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[DND 4E] Age of Ascension OOC

lodwilklodwilk Registered User regular
edited September 2011 in Critical Failures
Age of Ascension
Introduction
This is a recruitment for a 4E campaign taking place in my homebrew point of light setting Age of Ascension. This is a setting where I mainly have the skeletal structure of the setting established, but I will be developing the setting further along with the aid of the players. If I bring the party to a town and one of them decide to say that it is protected by a spirit, then that will become cannon. Though this would allow me to have fun with said spirit and decide what to do with it.
The Specifics

Age of Ascension will play-by-post campaign taking the player from level 1 to level 30. Characters begin at 1st level and should be created using either the online character builder or the cbloader updated offline character builder (if you still have it). Use the standard point buy system to generate ability scores and follow character creation per the builder/books. I will be selecting 5 players to play in this, and I’m not a stickler for the recommended party composition of 1 leader/ 1 controller/ 1 striker/ 1 defender/ and one misc. So feel free to make whatever character you want, and do not try to cater to whatever slot has the least applications. Finally one slot is already reserved for a friend of mine, who unless he’s changed his mind, will be playing a gnome hexblade.

Classes Allowed: Any
Source Books for Classes: Any
Themes: Any, if you choose a Dark Sun theme please reflavour it to be more setting specific
Backgrounds: General backgrounds only (no Dark Sun, no Eberron, no Forgotten Realms)
Races Allowed: Any, but be warned I have a personal prejudice against Shardminds, Githzerai, and Minotaurs. So if you’d like to play one of those races you’d better make them damn interesting.
Point Buy: 22 points
Equipment: 100 gp and one potion of healing
Character Sheets: All character sheets must be hosted at http://4e.Orokos.com or on myth-weavers. Please post a character builder summary when making your application.
Deadline: August 31st, 2011 -- 11:59 pm eastern

Other Requirements

Finally, to be considered for this campaign, each prospective player must submit a character biography that details explain why they’re adventuring in this world.
Background: At least two paragraphs about the characters background ending with them in Malien.
Enemies & Allies: Please include one enemy and one ally that will be integrated into the campaign setting and be used as contacts or foes during this game. This will help me plan out a personal plotline to integrate into the game.
Physical Description: A few sentences that describes how your character typically looks on a day to day basis.
Picture: Please provide a picture of your character for me to create a token of your character.
Personality Traits: At least one paragraph detailing your characters personality.
Participation Requirements: I would like to have enough group participation that both the IC & OOC threads sees some activity on a daily basis, accounting for lulls during holidays

Game Mechanics
Each player must select a font color for their in character speech, but that can be decided upon after the party selection has been made.
All combat posts must end with their action economy in spoilers. For example:
Move: Shift to A3
Minor: Mark all adjacent enemies
Standard:Melee Basic Attack vs K1 25 vs AC, 10 damage
Reaction/Interrupt: Wardens Fury on anyone who attacks the wizard. (Note: If you do not have an interrupt or reaction prepared you can ignore this section. If you decided to change your mind after I perform an action you are still free to do so, so don’t worry about listing all prepared actions for every scenario.)
I have always wanted to try using Drama Cards and will be using them for this game. Each player will start off with three copper cards and will gain more as the game progress. Since I’ve never used them before how these will be implemented will change as the game progress until we find a system we all like. For now I will be using a system where each player gains one copper card after each encounter, and silver one after every level. Each player will have a max hand of 7, and can trade in three cards of the same color for one upgraded one. I wish these could be drawn randomly so that not even I will know what cards each player will have, but since handtracker doesn’t have a system for this I will have to random them out using a random number generator.
Rule of Awesome
If there is some action that you think will be really badass for your character to do but you’re not sure if I’d allow it, feel free to ask, however the answer will almost always be yes not only that but I’d probably reward you with a copper drama card.

That seems to be it for now, although I’m sure I’m probably missing something. I’ll keep this ad updated until it closes. Also feel free to ask any question you may have in regards to the setting or whatever’s allowed.

Our Heroes

Brinna.png Brinna Coastwell - Halfling Monk - MMAgCh
Hohenvar.png Hohenvar - Wilden Barbarian -Gatsby
Rhogar.png Rhogar - Dragonbron Druid - The Muffin Man
Cognast.png Cognast Re'louini - Half Elf Knight/Hospitalier - srboyceboat
Cassandra.png Cassandra, Halfling Chaos Sorceress - El Skid

lodwilk on
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Posts

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    I'll post what I have in mind for my character just to run it by you and make sure everything's kosher and add more when it's oked.

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  • lodwilklodwilk Registered User regular
    Warforged are perfectly fine, and everything on your sheet is fine. You did forget to add to free potion of healing you get, but other then that go ahead and make an application for him, can't wait to see it.

  • swl1020swl1020 Registered User regular
    Is it too late to join?

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    swl1020 wrote:
    Is it too late to join?
    Deadline: August 31st, 2011 -- 11:59 pm eastern

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  • lodwilklodwilk Registered User regular
    As DaMoonRulz quoted you have until the end of the month to post an application. @DaMoonRulz since I haven't created any fluff for warforged for this setting, feel free to come up with whatever you want regarding your characters background and how they were made.

  • MMAgChMMAgCh remember tomorrow. Registered User regular
    Would you be at all opposed to considering a forum newbie? (Not someone new to PbP, mind – I've done quite a bit of it.)

  • lodwilklodwilk Registered User regular
    Ya that won't be a problem at all, I'll be making my selections on the quality of the applications, not the posters history on these forums.

  • The Muffin ManThe Muffin Man Registered User regular
    Quick question.
    If I were to make a Druid with Wild Shape: T-Rex...would that make my chances to get into the campaign BETTER or WORSE?
    (And before you judge me based on that, if I'm told No I'm not gonna be "That Guy" and try to be WHACKY AND CRAZY! I'll play nice!)

  • GatsbyGatsby Registered User regular
    Just curious, how do you feel about Wilden? Accepted, indifferent or in the same category as Shardminds, Githzerai and Minotaur?

  • lodwilklodwilk Registered User regular
    Quick question.
    If I were to make a Druid with Wild Shape: T-Rex...would that make my chances to get into the campaign BETTER or WORSE?
    (And before you judge me based on that, if I'm told No I'm not gonna be "That Guy" and try to be WHACKY AND CRAZY! I'll play nice!)

    My only problem with it is that your wildshape is only limited to being medium sized, so you can be a very small T-Rex. As for how I feel about it, if you were a dragonborn I'd think it would be ridiculously badass, if you were any other race I'd be curious to see how you're character knows what a T-Rex, or any other type of dinosaur, looks like. So I don't have a problem with it and would like to see where you go with that concept.
    Gatsby wrote:
    Just curious, how do you feel about Wilden? Accepted, indifferent or in the same category as Shardminds, Githzerai and Minotaur?

    Haha I was wondering if anyone would ask about wilden since they are so rarely used. Personally I love wilden, but I'm a huge fan of the fey in general and don't expect it to boost your chances of acceptance. So go with it, and since wilden are a physical manifestation of the feywild they do not have the same fluff as the rest of the fey races that are on the Obsidian Portal

  • The Muffin ManThe Muffin Man Registered User regular
    Sweet. Dragonborn Druid actually sounds pretty kick-ass.
    "What IS that thing?"
    "I dunno. My parents always said it wrecks shit with a capital T. So I'll call it...a T-Wrecks!"

  • Moridin889Moridin889 Registered User regular
    Sooo revenants. Haven't played 4e in a while but are those acceptable? Character idea popped into my head, but have to wait to get home to put it together

  • RazorwiredRazorwired Registered User regular
    Making a guy for this. Probably a leader. I'm thinking Deva Bard right now.

  • PinfeldorfPinfeldorf Yeah ZestRegistered User regular
    Revenant Minotaur Vampire coming up. Name will be Deathmilk.

    No, not really. Just tagging this for interest =)

  • lodwilklodwilk Registered User regular
    Sweet. Dragonborn Druid actually sounds pretty kick-ass.
    "What IS that thing?"
    "I dunno. My parents always said it wrecks shit with a capital T. So I'll call it...a T-Wrecks!"

    I hate and love you so much for that.
    Moridin889 wrote:
    Sooo revenants. Haven't played 4e in a while but are those acceptable? Character idea popped into my head, but have to wait to get home to put it together

    Yes revenants are perfectly acceptable
    Razorwired wrote:
    Making a guy for this. Probably a leader. I'm thinking Deva Bard right now.

    Cool can't wait to see it.


    Pinfeldorf wrote:
    Revenant Minotaur Vampire coming up. Name will be Deathmilk.

    No, not really. Just tagging this for interest =)

    Let me guess, your first level feat would have been vampiric heritage?

  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2011
    Excavator Warforged Weaponmaster

    Background
    The last of the crates was removed from the wagon and lined up with the others at the mine’s mouth. The mine’s owner rubbed his hands together excitedly and nodded to his men; at his sign they pried the front panel off the boxes one at a time revealing shining, humanoid figures inside each one. The owner had to stifle an excited giggle; he was acting like a little kid on Christmas morning.
    He raced up to the nearest box and ran his hands over the metal picks that were installed in place of hands, “Yes. Yes! They’re perfect!” The portly human moved to the next box and inspected the deep, clawed scoops that its arms ended in, “Just imagine these full of ore, working all day every day.” The owner wiped away a tear and turned the Gnome that had accompanied the delivery, “Now: you’re sure they have no trace of personality? They only know they job they’re here to perform, right?” The Gnome sighed, “Yes, sir, we followed your specifications exactly,” he extended his hand and looked at the mine owner expectantly.
    The Gnome was paid off and the owner turned to his new workforce, “You guys cost me quite a few gold pieces, but with no lunch breaks, no sleep breaks, and no relatives trying to kill me when a tunnel collapses you’ll make my life so much easier.” One by one the owner spoke the incantation to bring the Warforged workers out of their slumber and gave them their assignment. They were split up into Tunnelers, Excavators, and the boss’s favorite model Foreman.
    As the Warforged worked night and day the owner became more and more rich, and the townspeople who were now out of work more and more irate. Yeah, the mine was unsafe and plenty of townsmen were disfigured from working there, but what was the point of dad being around with all his appendages if he wasn’t able to put food on the table? The townspeople scraped together what money they could and when a band of adventurers made their way through town they put on quite a show. The party was told stories about the evil man who bought metal slaves and used them to attack the miners so that he could take it for himself, and now everyone was starving. The wizard in the group was moved to tears and immediately headed for the mine.
    As an Excavator made its way out of the mineshaft to empty its scoops it was hit in the head with a bolt of chaotic magic. The light faded from its eyes and it crumpled to the ground, seemingly lifeless. The wizard frowned and flicked his wand a few times; the spell he was intending to use wasn’t supposed to do that, but that’s what you get when you use ‘chaotic magic’. He picked off the Warforged one at a time as they returned to the surface until he was satisfied that he’d gotten rid of them all.
    Hours after the party left the Excavator stirred and pushed itself off the ground and looked around at the scene. The wizard’s bolt dispelled the magical spell that forced the Excavator to obey the mine owner and Foreman and it was very confused. First of all it was confused that it was confused because that had never happened before; normally his thoughts were along the lines of Scoop, Walk, Dump, Walk, Scoop but that line had been replaced with I wonder what’s on the other side of the mountain? I wish I could go see Its legs moved and he walked to the top of the mountain. As he took in the scene in front of him he saw another mountain. I wonder what’s over that mountain . This continued for quite some time and he was making his way, unbeknownst to him, towards Malien.

    Description/Personality
    The Excavators’ hands had been replaced with deep, clawed scoops that would let them carry copious amounts of ore and rock to the surface. Their 6’0” frames were covered by thick, angular armor plates that would keep the Warforged from being crushed in the event of a tunnel collapse. It has a large hump on its back to help as a counter-weight. The word ‘Excavator’ was engraved in the forehead of each model in Common and their eyes glowed white, providing a bit light in the tunnels as they did their work. The Excavator did not have a means to communicate vocally, as that had been deemed unnecessary for shoveling. He is still getting used to this whole ‘free will’ thing and his curiosity has gotten the better of him often. Excavator doesn’t know what lying is and is very easy to take advantage of. Sometimes he misses working in the mountain; back then he had a purpose and he knew exactly what it was. Now, he’s on his own and his sense of purpose has been replaced with curiousity.

    Enemy and Ally
    Foreman was deep inside the mountain during the Wizard’s attack. As soon as it returned to the surface it informed the Mine Owner of the situation and the missing Excavator. After the owner finished crying, he sent the Foreman out to track down and return the Excavator. The Foreman was built to inform the mine owner of the progress they were making and as such is able to speak.

    I can’t think of an ally at the moment.

    DaMoonRulz on
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  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    If anyone wants to have bumped into Excavator I'm plenty open to it. Lemme know if there's anything you need to me change about it, 'Wilk

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  • lodwilklodwilk Registered User regular
    @DaMoonRulz you're application looks perfectly fine. I'm assuming Excavator was working in the Therak Undgar mountain range. If so perhaps you could create an ally for him from one of the many mountain tribes in the region, I'm sure his skills would be greatly beneficial to them.

    To all other applicants I forgot to mention that I would also like a picture of your character for me to create a token for the combat maps.

  • PinfeldorfPinfeldorf Yeah ZestRegistered User regular
    Read a bit about the Ascension thing but had a question about deities. Namely, since you want your players to take part in worldbuilding, do you want them to take part in pantheonbuilding as well? I've got an idea for a Paladin I'd like to play, but knowing how deities function is pretty integral to that.

  • Moridin889Moridin889 Registered User regular
    edited August 2011
    Progress Report: Background written. Working on uploading the picture. Haven't done it on these forums before

    • Background:
    He lies chained on a cold grey slab in the middle of a plain of grey. Looking around, disconcerted, knowing not where he is or how he got there.
    Wait...
    As he lay there, the grey sky swirled and opened showing a womans face. Beautiful, perfect. He remembered that face. He remembered the twinkle in her eyes when she smiled at him, the inflection of her words, the way she held herself in the candlelight. When he couldn't remember anything else, he could remember her. She was his once.
    Don't go. Not like this
    The sky darkened and the next scene was of a finely dressed man, all smiles, a thinly veiled facade hiding the steel beneath, the predatory nature of the beast only showing in his eyes. Those eyes, where did he know those eyes. The sky continued to boil, images appearing faster now, flashes glimpses of a paradise long lost, spoiled by the nature of man. It showed her, at various points in her life, the man always watching, waiting.
    I don't want this. I can't go through this
    The sky splits and lightning strikes, each flash showing the horrors to come. The beast hiding behind a smile taking her away. Her. His wife. Taking her away ot the dark places. Taking her away to his own private hell, filled with is instruments, his various tools, leaving her to be cast aside when she could no longer take their uses.
    Why?! Why show me this!
    The sky showed him everything. Again. Rage filled his as he could do nothing but impotently watch her die before him. It grew into a mad fury, just as it had so many nights ago. The sky showed his insane charge at the man's manor, only coming face to face with the man after he was drubbed unconscious by his guards and trussed up to be hung.
    I can't take this. I can't go through it again!
    But the sky didn't care. It made him relive his death, the smell of the gallows, the creak of the ropes, the man's dark little chuckle as he fell. And then he felt it, the pain, the choking, the burning, the tightness in his throat as he suffocates to death. He struggles, he always struggles, but to no avail. Just as the life leaves him again, he wakes up.

    "Trouble sleeping Adahn?" The man across the camp called to him. In the early dawns light, just a hint of a smile could be seen on his face. "Have some bad dreams perhaps? Haha, Come now. No time to dawdle. We have to get you to Malien. You aren't the only task our Queen has entrusted me with."
    • Enemies & Allies:
    His enemy is the noble who oversaw his lands, took his wife, and killed him. His ally will be the representative of the Raven Queen who chaperoned him through his first few days as a revenant. The noble I'll keep fairly vague so you can fit him in wherever you wish, but the ally I'll flesh out as people interact with Adahn.
    • Physical Description:
    Adahn keeps the face he had in life, albeit of a slightly different shade. His eyes are inky pools of black, with glints of gold peering out from the center. Hair black, ragged, unkempt. His once robust form has shrunken to its current emaciated state. His throat bears the scar from where he was hung, as a constant reminder of why he was brought back, and what he owes the Raven Queen. His clothing is nominally a tattered mockery of finery, dress coat, trousers and the like, and he wears a noose as a tie.
    • Picture:
    • Personality Traits:
    Adahn was an optimist in life. everything showed promise of a better tomorrow. With enough hard work, anything was possible. Now he has been infected with cynicism. He still smiles, all the time, and even makes jokes. If they happen to be a bit dark or sarcastic, who can blame him? His fury has been tempered by the cold depths he has traveled through to return, and he tries to ensure everything is thought out ahead of time. He died once for impatience, Adahn won't make the same mistake again.

    Character builder summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Adahn - Copy, level 1
    Revenant, Warlock
    Eldritch Pact Option: Infernal Pact
    Eldritch Blast Option: Eldritch Blast Constitution
    Choose your Race in Life: Human
    Bereaved (+2 to Insight)

    FINAL ABILITY SCORES
    STR 10, CON 18, DEX 14, INT 12, WIS 8, CHA 16

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 12, INT 12, WIS 8, CHA 16


    AC: 14 Fort: 14 Ref: 13 Will: 14
    HP: 30 Surges: 10 Surge Value: 7

    TRAINED SKILLS
    Arcana +6, Bluff +8, Insight +6, Streetwise +8

    UNTRAINED SKILLS
    Acrobatics +2, Athletics +0, Diplomacy +3, Dungeoneering –1, Endurance +6, Heal –1, History +1, Intimidate +5, Nature –1, Perception –1, Religion +1, Stealth +2, Thievery +2

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Revenant Utility: Dark Reaping
    Warlock's Curse Power: Warlock's Curse
    Warlock Attack 1: Eldritch Blast
    Warlock Attack 1: Hellish Rebuke
    Warlock Pact Boon 1: Dark One's Blessing
    Warlock Attack 1: Chains of Levistus
    Warlock Attack 1: Tyranny of Flame

    FEATS
    Level 1: Sacrifice to Caiphon

    ITEMS
    Leather Armor x1
    Adventurer's Kit
    Rod Implement x1
    Sickle x1
    Grappling Hook
    Torch x3
    Oil (1 pint) x5
    ====== End ======

    Moridin889 on
  • lodwilklodwilk Registered User regular
    Pinfeldorf wrote:
    Read a bit about the Ascension thing but had a question about deities. Namely, since you want your players to take part in worldbuilding, do you want them to take part in pantheonbuilding as well? I've got an idea for a Paladin I'd like to play, but knowing how deities function is pretty integral to that.

    So far I'm using the standard 4E Pantheon, with the only change being that Bane is an openly worshiped god, instead of being considered "evil". I'm just using the standard pantheon for simplicity sake regarding feats. domains, etc. If you want to change something about one of those gods than go ahead, if you want to create your own god or belief system than that's fine as well. What exactly were you thinking of?

  • texasheattexasheat Registered User regular
    hmmm....i may be interested in this. But i'd like to run a psion or monk. Do you have aversion to psions for any reason? Some GM's refuse to play them.

  • PinfeldorfPinfeldorf Yeah ZestRegistered User regular
    lodwilk wrote:
    Pinfeldorf wrote:
    Read a bit about the Ascension thing but had a question about deities. Namely, since you want your players to take part in worldbuilding, do you want them to take part in pantheonbuilding as well? I've got an idea for a Paladin I'd like to play, but knowing how deities function is pretty integral to that.

    So far I'm using the standard 4E Pantheon, with the only change being that Bane is an openly worshiped god, instead of being considered "evil". I'm just using the standard pantheon for simplicity sake regarding feats. domains, etc. If you want to change something about one of those gods than go ahead, if you want to create your own god or belief system than that's fine as well. What exactly were you thinking of?

    Oh was more curious about if some gods just weren't there, etc. Like how FR and Eberron have a different pantheon etc. But that answer was good enough for me =)

  • lodwilklodwilk Registered User regular
    @Moridin889 looks interesting, can't wait to see the background.

    @texasheat I have no problem with you playing either a psion or monk. I can understand the psionic hate in 3.5 but they're perfectly acceptable in 4E so go nuts with whatever idea you have.

  • lodwilklodwilk Registered User regular
    Pinfeldorf wrote:
    Oh was more curious about if some gods just weren't there, etc. Like how FR and Eberron have a different pantheon etc.

    This actually reminded me of something that I might need to clarify on. You can take feats, class features, rituals,etc from other campaign sources books. So if you want to have a dragonmark then go ahead but you're going to have to explain why you have this weird glowing sigil on you. Or if you want leave it unknown and I can come up with a reason that will be revealed in game.

  • The Muffin ManThe Muffin Man Registered User regular
    Hmmm. Almost have my character ready, now it's down to two skills...quick question, anyone know if forced movement from an interrupt ENDS a move action, or if it merely impedes it slightly?

    Also, if I forced something to move one square, does it take one square less movement? (I.e if it was gonna walk 2 spaces, can pushing it make it only walk ONE space, or will it complete its' move one step farther?)

  • MMAgChMMAgCh remember tomorrow. Registered User regular
    edited August 2011
    For your perusal, then: Brinna Coastwell, halfling monk.

    Character builder summary.
    Brinna Coastwell, level 1
    Halfling, Monk
    Monastic Tradition: Iron Soul
    Background: The Path of Thirty-Seven Obstacles (+2 to Endurance)
    Theme: Explorer

    FINAL ABILITY SCORES
    Str 12, Con 18, Dex 18, Int 10, Wis 12, Cha 8.

    STARTING ABILITY SCORES
    Str 12, Con 16, Dex 16, Int 10, Wis 12, Cha 8.


    AC: 19 Fort: 15 Reflex: 15 Will: 12
    HP: 30 Surges: 11 Surge Value: 7

    TRAINED SKILLS
    Thievery +11, Stealth +9, Athletics +6, Endurance +11

    UNTRAINED SKILLS
    Acrobatics +6, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +1, Heal +1, History, Insight +1, Intimidate -1, Nature +1, Perception +1, Religion, Streetwise -1

    FEATS
    Level 1: Unarmored Agility

    POWERS
    Monk at-will 1: Crane's Wings
    Monk at-will 1: Five Storms
    Monk encounter 1: Swift River Floods
    Monk daily 1: Masterful Spiral

    ITEMS
    Monk Unarmed Strike, Adventurer's Kit, Cloth Armor (Basic Clothing), Thieves' Tools, Club, Potion of Healing (heroic tier), Climber's Kit, Tent, Sling, Sling Bullets (20)

    Background.
    "Life was simple, once. Life was good. There were oars needed rowing, boxes needed hauling, boats needed towing. It's what I did. Sometimes things needed fixing, locks picking, people watching. I did that, too. Let Drebin and Pretty Mirjam do the talking, let Old Ostran do the reckoning – when they were done, not a single crate of goods had moved by itself. That was my job, and Reed's, and Lidda's, and Bit's. We did our part, and we were happy and proud to be doing it, because every job needs someone to do it and this was ours.

    Sometimes we took to the roads, but usually it was the rivers. We were Coastwells. Not the dust of the road for us but the spray of the river, Old Ostran used to say. It was a fine life, travelling the world with the clan. There were highwaymen and robbers sometimes, but Tryn and Corrin and Zanna were out there too and kept us safe. They kept us safe for many years, until that one day.

    The ambush came just after dawn, and we had no warning but the scream when the first of us died. I don't know what happened to Tryn and Corrin and Zanna. When I stumbled out of my cabin, there were arrows coming from the western bank and axemen climbing onto the boats, humans all of them. They were led by a blond woman in metal armour, wielding a spear. The clan was fighting back, but it was no use. Ingolf's Pride was burning already. Nearby, I saw a man put his axe into Mirjam's belly. I couldn't think. I just screamed and charged him, lashed out with my foot. His leg snapped in two, and he tripped over Mirjam and fell. I just stared. How did I do that? I could barely throw a punch, never mind break a bone.

    Then an arrow hit me in the shoulder. I stumbled forward, off the boat, into the river. I fell unconscious.

    When I woke, I had washed up over a mile downstream. The arrow wound wasn't too bad after all. I tore off part of my sleeve and bound it. In the west, I could make out thin smoke rising. The boats burning, the clan...gone. Later, I crept back to make sure. The bandits had left, and I found only wreckage and bodies. It took me a long time to bury them all, but it was a job that needed doing and I was the only one left to do it. I went east when I was done, towards the coast. I didn't know where else to go. I knew I could find another job somewhere and go on doing what I'd always done, but it didn't seem right. Not anymore. There were other Coastwells around the Nation, but I couldn't stand the thought of meeting them either, of having to tell them. It was all no good.

    I walked for some days. It was slow going, but I didn't mind. I like sleeping underneath the sky. One evening I came to Tidespoint, a small coastal town. I went to the Slippery Mermaid there. I had a few silvers on me and I needed a strong drink bad. They never did much to my head. Strong, bitter liquor. There was one of the big mountain people there, a goliath, who found it funny, me drinking that stuff. He bet me one gold piece that he could outdrink me. I didn't have one gold, but I agreed anyway. I didn't care by then.

    Later that night, it took three men to carry him back to his small cabin outside town. I couldn't afford a room at the inn, so I climbed into the one chair there was and went to sleep as well. The next day we got to talking, Kargg and me. I told him what'd happened, how I felt. Kargg said that why you had to be tougher than the rest, that my clan hadn't been tough enough. I felt a red blaze behind my eyes again. I tried to do to him what I'd done to the bandit. He went down, but his leg wasn't broken. He laughed and said I had potential. Said I could be much more than I was, that he could show me.

    He told me of the Path of Thirty-Seven Obstacles. Said that in everyone's life, there are thirty-seven challenges they must face, struggles they must overcome, battles they must win. That if one wishes to master them, one must grow, train, become harder than steel. That the weak will always be crushed by the strong, like my clan was. I wanted to hit him again. Kargg said that the obstacles were different for everyone, that I'd know them as I encountered them. He said he couldn't help me with that, but that he could teach me to fight. To meld body and mind into a single weapon. Past the thirty-seventh obstacle, Kargg said, lay the power to do anything one wished. I felt I needed a goal like that. I didn't want wealth or fame, but I wanted to become the best, the toughest. I wanted for what happened on that morning, when the boats burned and my kin died, to never happen again. No matter who the attackers were. I wanted to be able to stand my ground and kill them all. It was a job that needed someone to do it.

    He let me stay. For many months I trained with him. I was small and quick, Kargg said, and he taught me to use that against my enemies. I was tough as old leather, he said, and he taught me to use that against my enemies too. He revealed to me how to draw on the energy of my mind, what he called psionic power, and how to make my punches and kicks stronger through it. I spent hours climbing and running and swimming each day as well. It made the work I did for the clan look easy. That was a good thing, because I had to become much tougher than I'd been then. A year later, I was coming close to beating Kargg regularly in a fair fight. He said that key was not to fight fair. I didn't like that, but I saw the truth in it.

    Kargg taught me other things too. He showed me how to move more quietly than I already could. He saw that I had nimble fingers and taught me how to pick locks and pockets. Dishonest work, I said. One's obstacles are not always within easy reach, he told me, and these too are skills you must acquire if you mean to walk the Path. You must pass up no chance to improve yourself, he said. Again I saw the sense in that, though I didn't like it either at the time. I practised these things a lot. Usually I'd find a way to return what I'd taken. That was good practise, too, and it made me feel better about it.

    One day, Kargg told me he could teach me no more. That I had to go. Where and what for, I asked him. A true walker of the Path finds that it leads inexorably to the Obstacles she is meant to face, he replied. For now, the city Malien in the city-state of Riddell is where you shall go, on the other side of the mountains. There is rot underneath its cloak of orderliness, but it is a place where the ambitious meet, and one who walks the Path must be the most ambitious of all. In Malien, look for someone by the name of Sindren Falsehand, and you'll find that everything else will fall into place.

    I walked to the beach and sat near where the tide was coming in to think about it. Kargg probably was right. If he could or would teach me nothing more, there was no reason for me to stay in Tidespoint. I'd stayed long enough. Almost two years. Now that I thought about it, I'd been feeling restless for some time. It's not like my people to stay in one place for long, not like me. The road always calls, be it dry or wet. The road to Malien, I knew, would be long and hard. It didn't matter. If that was where the Path would take me, it was alright. I wouldn't look back.

    I went back to Kargg and thanked him for everything he'd done, told him I'd be leaving the next day. He looked amused, nodded and said no more that evening. The next morning he forced a small pouch filled with gold on me. Insisted I'd take it. So I did and went to buy provisions and a kit for the journey. A new club, too, because the one I'd been practising with was as good as broken. The new one was sturdy and bound with iron rings. I thought about buying a pony as well, but decided not to. It felt right for me to walk, and I could perhaps buy one somewhere on the way if I had to. When I said farewell to Kargg, I asked if we'd meet again. Probably not, he said and smiled. It was a strange smile. It made me wish I knew what he was thinking. I looked at him, and then I bowed low and walked away.

    Once I felt the dust of the road beneath my feet again, I knew I was on the right path. The path to Malien."

    An enemy and an ally.
    Enemy: Natasja O'Lorren, who permits herself to be addressed only as the "Queen of the Rivers" – the human bandit leader responsible for the fatal raid on the Coastwell clan. Claims to be a direct descendant of Trebor Gnivri, and while so far it seems that she is content to cause havoc on a regional scale at most, Natasja and her marauders nevertheless pose a serious threat to anyone plying the waterways of Koramn, often ambushing travellers simply for the sake of causing bloodshed and destruction rather than robbing them. All attempts to capture or eliminate her and her raiders have failed so far; they know the lands of Koramn well, and it is said that a fallen druid and worshipper of Zehir always accompanies them, calling on dark spirits to cloak their passage and hide them from unfriendly eyes.

    Perhaps unsurprisingly, Brinna wants Natasja dead (and, ideally, the bandits she commands as well), though the halfling will claim that the woman who destroyed her clan is one of the Obstacles and so must be defeated as a matter of course, rather than admitting that it is simple vengeance for her dead kin she thirsts for.

    Ally: Kargg – an aged goliath who introduced Brinna to the philosophy of the Path of Thirty-Seven Obstacles, and helped shape her into the martial fighter she is today. He never claimed to be a master of the Path, and given how loose of a philosophy it seems to be, it is entirely possible that the closest thing to a master of the Path would be someone who has overcome all of its obstacles. Brinna, at any rate, never managed to learn anything about his past, nor did Kargg ever elaborate on the reason why he chose to take the halfling under his wing, other than to help her realise her true potential, as he claimed. She never once thought to mistrust him, for reasons even she isn't clear on, but that doesn't mean Brinna does not continue to wonder just who Kargg is – and the halfling hopes to find out eventually, if only to satisfy her own, nagging curiosity.

    Physical description.
    Tall and somewhat heavyset for a halfling, Brinna is otherwise unremarkable in appearance, with her tanned, weathered skin suggesting she has spent much of her life out of doors, while the calluses on her hands and feet make it obvious that they were anything but idle, lazy years. Her face is plain, with a firm jawline, a stubby nose and dark blue eyes that rarely smile; her short copper hair allows for only the most minute of ponytails, when Brinna bothers to tie it back at all. Her clothing is similarly nondescript, consisting of a simple linen shirt and trousers, both dyed a darkish grey and mended numerous times, leather bracers on her forearms, and a tattered yellow sash tied tight about her waist. The halfling's feet, meanwhile, always remain bare, something Brinna feels simply behoves one who walks the Path and strives to become as hardy as possible – and, perhaps, it is her way of remaining in touch with her heritage as one of her river-faring people and their customs as well.

    Personality.
    Brinna always was less affable than her people are commonly thought to be. Blessed with neither eloquence nor much in the way of charisma, she quickly came to regard deeds more highly than words, and the halfling still affords anyone who talks much and does little the bare minimum of consideration. Similarly, she despises lazing about and always strives to be doing something worthwhile in her off time, usually through meditating or exercising; even when Brinna is out and about she can never seem to stand or sit around idly, often electing to do a few stretches or engage in some other minor activity to keep herself occupied and on her toes. However, while she isn't necessarily easy to get along with and may indeed be called dour on a bad day, Brinna isn't an unfriendly person at heart, though her demeanour – taciturn if not monosyllabic, guarded, disinclined to engage in idle chatter – will readily give that impression to those who don't know her. The bloody fate of her clan, of course, did nothing to improve her disposition, though she is very careful to keep her anger and bitterness to herself, or suppress them altogether; they are weaknesses, after all, and a walker of the Path must have no weaknesses.

    Bold even by the standards of her notoriously fearless people, Brinna is always eager to tackle any challenge she deems is at all possible to overcome, especially when it comes to putting her psionically enhanced martial arts to use. This does tend to translate into foolhardiness occasionally, and when it does, it falls to her resilience and halfling's luck to weather whatever trouble she gets herself into. Likewise in keeping with her halfling nature, Brinna has been blessed with a goodly amount of curiosity – just because most talk doesn't appear to interest her very much does not mean she isn't listening, and when there is a locked door or a strangely behaving individual in the wrong place (or the right place, depending on whom you ask), she can't help but be intrigued, for better or worse.

    Portrait.
    cYxFj.jpg

    I am not exceedingly keen on it, but I hate hunting for portraits and map tokens aren't exactly Serious Business, so I think it'll do.

    MMAgCh on
  • deadonthestreetdeadonthestreet Registered User regular
    On the religion thing, is it cool to use the new warpriest domains from the neverwinter book and just reflavor them to the pol pantheon?

  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    Is anything happening on the island of Candora? I had an idea about a tribe of gnolls living there where my character would come from, but I wanted to see how nebulous the history/geography of it was.

    steam_sig.png
  • lodwilklodwilk Registered User regular
    Hmmm. Almost have my character ready, now it's down to two skills...quick question, anyone know if forced movement from an interrupt ENDS a move action, or if it merely impedes it slightly?

    Also, if I forced something to move one square, does it take one square less movement? (I.e if it was gonna walk 2 spaces, can pushing it make it only walk ONE space, or will it complete its' move one step farther?)

    I've always had it that if you had an interrupt attack that trigger on someone moving in a certain way, then it ends their movement and lets you move them however many squares your power allows. They could always use a second move action though but then they'd have no standard action.

    @MMAgCh Great app, and don't worry about the portrait. I'm not expecting everyone to find a perfect physical representation for their character, hell I usually just google image search and pick the first picture I see that is the same race and gender.

    @deadonthestreet Since I don't have the book I do not know how they work. I'm perfectly fine with it, but you will have to tell me how they work. Are they just new domains or something else entirely?

    @dresdenphile Here is all the info on Candora, your concept would work for what I do have for there since Candora is on peaceful terms with several of the islands tribes, one of which can be the gnoll tribe you're thinking of.




  • GatsbyGatsby Registered User regular
    edited August 2011
    Okay I think I've finally sorted this out fully

    Hohenvar "The Rook", Wilden Barbarian.

    Character Summary:
    Hohenvar "The Rook", level 1
    Wilden, Barbarian
    Wilden racial feature: Voyage of the Ancients
    Wilden racial feature: Wrath of the Destroyer
    Wilden racial feature: Pursuit of the Hunter
    Build: Whirling Slayer

    Background: Refugee (+2 to Intimidate)

    FINAL ABILITY SCORES
    Str 18, Con 12, Dex 14 Int 8, Wis 12, Cha 12.

    STARTING ABILITY SCORES
    Str 18, Con 12, Dex 12, Int 8, Wis 10, Cha 12.


    AC: 16 Fort: 16 Reflex: 14 Will: 11
    HP: 27 Surges: 9 Surge Value: 6

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

    UNTRAINED SKILLS
    Acrobatics +1, Arcana -1, Bluff +1, Diplomacy +1, Dungeoneering +1, Heal +1, History -1, Insight +1, Intimidate +3, Nature +1, Perception +1, Religion -1, Streetwise +1

    FEATS
    Level 1: Weapon Proficiency - Bastard Sword

    POWERS
    Barbarian at-will 1: Pressing Strike
    Barbarian at-will 1: Whirling Rend
    Barbarian encounter 1: Whirling Frenzy
    Barbarian encounter feature: Whirling Lunge
    Barbarian daily 1: Thunder Hooves Rage

    ITEMS
    Adventurer's Kit, Hide Armor, Potion of Healing (heroic tier), Climber's Kit, Bastard Sword, Battleaxe

    Background:
    The wild calls to him, crooning and beckoning from just behind his mind's ear, yet the futility of city progress and the spread of civilisation dampen these whispers. Only slightly, however. Hohenvar has known only two things since he came into being: Perseverance is the key to survival, and that like the ancient trees of his birthplace, the way you bend as well as adapt matters more than being stubborn only to break. From within the Wildlands the barbarian finished his training and upbringing, learning as much as possible about the outside world before leaving as a matured warrior. However his surroundings since have only further tested him: Being subjected to interrogations and accusations once arriving in the nearest city, facing prejudice because of his origin and ignorance every time he preached the collective belief of the Wilden. Realising the direct approach would only lead to similar results, he orchestrated something more subtle.

    Preservation of nature is the fundamental purpose of his race, and as a Feywild native Hohenvar decided through any means necessary was he going to accomplish this. Joining a merchant ship as hired protection, he began to travel all across the Gelamen Nation. Acquiring the knowledge of trade access routes, key figures and the proper amount of bribery as well as well-placed threats, the wayward barbarian now regularly visits the city nation capitals' markets. Through various means he purchases, in some cases steals, endangered plant and wildlife. With his connections he then organises for these specimens to be shipped to and released back into their natural habitat. By using civilisation's own methods against itself, Hohenvar hopes to restore some semblance of order to the natural world, and it just so happens Malien is his next stop.

    Physical Description:
    Tall for his race, as average as height can be in the eyes of everyone else. People who see Hohenvar are immediately reminded of the thin, gnarled but firm tree they climbed as a child. His bark bears the scars of battle though this obviously poses no hindrance, and while his gait may include the faint creaking sound of branches caught in a gentle wind, in combat the Wilden's movements are as swift and silent as the roots that hold the world together. Though his Spring time is nearing an end Hohenvar's leaves still gleam, especially when moonlight hits the emerald cloak that notably encompasses his head, shoulders and back. Accompanying this foliage are also the black feather vambraces and ebony timber that make up the hilts of his weapons that are the reason behind the nickname Hohenvar has procured from various contacts and sightings. With eyes that would grab any jeweller's attention and a taught, grim yet other-worldly expression there is a feeling that underneath the calm exterior lies the tumultuous rage that crackles through all barbarians.

    It's been noticed by his associates that every now and then the Wilden will sport different coloured leaves or more jagged, thorn-like features. Only a secondary glance would confirm some sort of correlation between these minor transmutations and distinct changes in the weather.

    Personality Traits:
    The common saying amongst sailors and captains of the ships he's boarded has boiled down to "Don't Shake The Tree." The aforementioned physical alterations that occur with any Wilden also translate to his overall personality. Like a lashing rain Hohenvar's disposition can just as easily switch from a quiet, yet steely demeanour to one of explosive rage whether that be verbal or blade-worthy and even one of intelligent resolve that would befit a librarian better. Despite whatever changes may occur, for the most part the barbarian is fairly stable compared to others of his kind and maintains a persistent and dedicated mindset to any task he is given. Hard working, and smart enough to improvise on the spot, both in and out of battle he is enough of an asset that most overlook his curmudgeon-esque, yet flippant nature about all things he deems irrelevant. Just underneath his surface, though, some have witnessed a soft spot for any living non-humanoid being: Whether it be animal, plant or mineral.

    Enemies and Allies:
    Enemy: Earning himself a reputation as a stalwart combatant and crafter trader/smuggler, it is of course granted that Hohenvar not be spared the obstacle of a foe. This would be one Lieutenant Balthazar Tarik. Formerly a visiting soldier at the Border of Man at the same time Hohenvar passed through, ever since he witnessed what he saw as an aberration and enemy to Man he has set upon himself the personal crusade to make the Wilden fall. By law or death or even both, this does not matter, only that the barbarian is brought forth and made an example. Now a high ranking member of the guard within the walls of Malien and with enough influence to afford his pick of troops and supplies from as far as Therund and Niezno, the Lieutenant sees all the dealings Hohenvar is involved in as a direct affront to his personal honour and power.

    Now with his amounting force at his beck and call, including a handful of his own devout, aggressive and narrow-minded men, the Lieutenant waits for any slip up, any mistake the barbarian can make within his own city or outside its borders to seize as an opportunity to finally bring his blade to the weed he felt should have been sheared long ago.

    Ally: Since the very beginning of the plan Hohenvar concocted years ago, he has had one persistent contact whom he trusts enough to even call him a friend on rare occasions. Stanin Silvertongue, only the most recent in a long line of dwarven merchants and moneylenders who have operated within the nation long before even the likes of Trebor Gnivri. Stout, witty and always armed with a beaming smile that conceals the shortsword strapped behind his waist, Stanin sees himself as something akin to a manager to the idiosyncratic Wilden. Based in Therund, he regularly makes trips to and fro the various city states as part of his business. Though he admires the attitude and conviction that drive Hohenvar, he won't lie that he only became involved, and still remains so, in this scheme as it generates enough profits to keep him happy. He will lie, however, about how he was finally convinced because the barbarian held a fifth generation, priceless antique from the out stretches of En'Atta over a balcony.

    Picture:
    Template, will have a better picture ready later

    388-wr-wilden.jpg

    Gatsby on
  • deadonthestreetdeadonthestreet Registered User regular
    Yeah they are just new domains but named after specific deities rather than a domain because...well, who knows what WOTC is thinking when it does things.

  • MegaMekMegaMek Girls like girls. Registered User regular
    edited August 2011
    Alright, I'd like to take a crack at this: Graven Kirsner, Human Wizard.

    Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Graven Kirsner, level 1
    Human, Wizard (Arcanist)
    Build: Control Wizard
    Arcane Implement Mastery Option: Tome of Readiness
    Human Power Selection Option: Heroic Effort
    Heretic (+2 to History)
    Theme: Scholar

    FINAL ABILITY SCORES
    STR 10, CON 11, DEX 10, INT 20, WIS 14, CHA 8

    STARTING ABILITY SCORES
    STR 10, CON 11, DEX 10, INT 18, WIS 14, CHA 8


    AC: 15 Fort: 11 Ref: 16 Will: 15
    HP: 21 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Arcana +10, Dungeoneering +7, History +12, Insight +7, Religion +10

    UNTRAINED SKILLS
    Acrobatics +0, Athletics +0, Bluff –1, Diplomacy –1, Endurance +0, Heal +2, Intimidate –1, Nature +2, Perception +2, Stealth +0, Streetwise –1, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Scholar Utility: Use Vulnerability
    Human Racial Power: Heroic Effort
    Wizard Utility: Ghost Sound
    Wizard Utility: Light
    Wizard Utility: Mage Hand
    Wizard Utility: Prestidigitation
    Wizard Attack 1: Ray of Enfeeblement
    Wizard Attack 1: Wizard's Fury
    Wizard Attack 1: Magic Missile
    Wizard Attack 1: Hypnotism
    Wizard Attack 1: Conduit of Ice
    Wizard Attack 1: Sleep

    FEATS
    Level 1: Superior Implement Training (Unspeakable tome)
    Level 1: Ritual Caster
    Level 1: Linguist

    ITEMS
    Spellbook
    Tenser's Floating Disk
    Secret Page
    Comprehend Language
    Cloth Armor (Basic Clothing) x1
    Unspeakable tome x1
    Adventurer's Kit
    Potion of Healing (heroic tier)
    ====== End ======

    Background:
    Nearly thirty five years ago, Graven was just a lowly apprentice for the powerful wizard Shazera. One day, while his master was away on business, Graven took this rare opportunity to put his skills to the test by defeating the arcane security of Shazera's personal library, the one room that was kept magically sealed at all times. Curiosity drove Graven as he entered the repository.

    Inside he found row after row of books and magical trinkets, but one tome seemed to call to him. It was utterly ancient, possibly the oldest item in the entire library. Its leather-bound cover was molded and bleached, and dust drifted slowly to the floor as Graven lifted it from its resting place. As he held the ancient text, his mind began to flood with words and images; past experiences that were alien to him. Graven was suddenly filled with the desire to open this one book, but could not do so; thin iron bands locked the tome closed and could not be removed physically or magically. And so Graven slid the tome into his tunic and left Shazera's home in search of a means to access the tomes unknown contents.

    The following thirty five years had been hard to Graven. He had spent some time with the Cult of Vecna, hoping that the worshipers could help him further his goals. While the cult itself hadn't been much use, Graven had learned that Vecna and his precious tome may somehow be connected, however tenuously. Now more determined than ever, Graven sought other scholars and wizards such as him, people who possessed knowledge he did not. Sometimes he earned their help; other times he took what he could by force.

    Now Graven feels his time is running out. He has become old and cannot continue to run around the countryside looking for the answers he so desperately seeks for much longer. He is prepared to make one final search; either he will find the secrets he hunts, or he will die trying.

    Enemies and Allies:
    Enemy: The wizard Shazera was furious when he found that Graven had pilfered the Unspeakable Tome and fled. Terrified, as well, for the ancient text contains knowledge no mortal should know. The crafty old wizard had given up the adventuring lifestyle, but struck out once more to track his foolish apprentice down. Should he find Graven in the world, he will take the book back to keep its secrets safe; by force if necessary.

    Shazera feels it is his duty to recover the Unspeakable Tome at any cost. Graven will not relinquish his tome willingly, so the two are sworn enemies.

    Ally: In his time with the Cult of Vecna, Graven met a fellow called Drom. Drom, a dwarf from the eastern mountains, had a traveling stall where he sold "magical" talismans and good-luck charms to simple townsfolk. At some point, the dwarf angered the wrong people. Graven, who found the dwarfs ability to swindle people out of their money amusing, promised to get the dwarf out of town safely in return for some unspecified favor later on. Drom agreed. Graven has lost track of the dwarf since then, but can seek him out in the future if necessary.

    Drom is allied to Graven only by circumstance. Once he considers his dept repaid, their business will be concluded.

    Physical Properties:
    Graven is getting old; at 58 years, he is starting to finally feel his age. His short brown hair is beginning to grey, and his beard is almost silver. His brown eyes don't see quite as well as they used to, tho they work for now. He is slim, but not overly, and is always wearing a cloak and hood. His robes are simple and utilitarian; some pockets and pouches adorn it, holding scrolls and ingredients that he may need to perform his magic rituals. A thick leather belt on his waist hold his tome at his sides at all times.

    Personality:
    Graven has an unquenchable lust for hidden knowledge. If he believes that new secrets can be learned from visiting a new place, or talking to a new person, he will not hesitate to seek these secrets out even if he must put himself in danger. When interacting with people, he can be gruff, reserved, or cold at times. He has never be skilled with the spoken word.

    Gravens goal is to eventually open his tome, and all other volumes of forbidden knowledge; possibly even trade his knowledge to Vecna, whom Graven reveres as the Keeper of Secrets, for power.

    Portrait:
    Graven.png
    Shamelessly stolen from the character builder. I think it looks great tho!

    MegaMek on
    Is time a gift or punishment?
  • The Muffin ManThe Muffin Man Registered User regular
    Posting my Druid. I'll also make another character, if that's okay, in case you don't like my Druid.


    Summar
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Rhogar, level 1
    Dragonborn, Druid
    Build: Guardian Druid
    Primal Aspect: Primal Guardian
    Dragonborn Racial Power: Dragon Breath
    Dragon Breath Key Ability: Dragon Breath Constitution
    Dragon Breath Damage Type: Dragon Breath Acid
    Background: Moonstruck Hunter (+2 to Perception)

    FINAL ABILITY SCORES
    Str 11, Con 18, Dex 13, Int 10, Wis 16, Cha 10.

    STARTING ABILITY SCORES
    Str 11, Con 16, Dex 13, Int 10, Wis 16, Cha 8.


    AC: 17 Fort: 14 Reflex: 12 Will: 14
    HP: 30 Surges: 11 Surge Value: 11

    TRAINED SKILLS
    Nature +8, Perception +10, Heal +8, Athletics +4

    UNTRAINED SKILLS
    Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering +3, Endurance +3, History +2, Insight +3, Intimidate +2, Religion, Stealth, Streetwise, Thievery

    FEATS
    Druid: Alchemist
    Level 1: Bolstering Breath

    POWERS
    Druid at-will 1: Grasping Claws
    Druid at-will 1: Storm Spike
    Druid at-will 1: Pounce
    Druid encounter 1: Cull the Herd
    Druid daily 1: Earth Roots

    ITEMS
    Ritual Book, Adventurer's Kit, Hide Armor, Spear, Potion of Healing (heroic tier)
    RITUALS
    Animal Messenger
    FORMULAS
    Alchemist's Acid, Bravery Powder
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Background
    Rhogar was a runt of the litter. Even his "little" sister stood head and shoulders above him. But this did not stop him, as the beasts of the neighboring forest never judged his size. He crept along the ground, spear at the ready, looking for his prey.
    "C'mon..." he muttered, "It's almost mid-night. I've been at this too long to..."
    He stopped, in awe of the beast that stood just ahead. It was a stag unlike any he had ever seen. Its' antlers were almost endless, as they curled and twisted like an intricate design. It's hide was white as snow, seeming to glow in the moonlight. But more interestingly were it's eyes: they sparkled with intelligence, as if the creature was actually thinking. Not instinctively, but literally thinking thoughts and ideas. Rhogar pounced. He hated to have to kill such a beautiful beast, but the fur alone would gain him more respect than he had ever known.
    He bounded over a rock, and leapt at the beast, spear drawn back. As his foot left the stone, however, he felt his body grow immensely heavy, than far too light.

    In a flash, he was in a strange world. His sight made no sense, as he looked around and saw green melding into brown, vines swirling around fires with no smoke, ice melting and reforming in an instant. It was as if he was witnessing the Planes themselves in discord, only...beautiful. Yet all so familiar. There was no chaos as one would expect from the other planes. It just seemed that what he knew as natural laws worked slightly different. The consistencies were all that gave Rhogar hope, watching trees grow up towards a green sun, and animals dart through the trees. And just as quick as he entered, he was back. No stag before him, but a bounty of fruits and nuts surrounded him. Almost as if the Stag did not want him to go hungry.
    Looking over the fruit, he could see nothing wrong with them. They were normal fruits and nuts, just...bigger. With a shrug, the young Dragonborn loaded the fruit into his satchel and returned home.


    Upon his return, their champion, Ghore Firelung, confronted him.
    "What are you doing back here so soon?" Ghore was massive. Almost the opposite of Rhogar.
    "I-...I completed my hunt."
    Ghore had to resist the urge to both laugh and backhand the runt, "It's been one day. You were supposed to be out there at least 3."
    "I found something incredible!"
    A lick of flame exited his nostrils, "Stop making excuses! Nothing is as incredible as the thrill of the hunt. Of course, an Acidkin like you wouldn't know much more than chaos and destruction.
    Rhogar looked down, shamed by his breath weapon once again.
    In his tribe, the breath weapons held great importance: Fire breath was said to signify strength, and much like the great Red Wyrms, vicious yet noble leaders; Cold breath were the scholars, intelligent and studious like the White dragons that shared their breath; Lightning breath were the shock troops (pun totally intended), quick and ruthless soldiers who struck like Blue dragons; Poison was respected for being sinister yet quick-witted, perfect spies like the vicious Green dragons...Black, however, were seen as a curse. An omen of dark times descending upon the tribe. They were treated as little more than accidents waiting to happen, Black Dragons in breath and chaotic nature. Rarely did a black breathed Dragonborn make it to adulthood, seen as far too much of a liability.

    "I am not a black dragonkind though! Look, my scales are silvery-white!"
    Ghore would not resist. A vicious backhand left Rhogan reeling.
    "QUIET. Do not talk that way to a Red, Acidkin."
    The crowd was filled with gasps, some terrified that he would mistreat a Black Dragonborn and incur wrath on them all, others fearing immediate retaliation. Almost none believing that Rhogan WASN'T a threat.
    "You have never let me prove myself. If you would..."
    "I said SILENCE!" Flames began to lick at his cheeks now, "You have no proven yourself PERIOD. Be glad I have no exiled you!"
    Rhogan felt something wake up inside of him. Something primal. His body began to swell slightly, muscles twitching and shifting uncomfortably, but not painfully. His snout elongated, as his arms slowly pulled back, and his body lurched forward. With a trumpeting roar, the other dragonborn began to scramble.
    "W-What manner of magic IS this!? I knew it! I KNEW IT!"
    Rhogan pulled himself together, shifting back into his normal form. As the others grabbed spears, axes, and swords, he began to run north towards the forest, wishing only for the speed of a phase beast. Again, he felt himself fall forward as his entire body sprouted fur, ears springing up behind his head, as he took on the form of a quick, catlike beast.
    "He did it again!" he heard someone cry with incredible hearing. As he ran through the forest with amazing agility. He had never felt so alive, running for his life. With just the spear on his back, the hide armor protecting him, and one "emergency" potion, he charged through the forest for hours, and eventually, days.

    Exhausted, too tired to even hunt, he collapsed.
    "I'm going to die out here. I can hunt like a wolf, fly like a bird, swim like a fish...but none of them seems to know the way out of this damned forest.
    "That is because they have no need to leave this forest," A strange voice spoke. He sprang up, spear leveled at...an Eladrin.
    "You...you're an..." he fought to think of the proper word. Everyone in his tribe called them 'Pointed Ears' or 'Loon Elves.'
    "I am an Eladrin, yes. But you may call me Pailias. Or Pai, if you wish."
    "I am Rhogan. Rho, to friends. Why are you out here, Pai?"
    "One would ask the same of you. A dragonborn is unusual in this part of the world. Moreso a Druid."
    "I am...an exile. I turned into some hideous creature. I guess that was my 'Druidic power'. They wanted to kill me; I guess because of my acid breath they just assumed I was turning into an abomination."
    "Mmhmm. Sounds like quite the ordeal. May I?"
    He arched a brow, "May you what?"
    "Pardon. May I see the form?"
    Rhogan shrugged and stood up, concentrating. It was difficult, he had done his best to block the memory out. But slowly he shifted. His arms shrank, as his legs grew powerful, tail lashing out behind him. His whole body once again tilted forward as his head thinned out.
    "Ah! Most wondrous! A primordial Dragonborn!"
    "A...what?"
    "Primordial dragonborn! Ancient dragonkind. Even older than than Elves, the Eladrin...maybe even some deities. Suffice to say, they are all thought to be extinct. Or, well, yourselves. Yours, if my teachings were correct, was a King amongst them. A mighty tyrannous rex...pardon my Eladrin. A tyrannous KING."
    He thought for a moment and nodded "I like the sound of that." With a quick shift, he sat before the Eladrin, "But what about my druidic magic? I heard Druids can command the very nature around them."
    "In due time, child. In due time. I shall teach you all I know. In the mean time, I propose we make our way towards Riddell. It is a few days walk, so we shall teach you along the way."

    Enemies and Allies
    Enemies: His entire tribe thinks he is either dead or soon to be. Ghore, however, will not rest until he has taken Rhogans life with his axe. Ghore is not one to be trifled with. Even with the noble blood of a Red Dragon inside him, Ghore is a savage Barbarian, believing there is little that cannot be solved with a greataxe to the face.

    Ally: Pailias, the Eladrin Druid who teaches Rhogan of his powers, cultivating the power within the boy to give him great discipline over his ancient form.
    His sister, Surina, who has returned after learning the ways of the Paladins far too the north, refuses to believe her brother is evil. As another Red Dragon, she used her influence as best she could to keep the "hunting party" smaller than Ghore would hope for.

    Physical Properties
    Even to a normal human, Rhogan is not too large. He is intimidating, but at only 6'1 it is very hard to "tower" over much more than a Halfling. His scales are a muted silver-white, making him easy to spot amongst a crowd of dragonborn. His armor is mottled with splotches of blood here and there, the hide losing its' color and fading due to rain and exposure in some places. His spear looks like it has been broken, mended, and attached to many different objects, no doubt having held it since he was old enough to hunt..

    Personality
    In spite of (or perhaps due to) his small stature, he rarely gives in. Pailias has taught him many things about the Feywild and the ways of the Druids, and he has quickly adapted to their ways, becoming patient and calm. However, he is still a determined warrior and not one to be underestimated or counted out quickly. When his allies need him, he is always quick to charge into battle...especially if said charge is as a rhino or bull elephant!

    Portrait
    YVy1z.jpg


    Also sidenote, since I can't find a definitive answer, figure I'd give you a chance to rule...can I use Dragon's Breath in my Beast form? It's not an attack (it's a racial power), and Elven Druids can use Elven Accuracy. Is it a go or a no-go?

  • lodwilklodwilk Registered User regular
    I have no problem with you being wild shaped and using dragons breath, I've used Darkfire for a druidic drow I've played which is essentially the same thing. If you really want to make another application that's fine, but I will only look at one of them so you can post more then one, but select which one is your official submission. I'm allowing that because there have been plenty of games here that I've had more than one idea to submit with and I fond that writing quick, short applications helped me decide which one I wanted to stick with. You're druid is perfectly fine though, so I'd only recommend that if you have another idea in mind that you love.

  • The Muffin ManThe Muffin Man Registered User regular
    Nah I'll stick with this one. I wrote the second application request in case I wasn't happy with it, but I really like where his background went.

  • dresdenphiledresdenphile Watch out for snakes!Registered User regular
    edited August 2011
    I'm pilfering some details from the recent Dragon article about the Iron Wolf tribe for my submission.

    Gna'hrl, Gnoll Barbarian

    Background:
    Gna’hrl originally hailed from a tribe of gnolls called the Iron Wolves that did not worship Yeeoghnu, but rather, Melora. His clan was in completely touch with the world around them. They were hunters and trappers, and they peddled their pelts, leathers and furs with other tribal humanoids.

    Gna’hrl was one of two candidates chosen to be the successor to his tribe's leader. Cehral, the other candidate, was intensely jealous of Gna’hrl’s prowess in combat and his connection to the spiritual world, so he plotted to remove Gna’hrl from the Iron Wolves.

    On the eve of their 18th year, Gna’hrl and Cehral were sent out into the wilderness. The first to to return to the wilderness with a seed from a rare spirit tree was to be declared the new leader of the Iron Wolves. Cehral allied himself with a group of human mercenaries to exact revenge on the tribe for having spurned him as the new leader. Gna’hrl was subdued and captured, and the mercenaries sold him into slavery. As Cehral took over leadership of the Iron Wolves, Gna’hrl was taken to an illegal arena in the underbelly of one of the cities outside Malien’s walls, where he was to become a gladiator.

    Reluctant to fight at first, he eventually began to thrive in the ring. His claws were his only weapon, but they served him well, spilling the blood of many other prisoners Since his training as a shaman was interrupted, he called on the spirit totems of his tribe's bestial protectors for aid in combat. He knew once he proved himself worthy, all of them would heed his call.

    Gna’hrl has broken free of his captivity and won his freedom. Inspired by the adventurers who helped free him, he now adventures himself, seeking new horizons and new challenges to prepare himself for his eventual showdown with Cehral.
    Enemies & Allies:
    Enemy: Cehral betrayed Gna'hrl and took over the Iron Wolves in Gna'hrl's absence.

    Allies: The Far-Striders are an adventuring group that helped to break up the illegal gladiatoral games and free Gna'hrl. The group was comprised of Remeht, a Deva Wizard; Hringar, a Dwarf Avenger; Aledric Brightstar, a Human Paladin, Vengra Elwork, a Drow Seeker; and Grumshi Felltaker, a Half-Orc Warlord.
    Physical Description:
    Gna'hrl stands a little over 7 feet tall. His fur is dark brown and mottled with red stripes and patches. He carries himself at full height most of the time, except when he tries to parley with or speak to strangers. All but his eyes and hands are covered by his crimson and black clothing when moving in public; he is not ashamed of his heritage as a gnoll, but neither is he a fool.
    Picture:
    1zx5f6h.jpg
    Personality Traits:
    Gna'hrl always sounds like he's angrily dismissing someone when he speaks, whether or not he intends it to come across that way. The barbarian raps his long claws on the nearest hard surface when he's forced to wait; patience is no virtue for the gnoll. He's usually seen chewing on peppermints; whether it's to distract his opponent or freshen his breath, the world may never know.

    Character Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Gna'hrl, level 1
    Gnoll, Barbarian
    Feral Might Option: Whirling Slayer
    Geography - Forest (+2 to Perception)
    Theme: Iron Wolf Warrior

    FINAL ABILITY SCORES
    STR 18, CON 13, DEX 16, INT 10, WIS 10, CHA 8

    STARTING ABILITY SCORES
    STR 18, CON 11, DEX 14, INT 10, WIS 10, CHA 8


    AC: 17 Fort: 16 Ref: 14 Will: 10
    HP: 28 Surges: 9 Surge Value: 7

    TRAINED SKILLS
    Athletics +8, Endurance +5, Perception +9

    UNTRAINED SKILLS
    Acrobatics +2, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Heal +0, History +0, Insight +0, Intimidate +1, Nature +0, Religion +0, Stealth +2, Streetwise –1, Thievery +2

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Iron Wolf Warrior Attack: Iron Wolf Charge
    Gnoll Racial Power: Ferocious Charge
    Barbarian Feature: Whirling Lunge
    Barbarian Attack 1: Whirling Rend
    Barbarian Attack 1: Pressing Strike
    Barbarian Attack 1: Whirling Frenzy
    Barbarian Attack 1: Swift Panther Rage

    FEATS
    Level 1: Claw Fighter

    ITEMS
    Claw Fighter Claw x1
    Hide Armor x1
    Adventurer's Kit
    Trail Rations
    Oil (1 pint)
    Potion of Healing (heroic tier)
    Sunrod
    Torch
    ====== End ======

    dresdenphile on
    steam_sig.png
  • texasheattexasheat Registered User regular
    edited August 2011
    Question, can i use the Kalashtar race? I know it's eberron but the race on it's own shouldn't be a big deal...is it?

    texasheat on
  • lodwilklodwilk Registered User regular
    Ya go ahead.

  • texasheattexasheat Registered User regular
    Here we go. The Kalashtar Psion:

    Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Nevitash Methilium, level 1Kalashtar, Psion
    Build: Telekinetic Psion
    Discipline Focus: Telekinesis Focus
    Level 1 ritual: Create Campsite
    Level 6 ritual: Sending
    Kalashar option skill: +2 nature
    Background: Western Hinterlands (Feral Foundling) Nature can be trained as class skill
    FINAL ABILITY SCORES
    STR 8, CON 11, DEX 10, INT 20, WIS 14, CHA 12

    STARTING ABILITY SCORES
    STR 8, CON 11, DEX 10, INT 18, WIS 14, CHA 10


    AC: 15 Fort: 10 Ref: 15 Will: 14
    HP: 23 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Arcana +10, History +10, Insight +9, Nature +9

    UNTRAINED SKILLS
    Acrobatics +0, Athletics -1, Bluff +1, Diplomacy +1, Endurance +0, Heal +2, Intimidate +1, Perception +2, Stealth +0, Streetwise +1, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Level 1 At-Will: Kinetic Trawl
    Level 1 At-Will: Dimensional Scramble
    Level 1 Daily: Summon Thought Servant


    FEATS
    Level 1: Controlling Advantage
    Level 1: Ritual Caster


    ITEMS
    Ritualbook
    Create Campsite
    Sending
    Cloth Armor (Basic Clothing) x1
    Adventurer's Kit
    Orb Implement
    ====== End ======

    Background:
    Nevitash Methilium was found in the hinterlands abandoned as a child. His only memories of his parents are those of them being brutally slaughted by goblins. He has since been raised by the spirits there. One of the few in the world that could communicate with the spirits with telepathy, his mental call for help as his parents died is the only thing that spared his life. The spirits raised the boy and taught him to control his powers. When finally of age, he left seeking to find his own people, and understand the loss of his partents.

    There are many trials a young man must face, more if you are raised in the wild. Stumbling through life for a couple of years, getting nowhere. The man beings to wonder what his purpose is on this journey. Along the path one day was a young merchant from the city of Malien. A few friendly banters between them and they decide to travel together, as both know the roads can be dangerous. He slowly learns the value of a gold coin, and uses his talents to earn a few from the merchant and other travelers. After some time they arrive at the merchants home town and they part ways. Looking for information first, Nevitash heads to the one place where information is easily obtained...the tavern.

    Enemies and Allies:
    Enemy: Nnatala Methilium, Nevitash's mother. At what appeared to be her death she succumed to the dreaming dark. When all was calm, and slaughterd, she found her son missing. Assuming she had killed him herself, she went utterly insane. She has been traveling the world looking for those behind the attack and losing all sense of who she was to the darkness in her own mind. Even if she were to see him now, she would not recogonize him. She would only be filled with the hate his memories create. She has spent many years in seculision trying to understand her new power. But something stirs in her mind. Someone lived through the day of her "death", and she will have vengence.

    Ally: Ophil Ternaka. A young kalashtar of the temple-keeps of Ada. Sent from the temple-keeps of Adar to find the one in the dreams of his master. Noone knows what these dreams are about, as the master says nothing but to find the man with a scar on his left cheek, who can read thoughts. Pointed in the, hopefully, right direction, with an old ritual to keep in touch with his master, the young man sets out, looking for the man his master seeks.

    Physical Properties:
    Nevitash is young. At the age of 19 he stands at 6'3". Although he may be tall by some standards he seems...weak; weighing only 132 lbs. He has a scar on his left cheek from the day his parents were taken from him. A sharp dagger grazed his cheek. Without proper healing in ended in a scar. His dark brown hair is generally over shadowed by his bright blue eyes that seem to peer into a void of emptiness.

    Personality:
    Nevitash is young and naive. Not knowing much of the living world he struggles to find his place in it. His carefree atitude is drawn from the time spent under the spirits. He has a trusting soul and is fooled easily. Though even when slighted, forgiveness is quick. He grew up not knowing the difference between lawful and lawless. But he does know right and wrong. This will sometimes be shown as a "Robin Hood" atitude.

    Growning up in the wilds has given him great personal clerity. He knows who he is as man and does what needs to be done. The defenseless will always be his first concern, as he was in their shoes not too long ago. He has a strange hate for goblins, a story he refuses to share with anyone. The traveling merchant taught him of practical jokes. Something he has grown to love and tries, usually to fail, to perform these jokes on others.

    Portrait:
    \O/
    |
    / \

    Just kidding....i have a picture but i can't seem to figure out how to post it...I'll email if you want. Or post if someone will explain how...

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