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[DnD4e] - Mining Rites - OOC Thread

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Posts

  • HayasaHayasa Registered User regular
    edited May 2009
    Carnarvon wrote: »
    Edit: Just noticed the allowed class list. Guess I'll switch Paladin to something else. Also, you don't have Rogue on that list, was that a mistake?
    Whoops, sort of, yes. I'll update the OP with: Characters of Slave origin can take Rogue as a primary class. Also added explicit Origin bonuses, though of course most of them will come through RP.

    Hayasa on
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  • LegionnairedLegionnaired Registered User regular
    edited May 2009
    jdarksun wrote: »
    I'm probably thinking Orc Fighter (Battlerager) to refine the Kaz-Arg concept. A little more brutal, a little more effective. Need IC stuff though.

    If you go battle-rager, it'll synergize well with my temporary-hp-out-the-ass bard build.

    Legionnaired on
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited May 2009
    Oh heck yea, Im going for goliath barbarian. Complete maniac. Should be fun! will post more stuff shortly.

    webguy20 on
    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • CarnarvonCarnarvon Registered User regular
    edited May 2009
    http://www.myth-weavers.com/sheetview.php?sheetid=129713

    Goliath Druid/Warden->Stone Blessed.

    Just need to write up a backstory, fill out my powers, and pick magic items.

    Carnarvon on
  • bladecruiserbladecruiser Registered User regular
    edited May 2009
    Velas "Thundercrack", Dragonborn Fighter, Shock Trooper

    Character Builder Summary
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Velas, level 13
    Dragonborn, Fighter, Shock Trooper
    Fighter Talents: Tempest Technique

    FINAL ABILITY SCORES
    Str 21, Con 14, Dex 17, Int 9, Wis 15, Cha 13.

    STARTING ABILITY SCORES
    Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.


    AC: 29 Fort: 25 Reflex: 22 Will: 20
    HP: 101 Surges: 11 Surge Value: 27

    TRAINED SKILLS
    Endurance +13, Intimidate +14, Athletics +18

    UNTRAINED SKILLS
    Acrobatics +9, Arcana +5, Bluff +7, Diplomacy +7, Dungeoneering +8, Heal +8, History +7, Insight +8, Nature +8, Perception +8, Religion +5, Stealth +9, Streetwise +7, Thievery +9

    FEATS
    Level 1: Dragonborn Frenzy (retrained to Chainmail Agility at Level 13)
    Level 2: Weapon Focus (Unarmed)
    Level 4: Weapon Expertise (Unarmed)
    Level 6: Two-Weapon Fighting
    Level 8: Two-Weapon Threat
    Level 10: Power Attack
    Level 11: Armor Specialization (Chainmail)
    Level 12: Agile Tempest

    POWERS
    Fighter at-will 1: Dual Strike
    Fighter at-will 1: Crushing Surge
    Fighter daily 1: Tempest Dance
    Fighter daily 5: Rain of Steel
    Fighter daily 9: Piquing Dare
    Fighter encounter 1: Distracting Spate
    Fighter encounter 13: Dance of Blades (replaces Distracting Spate)
    Fighter encounter 3: Parry and Riposte
    Fighter encounter 7: Hampering Flurry
    Fighter utility 10: Strength From Pain
    Fighter utility 2: Pass Forward
    Fighter utility 6: Battle Awareness

    ITEMS
    Opportunistic Spiked gauntlet +3, Thundergod Spiked gauntlet +3, Dragonborn Greaves (paragon tier), Skull Bracers (heroic tier), Adventurer's Kit, Climber's Kit, Eternal Chalk (heroic tier), Divine Retribution Braidmail Armor +3, Helm of Opportunity (paragon tier), Cape of the Mountebank +2, Handy Haversack (heroic tier), Chain (10 ft.), Immovable Shaft (paragon tier)
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Character Information
    Velas.jpg

    Velas was born in the mountainous regions and grew up knowing only fighting and war. He is prone to violent outbursts when things don't go the way he has planned, and this, combined with his weapon of choice and his odd breath weapon (lightning), has lead to him getting the nickname "Thundercrack". His fighting style is very reminiscent of a gladiator or a pit fighter, very brutal and vicious once he gets into arms reach of his opponent.

    All of this mixes well with his tactical skills of picking apart his enemies' weakness to enable him to quite literally fight his way out of bad situations that others would either be killed or captured in. He's not afraid of taking a few hits, as it only adds fuel to the fire of his rage, allowing the draconic blood in him to give him strength when he needs it most.

    bladecruiser on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited May 2009
    o.O An unarmed dragonborn tempest fighter, that is interesting as all hell. Actually looks like a pretty cool build too, hehe. Though, your stats could use some shuffling.

    I'd suggest a starting array of 16(18)/13/14/8/14/10(12), with racial bonuses in the parenthesis. Put your increases into str/dex each time, for an ending array of 21/14/17/9/15/13. You'll be -1 in Dexterity until level 14, but at the benefit of increased Con (+1) and increased Wis (+1).

    You might also want to consider Chainmail Specialization; perhaps retrain... dragonborn fury for it? Or just take it at 14th level.

    So many people are submitting fighters; I might also make a druid... hmm.

    Rius on
  • JebuJebu Registered User regular
    edited May 2009
    Athos Seacay, Tiefling Bard, Summer Rhymer, Slave Origin

    CB Summary:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Athos Seacay, level 13
    Tiefling, Bard, Summer Rhymer
    Build: Cunning Bard
    Bardic Virtue: Virtue of Cunning

    FINAL ABILITY SCORES
    Str 9, Con 13, Dex 13, Int 21, Wis 11, Cha 21.

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


    AC: 28 Fort: 21 Reflex: 26 Will: 25
    HP: 95 Surges: 8 Surge Value: 23

    TRAINED SKILLS
    Arcana +16, Perception +11, Acrobatics +12, Bluff +20, Diplomacy +16

    UNTRAINED SKILLS
    Dungeoneering +7, Endurance +9, Heal +7, History +12, Insight +7, Intimidate +12, Nature +7, Religion +12, Stealth +10, Streetwise +12, Thievery +7, Athletics +5

    FEATS
    Bard: Ritual Caster
    Level 1: Advantage of Cunning
    Level 2: Toughness
    Level 4: Improved Majestic Word
    Level 6: Infernal Clamor
    Level 8: Focused Expertise (Longsword)
    Level 10: Distant Advantage
    Level 11: Majestic Rescue
    Level 12: Improved Cunning

    POWERS
    Bard at-will 1: Guiding Strike
    Bard at-will 1: Vicious Mockery
    Bard daily 1: Stirring Shout
    Bard daily 5: Vigorous Cadence
    Bard daily 9: Symphony of Misfortune
    Bard encounter 1: Blunder
    Bard encounter 13: Song of Storms (replaces Blunder)
    Bard encounter 3: Song of the New Dawn
    Bard encounter 7: Theft of Life
    Bard utility 10: Word of Life
    Bard utility 2: Canon of Avoidance
    Bard utility 6: Glimpse the Future

    ITEMS
    Ritual Book, Light Shield, Adventurer's Kit, Piercing Songblade Longsword +3, Harmonious Harp (heroic tier), Amulet of Physical Resolve +3, Bracers of Respite (heroic tier), Boots of the Fencing Master (heroic tier), Circlet of Second Chances (heroic tier), Gloves of Agility (heroic tier), Belt of Endurance (heroic tier), Alchemical Reagents (Arcana) (1000), Mirrorsheen Coat Earthhide Armor +3
    RITUALS
    Unseen Servant, Hallucinatory Creature, Tune of Merriment, Aria of Revelation, Glib Limerick
    ====== Created Using Wizards of the Coast D&DI Character Builder ======


    Personality:
    Athos is charming, outgoing, and a consummate liar. He has great disdain for the Reians, and a great deal of sympathy for those still enslaved to them. He is fearless in battle, often taunting and insulting his foes as magic pours from his throat. While he is generally cheerful and easygoing, he grows silent when his past is brought up and does not readily revisit his old memories. He is always eager to perform for a crowd, and desires applause and fame more than any amount of money or power.


    Background:
    Athos grew up as a slave to the eladrin, toiling in their fields for long hours through his youth. He practiced singing from a young age as a way to distract himself, which eventually attracted the attention of his masters. He began to sing for them, and learned to play several instruments in order to better entertain them. He chafed at his servitude, but found some solace in playing for one of the beautiful daughters of the eladrin nobles, Tiana.

    After much effort and several lies, Athos was able to seduce Tiana, and through her gain access to the magic and training of the eladrin. He was able to empower his voice with arcane force, and learned the ways of the eladrin court. As he learned more about the luxuries the eladrin enjoyed, he grew more disgusted at the injustices their slaves suffered. When the affair was inevitably discovered, Athos ran away as fast as possible, having made his plans of escape years earlier.

    Athos has spent long years since wandering across the land, witnessing the plights of other slaves and working in whatever way he can to help them. He longs to see the Reians overthrown and expelled from the land, and desperately wants to play a part in that struggle. Some who know Athos doubt he ever loved Tiana and assume he just used her for his own ends. Athos does not speak of her at all if he can help it, but he does sometimes spend his nights looking up at the moon, holding his harp in his lap and humming a low, mournful song.

    I had a way longer version of this background, but I decided to prune it down for Hayasa's sake. :P

    EDIT: Added fiction:
    Athos sat on a well worn stump, absentmindedly strumming his harp and humming to himself. A road that looked as if it had been put in only the day before ran beside him, another sign of the continued eladrin encroachment onto the elven lands. The more time he spent in the once wild forest, the more unnatural the "improvements" seemed.

    Athos plucked at a string and frowned, noticing it was slightly out of tune. He placed his hand near his pockets, then swung around, his slender songblade suddenly in his hands, a high note keening from it as it came to rest next to the throat of the gnome who had tried to sneak up behind him. "Well now," he said, grinning widely, "you need to breathe a little less heavily if you're going to disturb my playing."

    The gnome swallowed, his eyes wide with fright. "Peace! I come in peace, Athos! Please, put the blade down!"

    Athos lowered the songblade and smirked. "Kyrg. What an unpleasant surprise. What brings a noisy little pissant to look for me?"

    The gnome glowered. "It was not by my choice that I came. Rkwast has called for a great meeting among many in the resistance. He wishes for you to be there as well." His frown became a sneer. "Perhaps to sing us all a pretty song whining about lost loves."

    The tiefling sighed and shook his head. "Now, you're going about it all wrong, Kyrg. If you want me to go, you have to flatter me, not insult me. Tell me what a wonderful performer I am, and how I have been so successful on my raids on the slave camps. Because, quite frankly," Athos said as he patted Kyrg on the head with the flat of his blade, "I'm a bit out of your weight class for you to be mocking me."

    Kyrg spit on the ground. "You're nothing but a closet invader lover. They pampered you, took care of you. You're an opportunistic braggart, a dandy liar who would rather sleep with a wench than fight a hard battle."

    Athos shrugged. "True, and a touch more flattering than your previous remarks. Good enough, I suppose." He made a shooing gesture with his hands. "Go send Rkwast my regards, and tell him I shall be there to help however I can. Now get your noisy self out of here. I have work to do."

    Kyrg glared at him once more, but said nothing, and faded back into the woods. Athos rolled his eyes. Gnomes. If it weren't for Rkwast they'd probably all be under Esten's boot by now. He suddenly heard the familiar rumbling of a cart moving up the forest path. He quickly put away his blade and began to strum his harp again.

    The cart drew closer, two eladrin soldiers riding at the front and another on the back. Groans and soft crying came from inside the cart, and Athos could see through the bars on the windows that there were at least a dozen slaves inside. Looks like the information was correct. The eladrin looked at the tiefling suspiciously, but Athos just bowed to them. "Greetings good soldiers, and hail Talithain! I hope the day finds you well."

    The cart slowed to a stop before the tiefling. "It finds us well enough," a soldier answered, his hand on his sword. "What is a slave doing wandering these woods?"

    "Ah, my master gives me great freedoms, for I am loyal and an excellent performer. He allows me to wander a bit for he knows I shall always return with a song in my heart." Athos grinned widely, his pointed white teeth glinting in the sunlight. One hand strayed to his pockets. "Perhaps I can interest you in a little entertainment, gentlemen?"

    Jebu on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited May 2009
    In fact, that's good general advice for everyone; your starting stats should include an 8 in one of your unnecessary ability scores, and your primary/secondary scores should be even. Yes, at level 13 that means you might have an odd score in your primary, but at 14 it'll go up to even again anyway.

    16/14/14/13/10/8 before racial bonuses is the array I find myself using most often; occasionally I find use for 18/14/11/10/10/8 but that's in rare cases.

    Edit: Basically, build for 1st level then advance to 13th, don't build for 13th level =)

    Rius on
  • CarnarvonCarnarvon Registered User regular
    edited May 2009
    Rius wrote: »
    Edit: Basically, build for 1st level then advance to 13th, don't build for 13th level =)

    Unless it's a oneshot game.

    Carnarvon on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited May 2009
    For story background purposes, can we get a world map or an overview of the Tuan civilizations? I'm specifically interested in elven territory and the degree to which it has been penetrated by Reians.

    Edit: for synergy/ advice purposes, I'll throw the mechanics in now. Still working on the story, but I did decide lost love is too boring/common, and the ranger will have been reluctantly convinced to join the battle against the invaders by another elf. He was already a legend when he began fighting them - his legend grew in tribal warfare as tales were spun of his archery exploits in the forest.
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    level 13
    Elf, Ranger, Sharpshooter
    Build: Archer Ranger
    Fighting Style: Archer Fighting Style

    FINAL ABILITY SCORES
    Str 11, Con 12, Dex 23, Int 11, Wis 19, Cha 9.

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


    AC: 28 Fort: 22 Reflex: 26 Will: 23
    HP: 84 Surges: 7 Surge Value: 21

    TRAINED SKILLS
    Nature +17, Stealth +19, Endurance +11, Perception +19, Heal +15

    UNTRAINED SKILLS
    Acrobatics +11, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +10, History +6, Insight +10, Intimidate +5, Religion +6, Streetwise +5, Thievery +11, Athletics +5

    FEATS
    Level 1: Weapon Proficiency (Greatbow)
    Level 2: Weapon Focus (Bow)
    Level 4: Weapon Expertise (Bow)
    Level 6: Distant Advantage (retrained to Called Shot at Level 12)
    Level 8: Lethal Hunter (retrained to Sly Hunter at Level 11)
    Level 10: Predatory Action
    Level 11: Seize the Moment
    Level 12: Bleeding Precision

    POWERS
    Ranger at-will 1: Nimble Strike
    Ranger at-will 1: Twin Strike
    Ranger encounter 1: Evasive Strike
    Ranger daily 1: Hunt's End
    Ranger utility 2: Hunter's Privilege
    Ranger encounter 3: Disruptive Strike
    Ranger daily 5: Excruciating Shot
    Ranger utility 6: Weave Through the Fray
    Ranger encounter 7: Spikes of the Manticore
    Ranger daily 9: Passing Ambush
    Ranger utility 10: Prime Shift
    Ranger encounter 13: Hammering Volley (replaces Evasive Strike)

    ITEMS
    Wounding Greatbow +3, Elven Cloak +3, Bracers of Archery (heroic tier), Sure Shot Gloves (heroic tier), Branchrunners (heroic tier), Circlet of Second Chances (heroic tier), Elven Battle Earthhide Armor +3
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Powerpuppies on
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  • cytorakcytorak Registered User regular
    edited June 2009
    Here is my Elven Bard/Euphonic Bow:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Carric, level 13
    Elf, Bard, Euphonic Bow
    Bardic Virtue: Virtue of Prescience

    Origin: Native - +1 Nature, +2 to knowledge skill checks concerning Tuan technology and culture.

    FINAL ABILITY SCORES
    Str 9, Con 16, Dex 13, Int 11, Wis 18, Cha 20.

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


    AC: 27 Fort: 21 Reflex: 20 Will: 24
    HP: 88 Surges: 10 Surge Value: 22

    TRAINED SKILLS
    Arcana +11, Heal +15, Acrobatics +13, Perception +21, Bluff +20

    UNTRAINED SKILLS
    Diplomacy +16, Dungeoneering +11, Endurance +9, History +7, Insight +13, Intimidate +12, Nature +13, Religion +7, Stealth +7, Streetwise +12, Thievery +7, Athletics +5

    FEATS
    Bard: Ritual Caster
    Level 1: Extended Prescience
    Level 2: Melee Training (Charisma)
    Level 4: Weapon Expertise (Bow)
    Level 6: Improved Majestic Word
    Level 8: Elven Precision
    Level 10: Distant Advantage
    Level 11: Prescient Aid
    Level 12: Quick Draw

    POWERS
    Bard at-will 1: Vicious Mockery
    Bard at-will 1: Jinx Shot
    Bard daily 1: Arrow of Warning
    Bard daily 5: Arrow of Ill Omen
    Bard daily 9: Saga of Vengeance
    Bard encounter 1: Prophesied Strike
    Bard encounter 13: Song of Storms (replaces Prophesied Strike)
    Bard encounter 3: Rhyme of the Blood-Seeking Blade
    Bard encounter 7: Rewrite the Future
    Bard utility 10: Mantle of Unity
    Bard utility 2: Inspire Competence
    Bard utility 6: Chord of Resilience

    ITEMS
    Ritual Book, Healing Longbow +3, Arrows (120), Skald's Braidmail Armor +3, Bracers of Respite (paragon tier), Medallion of Death Deferred +2, Vicious Mace +2, Caustic Gauntlets (heroic tier), Surefoot Boots (heroic tier), Diadem of Acuity (heroic tier)
    RITUALS
    Glib Limerick, Gentle Repose, Song of Restfulness
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Background:
    Carric is probably the most well-adjusted adventurer you'll ever meet. His parents are alive, his mentor is a bastion of honor and kindness, and his home village is still intact. This sort of non-dysfunction rubs others the wrong way.

    His six-string bow serves as his weapon against both battlefield foe and burdened minds in taverns and inns. He knows it will be useful in the battles ahead, the first of which will surely follow Rkwast's briefing.

    Personality:
    Carric is talkative and friendly, and he's eager to help his comrades, in and out of combat. He cares little for material possessions, instead reveling in a good song, a funny story, and the thrill of putting an arrow through as many invading bastards as he can.

    cytorak on
  • SaurfangSaurfang Registered User regular
    edited June 2009
    Here's a ranged rogue that I'm working on, character story and details to come.

    Agar Deadeye, Orc Rogue/Sharpshooter, Slave Origin
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Agar, level 13
    Half-Orc, Rogue, Sharpshooter
    Rogue Tactics: Brutal Scoundrel

    FINAL ABILITY SCORES
    Str 16, Con 15, Dex 23, Int 9, Wis 11, Cha 11.

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


    AC: 27 Fort: 22 Reflex: 28 Will: 19
    HP: 87 Surges: 8 Surge Value: 21

    TRAINED SKILLS
    Stealth +19, Thievery +17, Perception +11, Intimidate +13, Acrobatics +17, Athletics +14, Endurance +15

    UNTRAINED SKILLS
    Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +6, Heal +6, History +5, Insight +6, Nature +6, Religion +5, Streetwise +6

    FEATS
    Level 1: Weapon Proficiency (Superior crossbow)
    Level 2: Distant Advantage
    Level 4: Weapon Expertise (Crossbow)
    Level 6: Warrior of the Wild
    Level 8: Backstabber
    Level 10: Novice Power
    Level 11: Steady Shooter
    Level 12: Danger Sense

    POWERS
    Rogue at-will 1: Deft Strike
    Rogue at-will 1: Disheartening Strike
    Rogue encounter 1: Unbalancing Shot
    Rogue daily 1: Blinding Barrage
    Rogue utility 2: Fleeting Ghost
    Rogue encounter 3: Enforced Threat (retrained to Scattering Volley at Novice Power)
    Rogue daily 5: Walking Wounded
    Rogue utility 6: Chameleon
    Rogue encounter 7: Snap Shot
    Rogue daily 9: Burst Fire
    Rogue utility 10: Executioner's Mien
    Rogue encounter 13: Tornado Strike (replaces Unbalancing Shot)

    ITEMS
    Swiftshot Superior crossbow +3, Feytouched Drowmesh +3, Bracers of Archery (heroic tier), Medallion of Death Deferred +3, Casque of Tactics (heroic tier), Boots of Stealth (heroic tier), Sure Shot Gloves (heroic tier)
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Saurfang on
  • HayasaHayasa Registered User regular
    edited June 2009
    For story background purposes, can we get a world map or an overview of the Tuan civilizations? I'm specifically interested in elven territory and the degree to which it has been penetrated by Reians.
    Your wish is my command.

    Old Tuan
    2aenok7.jpg

    Old Tuan superimposed by invaders
    2u4irlx.jpg

    So in summary, quite a lot.

    Hayasa on
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    2lk6t94.jpg
  • stormwindstormwind Registered User regular
    edited June 2009
    Razorclaw Shifter Druid in the works.

    And of course you know I'm only in one play-by-post, and it's just beginning.

    stormwind on
  • hjparcinshjparcins Registered User regular
    edited June 2009
    Alright, here is my homebrewed Greatpaw Shifter - Merombo, the Iron Bear.


    Character Sheet:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Merombo, level 13
    Greatpaw Shifter, Shaman, Great Bear Shaman
    Companion Spirit: Protector Spirit
    Origin: Native

    FINAL ABILITY SCORES
    Str 16, Con 19, Dex 12, Int 11, Wis 21, Cha 9.

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


    AC: 30 Fort: 24 Reflex: 22 Will: 25
    HP: 101 Surges: 11 Surge Value: 25

    TRAINED SKILLS
    Nature +16, Endurance +15, Insight +16, Perception +23

    UNTRAINED SKILLS
    Acrobatics +5, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +11, Heal +11, History +6, Intimidate +5, Religion +6, Stealth +5, Streetwise +5, Thievery +5, Athletics +9

    FEATS
    Level 1: Implement Expertise (totem)
    Level 2: Armor Proficiency (Chainmail)
    Level 4: Shield Proficiency (Light)
    Level 6: Toughness
    Level 8: Alertness
    Level 10: Wild Senses
    Level 11: Armor Proficiency (Scale)
    Level 12: Shield Proficiency (Heavy)

    POWERS
    Shaman at-will 1: Defending Strike
    Shaman encounter 1: Twin Panthers
    Shaman daily 1: Wrath of the Spirit World
    Shaman utility 2: Bonds of the Clan
    Shaman encounter 3: Spring Renewal Strike
    Shaman daily 5: Earthrage Spirit
    Shaman utility 6: Sudden Restoration
    Shaman encounter 7: Winter Wind Spirit
    Shaman daily 9: Raging Storm Spirit
    Shaman utility 10: Primal Gust
    Shaman encounter 13: Spirit of Cleansing Light (replaces Twin Panthers)

    ITEMS
    Watchful Spirit Totem +3, Shield of Deflection Heavy Shield (paragon tier), Amulet of Resolution +3, Adventurer's Kit, Hydra Wyvernscale Armor +3
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Appearance:
    Merombo is of average size for a greatpaw shifter - that is, huge. His ursine ancestry is readily apparent not only in his massive size but also in his features. While he does not have the fur or snout of a bear, he has a large amount of dark, coarse body hair and his appendages are very broad. He has wide fingers ending in blunt claws and a short, thick beard which begins only an inch under his eyes and ends at the base of his neck. Unlike most razorclaw or longtooth shifters, the greatpaw facial structure has only a very subtle animal appearance.

    However, when Merombo enters combat and channels the Great Bear, his appearance changes drastically. Immediately he takes on the look of a werebear - his size does not change, but he grows thick fur and his nose and mouth elongate. In reality the change is nothing more than an illusion created by the Great Bear for its chosen warrior, but the effect is incredibly intimidating.

    Background:
    Though retaining their great size and endurance, the greatpaw had converted to a more passive lifestyle of shamanistic reverence long ago. Descendants of werebears that sought seclusion in a deep forest near the Kekapilanan coast, the tribe’s only real tests of combat came through the occasional skirmish over territory with the various orc tribes of the region. Consequently, when the invaders came, the greatpaw were not prepared for the extended and brutal battles on the horizon.

    Nevertheless, the greatpaw - with the aid of Erumbus, the tribe’s elder shaman and chief - were able to stonewall dwarven and human efforts to expand into the tribe’s forest. Wielding an unrestrained power over the patron protector spirit previously thought impossible, chief Erumbus and the greatpaw were able to block the invaders time and again. During these years of stalemate Merombo was Erumbus’ favored apprentice and next in line to become chief.

    Given Erumbus’ age and the endless combat he was forced into, it was only a matter of time before Merombo ascended to the positions of chief and elder shaman. Before Erumbus died in battle Merombo had shown great skill in commanding the protector spirit, but nothing amounting to the control that the elder could exercise. But it was not for lack of skill or talent – as Merombo would come to find out, he possessed both in far greater quantities than Erumbus, but the protector spirit had only a limited amount of power to dole out.

    The moment that chief Erumbus fell in battle Merombo felt a wave of incredible power enter his body with an electric rush. From that point on Merombo became one with the protector spirit, the Great Bear, and in the ensuing battles began to slowly push back the forces of invasion. The enemies of the greatpaw are many in number, but the protector spirit renews the tribe, mends their flesh and invigorates them endlessly.

    Personality:
    As a shaman, Merombo is not well trained in close combat and is a bit clumsy. In order to compensate for this he has used his great size to his advantage – while his tribe is not accustomed to using metal armor and shields, Merombo has scavenged what he can from the invaders and encased himself in a heavy barrier of scratched, dented and bent metal. Among nearby orc and shifter tribes that join the greatpaw against their aggressors, this practice has earned Merombo the nickname “The Iron Bear.” Indeed, even the invaders have been heard to yell out similar designations when meeting the greatpaw tribe in combat.

    hjparcins on
  • stormwindstormwind Registered User regular
    edited June 2009
    I'm gonna have to retract my previous comment. I won't be submitting a character. Good luck, everyone!

    stormwind on
  • HermenegildeHermenegilde Registered User regular
    edited June 2009
    Grumzog, Goblin Lightning Fury

    With his sheet this time. Tell me what you think.

    Hermenegilde on
  • ThetherooThetheroo Registered User regular
    edited June 2009
    Sounds interesting. I recently picked up PHB2 and have been meaning to try out some of the classes in it. I'll have a character up in a few days.

    Thetheroo on
  • HayasaHayasa Registered User regular
    edited June 2009
    Grumzog, Goblin Lightning Fury

    With his sheet this time. Tell me what you think.
    In short...ZZZZAP!

    Boy, there's a lot of interrupts there.

    Hayasa on
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  • HermenegildeHermenegilde Registered User regular
    edited June 2009
    Hayasa wrote: »
    Grumzog, Goblin Lightning Fury

    With his sheet this time. Tell me what you think.
    In short...ZZZZAP!

    Boy, there's a lot of interrupts there.

    If its too much I can always remove some.

    What I especially liked was dealing 1d4+23 damage.

    Hermenegilde on
  • HayasaHayasa Registered User regular
    edited June 2009
    Haha, yeah that part is cool. My only concern is that crazy amounts of interrupts in a PbP can clog things down quite a bit. Its not a massive concern though.

    Hayasa on
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  • HermenegildeHermenegilde Registered User regular
    edited June 2009
    I'll put contingencies in my posts of course. And if I forget, well, No interrupt for Grumzog

    Hermenegilde on
  • cytorakcytorak Registered User regular
    edited June 2009
    Bah. I just realized it was level 13 at start. I'll add that level and my fluff later.

    cytorak on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited June 2009
    Do you have a problem with using some of the starting gold to upgrade a level 12 item to another level 13 item?

    Rius on
  • SaurfangSaurfang Registered User regular
    edited June 2009
    Alrighty, here's my finalized submission.

    Agar Deadeye, Orc Rogue/Sharpshooter, Slave Origin

    Appearance
    Agar Deadeye is a tall orc with a scar over his left eye, not from a battle wound but rather from the traditional marking of the Deadeye tribe. He has black hair, green skin, and dark brown eyes. He wears dark-colored leather and a bandolier of crossbow bolts across his chest. He is rarely seen without his crossbow, Gloria.

    Personality
    Agar will readily admit that he's not the smartest orc in the Lowlands, but he makes up for it with cunning. He has a fierce hatred of dwarves especially, but the Reian invaders in general. He has subsisted by himself in the swamp for a long time, and in that time his only companion was his crossbow, whom he has named Gloria and with whom he will occasionally have conversations. He is an excellent cook and fancies himself an amateur poet.

    Background
    Agar's tribe, the Deadeye orcs, were slaves of the Reians. One day, the orcs rebelled against their masters, refusing to continue their backbreaking labor. On that day, an order came down from the Reian leaders, and the dwarves of the Trust of Grendor made an example of the Deadeye, slaughtering them to an orc. Or so they thought, for Agar managed to escape by playing dead. He wages a guerilla war against the dwarves, striking from the shadows and fading back into them just as quickly. He's cooperated with other resistance fighters in the Lowlands in the past, eager to help others throw off the shackles of the Reians, as it is too late to help his own people.

    Fiction
    Karnag spat. If he ever saw a swamp again, it would be too soon. How would they ever find one orc in this godforsaken place? The voice of Overseer Hragan rang in his ears. “The strength of this Agar is his cowardly habit of striking and disappearing. By sending in a unit after him, we can flush him out into the open.” Flush him out... with twenty men, when all of the Lowlands was the orc's hiding place? And that was before desertion and the swamp had claimed half of the company.

    “This is a fool's errand,” Karnag muttered for perhaps the hundredth time. “There are other foes more worthy of our time! What of the bear-men?”

    “The Greatpaw?” Durain, his lietenant, raised an eyebrow. “Would you rather be chasing after a solitary orc who may not even exist, or fighting an entrenched and organized group of tribesman with their accursed nature magic?”

    “Good point,” Karnag grunted. “You don't believe in this Agar then?”

    “The entire Deadeye clan was killed as an example when they refused to fulfill their duties as slaves. I find it highly unlikely that any of them survived. No, Agar Deadeye is a myth the orc rebels tell to comfort themselves.”

    “I suppose you think Krenoad's a myth too?”

    “Oh no. That one is real.” Durain shuddered. “But he was last spotted on the eastern front, far away from here. No, Captain... all we have to do is endure this swamp, searching diligently, like good little dwarves, and we don't have to see any fighting for weeks.”

    Karnag fingered his repeating crossbow. Durain was a little too keen to avoid combat for his taste. But maybe his lieutenant was right about this assignment. Karnag certainly deserved a break.

    At any rate, he deserved a break from taking point. “All right,” he shouted, wheeling around. “Somebody else take...” His shout died in his throat.

    Thirty feet behind the officers lay the still bodies of two dwarves. A further distance on, he thought he saw more prone forms. A trail of dwarven bodies was leading up to Karnag and Durain like powder to a keg.

    “Two little dwarfies with nowhere to run...” croaked a voice from the swamp, and Karnag spun, bringing up his crossbow and screaming a battle cry as he loosed a magazine of rapid-fire crossbow bolts into the trees. The bolts whistled into the underbrush. Durain was scrabbling to get his hand crossbow from his belt, then he just turned and ran, tripping and falling almost immediately.

    Karnag cursed, slapping another magazine into his crossbow. He kept the weapon up, sweeping it from side to side as he backed toward Durain. “Get up, lieutenant,” he growled. He glanced down at Durain and discovered what made the dwarf fall over: the crossbow bolt in his skull.

    “One dwarfie fell down and then there was one...”

    Karnag rolled to the side and a crossbow bolt splashed into the swamp behind him. He lifted his crossbow and there, the orc was in his sights, he crowed and pressed the trigger but his adversary simply vanished and his bolts sailed into empty air.
    “One little dwarfie left all alone...”

    Karnag wiped the sweat from his brow. He backed away, keeping his crossbow up and his eyes on the treeline. His head bumped into something sharp. There was a small sound, a click perhaps.

    “And then there were none.” Agar Deadeye sighed and let arm drop to his side. That last dwarf had gotten a little close.

    “Gotta work on my rhymes,” he muttered. He tilted his head and regarded his crossbow. “That last one was kind of cheating, wasn't it, Gloria?”

    The crossbow made no response. Agar nodded. He hummed to himself as he began searching the area for salvageable bolts.

    Character Sheet
    >Mythweavers Version<

    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Agar, level 13
    Half-Orc, Rogue, Sharpshooter
    Rogue Tactics: Brutal Scoundrel

    FINAL ABILITY SCORES
    Str 16, Con 15, Dex 23, Int 9, Wis 11, Cha 11.

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


    AC: 27 Fort: 22 Reflex: 28 Will: 19
    HP: 87 Surges: 8 Surge Value: 21

    TRAINED SKILLS
    Stealth +19, Thievery +17, Perception +11, Intimidate +13, Acrobatics +17, Athletics +14, Nature +11

    UNTRAINED SKILLS
    Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +6, Endurance +10, Heal +6, History +5, Insight +6, Religion +5, Streetwise +7

    FEATS
    Level 1: Weapon Proficiency (Superior crossbow)
    Level 2: Distant Advantage
    Level 4: Weapon Expertise (Crossbow)
    Level 6: Warrior of the Wild
    Level 8: Backstabber
    Level 10: Novice Power
    Level 11: Steady Shooter
    Level 12: Danger Sense

    POWERS
    Rogue at-will 1: Disheartening Strike
    Rogue at-will 1: Deft Strike
    Rogue daily 1: Blinding Barrage
    Rogue daily 5: Walking Wounded
    Rogue daily 9: Burst Fire
    Rogue encounter 1: Unbalancing Shot
    Rogue encounter 13: Tornado Strike (replaces Unbalancing Shot)
    Rogue encounter 3: Enforced Threat (retrained to Scattering Volley at Novice Power)
    Rogue encounter 7: Snap Shot
    Rogue utility 10: Executioner's Mien
    Rogue utility 2: Fleeting Ghost
    Rogue utility 6: Chameleon

    ITEMS
    Swiftshot Superior crossbow +3, Feytouched Drowmesh +3, Bracers of Archery (heroic tier), Medallion of Death Deferred +3, Casque of Tactics (heroic tier), Boots of Stealth (heroic tier), Sure Shot Gloves (heroic tier)
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Saurfang on
  • Corp.ShephardCorp.Shephard Registered User regular
    edited June 2009
    I'd love to be part of this, I'll have a character up in a while.

    As a note Saurfang, I don't think rogue is actually one of the allowed classes...

    edit: Although I love the character.

    Corp.Shephard on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited June 2009
    Hayasa wrote: »
    Carnarvon wrote: »
    Edit: Just noticed the allowed class list. Guess I'll switch Paladin to something else. Also, you don't have Rogue on that list, was that a mistake?
    Whoops, sort of, yes. I'll update the OP with: Characters of Slave origin can take Rogue as a primary class. Also added explicit Origin bonuses, though of course most of them will come through RP.

    Powerpuppies on
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  • SaurfangSaurfang Registered User regular
    edited June 2009
    Rogue is allowed as long as your character has the Slave origin, I think... I'm not sure that the OP was updated to reflect that but I remember Hayasa saying something about it. I'll double check to make sure I'm not crazy.

    EDIT: Well that was redundant of me. Thanks powerpuppies.

    Saurfang on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited June 2009
    Saurfang wrote: »
    Rogue is allowed as long as your character has the Slave origin, I think... I'm not sure that the OP was updated to reflect that but I remember Hayasa saying something about it. I'll double check to make sure I'm not crazy.

    EDIT: Well that was redundant of me. Thanks powerpuppies.

    <3

    Powerpuppies on
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  • cytorakcytorak Registered User regular
    edited June 2009
  • HayasaHayasa Registered User regular
    edited June 2009
    Rius wrote: »
    Do you have a problem with using some of the starting gold to upgrade a level 12 item to another level 13 item?
    I don't so much have a problem with it, but I didn't make it one of the starting allowable things for characters, so don't want to disadvantage people by shifting the bench marks on what is theoretically the final day for submissions.

    Edit: Sod it.

    SUBMISSION DEADLINE EXTENDED BY 24 HOURS TO SUNDAY 3AM AMERICAN PST

    NEW EQUIPMENT RULE

    You each have 64,000 gold. With that gold you must each purchase at least three non-consumable magic items of at least 12th level and no higher than 14th level. Whatever you do with your remaining money is your own concer.

    Feel free to jiggle your stuff around. Thats right, I am happy with that wording.

    Hayasa on
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  • ThetherooThetheroo Registered User regular
    edited June 2009
    Neri Carrock, Elf Sharpshooter

    Background
    When Neri was only 12 years old, the Eladrin arrived at Uinitak. He grew up with the invaders befouling his ancestral home, killing his kinsmen, and enslaving his friends. For 5 years, Neri managed to evade capture using his knowledge of the woods, but eventually there were no woods left. His beloved home had been completely destroyed by the Eladrin's march of progress. He was sold into slavery as a gladiatorial fighter, killing his fellow kins men to eat and survive. This nightmare continued for years, but then something broke in Neri. After a long and bitter fight in his 13th year of slavery, he had finally cornered his opponent and brought him to the ground. As the crowd was roaring for the blood of the fallen, Neri looked down and saw that he faced nothing more than a frightened boy, who was now begging for his life. He couldn't let the boy go, he was surrounded by guards who would kill him if he showed the slightest hint of mercy, but he could plan his revenge. As he stabbed the young gladiator with his long sword, he swore he would make the Eladrin pay. Later than night, Neri managed to surprise and overpower the guard who was handing out food. Taking the key, he let all the other gladiators free, armed himself and his new found army, and then proceeded to kill everyone else in the compound and burn it to the ground.

    Neri managed to fight his way out of the Eladrin city with his compatriots; burning, looting, and killing as he went. When his grim band reached some of the last remaining woods, they swore an oath to never rest until the Eladrin had been driven from their lands. That was 12 years ago, and ever since then Neri and the Bloody Hands have been a thorn in the side of The Second Talithain. They have destroyed mining operations, killed important dignitaries, and have shown no mercy to any Eladrin be it man, woman, or child.

    Personality and Appearance
    Harsh to anyone who is not part of his crew, but fiercely loyal to anyone who he considers a friend. He holds no mercy in his heart for anyone who is loyal or a part of the invaders who have destroyed his home, and has vowed to kill them all and drive them from his land.

    He worships no God, believing that if any cared they would have done something to stop this tragedy from occurring.

    Dark hair and gray eyes, he has a habit of never allowing anyone to touch him in anyway as a holdover from his days as a gladiator. This means no handshakes, no hugging, no helping him off the ground.

    I'm currently in Figgy's KotS game as well as the Figain Arena.

    Thetheroo on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited June 2009
    Hayasa wrote: »
    Rius wrote: »
    Do you have a problem with using some of the starting gold to upgrade a level 12 item to another level 13 item?
    I don't so much have a problem with it, but I didn't make it one of the starting allowable things for characters, so don't want to disadvantage people by shifting the bench marks on what is theoretically the final day for submissions.

    Edit: Sod it.

    SUBMISSION DEADLINE EXTENDED BY 24 HOURS TO SUNDAY 3AM AMERICAN PST

    New equipment rule is you can use your `lvl 12 item' money to upgrade your other 3 items to no higher than 14th level.

    Feel free to jiggle your stuff around. Thats right, I am happy with that wording.

    Hmmm... I assumed this sort of thing was fishy, so I didn't ask before, but can we just use the gold value of the items? That is a level 12, level 13, and level 14 item costs 4000 less than a level 14 and 2 level 12s. Can I use that 4000 gold to buy other items?

    Powerpuppies on
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  • HayasaHayasa Registered User regular
    edited June 2009
    NEW EQUIPMENT RULE (updated in OP)

    You each have 64,000 gold. With that gold you must each purchase at least three non-consumable magic items of at least 12th level and no higher than 14th level. Whatever you do with your remaining money is your own concern.

    Hayasa on
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  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited June 2009
    Hayasa wrote: »
    NEW EQUIPMENT RULE (updated in OP)

    You each have 64,000 gold. With that gold you must each purchase at least three non-consumable magic items of at least 12th level and no higher than 14th level. Whatever you do with your remaining money is your own concern.

    <3s forevah

    Powerpuppies on
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  • bladecruiserbladecruiser Registered User regular
    edited June 2009
    Updated character sheet.

    bladecruiser on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited June 2009
    This character was a lot more fun to build than I thought, and quickly surpassed my idea for a LT Shifter Fighter. So, without further ado, I present;

    Sariela, "The Tigress", Razorclaw Shifter Predator Druid!
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    The Shifters of Sariela's tribe were always a more feral sort. Skilled in the art of the hunt and the ways of the open plains, they lived a comfortable solitary life before the arrival of the invaders. They aided their Elven neighbors as best they could when the accursed Eladrin invaded, providing the forest-dwellers unprecedented shelter within their borders. And then, after the arrival of the Esten Compact, they quickly resolved to take the offensive. It was a difficult decision but also an easy one; Sariela's tribe split up into several smaller groups. Spreading out over the plains to assist the weaker tribes and cause widespread havoc among the invaders, inevitably some of the groups suffered casualties. Sariela found herself alone.

    She found strength and comfort in the solace of the empty plains and embraced her animalistic nature. A natural predator, her spirit was soon recognized by the Primal Beast and she was gifted with the ability to carry her own natural instincts to their logical conclusion. She spends most of her time in the shadows, stalking the plains and forests, killing and slaughtering Eladrin and humans alike. Those few who survive her wrath relate tales of a shadowy tigress, red eyes ablaze with smoldering hate. The creatures of the forest are her eyes and ears, guiding her to where she's needed most, or simply to where there's more otherworlders to kill.

    Character Summary:
    ====== Created Using Wizards of the Coast D&DI Character Builder ======
    Sariela, level 13
    Razorclaw Shifter, Druid, Blood Moon Stalker
    Primal Aspect: Primal Predator

    FINAL ABILITY SCORES
    Str 11, Con 15, Dex 19, Int 14, Wis 21, Cha 9.

    STARTING ABILITY SCORES
    Str 10, Con 14, Dex 14, Int 13, Wis 16, Cha 8.


    AC: 26 Fort: 22 Reflex: 24 Will: 25
    HP: 97 Surges: 9 Surge Value: 24

    TRAINED SKILLS
    Nature +16, Insight +16, Perception +16, Stealth +16

    UNTRAINED SKILLS
    Acrobatics +11, Arcana +8, Bluff +5, Diplomacy +5, Dungeoneering +11, Endurance +7, Heal +11, History +8, Intimidate +5, Religion +8, Streetwise +5, Thievery +9, Athletics +5

    FEATS
    Druid: Ritual Caster
    Level 1: Implement Expertise (staff)
    Level 2: Primal Fury
    Level 4: Toughness
    Level 6: Against All Odds (retrained to Hunting Wolf Form at Level 11)
    Level 8: Combat Reflexes (retrained to Seize the Moment at Level 12)
    Level 10: Defensive Mobility (retrained to Secret Stride at Level 13)
    Level 11: Danger Sense
    Level 12: Stalking Panther Form

    POWERS
    Druid at-will 1: Savage Rend
    Druid at-will 1: Grasping Tide
    Druid at-will 1: Grasping Claws
    Druid daily 1: Savage Frenzy
    Druid daily 5: Roar of Terror
    Druid daily 9: Sunbeam
    Druid encounter 1: Cull the Herd
    Druid encounter 13: Thunder Crash (replaces Cull the Herd)
    Druid encounter 3: Predator's Flurry
    Druid encounter 7: Tundra Wind
    Druid utility 10: Feywild Sojourn
    Druid utility 2: Skittering Sneak
    Druid utility 6: Black Harbinger

    ITEMS
    Ritual Book, Staff of Ruin +3, Amulet of Elusive Prey +3, Boots of Free Movement (heroic tier), Antipathy Gloves (heroic tier), Predator Earthhide Armor +3
    RITUALS
    Animal Messenger, Purify Water, Affect Normal Fire, Gentle Repose, Raise Dead, Lower Water, Speak with Nature, Tree Stride
    ====== Created Using Wizards of the Coast D&DI Character Builder ======

    Misc Notes:
    I'll probably reflavor Grasping Tides into Grasping Roots or something similar, if that's not a problem. No mechanical change, obviously, just a fluff one =)

    Benefits while in Beast Form;
    +5 Stealth (21) (Feat)
    +5 Perception (21) (Feat)
    +4 Initiative (14) (Feat)
    +1 Speed (8) (Feat)
    +1 Fortitude (Item)
    +1 Will (Item)

    Obviously, Sariela prefers to spend most of her time in Beast form, though she does have a nice spread of caster-form powers to choose from when the inevitable form-switching begins. I didn't always take the highest damage power, and I actually took a level 3 encounter power at level 7, but I think she fits the role of a hybrid melee/ranged controller very well.

    As to examples of RP, a browse of the first few pages of Broken Chains or Tariff of Relkingham will provide plenty =)

    I should be able to put together a Myth-Weavers sheet sometime today or tonight, but it's my first anniversary with my girlfriend so please forgive me if I don't fill in all the power text right away =)

    Rius on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited June 2009
    Current submissions:

    Hybrids
    Goliath Druid/Warden (Carnarvon)

    Defenders
    Orc Fighter (Battlerager) (jdarksun)
    Dragonborn Fighter (Tempest Technique) (bladecruiser)

    Leaders
    Tiefling Bard (Virtue of Cunning) (Jebu)
    Elven Bard (Virtue of Prescience) (Cytorak)
    Greatpaw (Longtooth) Shifter Shaman (Protector Spirit) (hjparcins)

    Strikers
    Orc Rogue (Brutal Scoundrel) (Saurfang)
    Goblin Sorcerer (Storm Magic) (Hermenegilde)
    Elf Ranger (Archer Style) (Thetheroo)

    Controllers
    Razorclaw Shifter Druid (Predator Spirit) (Rius)

    Rius on
  • hjparcinshjparcins Registered User regular
    edited June 2009
    Greatpaw (?) Shifter Shaman (Protector Spirit) (hjparcins)

    Oh, I forgot. If anyone is wondering what a Greatpaw Shifter is, I just reflavored a Longtooth Shifter to make a shifter descended from werebears rather than werewolves or weretigers. Seemed more appropriate for a bear shaman.

    I ran it by Hayasa but forgot to note it in my character post.

    hjparcins on
  • JebuJebu Registered User regular
    edited June 2009
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