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[DnD 4E] The Hunters (Discussion Thread)

DenadaDenada Registered User regular
edited July 2011 in Critical Failures
Anyone interested in a little DnD 4E PbP action? I hope so, because I want to run a little something here:

THLogo.png

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?"

Denada on
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Posts

  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Will Channel Divinity Class Features still work? Such as the Cleric and Paladin's class features?

    kuhlmeye on
    PSN: the-K-flash
  • DenadaDenada Registered User regular
    edited August 2009
    kuhlmeye wrote: »
    Will Channel Divinity Class Features still work? Such as the Cleric and Paladin's class features?

    Yeah. There are still gods, just none of the FR or Eberron gods. Generic 4E gods only. Divine classes themselves remain unchanged.

    Denada on
  • cytorakcytorak Registered User regular
    edited August 2009
    What about races like the Kalastar or Changelings, since they look vaguely human? Are those too "monster-like"?

    cytorak on
  • DenadaDenada Registered User regular
    edited August 2009
    cytorak wrote: »
    What about races like the Kalastar or Changelings, since they look vaguely human? Are those too "monster-like"?

    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.

    Denada on
  • JebuJebu Registered User regular
    edited August 2009
    This sounds pretty awesome. Is this a world with fairly well developed civilization, i.e. big cities, powerful countries, economics, etc. or more of a dark ages, "we're terrified of what's beyond the firelight" sort of world?

    Jebu on
  • DenadaDenada Registered User regular
    edited August 2009
    Jebu wrote: »
    This sounds pretty awesome. Is this a world with fairly well developed civilization, i.e. big cities, powerful countries, economics, etc. or more of a dark ages, "we're terrified of what's beyond the firelight" sort of world?

    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.

    Denada on
  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Shielding Cleric, Warhammer, SEACREST OUT

    Here's my actual background
    Bornir was born to a family that didn't want him. It was because of this that they left in a lowly Temple of Moradin on the day of his birth, hoping the priesthood there would watch over him. Then they left, never to return, not even to check on their offspring. The priests at the temple did more than the parents had ever hoped they would, forging young Bornir into a loyal Cleric of Moradin, taking every effort to assure that the child was kept safe from the evils of the world. It was because of this that Bornir didn't know how to respond when the group of bandits attacked the Temple just after he had come of age. Their priesthood did not teach the ways of battle, and most of the priests and clerics that lived there were cut down easily, and the temple was burned to the ground. Bornir narrowly escaped death that day, making it to the nearby village where he found housing.

    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.

    kuhlmeye on
    PSN: the-K-flash
  • MegazverMegazver Registered User regular
    edited August 2009
    One changeling rogue coming up.

    Megazver on
    Chief Tyrol. Academician Megazver of the Jol-Nar Universities
  • streeverstreever Registered User regular
    edited August 2009
    kuhl bro get a mordenkrad bro, what's wrong with you? we got treasures to get bro, and shots of jager

    streever on
  • interrobanginterrobang kawaii as  hellRegistered User regular
    edited August 2009
    Sheena, Human Barbarian
    whosnext.jpg
    Sheena is very, very angry. You can see it in her wild-eyed expression and the way she speaks. She's been in a lot of very, very bad situations in her lifetime. You can see it in the latticework of scars that covers her face. She's also very, very good at killing. You can see it in the vicious axe strapped across her back. She's SO good at it, in fact, that she does it for a living. It's not the most glamorous lifestyle, but she's got one hell of a knack for it... and it helps that it's really one of the few things she knows how to do.

    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?
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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)
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    interrobang on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited August 2009
    Oooh I'm interested!!!! Will post up a character tomorrow when I have access to a computer with character builder.

    3cl1ps3 on
  • cytorakcytorak Registered User regular
    edited August 2009
    Velasco, Half-Orc Monk

    Appearance:
    6og8s0.jpg
    Background:
    Velasco was the son of a human fighter and an orc shaman, who took pity on the injured man and nursed him back to health in her cabin. They quickly fell in love and birthed a child. Velasco's father was eager to return to adventuring, and his mother feared for his place in the world as a half-breed.

    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.
    CB Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Q: "How many actions does it take to drink a potion in combat?"
    A: If you have the Quick Draw feat, 1 minor action allows you to retrieve AND drink the potion. If you do not, it requires 2 minor actions: one to draw the potion, and the second to drink it.

    cytorak on
  • Hexmage-PAHexmage-PA Registered User regular
    edited August 2009
    I want in! Lemme just get together the stats for my character...

    Hexmage-PA on
  • samurai6966samurai6966 Registered User regular
    edited August 2009
    How many players are you looking for?

    samurai6966 on
  • cytorakcytorak Registered User regular
    edited August 2009
    Denada wrote: »
    The Hunters is a game for five characters, starting at 1st level.

    cytorak on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited August 2009
    I'm desperately trying to come up with an interesting character... none of my ideas are panning out!

    Powerpuppies on
    sig.gif
  • samurai6966samurai6966 Registered User regular
    edited August 2009
    Ok, I probably can't make a character before the fifth player shows up. I take a while.

    samurai6966 on
  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited August 2009
    It's not first come first serve, though. You can take your time and try to come up with a fully fleshed out character.

    Powerpuppies on
    sig.gif
  • samurai6966samurai6966 Registered User regular
    edited August 2009
    I'll start working on it. I may use the the ranger I had in another game that seems to have died. Poor girl was made in haste and is in need to be done right. Plus I forgot about Divine Powers in now on Character Builder. I have it on book form but now I'm downloading the update.

    samurai6966 on
  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    edited August 2009
    Oh my, Denada, you are crazy! I don't know how anyone can run more than one PbP at once, hehe.

    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 =)

    Rius on
  • Hexmage-PAHexmage-PA Registered User regular
    edited August 2009
    Meet Werrip Thimblebean, Gnome Avenger of Ioun!

    Image
    GearLight.jpg

    Description
    Werrip is a rather reserved individual, albeit goodnatured and friendly. If there's one thing that he can't stand, though, it's secrets. Luckily, Werrip looks rather ordinary, which makes it easier to avoid notice (and to eavesdrop).

    Background
    Even as a child Werrip hated secrets. Nothing made him more anxious than to see someone whispering hushed words into another's ear. He didn't seek to use this knowledge to his advantage, though. Werrip's relationship with secrets was akin to a dragon's relationship with its hoard: priceless gems of knowledge that were collected, kept for himself, and certainly never shared.

    "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
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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?
    One minor action to actually drink it, but you need a minor action (free action with the Quick Draw feat) to get it in your hands.

    Hexmage-PA on
  • samurai6966samurai6966 Registered User regular
    edited August 2009
    Still working on it but here she is from the last game (sort of)

    Stats:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Background:
    My name is Kyser. Not that that's important. My story isn't your classic princess story. My parents were the leaders of a powerful Shifter tribe. But when my mother was pregnant with me, an unknown sickness moved though the tribe. My father, too unsure about the future of the tribe and scared for my mother, left the tribe and moved to the city of Grepool where he opened an tavern to support our family. It was a nice place, from what I remember. People drink their troubles away, there was once a young bard lady who would sing from time to time. But when I was 5, my father was accused of helping an illegal gnome thieves guild and his tavern was burned to the ground. My father fought and was killed in his tavern. My mother didn't take this very well. She was used to the forests, the life of a tribe women, not a lone city mother. She began to drink and lost her mind. She would talk about "The Call of the Beast" inside her. That the forest wanted their "Queen" back. I took care of my mother as she got worst and worst. I did odd jobs, hustled for money, been a streetrat stealing for money and food. Then one day, I was approached by man in black. "Kyser, I presume, just the little one I was looking for. I am Heideri, and I want to offer you a job." He spoke with a strange accent, I believe it was eastern. But he said he would pay well. Even dropped gold coins in my hand. "As a down payment. You can keep them even if you don't take the job. But if you do, there is more of them for you." I accepted right then. The job was to steal a box out of a noble's house. An easy job as I had been in there before. I completed it with no problem. And Heideri was true to his word. I was paid very much. "If you want more, come back, little one." I returned home, so happy with what I had found, only to have that happiness killed. I remember the blood. It was everywhere. Inside, I found the bodies of two city guards and my mother. She was dressed in my father's old battle gear. His daggers in both her hands. Her head laying on the other side of the room. She had gone crazy for the last time. I ran. For days I didn't know where to go. But then I found Heideri again. Leader of the Gnome Thieve's Guild. And that's where I started my life as a hunter. I was an assassin. I hunted people, killed all who stood against the guild. I did this until I was 19 years old. That's when the Grepool royal guards killed Heideri and ended his guild. I was smart though, stole some money from the guild and left before the guards showed up. There are still members of the guild that are searching for me as a traitor even now. To keep on the run, I joined different Hunting parties from time to time. I got paid well and it got to use the skills I learned as a assassin to help people. But I fear that one day my dark past will find me. I hope that I will be ready when it does.

    Looks and Personality:
    Kyser is an odd, up beat person on the outside. She has an wild beauty with her bright green eyes that look like a cat's and her brown straight hair kept long. She tries to be friendly and is passionate about what she does. However, her dark past haunts her dreams, and her fellow travelers have stories of Kyser screaming wildly. It is this reason that Kyser doesn't say in a group very long. She is sadden that she leaves so much but she fears her sins will find her and it will be her friends that get hurt.
    Picture:
    Edit: Still a work in progresses
    Answer to question:
    Minor action to use potion in combat.

    samurai6966 on
  • HermenegildeHermenegilde Registered User regular
    edited August 2009
    Jaeren, Elf Ranger

    Personnality
    Jaeren is definitely not the smartest bloke around the forest. In fact large words and abstract concepts tend to confuse him quite a bit. Quite amicable, cheerful and positive, the elf has a knack for making friends. He lives for the pleasure of the hunt. "Track and kill" is his motto. With his attitude and skills, Jaeren makes a welcome member to any band of hunters.

    Appearance
    Wood%20Elf.jpg

    Background
    Jaeren is an elf's elf. Raised by elves. Lived in the woods and in an elf village. Good with a bow, good at tracking, surviving outdoors, etc. He's at that age age where elves feel restless and go explore the world, hooking up with various strangers and undertaking perilous adventures. He's quite the country bumpkin, hasn't seen much of the world, doesn't know much about it either. Stereotypical, really.

    Character Builder
    Jaeren, level 1
    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?"
    ONE

    Hermenegilde on
  • HermenegildeHermenegilde Registered User regular
    edited August 2009
    It's a festival of strikers :P

    Hermenegilde on
  • samurai6966samurai6966 Registered User regular
    edited August 2009
    It's a festival of strikers :P

    May the best striker win.

    samurai6966 on
  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    It is a partial action to drink a potion in combat ;-)

    But seriously, minor to draw, minor to drink.

    kuhlmeye on
    PSN: the-K-flash
  • HermenegildeHermenegilde Registered User regular
    edited August 2009
    I believe that only I have the right answer to the question. That doesn't mean that your statements are wrong. Only that if asked 2+2=? , you don't go and answer, if you add 3 and 4 together, the total is 7.

    Hermenegilde on
  • OptimusZedOptimusZed Registered User regular
    edited August 2009
    Let's see if we can push the Striker-to-page ratio even higher, folks.

    We're gonna need six in the next 10 or so posts.

    OptimusZed on
    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • NotoriusBENNotoriusBEN Registered User regular
    edited August 2009
    1)Ba-Ba Barbarian! Ba-Ba Barbarian!
    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
    His aloof looks hide a whirlwind of inner thought. He's always been able to talk to ghosts and has used that ability to work as a private investigator. The job is tremendously easier when you can speak to murder victims first-hand, or to "eye" witnesses.

    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
    P_changwiz.jpg

    Character Builder
    Simon Brendivel, level 1
    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

    NotoriusBEN on
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    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • Hexmage-PAHexmage-PA Registered User regular
    edited August 2009
    I've updated my entry with a proper background story. Despite how cliche'd it is it took a while to write.

    Hexmage-PA on
  • JebuJebu Registered User regular
    edited August 2009
    Continuing the anti-striker momentum, here's Aran Kholl, Human Swordmage.

    Personality:
    Aran is fearless, or more appropriately, suicidally curious. Whenever he discovers a new form of monster, he becomes obsessed with figuring out how best to put it down. This can lead to him charging into fights that seem unwinnable, or even starting a conflict when a better alternative is available; it can also lead to him spending days working out an elaborate strategy to take out the quarry. He enjoys the company of other adventurers, and is always eager to swap tales with anyone else who fights beyond the borders of civilization, since he always wants a new audience to boast to. He despises cowardice, and regularly tries to instruct simple townspeople how best to defend their homes. Those who refuse to learn how to fight, whether through fear, ignorance, or a simple desire for a normal life, are only worthy of contempt in his eyes. He has a weakness for gambling, since he believes he can "solve" how to win any game if he sets his mind to it.

    Appearance:
    tlaSwordsmanInSable2.jpg

    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 loved solving puzzles as a child, growing up on a small farm near a quiet hamlet. His father knew countless riddles, but Aran solved all of them astoundingly fast, and created some that left his father scratching his head. He was obsessed with taking things apart and putting them back together, trying to figure out how everything worked. He would spend hours crafting elaborate diagrams in the dirt roads leading away from his village, or constructing bizarre structures from old pieces of lumber and bits of metal that he had scavenged.

    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:
    Aran Kholl, level 1
    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.

    Jebu on
  • feeddannowfeeddannow Registered User regular
    edited August 2009
    Edited for awesome.

    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:
    Hamar is, by most people's accounts, an odd one. Singularly unflappable and possessing of seemingly unending patience mixed with a a wide-eyed curiosity that is as charming as it is befuddling. Of course, Deva are known (if they can be said to be known, so few are their number) to be unusually devout - pious - and dedicated... and in these ways, Hamar is no different from those distant far-flung cousins and kin. However, amongst his friends - a sometimes unruly, but good meaning lot - he is a dedicated and - this is the important part - incredibly thorough slayer of monsters. Certainly, there are those in his cadre of adventurers that kill out of hate, or of joy, or just for the duty of saving the world from monstrous invasion - but it is different for Hamar. For Hamar, it is the perfection that he *must* attain. It is his life's - and the lives he lived before this one - work to achieve an effeciency and thoroughness in the destruction of anything monstrous.

    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.
    Appearance:
    Hamar might not be as beautiful as some of his kin, though as a deva he still possesses that unworldly aura about him. His hair and skin are both a mixture of chalk white and dull grey streaks that run like rays from a sun emanating from his chest outwards across his body, evocative of the god that he adores and has committed his life to the service of - Pelor, the sun god. Tall, slender, and lean - he is otherwise physically unimpressive. He tends towards simple tastes in clothing and adornment, plain robes or togas of white linen, or when entering more combatative situations, he might wear some white-leather, studded with copper bolts to symbolize the sun.
    Background:
    Hamar has lived many lives, and all of them have been hammered into the persuit of his goal - to rid the world and this plane of monsters - especially undead, who would cringe at the blessed rays of the sun. In each of his lives, he has met with a particularly violent end - usually, to no suprise - in deadly combat with some particularly dangerous or loathesome beast. He recalls those lives dimly, and sees them each as a lesson learned - a step taken in the direction of his life-goal... his immortal quest.

    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:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    The Notion about Potions:
    Depends on the situation ... provided you had a healing potion in your hand already, it would simply take a minor action to quaff it. If you had to dig around, it'd be a minor action to draw and ready it - and another minor to down it. This is excepting special feats or equipment that say otherwise, and of course, taking into account the fact that the DM would have the power to change the ruleset if it was done so in an agreeable way to the campaign... but... yeah.

    feeddannow on
  • jyantajyanta Registered User regular
    edited August 2009
    I think I will throw my hat in. I have a Dwarf Cleric of Kord. Just updated my character with more information.

    Character Description
    Stubby is a normal sized Dwarf. Like most dwarves he has a beard and a shaved head. He is a nice fellow that seems to be able to work with city leaders and clan cheifs very well. He is well spoken and easy to understand. He also like to tinker with things. You will see him investigating the quality of items and explaining the details and skill that went into it, to anyone that will listen. He also keeps his all his items in tip top shape (this is helped along with his Make Whole Ritual).

    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:
    Stubby came from a large clan that was stationed outside a great iron mine. Stubby learned how to create fine pieces of art and armor. He was well on his way to becoming a new artificer with his clan. Someone that could make new magical items and help to increase the wealth of his clan. This all ended when the orcs attacked.

    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:
    Stubby Fleetfoot, level 1
    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:
    Well really it is up to the DM. If he wants to make pulling a potion from your belt a free action he can. Normally it is Minor Action to draw Potion and Minor Action to drink potion. It is also can be a standard action if you are forcing the potion down someone elses throat.

    jyanta on
  • feeddannowfeeddannow Registered User regular
    edited August 2009
    Hurrah... cleric powah!

    feeddannow on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited August 2009
    Unless this thread ends up with a dire need of Defenders, I'm not going to post the Fighter I built for this, because I just got into kuhlmeye's PbP. Don't want to hog the PbP slots, heh.

    But if there's like, no Defenders by next week, I'll post him up. I doubt that will be an issue :P

    3cl1ps3 on
  • HayasaHayasa Registered User regular
    edited August 2009
    Oyn, Changeling Invoker of Melora


    Brief fiction:
    Oyn hurriedly flicked through the dog-eared tome, desperately trying to glean from its words the vital piece of information that could save his friends. "Szlod, I am very sure that it almost certainly...could possibly be an Utrinal Speersnoor, which means you should be able to pierce its neck with a copper-edged blade. Does it have pink-tipped mandibles?"

    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:
    2r4274h.jpg

    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:
    23w5hqg.jpg

    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:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    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
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    How many actions does it take to use a potion?
    "Who has money to waste on potions? I'm eating lizards three times a day here!"

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    Hayasa on
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  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    jyanta wrote: »
    I think I will throw my hat in. I have a Dwarf Cleric of Moradin. I will get his background and sheet up soon.

    I suppose one Dwarven Cleric of Moradin wasn't enough eh?

    kuhlmeye on
    PSN: the-K-flash
  • HermenegildeHermenegilde Registered User regular
    edited August 2009
    What happens when 5 dwarven clerics of moradin go hunting gnolls ?
    the gnolls get away

    Hermenegilde on
  • HayasaHayasa Registered User regular
    edited August 2009
    Maybe one of you could switch to be an Eladrin Cleric of Moradin

    Hayasa on
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  • jyantajyanta Registered User regular
    edited August 2009
    kuhlmeye wrote: »
    jyanta wrote: »
    I think I will throw my hat in. I have a Dwarf Cleric of Moradin. I will get his background and sheet up soon.

    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 ;)

    jyanta on
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