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[DnD4E] OOC Dungeon Delve: "Do you like items?"
This is the start of the Dungeon Delve. As you can imagine, this adventure will be comprised of the encounters set up in the recently published Dungeon Delve book, from WotC, and will be based in the Forgotten Realms. We will be playing though each dungeon pretty much as written with some minor changes here and there. I also have a (sort of) story that has been tacked on over top of the delve too.
Perhaps you are looking for the IC thread. We have one, and its right here.
Color me interested. What do you think of an apprentice to a Warlock Knight of Vassa
Or a Tiefling bard
Edit: Tiefling bard focusing on Healing (Valorous) in progress.
====== Created Using Wizards of the Coast D&DI Character Builder ======
Quinn "The Razor" Alfino, level 1
Tiefling, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor
FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 13, Wis 10, Cha 19.
STARTING ABILITY SCORES
Str 8, Con 16, Dex 10, Int 11, Wis 10, Cha 17.
FEATS
Bard: Ritual Caster
Level 1: Strength of Valor
POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: War Song Strike
Bard encounter 1: Shout of Triumph
Bard daily 1: Stirring Shout
ITEMS
Ritual Book, Adventurer's Kit, Scythe, Lyre, Chainmail, Pouch, Belt (empty), Crossbow Bolts (60), Hand Crossbow, Dagger
RITUALS
Comprehend Language, Glib Limerick
====== Created Using Wizards of the Coast D&DI Character Builder ======
Chief Tyrol. Academician Megazver of the Jol-Nar Universities
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AriviaI Like A ChallengeEarth-1Registered Userregular
edited August 2009
If folks are wondering about a little real grit for Turmish, here's the customs section from Vilhon Reach, which is actually pretty interesting:
visitor in Turmish is expected to have a grasp of
local customs and traditions. This expectation is
especially true for merchants and businessmen trying to
ply their wares in the kingdom.
It has been a long-standing custom for a visitor to an-
other's home to bring an exotic dish to share. These
dishes are called "greetings gifts" and are used to express
gratitude for the host's hospitality. Greeting gifts can
range anywhere from vintage Nimpeth wine to a skull
full of snails (called a skullcap treat in Turmish). Of
course, the value of the gift should reflect the stature of
the guest-peasants are hardly expected to bring expen-
sive wine.
Burying a sacrifice of one's gold and gems has also been
a long-standing tradition in Turmish. By seeding the
earth with your wealth, it is believed that your bounty
will be returned to you "tenfold." By and large, this tradi-
tion is a personal ritual, performed at a time that is im-
portant to the individual. It might be during a wedding
anniversary, a birthday, the anniversary of an owner’s first
day of business, or even upon the birth of a loved one.
Of course, this custom has led to some treasure-seek-
ing by unscrupulous individuals. However, the act of dig-
ging up a gift to the earth is heavily frowned upon in
Turmish to say the least. Officially it is a crime punish-
able by one or more years of hard labor. Unofficially, the
act of digging up an offering is considered thievery, and
many thieves have died at the hands of angry merchants.
Regional superstition holds that a stolen treasure bodes
ill fortune for the coming year (-2 penalty to all saving
throws or skills based on luck, such as gambling, at the
DM's option).
Most Turmishans set aside one day out of every nine
to "chase the sun." This day is reserved for pursuing per-
sonal interests such as learning the harp, practicing
spells, spending time with the family, or other pursuits.
When a Turmishan says he will get to something "on the
ninth day," it typically means "when he has time."
Guesthouses are the most popular of Turmish cus-
toms. These guesthouses are small cabins built alongside
trails and roads to provide shelter for travelers. They are
free for all to use. The only requirement of using the
house is that you replenish what you use. Local militia
patrols check on guesthouses regularly and use the cab-
ins themselves when a sudden storm arises. Some guest-
houses even have a roofed-over hay pen for stabling
horses, but most are simply small structures capable of
providing shelter for up to six travelers.
Except for the ornamentation of the armor, most folk
in Turmish care little for fashion. Clothes that may very
well be the rave in Arrabar are just as likely to be
laughed at in Alaghôn. Fashions are very slow to change
in Turmish.
I'm not sure why the references to nine-day increments against the common Realmsian tenday, but whatever.
Here's a little bit more straight up history on Turmish, taken from the FRCG and spoiliered for length.
LOCAL CUSTOMS
Many of Turmish’s exotic customs remain in place, not the least of which is the square-cut beard worn by Turmian men. They also continue to mark their foreheads with dots: one dot indicates that one can read, two that one can write, and three that one practices magic. These marks of respect are occasionally faked, and some purveyors of magic remove the third dot
before traveling to Sapra.
History DC 10: For centuries, Turmish was
known as a realm of merchants, not unlike Sembia,
where trade and commerce were the rule of the day.
Held in check by a powerful band of druids, the cities
of Turmish were not allowed to grow beyond a cer-
tain point, and the result was a politically stable and
affluent realm with a small population enjoying con-
siderable wealth.
That all changed when the Spellplague ripped
through Turmish, erasing many of its closest neigh-
bors and draining the Sea of Fallen Stars to leave its
busy port of Alaghôn high and dry. Now a stop along
the route for fanatics on scar pilgrimages (page 193),
torn by increasingly competitive and desperate mer-
chant costers, the old Turmish has been replaced by a
realm always on the edge of chaos.
The realm is ruled by a parliamentary democracy,
embodied by the Assembly of Stars, which elects one
of its own as chief administrator.
Streetwise DC 10: To the uninitiated, the
people of Turmish come across as gruff and impo-
lite, and indeed many are just that. They are serious,
business-minded people who disdain the luxury of
social niceties. The once welcoming and cosmopoli-
tan Turmians have grown increasingly xenophobic
over the difficult past century and are guarded and
suspicious of strangers, even though they remain
dependent on outside trade.
You can assume your character has found this out on their travel to Turmish, or if they were already living there.
kuhlmeye on
PSN: the-K-flash
0
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited August 2009
Uthal Thalai, Goliath Warden.
Uthal was one of her tribe's shield-wards, going out with the hunting parties to herd and channel their prey to where the tribe's spears were waiting, or into cunning traps and over cliffs. She excelled at this task, never letting even the largest prey past her, by means of a combination of steadfast resolve and icy glares.
All this changed one day when the main body of the tribe was attacked whilst the hunting party was away from the camp, leaving them almost defenceless. Except for Uthal; having broken an arm attempting to control the path of a rust monster the tribe had lured out in hopes of trading its stomach contents several weeks before, she was still officially recovering when the Orc warband attacked. However, on hearing the shouts of warning from the camp sentries, she donned her armour and great shield to join the defence of her home. Unfortunately, even with her help, the few guards at the camp were not enough to hold back the orcs before the hunters could be summoned to help though much of the camp was able to disperse into the mountains with as much as they could before the defenders were overcome.
Awaking to the distraught faces of the hunters and the runner who had been dispatched to find them, Uthal looked around her and saw that her camp had been devastated and much of the season's trade-goods taken, along with some of the younglings. Picking over the remains of the tribe's belongings, it became clear that there wasn't enough left to support everyone until the next hunting season. Blaming herself for the losses incurred, despite the protestations of the survivors of the attack that she was the last warrior to fall in the defence, Uthal volunteered to leave the tribe at the head of a war-party in order to seek out the Orcs and wreak vengeance upon them. Since this would coincidentally also leave the remaining tribe members with enough supplies to last the winter, the elders agreed to her plan....
That was many years and even more adventures ago. Now Uthal stands as the last survivor of that war-party, a warden of some skill, able to channel the primal forces of earth and stone in defence of herself and others and also capable of dishing out more than a little damage in her own right. Her tribe is a distant memory now, for she has known that she could never return from the moment she signed on with the war-party. In its stead, she seeks out like-minded adventurers for companionship as much as for the promise of new challenges.
Physically, Uthal is short for a Goliath at seven feet tall. Even so, she is powerfully built, with darting green eyes that constantly track anything she can see, just in case it might get past her. Unusually for a Goliath, she lets her long hair fall free, except for a pair of braids tied at the nape of her neck to keep the rest of it out of her way. She carries a great stone shield and iron warhammer into battle and wears the hides of her slain foes for protection, though since she has come into contact with what men call "civilisation" she takes care to keep them trimmed and neat.
Uthal still wants to find and kill the leader of the Orcs that attacked her village, but the trail went cold after she tracked the stolen goods to Turmish and she has been looking for leads ever since.
====== Created Using Wizards of the Coast D&D Character Builder ======
Uthal Thalai, level 1
Goliath, Warden
Guardian Might: Earthstrength
Background: Geography - Mountains
FINAL ABILITY SCORES
Str 18, Con 18, Dex 12, Int 10, Wis 12, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 10, Wis 12, Cha 8.
I'm submitting this as an FR virgin. It seems like that won't be too big of an issue, but I will be reading up on things just in case. Anywho, here we have:
Dulran, Elf Druid
Tall and thin, Dulran hides a strength and ferocity in his bones that is not immediately apparent from his figure. But his lithe body has a feline power and grace that makes him an excellent hunter. His connection with the primal spirits has made him somewhat detached, having a personality with a little more predator in it than some are comfortable with. He prefers a feline beast form, a trait that shows through in his elven form as well. His eyes are cold and calculating, always perceptive, always watching.
Even so, Dulran isn't without an elven side. Just as he seeks balance in nature, he seeks balance in himself. He tries hard to be personable, knowing that the better he is able to work with others, the better he will be able to put right all the things that have gone wrong in the world.
Mechanically, Dulran is a predatory druid focused on his beast form powers. Creating combat advantage, charging, and forced movement are what he's going to be best at (at least at level 1). He's not without AOE powers of course, which also focus on forced movement and creating CA.
====== Created Using Wizards of the Coast D&D Character Builder ======
Durlan, level 1
Elf, Druid
Build: Predator Druid
Primal Aspect: Primal Predator
Background: Elf - Wild Elf (+2 to Athletics)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 16, Int 10, Wis 19, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 10, Wis 17, Cha 10.
AriviaI Like A ChallengeEarth-1Registered Userregular
edited August 2009
Tiriara, Elf Ranger
Tiriara's mother, a moon elf [eladrin] came to the Chondalwood in the Year of the Bent Blade (1376 DR). The native of Evermeet was sent by Queen Amlaruil to meet and begin relations with the Chondathan wild elves, and possibly, if the rumours were true, to find the long-lost elven city of Rucien-Xan. Somehow, she managed to overcome thousands of years of animosity stretching back to the Crown Wars, gained their trust, and stayed with them. Eventually, as things go, she fell in love with a warrior-king of the Stillhawk tribe, and they had a child. The Spellplague was not kind to the Chondalwood, obliterating the Chondath and taking a good portion of the forest with it. Tiriara's mother died during its first terrible night, her father dying to protect the tribe against a misshapen, giant satyr-like thing days later. Eventually, the tribe fell back to the deepest parts of the forest, meeting with other tribes, forming a pact for survival and scraping out some small tame land that would be called the Wildhome in days to come. Tiriara does not remember much of the time before the Spellplague, but she does remember its coming, the terrible pain she felt while the death of Mystra rocked her with blue fire. The spellscarred elf girl has grown up in Wildhome, expected to pull her weight from a very young age. She is familiar with the bow and sword from years of endless hunting and fights for survival, her style not flashy or elegant, but the sheer determination and savagery of someone who knows death could come at any moment.
One day, an injured tiger crept under Wildhome's boughs, its fur turned a pale white by the Spellplague. Tiriara, on guard duty that day, shot an arrow at the feral thing - its fur could clothe many, its meat would feed them that night - but the tiger, not flinching, caught it in its teeth. Taken aback by the sign of Solonor Thelandira's blessing, she approached the tiger, only to find the faint blue mask of flame that accompanied her spellscar flaring in concert with the tiger's own pattern of blue markings. Sundamar, as she came to call him, let her care for him, and they became close friends, hunting and surviving together.
As the Year of the Ageless One (1479 DR) came into being, Tiriara became restless. Solonor spoke to her in her sleep, showing her a bird's eye view of the Chondalwood and surviving, surrounding lands, a golden-green ribbon stretching north from Wildhome to somewhere. The settlement, while reticent to lose one of its very own, most experienced warriors, eventually relented. They gave her a coat of mail found on a poor Turmish merchant's corpse, a new set of weapons, and a clear glossy gemstone pried out of the core of a plagueland. Sundamar and Tiriara made their way north, living off the land, following the relentless road in her mind. When they found Xorhun a month later, they were wiser and more experienced, but worn from the journey and the relentless dangers. Worse yet, the length of moonbar she had been given was brittle and warped, an obvious flaw making it almost useless. Still, one of Xorhun's elves saw her ancestry and took her in, giving her enough of the Chondathan language to get by, and a moment to get her feet underneath her. Tiriara has been stuck ever since, left without the money or the energy in some way to continue her journey. She is friendly and open with other elves, although definitely wilder than most, but distrustful and guarded against the N'Tel'Quess. She has little experience with other races, and her hunter's eye makes her think of danger first and friends second. Still, she respects ability and drive, and she can follow a conversation, read, and converse in both Chondathan and the common trade tongue.
====== Created Using Wizards of the Coast D&D Character Builder ======
Tiriara, level 1
Elf, Ranger
Fighting Style: Beast Mastery
Beast Companion Type: Cat
Background: Vilhon Wilds
FINAL ABILITY SCORES
Str 13, Con 14, Dex 18, Int 10, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 16, Int 10, Wis 13, Cha 10.
AriviaI Like A ChallengeEarth-1Registered Userregular
edited August 2009
Double posting because it has nothing to do with my character. Vilhon Reach (link to a zipped PDF) is available from Wizards for free; it's the old 2e regional sourcebook on this area.
edit: of course, it's veracity a hundred years on is up to kuhlmeye. Additionally, there's details from say Empires of the Shining Sun and Serpent Kingdoms that aren't available therein.
Feels like a PHB2 heavy group.
Dwarf Shaman sound good?
I'll write something neat up. I don't know why I always go for dwarves. They are just so damn adorable.
Okay, gave it a bit more thought:
Dwarf Shaman, probably focusing on the bear path.
Character Draft 1:
I am not really sure what is what in the Realms right now, but I am toying with the idea of a post apocalyptic styled gold dwarf from the eastern rift who has lost everything. I would like to cook up some sort of background for him prior to the collapse; something unassuming like a crafter, possibly an artisan specializing in the intricate decorations found on Gold Dwarf items.
After crawling out of the ruins of his home, he bummed around the East Rift for awhile, perhaps mourning all his dead, and gaining a deep connection to their spirits. Seeing nothing but death and wanting to move away from the ruined shell of his past, he sets out from Eartheart.
Gissur is a survivor of the collapse that created the Underchasm. Prior to the disaster he was a metalsmith who specialized in acid etchings on weapons, armor and more mundane objects.
After emerging from the ruins of his home, Gissur made relativley little attempt to rejoin any of the dwarven communities of the Easten Rift, retiring to a life of isolation. During this time apart from his kinfolk, Gissur gained a deep understanding of the land his people had lived upon and the tens of thousands of spirits of the dwarves who perished in the collapse.
Gissur regularly calls upon the spirit of a hippogriff to give him guidance. The creature serves to remind him of the ingenuity of his people as well as their ferocity, however Gissur still feels apart from other dwarves, particularly those of the Eastern Rift.
Being unable to face the sight of the chasm that served as an unceremonious tomb for his kin, Gissur set out from the Eastern Rift with the intent of returning on day to plumb the depths of the Underchasm and bring peace to the dead dwarves buried therein.
I am just going to update this as I flesh it out so you can get an idea of how it all works for me
Bok Choi on
[SIGPIC][/SIGPIC]
<ProfMoriarty> oh yeah. one time I PMed a picture of my penis to a forumer, and then I got a PM from Thanatos saying "nice girth"
Not interested because I'm running the same thing over on MW, but everyone should totally apply for this. It's an awesome way to PbP. I'm going to watch just to see how this group handles things differently from mine .
Ughhhhh all the cool lawful gods in FR are dead! I was gonna make an Avenger of Helm and then I remembered he's dead - and then I wanted to make an Avenger of Tyr and then I remembered HE'S dead... looks like it's Bahamut. Blah.
edit: Totally forgot about Torm. My FR-fu is weak.
Arivia: The spellplague had a large effect on Turmish, especially Alaghon, its capitol. Turmish used to be one of the trade centers of that part of the world, but after the spellplague, it has become more xenophobic than anything else. They still allow outside trade because they depend on it, but other than that they don't take well to outsiders. As far as this relates to the information in the 2E book you posted, much of the cultural customs are still practiced, but things such as government and cities has changed dramatically. Alaghon, Tumish's capitol and past major trade city due to its location on the Sea of Fallen Stars, is no longer that. It retained its capitol status, but after the Sea of Fallen Stars receded, Alaghon has lost its trade status. Some cities in the 2E book no longer exist. The only cities still recognized are Alaghon, Sapra, Nonthal, and Xorhun. Gildenglade was actually buried after a volcanic eruption. So as you can see, there have been many changes to Turmish, and these will likely be represented in the campaign.
Interrobang: Not many people liked Helm after the Time of Troubles anyways! :P
And now I understand the hardships of having to cut characters that other DMs have experienced on here. So many good characters being submitted.
I am very interested in this. Here is a character that I think would be a fun one to play.
Edit: Added my character sheet
I have the background written and I will get that up soon I just need to do some cleanup. Here is the sheet I just added to Mythweaver
Personality Traits:
Ereljss is very soft spoken and tends to stay in the shadows. She does know how to use her silver tongue to get things from people and even distract people but she also knows that she is not welcomed in the overworld. She tends to stay back and let others lead but will whisper in the leader's ear to get what she really wants.
Due to her smaller size and build she likes to force others to do the heavy lifting. She tends to tell them that she needs to be light on her feet so she can watch out and disarm any traps that might be there. She also tends to favor lighter weapons as they are easily concealed and can be quickly drawn.
Mannerisms and Apperance:
She is very small and thin even for an elf. She has a very dangerous beauty that attracts men and lowers their guard so she can kill them easliy. Her voice is very quiet but at the same time seems to seep deep into your soul.
She wears a dark cloak with a large hood. She keeps the hood up so people can not see her face or skin. Also she wears veils to soften her profile and hide the fact that she is a drow. When she is adventuring she will wear a cloth mask to keep her face unseen except for her eyes. She also wears black gloves and dark clothing that covers all the skin on her body. Her clothing hides many pockets and folds that contain the tools of her trade and allows her to always be prepared for any occassion.
She tends to carry a hand crossbow that she uses very effectivelly to defeat her enemies. She also carries a large assoritment of daggers that she uses when she is in close combat. Her armor is very light and does not offer a lot of protection but it moves very easliy and allows her to utilize her skills to the fullest.
She goes by the name A'Dayn in public. She fears people knowing her true name and learning what she is. She knows that if people learn her true name that the drow will find her and hunt her down.
Character Background:
Ereljss was from a small Drow family. She was the 20th daughter of Lady Godeana and was to grow into a priestess of the family. When she was about 12 years old her family was attacked and completely destroyed by house DeVir. Ereljss was able to hide and avoid detection while the rest of her family was slaughtered. Ereljss was able to escape out of Menzoberranzan and try to find her way in the world. She learned how to hide and hunt effectively. She also developed skills to steal what she needed to stay alive. After about 2 years of this she was caught again but by Jarlaxle the leader of the Bregan D'Aerthe.
Jarlaxle saw the cleverness and intelligence in Ereljss. He trained her to become one of his spies and assassians. She quickly grew and became a powerful tool for Jarlaxle. After many years together, Jarlaxle sent Ereljss and a group of Drow to kill the theives guild leader of the Dragon Coast so that Jarlaxle could take it over. Ereljss was able to complete her mission but was caught as she tried to escape back into the underdark. She was sent to prision to rot.
After about a year Ereljss was able to escape the prision and has been on the run. She has ended up in Amn working jobs to keep herself well honed and well fed. Ereljss is know as A'Dayn in Amn and uses her anomimity to her advantage as she keeps to the shadows and begins a new life for herself in this human world. Ereljss had been listening to rumors when she heard that the famous Thane Undercloak was looking for some people to help him aquire some new items in Turmish. She quickly headed out from Amn and made her way into Turmish sneaking onto a caravan that was heading to Xorhun. She now haunts the streets of Xorhun, till she can find Thane and join his quest, for some good money of course.
I used a similar character for an Eberron application, but the backstory for this one has been changed a pretty good amount (i.e., no more Avenger Jesus). I'll be typing up probably a couple more later, but my family wants me to eat lunch now.
I've never been in a PBP game before...not that you have to choose me for your game or anything!
I don't have much of a background for my character as of this moment, but the basic idea "What if Cinderella was mildly sociopathic and had her wishes granted by a shady archfey with questionable motives?"
Placeholder Image (I might draw something myself later...)
Character Description
Salashen is beautiful eladrin warlock with a noble countenance. Ghostly sprites flitter around her sporadically, adding to her mystical appearance. A lithe and graceful combatant, the somatic gestures required by her spellcasting are woven together in a dance. The number of sprites surrounding her increases dramatically during her battle dance, manifesting in flowing swarms that trail after her movements.
Salashen has always wanted to fit into the role of the fair maiden. Unfortunately, she was born poor and could only watch the extravagant lives of the rich from afar. Salashen received her powers a warlock just a few years ago and has decided that using them to become an adventure is the surest way to amass wealth and live the lifestyle she's always dreamed of.
Her archfey benefactor has plans in store for her, too...
Character Background
Salashen was raised in a broken home in the worst part of Myth Drannor. She would watch the romantic lives of the eladrin nobles from afar, catching glimpses of beautiful ladies in their exquisite ball gowns dancing with dashing noblemen. Even in adulthood Salashen never gave up her dream of becoming one of the glamorous women she had admired from afar; in fact, she was rather obsessed by it.
Salashen finally got her chance to see one of the grand balls up close as part of a catering job. Everything was even grander than she had imagined. Unfortunately, Salashen's admiration for the noblewomen quickly turned to jealousy as the various ladies treated her with contempt.
"These are the kinds of women who get to live the life I've only been able to dream of?" she thought to herself angrily. Salashen quickly found an empty backroom to hide her distress. "What did they do to deserve such an elegant lifestyle? I'm the one that's worked and toiled all my life! I deserve to dress in fine gowns and dance with handsome men and attend fancy parties, not them!"
Salashen felt the need to go back out into the hallway. She didn't know why, but she just HAD to...
The next morning Salashen found herself hiding out in the streets of the slum where she grew up wearing a filthy ball gown. Just a few hours ago she had been the belle of the ball: all the men wanted to dance with her, and all the women wanted to be her. She danced and ate fine cakes and chatted and did all the sorts of things she had always dreamed of doing.
Then the guards burst in and began searching for the dress and jewelry that had once belonged to the lovely lady Salashen had found dead in the hallway. She hadn't been alarmed in the slightest; instead, she dragged the body back into the room and took her clothing and valuables. After all, what would a dead woman do with those things?
Salashen never wondered why no one had asked who she was, never felt in the slight anxious about what would happen once the body was found, and never questioned where the flickering sprites that had aided her escape had come from or why they were helping her. She just knew that she couldn't wait for her next social outing.
Still, it probably wouldn't be wise to stay in Myth Drannor any longer. Salashen was a suspect in the murder of a noble lady now, afterall. After gathering her most important possessions Salashen decided to head for Xorhun, the city her parents had been born in before they came to Myth Drannor.
"The people of Turmish are wealthy traders, or so I've heard; maybe I can find a way to accumulate some wealth and live the high life? Then maybe I won't have to go to carousing with a corpse's jewels and gown."
Character Stats
Salashen, 1st-Level
Eladrin, Fey-Pact Warlock
ABILITY SCORES
Str 8 (-1), Con 10 (0), Dex 17 (+3), Int 12 (+1), Wis 13 (+1), Cha 17 (+3)
Well you will have a lot of fun Hexmage. I have yet to play a 4e game but I have played quite a lot of Legend of the Five Rings online. It is fun making up new characters again with 4e. I might have to remake my old Stubby Fleetfoot dwarven cleric tonight and see how that works.
I think I'll be making choices on characters before the weekend, most likely on Friday. This will give people time to get in the submissions they want, and me more time to work on setting this thing up.
Quick note to 3clipse: Raven Queen = Kelemvor. Minor change, Kelemvor has the same set of principles as Raven Queen, just FR style.
I think I'll be making choices on characters before the weekend, most likely on Friday. This will give people time to get in the submissions they want, and me more time to work on setting this thing up.
Quick note to 3clipse: Raven Queen = Kelemvor. Minor change, Kelemvor has the same set of principles as Raven Queen, just FR style.
D'oh. Will alter.
Do you have a limit on characters? I have 2 more concepts I wanna use, is that okay?
Post as many concepts as you want, though don't count on them to be picked. As of now, I already have 11 submissions, and I expect at least 2 more before Friday. Some people have announced intentions of a character, but I am only counting those with a background posted.
Bok Choi: I am busy looking into a Gold Dwarf now, though you might have to go with a lowly regular dwarf. :P
EDIT: I will allow gold dwarf.
kuhlmeye on
PSN: the-K-flash
0
AriviaI Like A ChallengeEarth-1Registered Userregular
edited August 2009
Bok Choi asked me for help too; if people want me to massage their backgrounds I'll just do it in thread.
Post as many concepts as you want, though don't count on them to be picked. As of now, I already have 11 submissions, and I expect at least 2 more before Friday. Some people have announced intentions of a character, but I am only counting those with a background posted.
Bok Choi: I am busy looking into a Gold Dwarf now, though you might have to go with a lowly regular dwarf. :P
EDIT: I will allow gold dwarf.
Ooh, that many submissions already? Nevermind, I'll just stick with the Avenger. I don't want to make your job any harder than it already is by just adding more characters =P.
Character sheet is fix'd, by the way. I have got to remember to look up setting specific gods.
Posts
I'll brainstorm at work and get a concept up later tonight. I'm thinking... two-blade ranger.
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Or a Tiefling bard
Edit: Tiefling bard focusing on Healing (Valorous) in progress.
Quinn "The Razor" Alfino, level 1
Tiefling, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor
FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 13, Wis 10, Cha 19.
STARTING ABILITY SCORES
Str 8, Con 16, Dex 10, Int 11, Wis 10, Cha 17.
AC: 11 Fort: 13 Reflex: 12 Will: 15
HP: 28 Surges: 10 Surge Value: 7
TRAINED SKILLS
Arcana +6, Acrobatics +5, Heal +5, Intimidate +9, Bluff +11
UNTRAINED SKILLS
Bluff +7, Diplomacy +5, Dungeoneering +1, Endurance +4, History +2, Insight +1, Nature +1, Perception +1, Religion +2, Stealth +3, Thievery +1, Athletics
FEATS
Bard: Ritual Caster
Level 1: Strength of Valor
POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: War Song Strike
Bard encounter 1: Shout of Triumph
Bard daily 1: Stirring Shout
ITEMS
Ritual Book, Adventurer's Kit, Scythe, Lyre, Chainmail, Pouch, Belt (empty), Crossbow Bolts (60), Hand Crossbow, Dagger
RITUALS
Comprehend Language, Glib Limerick
====== Created Using Wizards of the Coast D&DI Character Builder ======
Won't stop!
Submitting Inspector Morre!
visitor in Turmish is expected to have a grasp of
local customs and traditions. This expectation is
especially true for merchants and businessmen trying to
ply their wares in the kingdom.
It has been a long-standing custom for a visitor to an-
other's home to bring an exotic dish to share. These
dishes are called "greetings gifts" and are used to express
gratitude for the host's hospitality. Greeting gifts can
range anywhere from vintage Nimpeth wine to a skull
full of snails (called a skullcap treat in Turmish). Of
course, the value of the gift should reflect the stature of
the guest-peasants are hardly expected to bring expen-
sive wine.
Burying a sacrifice of one's gold and gems has also been
a long-standing tradition in Turmish. By seeding the
earth with your wealth, it is believed that your bounty
will be returned to you "tenfold." By and large, this tradi-
tion is a personal ritual, performed at a time that is im-
portant to the individual. It might be during a wedding
anniversary, a birthday, the anniversary of an owner’s first
day of business, or even upon the birth of a loved one.
Of course, this custom has led to some treasure-seek-
ing by unscrupulous individuals. However, the act of dig-
ging up a gift to the earth is heavily frowned upon in
Turmish to say the least. Officially it is a crime punish-
able by one or more years of hard labor. Unofficially, the
act of digging up an offering is considered thievery, and
many thieves have died at the hands of angry merchants.
Regional superstition holds that a stolen treasure bodes
ill fortune for the coming year (-2 penalty to all saving
throws or skills based on luck, such as gambling, at the
DM's option).
Most Turmishans set aside one day out of every nine
to "chase the sun." This day is reserved for pursuing per-
sonal interests such as learning the harp, practicing
spells, spending time with the family, or other pursuits.
When a Turmishan says he will get to something "on the
ninth day," it typically means "when he has time."
Guesthouses are the most popular of Turmish cus-
toms. These guesthouses are small cabins built alongside
trails and roads to provide shelter for travelers. They are
free for all to use. The only requirement of using the
house is that you replenish what you use. Local militia
patrols check on guesthouses regularly and use the cab-
ins themselves when a sudden storm arises. Some guest-
houses even have a roofed-over hay pen for stabling
horses, but most are simply small structures capable of
providing shelter for up to six travelers.
Except for the ornamentation of the armor, most folk
in Turmish care little for fashion. Clothes that may very
well be the rave in Arrabar are just as likely to be
laughed at in Alaghôn. Fashions are very slow to change
in Turmish.
I'm not sure why the references to nine-day increments against the common Realmsian tenday, but whatever.
Many of Turmish’s exotic customs remain in place, not the least of which is the square-cut beard worn by Turmian men. They also continue to mark their foreheads with dots: one dot indicates that one can read, two that one can write, and three that one practices magic. These marks of respect are occasionally faked, and some purveyors of magic remove the third dot
before traveling to Sapra.
History DC 10: For centuries, Turmish was
known as a realm of merchants, not unlike Sembia,
where trade and commerce were the rule of the day.
Held in check by a powerful band of druids, the cities
of Turmish were not allowed to grow beyond a cer-
tain point, and the result was a politically stable and
affluent realm with a small population enjoying con-
siderable wealth.
That all changed when the Spellplague ripped
through Turmish, erasing many of its closest neigh-
bors and draining the Sea of Fallen Stars to leave its
busy port of Alaghôn high and dry. Now a stop along
the route for fanatics on scar pilgrimages (page 193),
torn by increasingly competitive and desperate mer-
chant costers, the old Turmish has been replaced by a
realm always on the edge of chaos.
The realm is ruled by a parliamentary democracy,
embodied by the Assembly of Stars, which elects one
of its own as chief administrator.
Streetwise DC 10: To the uninitiated, the
people of Turmish come across as gruff and impo-
lite, and indeed many are just that. They are serious,
business-minded people who disdain the luxury of
social niceties. The once welcoming and cosmopoli-
tan Turmians have grown increasingly xenophobic
over the difficult past century and are guarded and
suspicious of strangers, even though they remain
dependent on outside trade.
You can assume your character has found this out on their travel to Turmish, or if they were already living there.
All this changed one day when the main body of the tribe was attacked whilst the hunting party was away from the camp, leaving them almost defenceless. Except for Uthal; having broken an arm attempting to control the path of a rust monster the tribe had lured out in hopes of trading its stomach contents several weeks before, she was still officially recovering when the Orc warband attacked. However, on hearing the shouts of warning from the camp sentries, she donned her armour and great shield to join the defence of her home. Unfortunately, even with her help, the few guards at the camp were not enough to hold back the orcs before the hunters could be summoned to help though much of the camp was able to disperse into the mountains with as much as they could before the defenders were overcome.
Awaking to the distraught faces of the hunters and the runner who had been dispatched to find them, Uthal looked around her and saw that her camp had been devastated and much of the season's trade-goods taken, along with some of the younglings. Picking over the remains of the tribe's belongings, it became clear that there wasn't enough left to support everyone until the next hunting season. Blaming herself for the losses incurred, despite the protestations of the survivors of the attack that she was the last warrior to fall in the defence, Uthal volunteered to leave the tribe at the head of a war-party in order to seek out the Orcs and wreak vengeance upon them. Since this would coincidentally also leave the remaining tribe members with enough supplies to last the winter, the elders agreed to her plan....
That was many years and even more adventures ago. Now Uthal stands as the last survivor of that war-party, a warden of some skill, able to channel the primal forces of earth and stone in defence of herself and others and also capable of dishing out more than a little damage in her own right. Her tribe is a distant memory now, for she has known that she could never return from the moment she signed on with the war-party. In its stead, she seeks out like-minded adventurers for companionship as much as for the promise of new challenges.
Uthal still wants to find and kill the leader of the Orcs that attacked her village, but the trail went cold after she tracked the stolen goods to Turmish and she has been looking for leads ever since.
Uthal Thalai, level 1
Goliath, Warden
Guardian Might: Earthstrength
Background: Geography - Mountains
FINAL ABILITY SCORES
Str 18, Con 18, Dex 12, Int 10, Wis 12, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 10, Wis 12, Cha 8.
AC: 14 Fort: 15 Reflex: 11 Will: 13
HP: 40 Surges: 13 Surge Value: 10
TRAINED SKILLS
Nature +8, Athletics +11, Endurance +9, Perception +6
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +1, Heal +1, History, Insight +1, Intimidate -1, Religion, Stealth +1, Streetwise -1, Thievery +1
FEATS
Level 1: Toughness
POWERS
Warden at-will 1: Strength of Stone
Warden at-will 1: Thorn Strike
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of the Fearsome Ram
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
I'll type up a character in the next couple days!!!
Dulran, Elf Druid
Even so, Dulran isn't without an elven side. Just as he seeks balance in nature, he seeks balance in himself. He tries hard to be personable, knowing that the better he is able to work with others, the better he will be able to put right all the things that have gone wrong in the world.
Mechanically, Dulran is a predatory druid focused on his beast form powers. Creating combat advantage, charging, and forced movement are what he's going to be best at (at least at level 1). He's not without AOE powers of course, which also focus on forced movement and creating CA.
Durlan, level 1
Elf, Druid
Build: Predator Druid
Primal Aspect: Primal Predator
Background: Elf - Wild Elf (+2 to Athletics)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 16, Int 10, Wis 19, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 10, Wis 17, Cha 10.
AC: 16 Fort: 11 Reflex: 14 Will: 15
HP: 25 Surges: 8 Surge Value: 6
TRAINED SKILLS
Nature +11, Perception +11, Heal +9, Athletics +6
UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff, Diplomacy, Dungeoneering +4, Endurance, History, Insight +4, Intimidate, Religion, Stealth +2, Streetwise, Thievery +2
FEATS
Druid: Ritual Caster
Level 1: Primal Fury
POWERS
Druid at-will 1: Pounce
Druid at-will 1: Storm Spike
Druid at-will 1: Savage Rend
Druid encounter 1: Darting Bite
Druid daily 1: Faerie Fire
ITEMS
Ritual Book, Hide Armor, Dagger (2), Totem, Adventurer's Kit
RITUALS
Animal Messenger, Banish Vermin
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Tiriara's mother, a moon elf [eladrin] came to the Chondalwood in the Year of the Bent Blade (1376 DR). The native of Evermeet was sent by Queen Amlaruil to meet and begin relations with the Chondathan wild elves, and possibly, if the rumours were true, to find the long-lost elven city of Rucien-Xan. Somehow, she managed to overcome thousands of years of animosity stretching back to the Crown Wars, gained their trust, and stayed with them. Eventually, as things go, she fell in love with a warrior-king of the Stillhawk tribe, and they had a child. The Spellplague was not kind to the Chondalwood, obliterating the Chondath and taking a good portion of the forest with it. Tiriara's mother died during its first terrible night, her father dying to protect the tribe against a misshapen, giant satyr-like thing days later. Eventually, the tribe fell back to the deepest parts of the forest, meeting with other tribes, forming a pact for survival and scraping out some small tame land that would be called the Wildhome in days to come. Tiriara does not remember much of the time before the Spellplague, but she does remember its coming, the terrible pain she felt while the death of Mystra rocked her with blue fire. The spellscarred elf girl has grown up in Wildhome, expected to pull her weight from a very young age. She is familiar with the bow and sword from years of endless hunting and fights for survival, her style not flashy or elegant, but the sheer determination and savagery of someone who knows death could come at any moment.
One day, an injured tiger crept under Wildhome's boughs, its fur turned a pale white by the Spellplague. Tiriara, on guard duty that day, shot an arrow at the feral thing - its fur could clothe many, its meat would feed them that night - but the tiger, not flinching, caught it in its teeth. Taken aback by the sign of Solonor Thelandira's blessing, she approached the tiger, only to find the faint blue mask of flame that accompanied her spellscar flaring in concert with the tiger's own pattern of blue markings. Sundamar, as she came to call him, let her care for him, and they became close friends, hunting and surviving together.
As the Year of the Ageless One (1479 DR) came into being, Tiriara became restless. Solonor spoke to her in her sleep, showing her a bird's eye view of the Chondalwood and surviving, surrounding lands, a golden-green ribbon stretching north from Wildhome to somewhere. The settlement, while reticent to lose one of its very own, most experienced warriors, eventually relented. They gave her a coat of mail found on a poor Turmish merchant's corpse, a new set of weapons, and a clear glossy gemstone pried out of the core of a plagueland. Sundamar and Tiriara made their way north, living off the land, following the relentless road in her mind. When they found Xorhun a month later, they were wiser and more experienced, but worn from the journey and the relentless dangers. Worse yet, the length of moonbar she had been given was brittle and warped, an obvious flaw making it almost useless. Still, one of Xorhun's elves saw her ancestry and took her in, giving her enough of the Chondathan language to get by, and a moment to get her feet underneath her. Tiriara has been stuck ever since, left without the money or the energy in some way to continue her journey. She is friendly and open with other elves, although definitely wilder than most, but distrustful and guarded against the N'Tel'Quess. She has little experience with other races, and her hunter's eye makes her think of danger first and friends second. Still, she respects ability and drive, and she can follow a conversation, read, and converse in both Chondathan and the common trade tongue.
Tiriara, level 1
Elf, Ranger
Fighting Style: Beast Mastery
Beast Companion Type: Cat
Background: Vilhon Wilds
FINAL ABILITY SCORES
Str 13, Con 14, Dex 18, Int 10, Wis 15, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 16, Int 10, Wis 13, Cha 10.
AC: 17 Fort: 13 Reflex: 15 Will: 12
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Nature +9, Athletics +5, Endurance +6, Stealth +8, Acrobatics +8
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Dungeoneering +2, Heal +2, History, Insight +2, Intimidate, Perception +4, Religion, Streetwise, Thievery +3
FEATS
Level 1: Hunter's Aim
POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Predator Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Hunt's End
ITEMS
Adventurer's Kit, Hide Armor, Dagger, Longbow, Longsword, Arrows (30)
RITUALS
Raise Beast Companion
edit: of course, it's veracity a hundred years on is up to kuhlmeye. Additionally, there's details from say Empires of the Shining Sun and Serpent Kingdoms that aren't available therein.
Dwarf Shaman sound good?
I'll write something neat up. I don't know why I always go for dwarves. They are just so damn adorable.
Okay, gave it a bit more thought:
Dwarf Shaman, probably focusing on the bear path.
Character Draft 1:
After crawling out of the ruins of his home, he bummed around the East Rift for awhile, perhaps mourning all his dead, and gaining a deep connection to their spirits. Seeing nothing but death and wanting to move away from the ruined shell of his past, he sets out from Eartheart.
Portrait: Background:
After emerging from the ruins of his home, Gissur made relativley little attempt to rejoin any of the dwarven communities of the Easten Rift, retiring to a life of isolation. During this time apart from his kinfolk, Gissur gained a deep understanding of the land his people had lived upon and the tens of thousands of spirits of the dwarves who perished in the collapse.
Gissur regularly calls upon the spirit of a hippogriff to give him guidance. The creature serves to remind him of the ingenuity of his people as well as their ferocity, however Gissur still feels apart from other dwarves, particularly those of the Eastern Rift.
Being unable to face the sight of the chasm that served as an unceremonious tomb for his kin, Gissur set out from the Eastern Rift with the intent of returning on day to plumb the depths of the Underchasm and bring peace to the dead dwarves buried therein.
<ProfMoriarty> oh yeah. one time I PMed a picture of my penis to a forumer, and then I got a PM from Thanatos saying "nice girth"
edit: Totally forgot about Torm. My FR-fu is weak.
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<ProfMoriarty> oh yeah. one time I PMed a picture of my penis to a forumer, and then I got a PM from Thanatos saying "nice girth"
Kelemvor rules, but now I'm set on Torm and the idea of making the character a descendant of one of the Martyr's Progeny.
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tumblr | instagram | twitter | steam
I am *so* down for this.
Interrobang: Not many people liked Helm after the Time of Troubles anyways! :P
And now I understand the hardships of having to cut characters that other DMs have experienced on here. So many good characters being submitted.
Submit as many as you want.
Edit: Added my character sheet
I have the background written and I will get that up soon I just need to do some cleanup. Here is the sheet I just added to Mythweaver
Ereljss Godeana (A'Dayn) - Drow Rogue
Ereljss is very soft spoken and tends to stay in the shadows. She does know how to use her silver tongue to get things from people and even distract people but she also knows that she is not welcomed in the overworld. She tends to stay back and let others lead but will whisper in the leader's ear to get what she really wants.
Due to her smaller size and build she likes to force others to do the heavy lifting. She tends to tell them that she needs to be light on her feet so she can watch out and disarm any traps that might be there. She also tends to favor lighter weapons as they are easily concealed and can be quickly drawn.
Mannerisms and Apperance:
She is very small and thin even for an elf. She has a very dangerous beauty that attracts men and lowers their guard so she can kill them easliy. Her voice is very quiet but at the same time seems to seep deep into your soul.
She wears a dark cloak with a large hood. She keeps the hood up so people can not see her face or skin. Also she wears veils to soften her profile and hide the fact that she is a drow. When she is adventuring she will wear a cloth mask to keep her face unseen except for her eyes. She also wears black gloves and dark clothing that covers all the skin on her body. Her clothing hides many pockets and folds that contain the tools of her trade and allows her to always be prepared for any occassion.
She tends to carry a hand crossbow that she uses very effectivelly to defeat her enemies. She also carries a large assoritment of daggers that she uses when she is in close combat. Her armor is very light and does not offer a lot of protection but it moves very easliy and allows her to utilize her skills to the fullest.
She goes by the name A'Dayn in public. She fears people knowing her true name and learning what she is. She knows that if people learn her true name that the drow will find her and hunt her down.
Character Background:
Ereljss was from a small Drow family. She was the 20th daughter of Lady Godeana and was to grow into a priestess of the family. When she was about 12 years old her family was attacked and completely destroyed by house DeVir. Ereljss was able to hide and avoid detection while the rest of her family was slaughtered. Ereljss was able to escape out of Menzoberranzan and try to find her way in the world. She learned how to hide and hunt effectively. She also developed skills to steal what she needed to stay alive. After about 2 years of this she was caught again but by Jarlaxle the leader of the Bregan D'Aerthe.
Jarlaxle saw the cleverness and intelligence in Ereljss. He trained her to become one of his spies and assassians. She quickly grew and became a powerful tool for Jarlaxle. After many years together, Jarlaxle sent Ereljss and a group of Drow to kill the theives guild leader of the Dragon Coast so that Jarlaxle could take it over. Ereljss was able to complete her mission but was caught as she tried to escape back into the underdark. She was sent to prision to rot.
After about a year Ereljss was able to escape the prision and has been on the run. She has ended up in Amn working jobs to keep herself well honed and well fed. Ereljss is know as A'Dayn in Amn and uses her anomimity to her advantage as she keeps to the shadows and begins a new life for herself in this human world. Ereljss had been listening to rumors when she heard that the famous Thane Undercloak was looking for some people to help him aquire some new items in Turmish. She quickly headed out from Amn and made her way into Turmish sneaking onto a caravan that was heading to Xorhun. She now haunts the streets of Xorhun, till she can find Thane and join his quest, for some good money of course.
Character Sheet
Drow, Rogue
Rogue Tactics: Artful Dodger
Background: Amn
FINAL ABILITY SCORES
Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 16.
Starting Ability Scores
Str 10, Con 14, Dex 16, Int 11, Wis 10, Cha 14.
AC: 16 Fort: 12 Reflex: 16 Will: 13
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Stealth +11, Thievery +10, Bluff +8, Perception +5, Athletics +5, Acrobatics +9
UNTRAINED SKILLS
Arcana +0, Diplomacy +3, Dungeoneering +0, Endurance +2, Heal +0, History +0, Insight +0, Intimidate +5, Nature +0, Religion +0, Streetwise +4
FEATS
1: Ruthless Hunter
POWERS
1, At-Will: Sly Flourish
1, At-Will: Piercing Strike
1, Encounter: Positioning Strike
1, Daily: Blinding Barrage
ITEMS
Leather Armor, Dagger (5), Adventurer's Kit, Hand Crossbow, Crossbow Bolts (40), Thieves' Tools, Dark Hooded Cloak, Mask, Veil, Gloves, 8GP
For your consideration: Tanir, Elf Avenger.
I used a similar character for an Eberron application, but the backstory for this one has been changed a pretty good amount (i.e., no more Avenger Jesus). I'll be typing up probably a couple more later, but my family wants me to eat lunch now.
Oh yeah, this applies to me as well, heh :P
I third this question.
Ereljss Godeana
I don't have much of a background for my character as of this moment, but the basic idea "What if Cinderella was mildly sociopathic and had her wishes granted by a shady archfey with questionable motives?"
Placeholder Image (I might draw something myself later...)
Character Description
Salashen has always wanted to fit into the role of the fair maiden. Unfortunately, she was born poor and could only watch the extravagant lives of the rich from afar. Salashen received her powers a warlock just a few years ago and has decided that using them to become an adventure is the surest way to amass wealth and live the lifestyle she's always dreamed of.
Her archfey benefactor has plans in store for her, too...
Character Background
Salashen finally got her chance to see one of the grand balls up close as part of a catering job. Everything was even grander than she had imagined. Unfortunately, Salashen's admiration for the noblewomen quickly turned to jealousy as the various ladies treated her with contempt.
"These are the kinds of women who get to live the life I've only been able to dream of?" she thought to herself angrily. Salashen quickly found an empty backroom to hide her distress. "What did they do to deserve such an elegant lifestyle? I'm the one that's worked and toiled all my life! I deserve to dress in fine gowns and dance with handsome men and attend fancy parties, not them!"
Salashen felt the need to go back out into the hallway. She didn't know why, but she just HAD to...
The next morning Salashen found herself hiding out in the streets of the slum where she grew up wearing a filthy ball gown. Just a few hours ago she had been the belle of the ball: all the men wanted to dance with her, and all the women wanted to be her. She danced and ate fine cakes and chatted and did all the sorts of things she had always dreamed of doing.
Then the guards burst in and began searching for the dress and jewelry that had once belonged to the lovely lady Salashen had found dead in the hallway. She hadn't been alarmed in the slightest; instead, she dragged the body back into the room and took her clothing and valuables. After all, what would a dead woman do with those things?
Salashen never wondered why no one had asked who she was, never felt in the slight anxious about what would happen once the body was found, and never questioned where the flickering sprites that had aided her escape had come from or why they were helping her. She just knew that she couldn't wait for her next social outing.
Still, it probably wouldn't be wise to stay in Myth Drannor any longer. Salashen was a suspect in the murder of a noble lady now, afterall. After gathering her most important possessions Salashen decided to head for Xorhun, the city her parents had been born in before they came to Myth Drannor.
"The people of Turmish are wealthy traders, or so I've heard; maybe I can find a way to accumulate some wealth and live the high life? Then maybe I won't have to go to carousing with a corpse's jewels and gown."
Character Stats
Eladrin, Fey-Pact Warlock
ABILITY SCORES
Str 8 (-1), Con 10 (0), Dex 17 (+3), Int 12 (+1), Wis 13 (+1), Cha 17 (+3)
DEFENSE
AC: 15 Fort: 10 Reflex: 14 Will: 15
HP: 22 Surges: 6 Surge Value: 5
Saving Throws: +5 vs Charm
BASIC ATTACKS
Melee: Longsword, +2 vs AC, 1d8-1 damage
Ranged: Eldritch Blast, +3 vs Reflex, Ranged 10, 1d10+3 damage
PASSIVE INSIGHT: 16
PASSIVE PERCEPTION: 11
MISC CLASS FEATURES
Prime Shot
Shadow Walk
MISC RACIAL FEATURES
Trance
TRAINED SKILLS
Arcana +8, Bluff +8, History +8, Insight +6, Intimidate +8, Streetwise +5
UNTRAINED SKILLS
Acrobatics +3, Athletics -1, Diplomacy +3, Dungeoneering +1, Endurance +0, Heal +1, Nature +1, Perception +1, Religion +1, Stealth +3, Thievery +3
FEATS
Level 1: Sly Dodge
POWERS
Warlock at-will 1: Eldritch Blast
Warlock at-will 1: Eyebite
Warlock at-will 1: Misty Step
Warlock at-will 1: Warlock's Curse
Eladrin encounter: Fey Step
Warlock encounter 1: Sprite War Call
Warlock daily 1: Curse of the Dark Dream
ITEMS
Adventurer's Kit, Cloth Armor, Leather Armor (equipped), Longsword (equipped), Nail of Sealing
I think I'll be making choices on characters before the weekend, most likely on Friday. This will give people time to get in the submissions they want, and me more time to work on setting this thing up.
Quick note to 3clipse: Raven Queen = Kelemvor. Minor change, Kelemvor has the same set of principles as Raven Queen, just FR style.
D'oh. Will alter.
Do you have a limit on characters? I have 2 more concepts I wanna use, is that okay?
Bok Choi: I am busy looking into a Gold Dwarf now, though you might have to go with a lowly regular dwarf. :P
EDIT: I will allow gold dwarf.
Ooh, that many submissions already? Nevermind, I'll just stick with the Avenger. I don't want to make your job any harder than it already is by just adding more characters =P.
Character sheet is fix'd, by the way. I have got to remember to look up setting specific gods.