Anyone interested in a little DnD 4E PbP action? I hope so, because I want to run a little something here:
The Hunters is a game for five characters, starting at 1st level. You will be a group of monster hunters, specializing in dragon-slaying and undead-cleansing. There's going to be story-based leveling, rather than XP based. This means there's a very strong chance that as long as you don't drop out, your character will reach level 30. Also there will be lots of combat, which should be obvious from the brief campaign description you just read.
Who
If you:
-Like PbP (play by post) or think you would like PbP,
-Are around enough to post at least once a day (except weekends),
-And can understand the 4E ruleset,
You can apply. Submission information will be in a concise paragraph at the end of the OP.
What
Everything. I have DDI, so if it's there it's allowed. I would encourage you not to choose a monster race unless you have a really good reason why the rest of your party wouldn't want to kill you for bounty.
Where
This is in the generic POL setting. Races and classes from FR and Eberron exist here, but the setting-specific pantheons do not (nor do their specific Channel Divinity feats). Similarly, dragonmarks and spellscars do not exist here either. The White Lotus Academy and the other orders and such released in Dragon do exist here, so if you want to take some of those feats or powers you can.
When
I'll be accepting submissions until next Friday (August 14), making my selections over the weekend, then starting the game on Monday (August 17).
How
I do not need a myth-weavers sheet with your submission. A character description and race/class choice is all that's necessary. If you have the Character Builder (which is free up to level 3), please use that to make your character and post the Summary. I will be using that to check the legality of your choices, and to make sure you didn't miss anything in creation.
Important stuff:
-Standard 22 point buy.
-100g to start.
-In your submission, include an answer to this question: "How many actions does it take to drink a potion in combat?"
Posts
Yeah. There are still gods, just none of the FR or Eberron gods. Generic 4E gods only. Divine classes themselves remain unchanged.
Anything that's been released as a PC race in a book should be fine. Minotaurs, gnolls, kobolds, those are the sort of thing I would discourage.
In between, I suppose? Pretty much what's described in the PHB. There are towns and cities here and there, pretty much everywhere else is dangerous and full of wild beasts and bad things. If your background relies on the existence of kings, nobles, and that sort of thing, that's not a problem.
Here's my actual background
From here, he journeyed far from the land he called home, trying to find another temple like his. Eventually he found a new place of worship, and there learned the ways of battle, hoping to purge the land of the evil that destroyed the place he grew up.
She didn't ask for this career path, but she wasn't exactly offered a choice. Taken as a prize by a raiding party of half-orc barbarians when only twelve years old, she struggled to adapt to her new life as chattel. When imprisoned, some people turn to religion for solace; others turn to violence for protection. Sheena chose the latter. Frustrated, infuriated, and insulted by her captors' mockery, she lashed out against them on several occasions. Simultaneously entertained and impressed by her will, they began to groom her. While she never came to terms with their tribal ritual nonsense, she did excel at another central point of barbarism - the focus of pure, unadulterated rage. Sheena played the part up into her twenties, learning all she could, joining in the occasional raid; at the age of twenty-three, she slaughtered most of the camp's leadership with the very axe they trained her with and fled in the dead of night.
Now she finds herself in a town she doesn't know the name of, just trying to get a little more normalcy back in her life. But how normal can you really be when your only skillset involves severing limbs from things significantly larger than you?
Sheena, level 1
Human, Barbarian
Feral Might: Rageblood Vigor
Birth - Among Another Race: Among Another Race (Half-Orc)
Background: Birth - Among Another Race (Among Another Race (Half-Orc))
FINAL ABILITY SCORES
Str 18, Con 16, Dex 12, Int 8, Wis 10, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 10, Cha 12.
AC: 12 Fort: 17 Reflex: 13 Will: 12
HP: 36 Surges: 11 Surge Value: 9
TRAINED SKILLS
Acrobatics +6, Intimidate +6, Athletics +9, Endurance +10
UNTRAINED SKILLS
Arcana -1, Bluff +1, Diplomacy +1, Dungeoneering, Heal, History -1, Insight, Nature, Perception, Religion -1, Stealth +1, Streetwise +1, Thievery +1
FEATS
Human: Toughness
Level 1: Weapon Proficiency (Execution axe)
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Bonus At-Will Power: Recuperating Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Swift Panther Rage
ITEMS
Hide Armor, Execution axe, Adventurer's Kit, Throwing hammer (4)
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Appearance: Background:
Late one night, the shaman took her baby and left it on the steps of a nearby monastery. She hoped the devout men within would be able to provide a good life for her son. The monks, unable to turn the infant away, took Velasco in and raised him as one of their own. He was trained in the ways of perfecting his body and mind, crushing targets with his hands the way most men did with axes and fire. He thought little of his birth parents, but he became fascinated with fighting and besting monsters of all shapes and sizes. What sport was there in beating up men? To hold a dragon's still-beating heart in your hand; that was excitement.
After his 21st birthday, Velasco decided that he wanted to venture outside the monastery; he wanted to visit strange and exotic places, meet fascinating creatures and kill them.
Velasco, level 1
Half-Orc, Monk
Monastic Tradition: Centered Breath
Birth - Among Another Race: Among Another Race (Human)
Background: Occupation - Hunter, Birth - Among Another Race, Ward of the Temple, Half-Orc - First Generation (+2 to Perception)
FINAL ABILITY SCORES
Str 14, Con 10, Dex 18, Int 10, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 16, Int 10, Wis 16, Cha 10.
AC: 16 Fort: 14 Reflex: 15 Will: 14
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Stealth +9, Endurance +7, Acrobatics +9, Perception +10
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Dungeoneering +3, Heal +3, History, Insight +3, Intimidate +2, Nature +3, Religion, Streetwise, Thievery +4, Athletics +2
FEATS
Level 1: Weapon Expertise (Unarmed)
POWERS
Monk at-will 1: Dragon's Tail
Monk at-will 1: Five Storms
Monk encounter 1: Open the Gate of Battle
Monk daily 1: Masterful Spiral
ITEMS
Monk Unarmed Strike (2), Cloth Armor (Basic Clothing), Shuriken (9), Adventurer's Kit, Footpads
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Q: "How many actions does it take to drink a potion in combat?"
You should probably say that those of us in Broken Chains are ineligible for selection, or I will be sorely tempted to gin up a level 1 PC now that Tariff of Relkingham appears to be in it's endgame
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Image
Description
Background
"What could they be talking about? Have they done something wrong? Are they asking what kind of gift to get someone? Have they found a treasure map leading to the lost hoard of Skyrazor? I have to know!"
Werrip's natural athleticism and gnomish powers made it easy to snoop around. He would go to obsessive lengths to find out at least one interesting secret about everyone he could. Werrip deemed asking around his small town for information to be too risky; although his neighbors might know some juicy information and could probably be plied to share it, it was just as likely that the same people would let his own prying nature become public knowledge. The only secrets Werrip tolerated were his own.
One fateful day Werrip came upon a group of strange travelers. The procession of strangely attired men seemed solemn and introverted. Not one of the strangers said a word to another for the several hours that Werrip trailed them. Surely these men possessed some great pearl of knowledge. He had to find out their secret.
Unfortunately, these men weren't as easy to catch unawares as the simple townsfolk had been. They were aware of Werrip's presence from the moment he began following them. The cultists set upon Werrip the moment the nosy gnome crept up to their hideout in the middle of the night. Werrip's skill at avoiding detection had failed him for the second time in his life.
It was lucky for Werrip, then, that the first time was just a few moments ago. A devotee of Ioun, god of knowledge, had also been tracking the elusive cult. Though he saw Werrip creeping up to the old cabin where the servants of Vecna had entered he dared not draw attention to himself. These men had slain many victims in the past, and if they were to escape then many more innocents would surely die. He couldn't risk the lives of many for the life of one foolish young gnome.
Cold, clinical reasoning stood no chance once the avenger saw Werrip's face distorted with terrified shock. The avenger dashed forward and dispatched the cultist that had been threatening to bury his dagger in the gnome's chest. Werrip was saved, but the avenger's prey was already scrambling under the cover of darkness. The holy warrior made an effort to bring down at least one more of the evildoers, but they were too far gone. The avenger was cursing himself as he made his way back to the whimpering youth.
"You still live, child, but unfortunately those men still live as well," the avenger began, kneeling down to Werrip's level. "I could have slain them all if I had just gotten the drop on them. Why were you following them?"
Werrip looked his savior in the face and said, "I wanted to know what they were up to is all."
The avenger gave a faint smile and rose. "Those were servants of Vecna. Their whispers do more than carry simple gossip; their dark god gives them the power to silence those who would hold up the lantern of knowledge."
Werrip watched as the imposing man turned away. "I'll go after them", the avenger continued. "It isn't by chance that I've met you today, inquisitive boy. Ioun sent me here not just to track those men, but to encounter you. If you truly wish to learn the secrets of the world, serve the one who saw fit to save you today." With that the man sprinted into the night.
Werrip never met that man again, but the events of that night stay with him even now.
Stats
Werrip Thimblebean, level 1
Gnome, Avenger
Avenger's Censure: Censure of Pursuit
Background: Occupation - Zealous Slayer (+2 to Religion)
FINAL ABILITY SCORES
Str 12, Con 9, Dex 15, Int 12, Wis 16, Cha 15.
STARTING ABILITY SCORES
Str 12, Con 9, Dex 15, Int 10, Wis 16, Cha 13.
AC: 15 Fort: 12 Reflex: 13 Will: 14
HP: 23 Surges: 6 Surge Value: 5
TRAINED SKILLS
Religion +8, Stealth +9, Perception +8, Acrobatics +7
UNTRAINED SKILLS
Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance -1, Heal +3, History +1, Insight +3, Intimidate +2, Nature +3, Streetwise +2, Thievery +2, Athletics +1
FEATS
Level 1: Weapon Proficiency (Bastard sword)
POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit
Avenger encounter 1: Whirlwind Charge
Avenger daily 1: Oath of the Final Duel
ITEMS
Bastard sword, Cloth Armor (Basic Clothing), Adventurer's Kit, Climber's Kit, Tethercord (level 3), Antivenom (heroic tier)
How Many Actions Does It Take To Drink a Potion in Combat?
Stats:
Kyser, level 1
Razorclaw Shifter, Ranger
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Background: Occupation - Criminal (+2 to Stealth)
FINAL ABILITY SCORES
Str 16, Con 10, Dex 16, Int 10, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 14, Int 10, Wis 11, Cha 10.
AC: 15 Fort: 14 Reflex: 14 Will: 11
HP: 27 Surges: 6 Surge Value: 6
TRAINED SKILLS
Dungeoneering +6, Stealth +12, Acrobatics +10, Perception +6, Athletics +8
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Endurance, Heal +1, History, Insight +1, Intimidate, Nature +1, Religion, Streetwise, Thievery +3
FEATS
Level 1: Lethal Hunter
POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Hit and Run
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Hunter's Bear Trap
ITEMS
Adventurer's Kit, Leather Armor, Dagger (2), Longbow
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Background:
Looks and Personality:
Edit: Still a work in progresses
Answer to question:
Minor action to use potion in combat.
Personnality
Appearance
Background
Character Builder
Elf, Ranger
Fighting Style: Archer Fighting Style
FINAL ABILITY SCORES
Str 10, Con 14, Dex 18, Int 8, Wis 16, Cha 13.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 16, Int 8, Wis 14, Cha 13.
AC: 14 Fort: 13 Reflex: 15 Will: 13
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Nature +10, Acrobatics +9, Dungeoneering +8, Stealth +9, Perception +10
UNTRAINED SKILLS
Arcana -1, Bluff +1, Diplomacy +1, Endurance +2, Heal +3, History -1, Insight +3, Intimidate +1, Religion -1, Streetwise +1, Thievery +4, Athletics
FEATS
Level 1: Weapon Proficiency (Greatbow)
POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Nimble Strike
Ranger encounter 1: Fox's Cunning
Ranger daily 1: Split the Tree
ITEMS
Greatbow, Hide Armor, Adventurer's Kit
Q: "How many actions does it take to drink a potion in combat?"
May the best striker win.
But seriously, minor to draw, minor to drink.
We're gonna need six in the next 10 or so posts.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
2)Conan! What is most enjoyable in life?
Crush your enemies and see them driven before you!
And hear the lamentations of the Women!
No thank you, Ill toss in my city slicker shaman, Simon Brendivel.
Personality & Background
Simon got into a bit of a scrape during one investigation and was captured and questioned, severly, by the Black Tongs. When Simon came too after a rough session, the cell he was in was covered with gore and the door was wide open. Since then, Simon has found that he shares a strange symbiosis with a shadow named "J. R. Piper." They want nothing to do with each other, and they have been looking for a way to separate their bond ever since. Whether the symbiosis is part of Simon's power, or some other nebulous arcane, or spiritual tinkering is anybody's guess.
Appearance
Character Builder
Human, Shaman
Companion Spirit: Stalker Spirit
Background: Geography - Urban (Streetwise class skill)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 10, Int 15, Wis 18, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 10, Int 15, Wis 16, Cha 11.
AC: 14 Fort: 13 Reflex: 13 Will: 16
HP: 25 Surges: 8 Surge Value: 6
TRAINED SKILLS
Religion +7, Nature +9, Streetwise +5, Insight +9, Perception +9
UNTRAINED SKILLS
Acrobatics, Arcana +2, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, Heal +4, History +2, Intimidate, Stealth, Thievery, Athletics
FEATS
Human: Shared Healing Spirit
Level 1: Implement Expertise (totem)
POWERS
Bonus At-Will Power: Haunting Spirits
Shaman at-will 1: Watcher's Strike
Shaman encounter 1: Twin Panthers
Shaman daily 1: Wrath of the Spirit World
ITEMS
Leather Armor, Quarterstaff, Adventurer's Kit, Identification Papers, with Portrait, Inquisitive's Kit, Dagger (3), Totem
"How many actions does it take to use a potion?"
2 minor actions
1 minor action w/ Quick Draw Feat
1 minor action w/ Battle Harness +1 Armor
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Personality:
Appearance:
Aran is a somewhat short, scrawny figure, and upon first glance hardly causes terror in his enemies. His eyes show a different side though, hardened by a ceaseless determination while still tempered with endless curiosity. He has numerous scars on his face and hands, some from the claws and fangs of his quarries, some from spells that went awry. His black hair is long and tangled, and he has a rough stubble across his face, though he hardly notices how unkempt he appears. His armor is weathered, but his sword and scabbard almost look new, as he keeps very good care of his weapon.
Background:
Aran's parents could only marvel at his intelligence and wonder what to do with him. Eventually they hired a local scholar in town, who had some small magical ability. The tutor delighted in Aran's brilliance, but was frustrated by his lack of attention to his studies. There was always some new thing that attracted his attention, some new interest that would briefly captivate and distract the young boy, just long enough to wear down the scholar's patience a bit more.
Eventually the scholar threw Aran out, sick of his lack of discipline, and Aran spent his days wandering around the town, spending each day learning something new about the work of the villagers. When he came to the local blacksmith, he found something so captivating that he would never lose his love for it: a large, sharp sword hanging on the wall. The blacksmith laughed when Aran first asked to hold it, but after days of pestering he finally took the sword down and showed the boy how to hold it. Aran took it behind the blacksmith's house and swung it in wild, clumsy strokes, and the blacksmith laughed his head off watching the gangly boy struggle to lift and swing the blade. His laughter caught in his throat when he saw a blast of lightning erupt from the blade and set his fence on fire. Both the boy and the smith stared in disbelief at the flames slowly spreading, then the larger man dashed towards the well to get some water; Aran simply grinned.
Over the years, Aran's mastery of the blade has grown, and though he is mostly self-taught, his prowess is undeniable. He has turned his puzzle-solving skills towards the hunting of monsters, viewing each new beast as a complicated problem easily broken down into simple parts. Aran is always willing to try a new technique against an enemy, whether it be a blast of thunder, a distracting flourish, or simply an appropriate length of steel properly shoved into the right part of a foe. He dreams of one day having his own school, devoted to teaching others the proper way to eliminate whatever may lurk in the wilderness.
Character Summary:
Human, Swordmage
Build: Ensnaring Swordmage
Swordmage Aegis: Aegis of Ensnarement
Background: Occupation - Farmer (Nature class skill)
FINAL ABILITY SCORES
Str 10, Con 16, Dex 12, Int 18, Wis 8, Cha 12.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 12, Int 16, Wis 8, Cha 12.
AC: 19 Fort: 14 Reflex: 15 Will: 14
HP: 31 Surges: 11 Surge Value: 7
TRAINED SKILLS
Athletics +5, Arcana +9, Endurance +8, Diplomacy +6, Nature +4
UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Dungeoneering -1, Heal -1, History +4, Insight -1, Intimidate +1, Perception -1, Religion +4, Stealth +1, Streetwise +1, Thievery +1
FEATS
Human: Intelligent Blademaster
Level 1: Grasping Ensnarement
POWERS
Bonus At-Will Power: Sword Burst
Swordmage at-will 1: Lightning Lure
Swordmage at-will 1: Booming Blade
Swordmage encounter 1: Falcon's Mark
Swordmage daily 1: Dance of the Sword
ITEMS
Leather Armor, Adventurer's Kit, Longsword
"How many actions does it take to drink a potion in combat?"
Usually just a minor action, although the Potion of Life requires a standard action. Drawing a potion out of a pack to drink it in the first place takes an additional minor action.
I decided to reach out and be different... and from the looks of it, this party's going to need someone to run a little battlefield control, so here's my concept for awesome Invokering action.
Personality:
When presented with an opportunity to study his foes, he takes it gladly - and when the time is right he will slay them without a single utterance of mercy, compassion, or even hatred. To him, it is a thing that must be done - and a display of naked passion would sully the perfection of the moment, when the divine radiance is drawn from the heavens to smite his myriad foes.
Presently, he has joined a cadre of able-adventurers, joining them - perhaps for the time being - or longer, should they prove themselves invaluable to his goals and agreeable to his sensibilities. He is eager to study their tactics and guide them with his own experiences, dimly remembered as they are.
Character Summary:
Hamar, level 1
Deva, Invoker
Divine Covenant: Covenant of Preservation
FINAL ABILITY SCORES
Str 10, Con 13, Dex 11, Int 16, Wis 18, Cha 12.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 11, Int 14, Wis 16, Cha 12.
AC: 15 Fort: 12 Reflex: 14 Will: 15
HP: 23 Surges: 7 Surge Value: 5
TRAINED SKILLS
Religion +10, Insight +9, Arcana +8, History +10
UNTRAINED SKILLS
Acrobatics, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +1, Heal +4, Intimidate +1, Nature +4, Perception +4, Stealth, Streetwise +1, Thievery, Athletics
FEATS
Invoker: Ritual Caster
Level 1: Invoker Defense
POWERS
Invoker at-will 1: Divine Bolts
Invoker at-will 1: Grasping Shards
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Angelic Echelon
ITEMS
Ritual Book, Adventurer's Kit, Leather Armor, Dagger, Potion of Healing (heroic tier)
RITUALS
Hand of Fate, Gentle Repose
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The Notion about Potions:
Character Description
In battle he likes to be near the front of the group swinging his warhammer around and spuring on his fellow teammates on. Being up front he tends to utilize his powers to keep the front line up and running and make sure that the wizards are protected from anyone that might get by the first line. Stubby also keeps a few smaller throwing hammers in case he needs them.
Background:
The orcs attack the village and slaughtered many of his friends and clanmates. Stubby utilized his dwarvern training to fight back but he was becoming overwhelmed. After suffering multiple wounds for the orc weapons it looked like he would finally fall but then he felt a surge flow though him and his body was healed. A voice called to him telling Stubby that he had to save his clan. Stubby leaped back on his feet and tore into the Goblins. His weapon seemed to glow with a holy light as he smited his foes. Stubby then felt another surge flow though him and and a blast of light surged over him and his clanmates restoring them and bringing them back into the fight. Stubby and his clan was able to drive back the orcs and save his clan from destruction.
After the battle Stubby understood that it was Kord that saved him. He devoted his life into spreading his word and defeating the enemies of his clan. Kord has blessed him with many gifts that he uses to keep his fellow dwarves in the battle against the hated orcs and other monsters. Lately he has felt a calling to leave his village to seek out something for Kord. He is not sure what he is seeking but know that Kord will lead him to it.
Character Details:
Dwarf, Cleric
Build: Battle Cleric of Kord
Background: Occupation - Merchant (+2 to Diplomacy)
FINAL ABILITY SCORE
Str 14, Con 16, Dex 12, Int 8, Wis 16, Cha 14
STARTING ABILITY SCORE
Str 14, Con 14, Dex 12, Int 8, Wis 14, Cha 14
AC: 16. Fort: 13. Reflex: 11, Will: 15
HP: 28, Surges: 10, Surge Value: 7
TRAINED SKILLS
Religion, Diplomancy, Heal, Insight
FEATS:
1: Ritual Caster
1: Shield the Fallen
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Recovery Strike
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope
ITEMS:
Ritual Book (Gental Repose, Make Whole), Chainmail, Holy Symbol, Adventure's Kit, Warhammer, 2 Throwing Hammers, 10GP
Potion Question:
But if there's like, no Defenders by next week, I'll post him up. I doubt that will be an issue :P
Brief fiction:
As the beast reared up on its sets of hind legs, knocking his adventuring companion to the ground and spearing a claw through his upper thigh, Oyn squinted in the dim and eerie light. Nope. Blue tips.
"OK Szlod, this time I think I've got it; I'm pretty sure its a Spinebacked Grintelope! Their bones are made of zinc, which is why they're mostly resistant to your mind magic! Try not to get too close to the middle set of....oh."
Putting Szlod's grisly screams and intestinal emergence out of his mind for a moment, Oyn realised that the time had come for a brave man to act decisively and stand their ground. Unburdened at this point by such demanding personal expectations, Oyn ran, and ran, and ran.
Background:
Deep in the Sulsteyn delta, Oyn grew up living off the land with his mother, mostly eating lizards and occasionally getting caught up in the excitement of robbing the few travellers that came by. These gifts from Melora not only provided useful currency, but also the sorts of exotic items that make a mark on a young changeling for the rest of their life. For Oyn, that item was a tome captured from a careless mage; An Ecletic Lexicon Of Monstrology.
The hand-painted art within, and the brief yet alluring synposes of the strange beasts of the world intrigued Oyn, and during his play time he alternately mimicked monster hunters and the monsters themselves. This obsession followed him through to adulthood, and he endeavoured to learn all that he could, leaving his family to travel the world in search of something greater than lizards and banditry. The Sulsteyn delta was a challenging and diverse place, but he had known for most of his life that the world had greater plans for him.
As a first step, Oyn spent a little time at the Unforth Academy, one of the world's greatest centres of scholarly pursuits. By arrangement, Oyn began sitting in on classes in disguise as the son of the Marquis of Gosprey, a rakish young fellow that readily agreed to avoid such strenuous mental activity, and it was in the Academy that Oyn obtained the larger part of his education.
He followed this up with a short but extremely instructive period of volunteering for dangerous jobs with one of his fellow ex-students; a dwarven swordmage by the name of Szlod Graglanack that had worked out the future Marquis's secret. Between Szlod's raw power and Oyn's extensive book learning, they thought that the world would fall at their feet. They'd only completed four jobs when Szlod died an unpleasant death at the mandibles of what appeared to be a Spinebacked Grintelope. To his own shame, Oyn abandoned his companion to fight...well, flee another day.
These days, Oyn still has the same drive to see all of the world's beauty and creation, but he always tries to play it safe. He's a little older and lot wiser, and refuses to tackle any new foes with fewer than four allies at his side. So far the gifts of Melora have held him in good stead, but his journey is one of overcoming the fears of mortals; peril will stalk him until that journey is complete
Appearance & Personality:
For all that one might hear about Changelings being innately devious creatures, always getting entangled in webs of other people's relationships, it becomes quickly apparent that Oyn is not of that ilk. `Life is difficult enough', he might say, if he were at all likely to comment on such things, which he is not. He tries not to be rude to anyone, because being rude just leads to more unpleasantness, but his disinterest in the everyday lives of people tends to grate with some.
Oyn is a serious and careful fellow, that only usually adopts the guise of another when circumstances force it upon him; typically in a township or formal setting. When on the road, he almost gratefully returns to his gray -skinned form. It would be fair to say that the dishonesty expected of his race is a burden upon him that he is happier to live without.
His greatest flaw is that his first instinct in a fight is towards cowardice. He has betrayed his allies before with this weakness, and fighting his desire to leg it at the first sign of a conflict is the greatest fight that he has. This tension typically builds within him, and quite possibly that tension is a large part of the force behind his thunderous assaults.
Character Summary:
Oyn, level 1
Changeling, Invoker
Divine Covenant: Covenant of Preservation
Background: Geography - Wetlands (Nature class skill)
FINAL ABILITY SCORES
Str 9, Con 10, Dex 10, Int 16, Wis 18, Cha 12.
STARTING ABILITY SCORES
Str 9, Con 10, Dex 10, Int 14, Wis 18, Cha 10.
AC: 15 Fort: 11 Reflex: 14 Will: 16
HP: 20 Surges: 6 Surge Value: 5
TRAINED SKILLS
Religion +8, Insight +11, History +8, Nature +9, Arcana +8
UNTRAINED SKILLS
Acrobatics, Bluff +3, Diplomacy +1, Dungeoneering +4, Endurance, Heal +4, Intimidate +1, Perception +4, Stealth, Streetwise +1, Thievery, Athletics -1
FEATS
Invoker: Ritual Caster
Level 1: Arcane Initiate
POWERS
Arcane Initiate: Thunderwave
Invoker at-will 1: Sun Strike
Invoker at-will 1: Divine Bolts
Invoker encounter 1: Forceful Denunciation
Invoker daily 1: Storm Call
ITEMS
Ritual Book, Leather Armor, Crowbar, Hunter's Kit, Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Waterskin, Rations, Trail (10), Oil (1 pint), Lantern
RITUALS
Hand of Fate, Fastidiousness
ADDITIONAL: Summary if Oyn is an Invoker/Wizard Hybrid, if preferred
Oyn, level 1
Changeling, Invoker|Wizard
Covenant Manifestation: Manifestation of Preservation
Hybrid Invoker: Hybrid Invoker Will
Background: Geography - Wetlands (+2 to Nature)
FINAL ABILITY SCORES
Str 9, Con 10, Dex 10, Int 18, Wis 17, Cha 12.
STARTING ABILITY SCORES
Str 9, Con 10, Dex 10, Int 16, Wis 17, Cha 10.
AC: 14 Fort: 10 Reflex: 14 Will: 16
HP: 20 Surges: 6 Surge Value: 5
TRAINED SKILLS
Arcana +9, Nature +10, Insight +10
UNTRAINED SKILLS
Acrobatics, Bluff +3, Diplomacy +1, Dungeoneering +3, Endurance, Heal +3, History +4, Intimidate +1, Perception +3, Religion +7, Stealth, Streetwise +1, Thievery, Athletics -1
FEATS
Level 1: Fickle Servant
POWERS
Hybrid Invoker at-will 1: Sun Strike
Hybrid Wizard at-will 1: Thunderwave
Hybrid encounter 1: Forceful Denunciation
Hybrid daily 1: Rolling Thunder
ITEMS
Crowbar, Hunter's Kit, Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Waterskin, Rations, Trail (10), Oil (1 pint), Lantern, Camouflaged Clothing
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How many actions does it take to use a potion?
I suppose one Dwarven Cleric of Moradin wasn't enough eh?
Ha I did not see you had a cleric of Moradin. I must of missed that. Well 2 is always better then 1. Keep the party up and rocking.
Well I do have another character (my Drow Theif) But I was not sure if we really needed another Striker