DnD games? +50 points (got to give some props to my fellow DMs)
So right there you can get a good chunk of points just for being a new player/not having another game currently. Believe me, in this context 50 points is a *lot* and will be a huge advantage. Noting that if you're playing in one of my two maptools games already, sorry to say but I probably will be taking mostly new people. Nothing against the awesome people I do play with currently, but you're already getting some DnD as it is!
Before moving on, this is an important campaign specific thing as it's going to come up often: Underwater Combat.
Underwater Combat
Having learned hard lessons the first time I tried doing these combats, for simplicity there isn't any "true" 3D. This is just a pain to work out, confuses me and confuses the players on a regular basis. Instead I've split a battle underwater into three distinct "planes" instead of using a true 3D movement system for simplicity (and because it just seems to play better).
Surface: This is self explanatory, but this is the surface of the water and usually where things like your boat will be. This area lets you breathe and may be subject to a weather based terrain effect.
Pelagic Zone: This is basically a fancy way of saying the water in between the surface and the sea floor (also not close to the shore either). This is the "middle" zone in any underwater combat and is basically devoid of terrain (but it can posses currents, as an example hazard).
Sea Floor: This is self explanatory, this is the bottom of the ocean!
In addition bear in mind the rules for suffocation and dying while fighting underwater. You won't die terribly fast - as you take damage equal to your level and not your HS value now (which makes this a lot easier to balance). Bear in mind though that any weapon that isn't a spear or crossbow takes a -2 penalty underwater. If you are using a fire keyword attack, that also takes a -2 penalty to attack rolls. A flaming sword will end up with a -4 penalty, so I wouldn't recommend many builds based around fire damage. On the other hand, lightning and thunder based attacks gain bonuses. Lightning attacks deal an additional +2 damage per tier underwater (+2/+4/+6). A burst or blast with the thunder keyword has its burst size increased by 1 underwater. These are additionals house rules on top of the usual penalties, because I felt just having penalties was too punishing while not having any bonuses to certain things didn't make sense. So bear these mechanics in mind!
Time: You will have probably 2 weeks to apply and then I'll spend a few days deciding upon the party. Any questions just throw them into the thread. During the application process I'll endeavor to respond to people builds and such with various suggestions/comments. Otherwise good luck!
Edit: You can submit up to three characters, but they have to be different roles.
Posts
As you approach the ship, you see a tall dragonborn starting a fire in a contraption on the pier, preparing food for the crew. It's obvious that he isn't a part of the crew, but he seems to enjoy the company, and as the meat begins to char, sailors from all around begin to loiter, waiting for choices pieces to finish cooking so they can buy them and head home. Sailors approach him early in the process to try to guess which pieces they want. You can see a few jars nearby that probably contain some kind of flavored liquid, and sometimes the dragonborn goes over and dips a brush into the jar, pulling out a black syrupy substance that he rubs on the meat before putting it on the fire.
You get closer, and can smell the meat grilling perfectly. He beckons to you in a low guttural voice, "Come friend, come and eat! Freshly butchered this morn, no man can ask for a finer meal after a hard day's work!"
Orders start being handed out, and you see him grab one piece and blast fire all over it from his mouse, in a nice tight stream. Looks like someone wanted his share blackened. He performs some feats of magic, all involving fire, eating it, wrapping his head in a oil cloth and lighting it, throwing flames around in the air. Many laughs rise from the crowd, and a smirk steals to your own lips. This big man is playing the fool, but its clear that everyone here enjoys the entertainment.
Once all the meat is gone, he packs up his portable grill, and heads to wherever he is head. You hear snippets of conversation from the sailors about him, and apparently he's hitchhiked his way from Q'barra. He pays his fair by typically cooking for the crew, and while meat his is specialty, he knows how to prepare many dishes. Seshuna has experienced a lifetime of fighting from defending his comrades from invaders and the jungle itself, and it shows on him. There are massive gashes on his scales in several places on his body, and a particularly nasty one over his snout. They don't bother him though, and for him, it's just another story to tell.
Personality: Seshuna is a bit odd. He speaks as though he's from the countryside, and is renowed among the crew for his cooking. It helps that just about anything he touches starts cooking right away, so he obviously has had plenty of time to experiment. Apparently being able to summon fire anywhere is pretty handy when everything around you is wet or trying to kill you.
Appearance: There are several scars along his arms, neck, and the top of his head where he has had to fend off attackers that were attacking his clan while they were travelling to Q'barra. He stands tall and proud, and his honesty shows clearly through his actions. This one will not be pulling the wool over your eyes. He has been travelling for years, and he adapts to ensure that he can always see new things.
Background: Seshuna escaped to Q'barra with the rest of his clan at the tail end of the Last War, though Seshuna himself was too young to really remember what happened. He grew bored with life in the jungle, so he began travelling along the coastline to see more of the world. Novelty itself is the only reason why his travels have largely gone uneventfully, as seeing dragonborn outside of their clans is rare. He uses his fire magic to perform parlor tricks, and to help keep the world at bay.
Seshuna, level 1
Dragonborn, Sorcerer
Build: Dragon Sorcerer
Spell Source: Dragon Magic
Dragon Soul: Dragon Soul Fire
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Background: Q'barra (+2 to Nature)
FINAL ABILITY SCORES
Str 17, Con 10, Dex 11, Int 10, Wis 10, Cha 19.
STARTING ABILITY SCORES
Str 15, Con 10, Dex 11, Int 10, Wis 10, Cha 17.
AC: 13 Fort: 13 Reflex: 10 Will: 16
HP: 22 Surges: 6 Surge Value: 5
TRAINED SKILLS
Arcana +5, Diplomacy +9, Intimidate +11, Athletics +8
UNTRAINED SKILLS
Acrobatics, Bluff +4, Dungeoneering, Endurance, Heal, History +2, Insight, Nature +2, Perception, Religion, Stealth, Streetwise +4, Thievery
FEATS
Level 1: Draconic Spellcaster
POWERS
Sorcerer at-will 1: Arcing Fire
Sorcerer at-will 1: Burning Spray
Sorcerer encounter 1: Explosive Pyre
Sorcerer daily 1: Lightning Breath
ITEMS
Raven, Adventurer's Kit, Cloth Armor (Basic Clothing), Staff Implement, Dagger, Hempen Rope (50 ft.), Waterskin (2), Travel Papers, Torch (5)
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And yes, I'm going with a fire build just for hilarity potential. I WILL MAKE IT WORK.
Daggers take a penalty underwater? I would probably open up all piercing weapons to be free from the attack penalty.
Edit: Removing the parrot. I'm not liking how it's fitting his theme. He's just a standard explorer now.
Regardless of my eligibility, this is an excellent resource that should be viewed by all aspiring sea-farers.
My Steam
Will probably refine it. Doesn't explain why there's a sorcerer with a parrot in the world too well, but it's comedic imo.
edit: added fowl language.
Anyway, it's late, I'm rambling, looking forward to contributing something of substance soon.
* Also, Pinfeldorf, there is an Umberlee equivalent (sorta) named the Devourer. You should check him out.
"Aauuck! Kraka want shiny!" The high-pitched squawk of the parrot shreds the silence. "Give shiny! Filthy Anthracite! Butt-muncher! Aauuck!"
Thankfully the parrot is cut off in the middle of its next exclamation. "Aauu..." The muffled noise of the parrots protest is washed over by its owners grumbling, "Damn bird, if'n ida known ye'd be such a nuisance i'd give ye back ta' Rockface."
Grakor slowly opened the door to his cabin, one eye on Kraka, the other on the sea. "Aaah, good ta be free agin ain't it Kraka?" "Aauuck! Free from Rockface! Rockface Biest!"
Grakor grins to himself at the birds agreement. Now to find some others that share his thoughts on the way life in the Lhazaar Principalities should be. Perhaps a stalwart leader in need of an able swordsman for a First Mate?
Grakor One-tooth, Half-Orc Tempest Fighter
Summary:
Grakor One-tooth, level 1
Half-Orc, Fighter
Build: Tempest Fighter
Fighter: Combat Agility
Fighter Talents: Tempest Technique
Background: Deserter (+2 to Endurance)
FINAL ABILITY SCORES
Str 18, Con 11, Dex 17, Int 10, Wis 14, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 15, Int 10, Wis 14, Cha 8.
AC: 15 Fort: 16 Reflex: 13 Will: 12
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Intimidate +6, Endurance +9, Athletics +9
UNTRAINED SKILLS
Acrobatics +3, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +2, Heal +2, History, Insight +2, Nature +2, Perception +2, Religion, Stealth +3, Streetwise -1, Thievery +3
FEATS
Level 1: Two-Weapon Fighting
POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Threatening Rush
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Bristling Defense
ITEMS
Rapier, Short sword, Leather Armor, Adventurer's Kit
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Background:
He eventually found his way to the Lhazaar Principalities where he was promptly shanghai'd onto a pirate vessel under the sway of Prince Mikia Rockface. One hell of a woman :whistle:. It didn't take long for Grakor to pick up on the swashbuckling ways of his Orc captain. He even made it all the way to first mate before he decided to strike out on his own. 'Course that required killin' or druggin most o' the crew. Its fair to say that Grakor would not like to see Rockface any time soon.
To this end he has come aboard the Crimson Wave. It has been almost three weeks now since his mutiny, and it has become readily apparent to Grakor that survival may require..."crewmates".
Mannerism & Appearance:
As for the party, once joined Grakor is protective, if not for the chance to rub it in the face of those protected. Never hurts to have a bunch of people that owe you favors after all.
Grakor can be identified in a handfull of ways. First would be his tight leather armor bearing the crossed out symbols of both his homeland and the Cloudreavers. This is hidden by a light overcloak when Grakor gets the hint someone he doesn't want watching him is doing so. Second is Kraka. Anyone who knows Grakor will recognize his favorite curses as they flow freely from the bird. Third is his rapier and shortsword hung on either side. The former a prior possession of his captain with the Cloudreavers and the latter his symbol of rank as first mate. Finally is his missing tusk. He lost his right tusk in a fight with one of Rockface's lieutenants. The lieutenant lost an arm.
Theme:
Power:
At your command, your animal friend darts forward to bite,
rake, or peck at your foe.
Encounter F Martial
Minor Action Close burst 5
Requirement: Your animal minion must be within 5 squares
of you.
Target: One enemy in the burst
Effect: You gain combat advantage against the target until the
end of your turn.
Red Senegal Parrot Level 1 Minion Skirmisher
Tiny natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +6
AC 15, Fortitude 10, Reflex 14, Will 12 Perception +4
Speed 4, fly 8
Traits
Snatch and Scoot
While within 10 squares of the parrot, the parrot's master can
take a standard action to command it to make a Thievery
check to perform sleight of hand as a free action, using the
master's Thievery modifier with a +2 bonus.
Skills Stealth +9
Str 3 (–4) Dex 19 (+4) Wis 15 (+2)
Con 10 (+0) Int 3 (–4) Cha 10 (+0)
Alignment unaligned Languages - foul mouthed mockery of anything it hears
Picture: Just a bit uglier =P.
Edit: Going to post an alternate block for the parrot for your approval shortly. Changing the ability to something a bit more appropriate.
Red Senegal Parrot Level 1 Minion Skirmisher
Tiny natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +6
AC 15, Fortitude 10, Reflex 14, Will 12 Perception +4
Speed 4, fly 8
Traits
Distracting Squawk
While within 10 squares of the parrot, the parrot's master can
take a standard action to command it to make a Bluff
check to perform gain CA as a free action, using the
master's Bluff or Intimidate modifier with a +2 bonus.
Skills Stealth +9
Str 3 (–4) Dex 19 (+4) Wis 15 (+2)
Con 10 (+0) Int 3 (–4) Cha 10 (+0)
Alignment unaligned Languages - foul mouthed mockery of anything it hears
... Oooh, Druid that fights shifted into a giant parrot, with a vicious beak attack and an even more vicious mockery attack (psychic damage, victim is depressed and weakened, save ends)!
Not sure if I should wait until my submission to post bonus point stuff, but I've never done a 4e PbP, and the only other PbP I've played in died out pretty quickly.
I'm currently GMing an IRL Star Wars Saga Edition game and that's pretty much it.
Will be posting a full application later, but for now, the name:
Higgs, the Bos'n.
My Steam
Summary:
Delu Wavecaller, level 1
Genasi, Psion
Build: Shaper Psion
Discipline Focus: Shaper Focus
Elemental Manifestation: Watersoul
Background: Lhazaar Principalities (Athletics class skill)
FINAL ABILITY SCORES
Str 13, Con 12, Dex 11, Int 18, Wis 8, Cha 16.
STARTING ABILITY SCORES
Str 11, Con 12, Dex 11, Int 16, Wis 8, Cha 16.
AC: 14 Fort: 11 Reflex: 14 Will: 15
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Athletics +6, Arcana +9, History +9, Intimidate +8
UNTRAINED SKILLS
Acrobatics, Bluff +3, Diplomacy +3, Dungeoneering -1, Endurance +3, Heal -1, Insight -1, Nature +1, Perception -1, Religion +4, Stealth, Streetwise +3, Thievery
FEATS
Psion: Ritual Caster
Level 1: Superior Implement Training (Petrified orb)
POWERS
Psion at-will 1: Mind Thrust
Psion at-will 1: Static Mote
Psion daily 1: Summon Thought Servant
ITEMS
Petrified orb, Spear, Cloth Armor (Basic Clothing), Adventurer's Kit
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Background:
Land. The very thought makes Delu apprehensive. But that is where he is being taken. Damn trader and his lies.
Delu started life at the ocean floor. His parents lived their entire lives in the sea, and it is where he was raised. As such Delu feels very natural in the water...and very un-natural out of it. At least onboard a sailing vessel he can see the water and feel the fresh breezes that blow over it.
The particular section of ocean that Delu was born in happens to be a inlet near the isle of Orthoss and its straight. The expansion of military opperations during the Last War made his tranquil home into a naval port. Many of his family were killed when they refused to join the forces of any prince. Delu fled his home, nothing remaining except his favorite piece of driftwood, an old spear, and the few taters of clothing on his back.
Delu spent the intervening years exploring the oceans in and around the Lhazaar Principalities. He only set foot on land to trade for supplies, and even then only rarely as he gets most of what he needs from the sea. Nobody really knows where Delu came from, and that is just fine with him. Being the last of your people makes it hard to talk about the past.
It was during one of Delu's trips to the surface to trade that he fell into misfortune. The trader had been asked by one of the princes (Delu would LOVE to find out which one) to capture the Genasi. Although he fought valiantly it was a short battle. For the first time he wasn't free. For the first time he was truly angry. Then he discovered something he hadn't learned from his parents. The bindings on his hands fell off! Looking down he saw his arms flowing freely like pure water. If only he was near enough the ocean to truly escape!
Aboard the Crimson Wave, Delu has been thrown in the hold, transported as "merchandise" for the prince. He is waiting quietly for his chance to escape, his chance for freedom.
Mannerisms & Appearance:
He has yet to have any friends or companions, and is thus very quiet and introspective.
Delu's appearance is a bit surprising to most. His blue skin ripples like a still pond when touched, and boils and crashes like an angry sea when he is upset. What most would consider hair is actually kelp, attached to the spikes of crystal protruding from the back of Delu's head.
Theme:
gain a +5 bonus to any skill check to avoid becoming
lost, find your way to a specific location, or spot a distant landmark.
In addition, you gain the surefooted stride power.
Surefooted Stride Explorer Utility
Your expert woodcraft allows you to move easily through difficult terrain and use it to your advantage in battle.
Encounter F Primal
Move Action Personal
Effect: You move up to your speed, ignoring difficult terrain.
Until the end of your next turn, you gain a +2 bonus to AC
and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain.
Picture: Couldn't resist when I saw it.
Yessssss
Destiny!
Hrm, reckon I'll roll a striker of some stripe when I get home tonight.
Edit: Brain dump finished. Sheesh.
Summary:
Nezethet, level 1
Githzerai, Artificer
Build: Battlesmith Artificer
Background: Occupation - Artisan (Athletics class skill)
FINAL ABILITY SCORES
Str 11, Con 16, Dex 10, Int 18, Wis 15, Cha 8.
STARTING ABILITY SCORES
Str 11, Con 16, Dex 10, Int 16, Wis 13, Cha 8.
AC: 16 Fort: 14 Reflex: 14 Will: 13
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Arcana +9, Athletics +7, History +9, Dungeoneering +7, Thievery +5
UNTRAINED SKILLS
Acrobatics +2, Bluff -1, Diplomacy -1, Endurance +3, Heal +2, Insight +2, Intimidate -1, Nature +2, Perception +2, Religion +4, Stealth, Streetwise -1
FEATS
Artificer: Ritual Caster
Level 1: Master Mixer
POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Drain Speed
Artificer daily 1: Life-Tapping Darts
ITEMS
Ritual Book, Wand Implement, Dagger, Leather Armor, Adventurer's Kit
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Amanuensis, Arcane Mark
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Background:
Never before in his life had Nezethet run so fast. Scholars don't usually run afterall. Far away he ran, searching for a way to escape his fate.
It was while running that Nezethet decided to make ammends for his ill deeds. Turning himself in, however, was not an option. How could he do good while locked up or dead? No, he must leave the Astral Sea...forever.
When Nezethet arrived on Khorvaire the Last War was just coming to a close. He took the opportunity to volunteer as a medic, using science and engineering to heal the wounded. It did not matter to him which side the wounded fought for. Saving lives was the work of good! Not all saw it the same way though, and he was stripped of his liscence to practice "the healing arts" by a particulary xenocentric general.
Which leads us back to the Crimson Wave. Nezethet has been traveling the roads of Khorvaire since the end of the war, providing help to those in need and compiling as much knowledge as he can. He has boarded the Crimson Wave on a journey to parlay with Prince Rygar for access to his vast collection of ancient tomes. Even pirates have a use.
Mannerisms & Appearance:
Theme:
chosen from Draconic, Dwarven, and Elven. In addition, you gain the use vulnerability power.
Use Vulnerability Scholar Utility
You know the strengths and weaknesses of the creature you’re
facing.
Encounter F Arcane
Free Action Personal
Trigger: You succeed on a monster knowledge check against a
monster that you can see or hear.
Effect: If your check result meets or exceeds the hard DC for
the monster’s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your
next turn. Additionally, until the end of your next turn,
you gain a power bonus to damage rolls against the target
equal to your Intelligence modifier, but not when you deal
damage that the target resists.
If your check result does not meet or exceed the hard
DC, your attacks against the target deal only half damage
until the end of your next turn.
Choosing Draconic for the language.
Picture: Default from PHB3 for now.
Gonna roll a human bard with a carefree attitude and a rockin' beard. Think Jack Sparrow, add 20 years and more sea shanties than a sailor's bar mixtape.
Summary:
AC 16 Fort 13 Reflex 16 Will 11 Speed 7
Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 8 (-1) Wis 10 (0) Cha 12 (+1)
Powers:
Piercing strike
Acrobatic strike
Dazing strike
Ferocious charge
Distracting attack (kitten)
Trick strike
Items/feats/skills:
leather armor, dagger, short sword, adventurer's kit, thieves' tools, 29gp left
backstabber feat
Acrobatics +9, Arcana -1, Athletics +8, Bluff +1, Diplomacy +1, Dungeoneering +0, Endurance +2, Heal +0, History -1, Insight +5, Intimidate +8, Nature +0, Perception +2, Religion -1, Stealth +9, Streetwise +1, Thievery +11
Background:
Raised in Znir, Garr’s pack attempted to work hand in hand with the humans during the Last War. Garr was employed on a prison ship belonging to House Deneith responsible for catching deserters of the war. The crew was reluctant, but was forced to take the gnoll in as conscription in Droaam was yielding poor results. Within a few days, a “misunderstanding” led to the cat being thrown overboard, unbeknownst to the gnoll. Finding his pet missing, Garr waited until the cover of darkness before dragging the man responsible down into the cargo hold and relieving him of his duties on this world. The stories say that in the morning there was nothing left of him but a pool of blood and some bone splinters.
Thus ended Garr’s legal employment in Droaam. His prison/death sentence (unjust, if you ask him) was cut short the night before his scheduled execution. Just as all hope was lost and Garr was coming to terms with the inevitability of death, in the darkness of his cell another kitten came to see him. Instantly sensing a connection and an opportunity, the gnoll befriended it. Within an hour, he trained the kitten to snatch the prison key from the hip of a sleeping guard, and before long, he was on his way to freedom. But he couldn’t stay in Droaam. The whole region wanted him dead, and with the mess he left back at the prison, it was unlikely that House Deneith would see things his way.
The other side of the continent looks particularly pleasant this time of year…
Why the Crimson Wave?:
Mannerisms & Appearance:
The gnoll’s loyalty is unquestionable, though often betrayed in his eyes. He acts as a sort of mutiny repellent, unless, of course, it’s the captain’s trust that is in question. He does not have a sense of humor, almost to a hilarious degree.
Garr views his kitten Scarr as the original and everlasting member of his pack and holds him in higher regard than any other crew member, splitting his food with him, his bed, and any other pleasantry he can muster. Likewise, if anyone threatens or displeases Scarr, Garr makes it known.
Picture:
Original picture by skepsisfox at deviantart. I made a few edits. (gotta give credit where credit is due!)
I am not in any d&d games right now, though I've been trying to get into some for the past few months. Last experience was a year or two ago I think?.. Haha. I don't remember. But hey, tell me what you think of Garr and Scarr! Suggestions? Comments?
Summary
Storg, level 1
Hobgoblin, Bard
Animal Master Feature: Monkey
Bardic Virtue: Virtue of Valor
FINAL ABILITY SCORES
Str 14, Con 16, Dex 13, Int 10, Wis 8, Cha 18.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 13, Int 10, Wis 8, Cha 16.
AC: 17 Fort: 13 Reflex: 13 Will: 15
HP: 28 Surges: 10 Surge Value: 7
TRAINED SKILLS
Arcana +5, History +7, Athletics +8, Intimidate +9, Perception +4
UNTRAINED SKILLS
Acrobatics +1, Bluff +5, Diplomacy +5, Dungeoneering, Endurance +3, Heal, Insight, Nature, Religion +1, Stealth +1, Streetwise +5, Thievery +1
FEATS
Bard: Ritual Caster
Level 1: Versatile Expertise (Heavy Blade, Wand)
POWERS
Bard at-will 1: War Song Strike
Bard at-will 1: Guiding Strike
Bard encounter 1: Inspiring Refrain
Bard daily 1: Slayer's Song
ITEMS
Ritual Book, Chainmail, Longsword, Adventurer's Kit, Light Shield, Monkey
RITUALS
Traveler's Chant, Glib Limerick
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Background
Storg begged to be sent, to go on one of the most important and dangerous assignments available. There were whispers and rumors of a ruin dating from just before the fall of the Hobgoblin empire unearthed in some of the last fighting of the war. This would be extremely important, if it existed, and eventually Storg and a small team were sent out to recover whatever they could from it it. They spent months hunting down the sources of the rumors, greasing palms and 'persuading' in both violent and benign fashions until a solid lead led them to northern Breland. They were able to persuade a rather shady collector to give them the exact location, which is how they found themselves on the property of a minor lord in northern Breland.
The ruin had been mostly emptied by the time they arrived, possibly by the soldiers who had unearthed it, but they were able to find a singular tome in the rubble that had been overlooked. Nearly complete, it held more than a thousand pages of stories and history of their ancient empire. Chalking the expedition up as a success, the small group began their journey home. Unfortunately, a week down the road, they were accosted by several former Breland soldiers turned mercenary, one of which had had family who was killed when the Hobgoblins carved out their own nation. They ruthlessly attacked, leaving Storg the only survivor. They tortured him for several days, disfiguring his face, before stealing all his possessions and leaving him for dead. He was barely able to survive, but made it back home.
His failure, and his horrible disfigurement, led him to be next assigned to recover anything he could from the Lahzeer province, no longer a rising star.
Since his arrival, he has supported himself and his search by learning and preforming the lewd and bawdy songs popular in the small coastal town with his magical vocal abilities.
Mannerisms and Appearance
He is absolutely desperate to regain some of his lost honor and standing, searching absolutely any and every lead that holds a hint at an artifact of some kind. He is far more diplomatic and wary since his humiliation, losing much of his earlier arrogance.
Tentative image (It is really hard to find Hobgoblin pictures!)
Imagine him more scarred, with an eyepatch and a monkey.
If I'm just using the online builder and Orokos, is there a way for me to do that?
Summary:
Warforged, Warden
Guardian Might Option: Stormheart
Unstoppable Soldier (+2 to Athletics)
FINAL ABILITY SCORES
STR 18, CON 18, DEX 10, INT 11, WIS 12, CHA 9
STARTING ABILITY SCORES
STR 16, CON 16, DEX 10, INT 11, WIS 12, CHA 9
AC: 19 Fort: 15 Ref: 12 Will: 13
HP: 35 Surges: 13 Surge Value: 8
TRAINED SKILLS
Athletics +10, Heal +6, Nature +6, Perception +6
UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +1, Endurance +5, History +0, Insight +1, Intimidate +1, Religion +0, Stealth –1, Streetwise –1, Thievery –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warforged Racial Power: Warforged Resolve
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
: Form of Mountain's Thunder Attack
Warden Attack 1: Tempest Assault
Warden Attack 1: Strength of Stone
Warden Attack 1: Gale Strike
Warden Attack 1: Form of Mountain's Thunder
FEATS
Level 1: Shield Finesse
ITEMS
Hide Armor x1
Heavy Shield x1
Spear x1
Hand Crossbow
Adventurer's Kit
Crossbow Bolts
Chain (10 ft.)
====== End ======
Background:
But for now, he pursues his passion - trade. His time guarding caravans opened his eyes to trade as a connector of people all over the world. He dreams of the day that he finds a route of his own, seeing the world and filling the needs of people thousands of miles apart. Even in Mror, he heard of Lazhaar as a meeting place of traders and merchants from all over the world. He is traveling the islands extensively, to learn the flow of trade in the principalities. He is currently on the Crimson Wave intending to return to Regalport, to make another visit to the Pirate Exchange.
Which is not to say that he's at all good at trading, of course. He simply pursues it with zeal, while he invests in his 'education', learning about such things as 'margins' and 'bribery' and 'spoilage'. He'll cheerfully do just about any kind of work, whether doing deliveries, or salvage, or standing guard. Just as long as it has nothing to do with fish - if the fleshies want those disgusting, slimy things, they can get them for themselves.
Mannerism and Appearance:
Skree makes friends almost instantly (though the quality of the 'friend' can vary wildly), and is still quite trusting, even after a few deals gone bad. He is always open for new work and new opportunities, and even has a sales placard on the outside of his large shield.
Placard:
"Rustbeard" Skree, for all your mercantile needs!
Who can you trust, in today's turbulent times?
RUSTBEARD SKREE!
Guardian of Convoys!
Protector of Vaults!
Kundarak Endorsed!
No Job Too Big, No Job Too Small!
Will Entertain Any Offer!
(provided it has nothing to do with fish)
-> Courier
-> Trade Ambassador
-> Ocean Floor Salvage
-> Shipment Lead
-> Short Order Cook
You Can TRUST RUSTBEARD SKREE
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Theme:
Shield of Devotion
Hospitaler Utility
With a quick prayer you bestow minor healing on a stricken ally,then prepare yourself to smite the enemy who struck your friend.
Encounter - Divine, Healing
Immediate Reaction
Close burst 5
Trigger: An ally within 5 squares of you takes damage from an enemy attack.
Target: The triggering ally
Effect: The target regains hit points equal to your [strike]Wisdom[/strike] Constitution modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.
Image (so hard to find happy warforged...):
I am not currently playing D&D anywhere, online or off-. I don't have much experience with 4e, though I did play earlier versions.