Hey DVG. Never done 4e as a player but I thought I'd throw my hat in the ring now that I'm only in a couple PbPs. Presenting Wizmanus, Dwarven wizard.
Background Wizmanus' homeland was in the middle of a war when he was born and his parents fled with several others as refugees to human lands. His parents ended up leaving him with his aunt and uncle when they joined the army to liberate their old lands. They never returned and he doesn't know what became of them.
It isn't hard to imagine a dwarf raised among humans being exposed to magic and so it went with Wizmanus. He took a great interest in the arcane but didn't have the money to go to school on his own and instead became an aide to a local Lord. Wizmanus' real dreams came true when the Lord inherited a larger estate and in gratitude for Wizmanus' hard work agreed to pay for his education.
After his graduation, Wizmanus' scholarly work consisted mostly of studying tribal magic and its influence on primitive culture and society. On his travels, Wizmanus found that the groups he was studying were constantly at odds with more civilized society - especially adventurers. And so Wizmanus convinced himself that it was his duty to bridge the gap and he became part of his first adventuring company.
Traits Wizmanus is a very casual sort for a scholar and might seem a bit touched due to the habits he's picked up from tribal life. He is not opposed to personal nudity, eating with his hands or 'consulting the spirits' when the need arises and although his adventuring company might be used to his quirks, he seems to constantly be discovering new ones.
That's pretty well it. I was trying to think about our adventuring group and how we could be special and I thought we could have special signet rings with different precious stones in them to identify us. Or something neat like that where we have a symbol that the group and others recognize.
JacquesCousteau on
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Alright duders, if you submitted a character that got picked in themindtaker's game, feel free to go ahead and pull them off of here or submit a different concept.
We'll be accepting characters through Sunday night at Midnight, my time, aiming to start the adventure on Thursday, to allow the PHB2 to get into everyone's greedy hands
App finished (well, character sheet could still use some fine tuning) and found in this post.
This was a fun character to put together. I've mostly done Defenders and Wizards when creating 4e characters, and always Human or Dragonborn. So putting together an Elven axe-wielding ranger was a blast, as was branching out from my normal character histories.
Allright, I've been meaning to get into the paragon tier adventure modules for a little while now. Also, the Myth-Weavers thread with this level 11 character I was in kind of collapsed recently... sounds like Fate knocking!
This character's background and abilities were themed with a bit more of a Planar touch than Trollhaunt Warrens sounds like it offers, but I think he'll find ways to fit in just fine. It's always fun being the 'exotic traveller' anyways.
Character pictures/appearance
The Outcast looks something like a ragged planar vagabond, caring rather little for his appearance. He lacks the usual ritual scarification, tattooing, and piercing that most Shadar-Kai possess. His nomadic ways and semi-piratical lifestyle have gradually caused him to unconsciously manifest the inherently 'fluctuating' nature of his people, and more so than other Shadar-Kai he oftentimes seems to blur around the edge of people's vision or seem slightly out of phase with his current dimensional plane.
In combat the Outcast harnesses this inherent 'quantum' quality to perform staggering feats of self-transportation. When he's not flowing smoothly through a battle with his blades flashing, he's leaping from wall to wall or disappearing into his own shadow to violently reappear somewhere else.
The Outcast's slightly sinister appearance is enhanced by the presence of Janus, a Raven familiar that has accompanied him for years. Janus hovers over the Outcast's shoulder like a black omen, flying forth at his master's command to mark those doomed to die at Alastor' blades. Not very much at all like a natural raven, Janus flickers in and out of sight and sheds shadowy fragments of himself constantly, as if always struggling to remain corporeal.
Background/Personality
Background
The Outcast has... well, had a name: Alastor Kavarel. He was born the first son of the infamous Lord Executor Hemmlin Kavarel, a paragon of sinister power among the Shadar-Kai. Hemmlin was the closest thing possible to a Shadar-Kai noble, one whose immense success in life had incredibly lead to his survival to old age. Though where others would retire Hemmlin Kavarel pressed onwards, researching the ultimate Shadow magics and organizing a militant branch of his House in order to resist threats to his power from among the Shadar-Kai. Hemmlin's reputation spread all the way to the natural world, a site of many of his incursions. While he hoped to raise his son in the fine traditions of the Shadar-Kai, Alastor rebelled and early in his life fled the lands of the Shadar-Kai to steal away aboard a visiting Spelljammer. Alastor has grown up switching allegiances between various spelljammers and astral skiffs, always looking for a bigger adventure everywhere he goes. He has since remained outside of Shadar-Kai lands, thoroughly enjoying his new lifestyle.
He goes by 'The Outcast' primarily because following his denouncement by Hemmlin Kavarel, use of the family name can be relatively dangerous in certain areas... the Shadowfell and Sigil primarily, although he has taken the habit of simply not using it anywhere. 'Alastor' is a perfectly acceptable way for others (closer friends, generally) to refer to him.
Personality
On the surface merely dour and taciturn, the Outcast doesn't seem too different to the average Shadar-Kai. However this is deceptive; the Outcast found himself unable to live among other Shadar-Kai because their emotionally barren existence didn't appeal to him. He takes a distinct pleasure in the things he is good at; physical skill and acrobatics, swordplay and daring thievery.
Moreover, while the Outcast may seem like a big downer around others, the truth is that he gets a vicarious kick from being around more emotional people. This hidden joy is what separates the Outcast from other Shadar-Kai, and what prompted him to seek a means of travel amongst the planes in order to fuel his desire for interaction with others... well, the money is nice, too.
The Outcast has no particular deep agendas; he approaches life on a day-to-day basis and has few plans aside from the next big 'take.'
Alastor Kavarel, The Outcast, Shadar-Kai Ranger/Rogue, Gatecrasher Init +13 HP 78/78 Bloodied 39 Healing Surge 19 Healing Surges [ ][ ][ ][ ][ ][ ] Action Points [ ] Second Wind [ ] AC 26 Fort 26 Reflex 24 Will 20 Speed 6 Str 20 (+10) Con 11 (+5) Dex 20 (+10) Int 13 (+6) Wis 14 (+7) Cha 9 (+4)
Notes Quickhit Bracers: +1d6 extra damage when hitting one target with both main and off-hand attacks using one power. Gatecrasher Action Point bonus: This encounter, gain an additional move action that you can expend to teleport 6 squares on your turn. Distracting Companion: If your companion is adjacent to your quarry when you hit the quarry with an attack, your quarry takes a –2 penalty to attack rolls against you and your beast companion until the start of your next turn.
Powers
Twin Strike(At-Will)
Targets: One or two creatures
Attack: Strength vs. AC (main and off-hand, two attacks)
Hit: 1[W] damage per attack. Hit and Run(A-Will)
Attack: Strength vs. AC
Hit: 1[W] + Str. Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
Evasive Strike(Encounter 1)
Shift 3 squares (1+Wis) either before or after the attack.
Strength vs. AC
Hit: 2[W]+Str Low Slash(Rogue Encounter 3)
Minor action - Light Blade only
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you’re flanking the target, the attack deals extra damage equal to your Strength modifier or Charisma modifier. Sweeping Whirlwind(Encounter 7)
Close burst 1 -- Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W]+Str, push the target 2 squares (Wis) and it is knocked prone.
Requirement: You must be wielding two melee weapons. Striker's Gate(Gatecrasher Enc 11)
Before the attack, teleport 5 adjacent to target
Attack: Dexterity vs. AC (gain Combat Advantage)
Hit: 2[W]+Dex damage.
Arcane, Teleportation, Weapon
Partnered Savaging(Daily 1)
Melee beast 1 - Beast, Martial
Attack: Beast’s attack bonus vs. AC
Hit: 2(B) + beast’s Str. Miss: Half damage.
Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it. Two-Wolf Pounce(Daily 5)
Special: Shift 2 squares before making this attack.
Primary Target: one creature
Attack: Strength vs. AC, two attacks (main and off-hand)
Hit: 2[W]+Str (main weapon) and 1[W]+Str (off-hand)
Effect: Shift 2 squares and make a secondary attack.
Secondary Target: a creature other than primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] damage (off-hand). Ranger's Recovery(Daily 9)
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Effect: Before or after the attack, you can shift half your speed. If you have used all your encounter attack powers, you regain the use of a ranger encounter attack power you have used during this encounter. Or if you hit your quarry with this attack, you can instead choose to deal 2[W] extra damage.
Shadow Jaunt(Racial Encounter)
Teleportation - Personal - Move Action
Effect: You teleport 3 squares and become insubstantial until the start of your next turn. Your beast companion can teleport the same distance. You choose which one of you is Insubstantial at the end of the teleport. Yield Ground(Utility Encounter 2)
Immediate Reaction - Personal
Trigger: An enemy damages you with a melee attack
Effect: Shift 2 squares (Wis). Gain a +2 power bonus to all defenses until the end of your next turn. Serpentine Dodge(Utility Encounter 6)
Move action - Martial, Personal
Requirement: must be within 2 of at least two enemies.
Effect: You can shift 3 squares (1+Wis). Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies you were adjacent to at any time during this shift. Undaunted Stride(Utility Daily 10)
Minor Action -- Personal, Stance
Effect: Your movement is not hindered by difficult terrain.
Bloodclaw Scimitar
Critical: +2d6
Property: At-will, Free action. Before making a melee attack, take up to 2 damage. If a hit, increase the damage dealt to the target by double the damage you took. Lifedrinker Katar
Critical: +2d6 necrotic damage. Property: Every time this weapon drops an enemy to 0 HP or fewer, gain 5 temporary HP. Feytouched Armor
Property: Gain +3 (enhancement) to Initiative checks.
Encounter - Illusion: Standard action, You become invisible until the end of your next turn.
Quickhit Bracers(Daily Item power)
Property: If you hit one creature with both your main and off-hand weapons with one attack, deal +1d6 extra damage.
Daily - Minor action: Use this power when you hit with both your main weapon and off-hand weapon using one power. Make a melee basic attack using your off-hand weapon. Flaying Gloves(Daily Item power)
Daily: Free action. Use this power when you hit with a Light Blade melee attack and have combat advantage. The target takes 5 ongoing damage (save ends). Feyleaf Sandals(Daily Item power)
Daily - Teleportation: When you fall, instead teleport safely to the nearest surface within 5 squares that can support your weight, and land on your feet. Daily Item Uses [ ][ ]
Janus the Raven
Janus - Shadow Raven Companion (small, Fly 7 [hover]/ ground 2)
Defenses: AC 26, Fort 22, Ref 26, Will 24
HP: 80/80, Bloodied 40, Surges 20 hp ([ ][ ])
Basic Melee Attack: +17 vs. AC; Hit: 1d6+5 damage
Str 13, Con 14, Dex 21, Int 7, Wisdom 14, Cha 7
Passive Perception 22 (low-light vision), Perception +12, Stealth +12
+2 to death/Unconcious saving throws
Hatched in the arid hinterlands of the former Arkhosia, the warrior named Abu-Haji Aziz Al-Murzim ibn Hakim Aqrab Al-Jabbar ibn Yusuf Al-Rahim ash-Zahara quickly rose to a position of tribal leadership before leaving on his pilgrimige in the name of Bahamut. Though his new career as an adventurer is (of course) profitable, he is pious enough to generously tithe the various shrines and churches to Bahamu Al-Akbar whenever possible.
Fearless and loyal, he seeks to destroy the enemies of his patron deity and defend those who are innocent, or who stand with him against chaos and evil. He prefers to see his own blood spilled before others should suffer. To become one of the Fedayeen is of course a great honor... and after all, his size grants him a great amount of blood to spare. Though Bahamut is also a god who supports compassion and mercy, Aziz reserves such virtues for his allies, granting little more than a swift death to the infidels that oppose him.
SHEET
Character builder file or PDF can be sent if requested. Entering it into mythweavers would basically be a pain in the ass so:
====== Created Using Wizards of the Coast D&DI Character Builder ======
Aziz, level 11
Dragonborn, Warlord, Sword Marshal
Build: Bravura Warlord
Commanding Presence: Bravura Presence
FINAL ABILITY SCORES
Str 22, Con 14, Dex 11, Int 14, Wis 9, Cha 18.
Starting Ability Scores
Str 17, Con 12, Dex 10, Int 13, Wis 8, Cha 14.
ITEMS
Martyr's Wyvernscale Armor +3, Sacrificial Bastard sword +3, Cloak of Distortion +2, Helm of Heroes (heroic tier), Jousting Shield Heavy Shield (heroic tier), Adventurer's Kit, Potion of Clarity (level 5), Potion of Regeneration (heroic tier), Potion of Healing (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Born of noble blood, Dardek was once on the fast-track to a sedentary, affluent lifestyle. However, in the Harvest Season of his 34th year, almost the entirety of Dardek's family were wiped out by a mysterious plague. Dardek was only spared due to the efforts of his estranged cousin, Korbin, whom had become a member of the clergy under Pelor. While Dardek grieved, Korbin attempted to lessen his suffering by claiming that Pelor had saved him for a reason - that there was reason behind this tragedy. Dardek was not convinced.
Nearly a decade after the loss of his family, Dardek noticed two things - he had pissed away almost all of his family's money on temporary worldly pleasures, and the mysterious plague was striking again, in yet another noble family. Dardek went to inform his cousin, only to find the holy man wracked with disease himself. In his final days, Korbin did his best to teach Dardek the arts of healing. Dardek dedicated himself to trying to save those now dying from this plague. He was unsuccessful.
Suffering yet ANOTHER crisis of faith, Dardek left his mountain home, shorning his hair and his beard, his only worldly possession being his family's ancestral hammer - the only thing he hadn't pawned. He wandered aimlessly before coming to a small, secluded temple of Pelor where he swore his services. After several years of service, study, and traininer, Dardek underwent the ritual initiation to become a Paladin of the Sun God Pelor. His beard had begun to grow back, and he now began to allow his hair to grow.
He returned home in the shining mail of his new station to find that in his absence, the plague had claimed two more entire families, each of them more closely related to the ruling family of the Dwarven Kingdom. With the assistance of local authorities and somewhat disdainful priests of Moradin, Dardek discovered that there was evil afoot! A cult of Orcus had arisen right under their noses, and were planning to displace the King of the Dwarves by transforming his own son into a mind-controlled undead. This, however, was going to require the power of many souls, as close in relation to the Prince as possible - thus, the plague affecting nobles.
Dardek's attempts to defeat the cult before their ritual could be completed were unsuccessful, though he did destroy them shortly afterwards, ending the plague. All that was left was to save the King by killing the Prince, or what had once BEEN the Prince. He challenged the Prince to single combat after claiming that he had been tainted by Orcus, and after a grueling battle, slew him. The body burst into a horrid green mist upon its defeat, the symbol of Orcus clearly carved into its rubbery flesh. The King, in disbelief and despair, simultaneously rewarded Dardek for his heroism, and banished him for killing the Prince. Dardek accepted his sentence, knowing that the King would not hear reason - that his son could not have been saved.
Dardek has since wandered, shorning his hair into a mohawk to represent his mixed shame and pride, and has allowed his beard to grow with his wisdom. He has upheld what is right and what is pure, and he has fought illness, both mundane and extraordinary, and he has stricken evil to the ground. He has dedicated his life to the lives of those around him. Pelor has shown him that it is always darkest before the dawn, and that the sun must always set, but it must also always rise.
Description:
Dardek has auburn hair shaved into a long mohawk. His beard, despite its previous shaving, is bushy and long - however, it is short for someone his age. He is just entering his 100th year, and bears the wrinkles of the past 60 years of battle. His face, miraculously, is unscarred. His eyes are a dark brown. His armor, clearly Dwarven in make, is polished and well-kept, with the symbol of Pelor emblazoned across the chest. Another symbol of Pelor, wrought of gold, hangs from his waist, secured to his belt. Hanging at his left is his hammer, also polished and well-kept. It brightly reflects light, and flames are etched into the sides of its head. In the correct light, it would seem the that very fires of the forge that made it burn through the etchings.
I'll add the sheet soon, but it's almost 5:30 here and I need sleep.
Eliza Calther fell in love at a young age. She met the son of a farming family, Quinn Huxley, heir to the Huxley Farms, at 16, married him at 17, and concieved a daughter that same year. Together, the family worked hard, bringing prosperity to the farm, as well as the surrounding town.
6 years after the birth of her daughter, assassins calling themselve "The Red Hand of Zehir" attacked the town. They stole, they pillaged, they set fires. They lay waste to the town and the surrounding farms, including the Huxley Farms. Quinn stood fast to protect his family, but he was no match for their blades. Eliza watched her husband get murdered in cold blood, and that was only the start of her troubles. They pillaged the farm, taking everything of value, while Eliza and her daughter begged for mercy. One of the leaders of the raid took Eliza's daughter and slit her throat as the others bound Eliza and carried her away, screaming. She spent 6 weeks at their temporary camp, her and the other women of the town. They were beaten and raped on a regular basis, until suddenly, it stopped. Overnight, the assassins had abandoned the camp when they got wind of an adventuring party drawing near. The party freed the women, but with nowhere to go, Eliza swore revenge for her slain family.
She decided that the best way to exact revenge was to strike from the inside. She left her former life as far behind as she could, and travelled far, taking on the new name "Siali" (see-alley). She began training with all manner of assassins tools - weapons, stealth, acrobatic tricks. She began stealing and killing her way into taverns, inns and across the world, secretly searching for the Red Hand of Zehir, hoping to draw them to her.
Eventually, it worked. They invited her to join their organization.
She spent several months going through "training" - raiding small towns and villages. She learned to weild a dagger as if it were an extension of her own body. She has seen many things in her time with The Hand, and killed many people. After her first year, she began to be sent on individual missions. Her missions would take her to far away towns to assassinate a troublesome noble. Or to a small town to collect protection money. Through her subterfuge and double dealings within the organization, she learned that some of the leaders were suspicious of her. It seems that someone, somewhere, had recognized her face, and one of her 'coworkers' started to dig into her past, already following her trail to only 6 months after she changed lives.
Fearful of being exposed, she took a position infiltrating a group of adventurers that were leaving soon, hoping that she could convince the adventurers to assist her against The Hand if it came to that. Trying to remain loyal to The Hand, she meets with contacts to provide information about the group and their exploits. She does not know their intentions for this group, but she knows that she is running out of opportunities to strike the organization. She must act before they discover her secret.
For now, she must maintain a complicated lie. To outsiders, as well as to those she is beginning to depend on, she is an ordinary adventurer. To the Red Hand, she is an agent of destruction. In her own heart, she often finds the chaos and destruction to be liberating. She is both intrigued and afraid of what that revalation means.
Tonight, when the group has arrived in Moonstair, she is scheduled to meet her contact at a seedy tavern around midnight to check in, and give any updates she might have.
Eliza used to be a kind woman, passionate about what she cared about and quick to make friends and allies. Since her conversion to Siali, she must maintain an air of indifference, and also must keep the truth about her past from everyone. She toys with the idea of letting someone, anyone, in on her secret. It is a burden that is beginning to take its toll, but her fears and paranoia prevent her from trusting again.
To say she is adept with a dagger would be an understatement. She can weild shurikens and all other vicious blades with deadly precision. She carries her magical Vicious Dagger, along with 10 regular daggers and 10 shurikens concealed on her person. She also carries her trusted short sword - the one her husband fell defending his family with, waiting for the day when she can deliver the final blow with it to the men who killed her family. Recently, she had it enchanted as a Duelist's Weapon to help bring her vengance more swiftly.
Picture:
and the full sheet cause MW is down..
Siali, Half-Elf Rogue, Daggermaster Init +9 HP 85/85 Bloodied 42 Healing Surge 22 (0 used /8) AC 23 Fort 18 Reflex 22 Will 20 Speed 6 Str 15 (+7) Con 14 (+7) Dex 19 (+9) Int 11 (+5) Wis 11 (+5) Cha 19 (+9)
Deft Strike [At-Will]
At-Will - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Sly Flourish [At-Will]
At-Will - Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier
damage.
Increase damage to 2[W] + Dexterity modifier + Charisma
modifier at 21st level.
Fleeting Ghost [Utility 2]
At-Will - Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You can move your speed and make a Stealth check.
You do not take the normal penalty from movement on
this check.
Chameleon [Utility 6]
At-Will - Martial
Immediate Interrupt Personal
Trigger: You are hidden and lose cover or concealment
against an opponent
Prerequisite: You must be trained in Stealth.
Effect: Make a Stealth check. Until the end of your next
turn, you remain hidden if a creature that has a clear line
of sight to you does not beat your check result with its Perception
check. If at the end of your turn you do not have
cover or concealment against a creature, that creature
automatically notices you.
Shadow Stride [Utility 10]
At-Will - Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You must be hiding to use this power. You can move
your speed. At the end of that movement, if you have
cover, you can make a Stealth check with no penalty for
moving. If you make the Stealth check, you stay hidden
during your movement.
King's Castle [Encounter 1]
Encounter - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: Switch places with a willing adjacent ally.
Trickster's Blade [Encounter 3]
Encounter - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma
modifier to your AC until the start of your next turn.
Rogue's Luck [Encounter 7]
Encounter - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Make a secondary attack against the target.
Secondary Attack: Dexterity vs. AC
Artful Dodger: You gain a bonus to the attack roll for the
secondary attack equal to your Charisma modifier.
Hit: 1[W] + Dexterity modifier damage.
Critical Opportunity [Encounter 11]
Encounter - Martial,Weapon
Minor Action Melee weapon
Requirement: You must be wielding a dagger and have scored
a critical hit with a dagger against an enemy during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Meditation of the Blade Daggermaster
Easy Target [Daily 1]
Daily - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is
slowed and grants combat advantage to you (save ends
both).
Miss: Half damage, and the target grants combat advantage
to you until the end of your next turn.
Walking Wounded [Daily 5]
Daily - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is
knocked prone. Until the end of the encounter, if the
target moves more than half its speed in a single action, it
falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
Crimson Edge [Daily 9]
Daily - Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes
ongoing damage equal to 5 + your Strength modifier and
grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
Duelist's Short Sword
Power (Daily): Minor Action. You have combat advantage
against the next creature you attack with this weapon on
this turn.
Elven Boots
Power (Encounter): Minor Action. Gain a +2 power bonus
to speed and Stealth checks until the end of your turn.
Notes +Cha Mod AC vs Opportunity Attacks;
+2 to AC vs enemy you have Combat advantage against;
Resist 5 Poison
Equipment
+2 Sylvan Leather Armor, Elven Boots, +3 Vicious Dagger, Burglars Gloves, +1 Amulet of Health, Belt of Vigor, +1 Duelists Short Sword, 10 daggers, 10 shurikens, Adventurers Kit, Theives' Tools, 2 potion of vitality, 10 potion of healing, 240 gp
Paragon Path
Daggermaster's Action: You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action
Dagger Precision: Crit on 18-20 with dagger
Will add character sheet later, I was working on it, but lost all my changes
EDIT: Character sheet is added
EDIT: I cant believe i didnt notice that the sheet doesnt have skills or equipment or feats :S
psolms on
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Note, to those signing up.
I've set up a twitter account (@trollhaunt) for this game. I'd like the people playing to follow this account, and I'll let you know via an @ message it's your turn in combat so you know to come check (and if you have device updates set up, you should get a text message saying as much).
Always up for an ale and a tale, during off hours, it's not uncommon for Dardek to be heard spouting the phrase "So there I was..." at the beginning of a story.
And here's the link to the sheet. I'm pretty sure it's all in order - it's been awhile. The backstory, description, above personality quirk, and a few personality traits for reference are in the proper places for convenience.
Garian: Elven fighter (or avenger, cant stat that till the PHB 2 comes out) Garian
Character Personality/History (don't wanna give too much away :P)
Flow defines everything Garian does, from his graceful movements... akin to that of a dancer, to his perception of problems, flowing through the path of least resistance always, never stopping. Since the youngest age he has preferred boundless running, preferring the feel of the tough ground beneath him than the treetops of his kin, running through the intricate crisscrossing of roots.
It bled it's way into his combat, his spinning quick footed style suiting him to the Esoteric glaive, beckoning a flowing tide of razor sharp steel. Unlike his Bow wielding kin he has felt each and every kill, seen the dying enemy at his feet... it tempered him, removing his taste for blood at a young age, preferring the technical aspect of combat. He has also seen the price of failure, beasts slipping past his guard ravaging companions, leaving them broken or worse, driving him to even greater feats. A small chain round his neck reminds him of every failure, swaying and clinking in time with his movements he forces himself to never forget those he has lost, those he failed.... so that no more must die due to his complacency.
He spent most of his early years defending the forest he grew up in, spending his free time with the arts and with nature... a peaceful existence. But he soon found he was longing for more, his feet wishing to carry him across the land and the sea. So he slipped away, finding it preferable to the inevitable goodbyes, the silent night promising much danger and wonder. He considers it his goal to try new things wherever he can, to not fall into complacency like his more sedentary kin... to try every new brew of ale, to taste every delicacy he can find (in moderation of course) and to live his life to the fullest.
So DVG, with regards to the "established group of professional adventurers" that the chosen group must form, is it okay for players to start brainstorming for that now or should we wait until being picked?
I should note / remind everyone that that Mythweavers is going down for a few days, since it affects our sheets:
This is a notice to remind everyone that the site (including sheets) will be wholly inaccessible from Saturday March 14 12:01AM PST until AT LEAST Wednesday March 18 12:01AM PST for the upgrade to v4.
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
We won't be starting until it's slated to be back up.
In the meantime, make a copy for yourself in some way, shape or form, and get a plain text version posted in your app.
DVG on
Diablo 3 - DVG#1857
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
A quick census shows that we have 13 characters submitted for 5 slots. 6 Strikers, 2 Controller, 3 Defenders (one of these might switch to Striker) and 2 Leaders.
Use the "Sheet Generator" tool on MW to copy and paste out your character's stats. Naturally the formatting won't work anywhere but on the Myth-Weavers forums but if you're willing to put in the work you can properly edit it with SPOILER tags and so forth. That way DVG will have something relevant to look at when making player choices even when MW is down.
My character application is an example of this, it took me a decent half-hour or so to format properly. This will be useful even in-campaign for keeping track of character data and stuff, so it's not a wasted effort by any means.
Dardek Ironforge, Dwarf Paladin, Hospitaler Init +6 HP /86 Bloodied 43 Healing Surge 21 ( used /14) AC 29 Fort 19 Reflex 19 Will 20 Speed 5 Str 17 (+8) Con 15 (+7) Dex 12 (+6) Int 13 (+6) Wis 18 (+9) Cha 16 (+8)
Holy StrikeAt-Will
Divine, Radiant, Weapon
Standard Action Melee Weapon
One Creature Str v AC
Hit: 1[W] + Str mod radiant damage. If you marked the target, gain a bonus to the damage roll equal to your Wisdom modifier. Enfeebling Strike At-Will
Divine, Weapon
Standard Action Melee Weapon
One Creature Cha v AC
Hit: 1[W] + Cha mod damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn. Shielding Smite Encounter
Divine, Weapon
Standard Action Melee Weapon
One Creature Cha vs AC
Hit: 2[W] + Cha mod damage
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier. Benign Transposition Encounter
Divine, Teleportation, Weapon
Standard Action Melee Weapon
One Ally within a number of squares equal to your Wisdom modifier
Effect: You and target swap places. If an enemy is now within your reach, you may make a secondary attack against it.
Secondary Target: One Enemy
Secondary Attack: Cha v AC
Hit: 2[W] + Cha mod damage Invigorating Strike Encounter
Divine, Healing, Weapon
Standard Action Melee Weapon
One Creature Cha v Will
Hit: 2[W] + Cha mod damage. If you are bloodied, you regain hitpoints equal to 5 + your Wisdom modifier. Bloodied allies within 5 squared also regain hit points equal to 5 + your Wisdom modifier. Warding Blow Encounter
Divine, Weapon
Standard Action Melee Weapon
One Creature that is marked by you
Cha vs AC
Hit: 2[W] + Cha mod damage, and each ally within 5 squares of you can make a saving throw. Hallowed Circle Daily
Divine, Implement, Zone
Standard Action Close Burst 3
Each Enemy in Burst Cha v Reflex
Hit: 2d6 + Cha mod damage
Effect: The Burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter. Paladin's Judgement Daily
Divine, Healing, Weapon
Standard Acton Melee Weapon
One Creature Str v AC
Hit: 3[W] + Str mod damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge. Crown of Glory Daily
Divine, Implement, Radiant
Standard Action Close Burst 1
Each Enemy in Burst Cha v Will
Hit: 2d8 + Cha mod radiant damage.
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain this power's effect. Sacred Circle Utility - Daily
Divine, Implement, Zone
Standard Action Close Burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC. Cleansing Spirit Utility - Encounter
Divine
Minor Action Ranged 5
You or one ally
Effect: The target makes a saving throw with a +2 bonus. One Heart, One Mind Utility - Daily
Divine
Minor Action Close Burst 6
You and Each ally in burst
Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.
Level 12 Dwarven Armor (+3) Property: Gain a +3 bonus to Endurance checks.
Daily: Free Action. Regain hit points as though you had spent a healing surge.
Level 10 Flaming Warhammer (+2) Critical: +2d6 fire damage.
At-Will: Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Daily: Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage and the target takes an extra 5 damage ongoing (save ends).
Level 8 Heavy Shield of Defiance - Daily: Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge.
Sending Stones
Other Equipment:
Level 6 Magic Holy Symbol (+2) Critical: + 2d6 damage.
shit. I've been working the last few days and missed this new development. I wish I could have gotten a character sheet written up before mw.com went down.
playing DnD is like applying for college. you work really hard on a bunch of applications, and then you dont get in to anything because it's like "oh hey, we have to pick between 1 controller, 2 defenders, 1.5 leaders, and 15 strikers."
Seriously? I felt like I was being pretty original there, in a classical sort of way.
nefffffffffff on
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Don't counter your... Strikers before they, uh, hatch?
What I'm saying is selections haven't been made yet :-p
With Mythweavers down I do have my Character Builder sheet. Any problems with submitting two characters? I built a Human 2W Ranger (Horizon Walker) that I like but I'd like to maximize my chances at playing so I could build a leader/controller too if that's OK.
FINAL ABILITY SCORES
Str 20, Con 12, Dex 16, Int 14, Wis 12, Cha 9.
Character Builder summary (Stats etc, until MW is up)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Tanil Weaver, level 11
Human, Ranger, Horizon Walker
Fighting Style: Two-Blade Fighting Style
FINAL ABILITY SCORES
Str 20, Con 12, Dex 16, Int 14, Wis 12, Cha 9.
Starting Ability Scores
Str 18, Con 10, Dex 14, Int 10, Wis 11, Cha 8.
POWERS
1, At-Will: Twin Strike
1, At-Will: Nimble Strike
1, Encounter: Dire Wolverine Strike
1, Daily: Jaws of the Wolf
2, Utility: Fox Shift
3, Encounter: Leonine Surge
5, Daily: Adaptive Assault
6, Utility: Serpentine Dodge
7, Encounter: Sweeping Whirlwind
9, Daily: Attacks on the Run
10, Utility: Shed the Mark
1, At-Will: Hit and Run
ITEMS
Veteran's Hide Armor +3, Sacrificial Broadsword +3, Wolfen Longsword +2, Cape of the Mountebank +1, Luckbender Gloves (heroic tier), Quickhit Braces (heroic tier), Headband of Perception (heroic tier), Boots of Stealth (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Background
Tanil was born in a coastal town in the midst of its transition from fishing village to center of trade. His father Jonas was one of the heads of the emerging Weavers Guild of Deepcliff. Tanil first began assisting, along with his brothers and sisters before even they were taught their rudimentary letters and numbers. As Tanil grew, his father more and more left him in charge of the weaving while his mother managed the front in case any potential buyers arrived while he was gone.
This was not a sign of honor for Tanil. Tanil was the second son. His brother Jonas had preceded him into this world by a mere two years, but would inherit the shop and the seat on the Guild Council. As Jonas the Elder became more an influential man and less an artisan, he spent more time instructing his son in politics and less in the Art. Jonas the Younger never held this over Tanil's head - not out of an excess of early maturity or kindness but out of a lack of any conception that it could be otherwise. Tanil could work for his brother eventually, but he would need to become a journeyman and indentured worker for another Weaver first. His younger brothers Septimus and Gully would as well, while his younger sisters would be married to a member of one of the four other Guilds. Each family member served the Family, and the patriarch was the family.
Near the end of Tanil's first decade, his quiet mother brought back a trio of customers. Each cloaked and long, moving slowly but with the suggestion of power like the expensive riding horse than Jonas the Younger had received for Winterbreak or the mountain lion that Tanil had caught a glimpse of at the edge of town before the town militia put it down. While one haggled with his mother, the one time her spine seemed to stiffen, a matching pair stood over the Tanil as his hands flew. His gaze was focused on the two fascinating strangers, obviously brothers with thick eyebrows and thin beards framing amused expressions. "His hands move even when he doesn't look." The one Tanil would learn was called Hadrian said. "Do they move when you do look boy?" said his brother Arctos. Tanil stammered and stuttered - he could count the number of adults he had ever spoken to without looking down at his bare feet. "If you'd like to see what else you can do with those hands, come to the split oak just past the gate they are constructing tonight."
Tanil didn't know how to react to that. Leave the house alone? But the idea wormed through his head like a crooked thread. Before he knew it, he was quietly creeping from the edge of the bed he shared with his two younger brothers and standing in the cold next to the tree. The brothers emerged and smiled.
The rangers stayed for two weeks while their orders were completed. Each night, Tanil met the tireless brothers and their less interested leader. They showed him how to hold various blades and play sparred with him. He imitated their exercises that kept them limber and strong, and once they even let him tag along as they took down a deer from afar. Hadrian perferred to work with two shining thin blades and he was delighted as Tanil imitated his style with the speed and ambidexterity weaving had taught him.
After two weeks, the rangers left. Tanil secretly continued his exercises. He mentioned it only once, and only caught a minor cuffing when he said it was a joke, more for speaking lightly to his older brother than any belief that he was doing something that didn't help the family. But the rangers returned with more orders the following year, this time staying a full month. And the following two years they came twice, spending almost two months a year in the increasingly distant forrest surrounding the town. By the time Tanil was thirteen summers, seven rangers were coming each trip and he met them before they even came to town by the smell of their fire near the split oak tree.
The split oak was harvested for lumber in the next year and the rangers never arrived. The next Tanil's date of indenture was approaching even as Jonas the Younger was named Weaver. And then with little warning things changed.
Both of the patriarchs of the family were worried, but they fretted over each minor skirmish in their game of politics. It wasn't until they stopped taking orders and shuttered the windows that Tanil thought something serious might be happening. His siblings were bundled up and a crude club was thrust into his hands and the hands of his ten year old brother Septimus. A paired sword and dagger hung from the belts of Jonas the Elder and Jonas the Younger.
The wagon sped from town as fast as it could be pulled with a heavy load and only three horses. Only the smallest children and Jonas the Younger road. Tanil, Septimus and the two Jonas strode beside the wagon and a brisk pace. Only Tanil managed it. And Jonas the Younger couldn't manage even that when a bolt thudded into his hip.
What happened next would always be a blur to Tanil. His father and brother ran directly at the five bandits. Jonas ran behind Septimus and an arrow snuffed the boy out. Tanil threw his club as a bandit swung his hammer. The weapons from his father's belt were in his hands. A bandit looking up in shock, looking much like the second son of the head of the Tanner's Guild who had once played with Tanil as blood spurted from his neck. A group of seven bodies moaning and bleeding and dying surrounding an untouched Tanil.
The wagon had bolted, dumping some precious cloth and equipment. Tanil could follow it and surely catch it. He didn't.
It was a nearly year before he spoke to another person, sometime around his fifteenth Winterbreak. He was getting colder, and food was scarcer in the deep forest, so he had decided to head to the nearest road and find a settlement where he could work for some warmth and food. The two swords he had taken from the fallen bandits were still sharp and unrusted but each of the hostile persons he had encountered and killed had been wearing summer clothes. His shivering almost made him miss the sound of metal on metal.
Hadrian and Arctus were surrounded by several cloaked bodies and ten armored half-orcs with a robed man hurling bolts of fire at the two survivors. And then they were surrounded by nine half-orcs and a couple corpses. And then five. And then they were reacting with happy surprise at the identity of their savior.
Tanil spent the next two years with the brothers, working for a trading company in fetching goods from towns not worth straying from the caravan route to obtain as it continuously rolled along. When the merchant they were working for inevitably turned on his rangers by sending his new guard company against them, he helped the brothers and the other woodsmen in smashing it. When they worked with a small crew in breaking a series of petty robber barons along the caravan route, he assisted. And when they were hung for poaching, he cut them down and buried their bodies.
Tanil spent the next four years traveling the world, gaining knowledge and experience fighting in huge battles and for tiny causes. He had crawled through abandoned caverns miles from civilization and hurtled from rooftop to rooftop running down thieves in the biggest cities. But he never joined up with any group for long and a didn't stay in one place. Family could chain you. Stay any place too long and you might be trapped. A days walk in any direction and you might find peace, or at least an interesting situation.
ed fixed background and changed ability scores slightly
ed2 left out appearance/mannerism
Tanil's frame is not that of the typical ranger. His limbs don't appear long and lithe like an elf's. His fingers are long and thin, a reminder of his familial history.
Clear, pale skin hint at the northern roots of his mother's mother while his father's gray eyes stare back at him when he finds himself confronting his own reflection. He keeps his chin clear of hair on all but the coldest and hardest times, doesn't wear a mustache like the workmen of his hometown, but shaggy chops of dark red hair remain untrimmed until they become truly unruly. This creates a more striking contrast with his exactly maintained brown hair, marred only by a streak of premature gray near his left ear where a bolt had almost caught him.
Tanil does not display the wariness many of his kind exhibit, seemingly as ease with those around him. This doesn't indicate trust, but rather a nearly universal distrust and a constant state of watchfulness. Tanil is always looking for someone trying to chain him down and limit his options. Any individual Tanil can be polite and even friendly with, and Tanil will act that way. He might even trust someone temporarily, even with his life - that's necessary in battle. But he has never trusted completely even when his manner suggests he does.
His style of fighting is cobbled together from personal experimentation and the techniques of scores of mercenary bands, petty nations and warrior traditions. The direct path is taken as far as his trust allows him and flourishes are only worthwhile if it has good effect. He will work to open an opponent's defenses as hard as if he was the one striking, caring little for glory or credit. Possessions tend to bind one almost as much as personal trust and Tanil likes to be able to carry his most important possessions and keep enough gold on his person to start over or survive even if wounded for some time.
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
I'd like everyone to stick to one concept, so shit doesn't get too crazy when it comes time to pick players on Monday morning. If you'd like to switch roles, feel free to do so before then.
DVG on
Diablo 3 - DVG#1857
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Reminder: You have until midnight tonight to submit or tweak your final concept. I'll be choosing players early tomorrow morning. We'll start playing on Thursday.
wait, what if our characters stats are on mythweavers.com, and it's not up until wed? are we just fucked?
nefffffffffff on
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
I'm honestly more concerned with concepts than stats.
DVG on
Diablo 3 - DVG#1857
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Alright, so it looks like more than one person put their eggs in the myth weavers basket and didn't put their character sheet or other information anywhere else. In the interest of fairness, I'll hold off on picking until tonight (sometime after 5 EST).
If you want to have a shot at getting picked, get your concept (background, personality, looks, fighting style, etc) up in your application post. Stats are a bonus, as are the character builder PDF link I mentioned before.
DVG on
Diablo 3 - DVG#1857
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Okay, going to make selections now. Thanks to everyone who applied to play, I hope the game ends up being fun to watch as well as play in
If you don't get picked, remember, this is a one-shot, if all goes well I may do another adventure afterwards.
Whoo! Congrats to the other party members. I look forward to barbarian-ing it up!
Again, if its ok, I may be changing my Paragon Path to something a little more focused on the spiritual side of things when I get my hands on the book tomorrow.
woo! chosen!
so we should start talking about a party name, right?
psolms on
0
Options
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited March 2009
Yup, you can start working out any details about your past exploits (if nothing else, you can assume that your company completed the tasks in the H1-H3 modules), and coming up with a band name, as well as any interpersonal relationships you might have.
Sweet! This party configuration looks like it should be fun.
Off the top of my head, Edgil would have likely fallen in with the rest of the party in order to search through ruins of some form or another. With that mission obviously being successful, he would have just stuck around until someone told him to leave.
Posts
Background Wizmanus' homeland was in the middle of a war when he was born and his parents fled with several others as refugees to human lands. His parents ended up leaving him with his aunt and uncle when they joined the army to liberate their old lands. They never returned and he doesn't know what became of them.
It isn't hard to imagine a dwarf raised among humans being exposed to magic and so it went with Wizmanus. He took a great interest in the arcane but didn't have the money to go to school on his own and instead became an aide to a local Lord. Wizmanus' real dreams came true when the Lord inherited a larger estate and in gratitude for Wizmanus' hard work agreed to pay for his education.
After his graduation, Wizmanus' scholarly work consisted mostly of studying tribal magic and its influence on primitive culture and society. On his travels, Wizmanus found that the groups he was studying were constantly at odds with more civilized society - especially adventurers. And so Wizmanus convinced himself that it was his duty to bridge the gap and he became part of his first adventuring company.
Traits Wizmanus is a very casual sort for a scholar and might seem a bit touched due to the habits he's picked up from tribal life. He is not opposed to personal nudity, eating with his hands or 'consulting the spirits' when the need arises and although his adventuring company might be used to his quirks, he seems to constantly be discovering new ones.
That's pretty well it. I was trying to think about our adventuring group and how we could be special and I thought we could have special signet rings with different precious stones in them to identify us. Or something neat like that where we have a symbol that the group and others recognize.
We'll be accepting characters through Sunday night at Midnight, my time, aiming to start the adventure on Thursday, to allow the PHB2 to get into everyone's greedy hands
This was a fun character to put together. I've mostly done Defenders and Wizards when creating 4e characters, and always Human or Dragonborn. So putting together an Elven axe-wielding ranger was a blast, as was branching out from my normal character histories.
This character's background and abilities were themed with a bit more of a Planar touch than Trollhaunt Warrens sounds like it offers, but I think he'll find ways to fit in just fine. It's always fun being the 'exotic traveller' anyways.
Character pictures/appearance
The Outcast looks something like a ragged planar vagabond, caring rather little for his appearance. He lacks the usual ritual scarification, tattooing, and piercing that most Shadar-Kai possess. His nomadic ways and semi-piratical lifestyle have gradually caused him to unconsciously manifest the inherently 'fluctuating' nature of his people, and more so than other Shadar-Kai he oftentimes seems to blur around the edge of people's vision or seem slightly out of phase with his current dimensional plane.
In combat the Outcast harnesses this inherent 'quantum' quality to perform staggering feats of self-transportation. When he's not flowing smoothly through a battle with his blades flashing, he's leaping from wall to wall or disappearing into his own shadow to violently reappear somewhere else.
The Outcast's slightly sinister appearance is enhanced by the presence of Janus, a Raven familiar that has accompanied him for years. Janus hovers over the Outcast's shoulder like a black omen, flying forth at his master's command to mark those doomed to die at Alastor' blades. Not very much at all like a natural raven, Janus flickers in and out of sight and sheds shadowy fragments of himself constantly, as if always struggling to remain corporeal.
Background/Personality
The Outcast has... well, had a name: Alastor Kavarel. He was born the first son of the infamous Lord Executor Hemmlin Kavarel, a paragon of sinister power among the Shadar-Kai. Hemmlin was the closest thing possible to a Shadar-Kai noble, one whose immense success in life had incredibly lead to his survival to old age. Though where others would retire Hemmlin Kavarel pressed onwards, researching the ultimate Shadow magics and organizing a militant branch of his House in order to resist threats to his power from among the Shadar-Kai. Hemmlin's reputation spread all the way to the natural world, a site of many of his incursions. While he hoped to raise his son in the fine traditions of the Shadar-Kai, Alastor rebelled and early in his life fled the lands of the Shadar-Kai to steal away aboard a visiting Spelljammer. Alastor has grown up switching allegiances between various spelljammers and astral skiffs, always looking for a bigger adventure everywhere he goes. He has since remained outside of Shadar-Kai lands, thoroughly enjoying his new lifestyle.
He goes by 'The Outcast' primarily because following his denouncement by Hemmlin Kavarel, use of the family name can be relatively dangerous in certain areas... the Shadowfell and Sigil primarily, although he has taken the habit of simply not using it anywhere. 'Alastor' is a perfectly acceptable way for others (closer friends, generally) to refer to him.
Personality
On the surface merely dour and taciturn, the Outcast doesn't seem too different to the average Shadar-Kai. However this is deceptive; the Outcast found himself unable to live among other Shadar-Kai because their emotionally barren existence didn't appeal to him. He takes a distinct pleasure in the things he is good at; physical skill and acrobatics, swordplay and daring thievery.
Moreover, while the Outcast may seem like a big downer around others, the truth is that he gets a vicarious kick from being around more emotional people. This hidden joy is what separates the Outcast from other Shadar-Kai, and what prompted him to seek a means of travel amongst the planes in order to fuel his desire for interaction with others... well, the money is nice, too.
The Outcast has no particular deep agendas; he approaches life on a day-to-day basis and has few plans aside from the next big 'take.'
Alastor Kavarel, The Outcast, Shadar-Kai Ranger/Rogue, Gatecrasher
Init +13 HP 78/78 Bloodied 39 Healing Surge 19
Healing Surges [ ][ ][ ][ ][ ][ ]
Action Points [ ] Second Wind [ ]
AC 26 Fort 26 Reflex 24 Will 20 Speed 6
Str 20 (+10) Con 11 (+5) Dex 20 (+10) Int 13 (+6) Wis 14 (+7) Cha 9 (+4)
Notes
Quickhit Bracers: +1d6 extra damage when hitting one target with both main and off-hand attacks using one power.
Gatecrasher Action Point bonus: This encounter, gain an additional move action that you can expend to teleport 6 squares on your turn.
Distracting Companion: If your companion is adjacent to your quarry when you hit the quarry with an attack, your quarry takes a –2 penalty to attack rolls against you and your beast companion until the start of your next turn.
Powers
Targets: One or two creatures
Attack: Strength vs. AC (main and off-hand, two attacks)
Hit: 1[W] damage per attack.
Hit and Run(A-Will)
Attack: Strength vs. AC
Hit: 1[W] + Str. Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
Evasive Strike(Encounter 1)
Shift 3 squares (1+Wis) either before or after the attack.
Strength vs. AC
Hit: 2[W]+Str
Low Slash(Rogue Encounter 3)
Minor action - Light Blade only
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you’re flanking the target, the attack deals extra damage equal to your Strength modifier or Charisma modifier.
Sweeping Whirlwind(Encounter 7)
Close burst 1 -- Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W]+Str, push the target 2 squares (Wis) and it is knocked prone.
Requirement: You must be wielding two melee weapons.
Striker's Gate(Gatecrasher Enc 11)
Before the attack, teleport 5 adjacent to target
Attack: Dexterity vs. AC (gain Combat Advantage)
Hit: 2[W]+Dex damage.
Arcane, Teleportation, Weapon
Partnered Savaging(Daily 1)
Melee beast 1 - Beast, Martial
Attack: Beast’s attack bonus vs. AC
Hit: 2(B) + beast’s Str. Miss: Half damage.
Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it.
Two-Wolf Pounce(Daily 5)
Special: Shift 2 squares before making this attack.
Primary Target: one creature
Attack: Strength vs. AC, two attacks (main and off-hand)
Hit: 2[W]+Str (main weapon) and 1[W]+Str (off-hand)
Effect: Shift 2 squares and make a secondary attack.
Secondary Target: a creature other than primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] damage (off-hand).
Ranger's Recovery(Daily 9)
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Effect: Before or after the attack, you can shift half your speed. If you have used all your encounter attack powers, you regain the use of a ranger encounter attack power you have used during this encounter. Or if you hit your quarry with this attack, you can instead choose to deal 2[W] extra damage.
Shadow Jaunt(Racial Encounter)
Teleportation - Personal - Move Action
Effect: You teleport 3 squares and become insubstantial until the start of your next turn. Your beast companion can teleport the same distance. You choose which one of you is Insubstantial at the end of the teleport.
Yield Ground(Utility Encounter 2)
Immediate Reaction - Personal
Trigger: An enemy damages you with a melee attack
Effect: Shift 2 squares (Wis). Gain a +2 power bonus to all defenses until the end of your next turn.
Serpentine Dodge(Utility Encounter 6)
Move action - Martial, Personal
Requirement: must be within 2 of at least two enemies.
Effect: You can shift 3 squares (1+Wis). Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies you were adjacent to at any time during this shift.
Undaunted Stride(Utility Daily 10)
Minor Action -- Personal, Stance
Effect: Your movement is not hindered by difficult terrain.
Bloodclaw Scimitar
Critical: +2d6
Property: At-will, Free action. Before making a melee attack, take up to 2 damage. If a hit, increase the damage dealt to the target by double the damage you took.
Lifedrinker Katar
Critical: +2d6 necrotic damage. Property: Every time this weapon drops an enemy to 0 HP or fewer, gain 5 temporary HP.
Feytouched Armor
Property: Gain +3 (enhancement) to Initiative checks.
Encounter - Illusion: Standard action, You become invisible until the end of your next turn.
Quickhit Bracers(Daily Item power)
Property: If you hit one creature with both your main and off-hand weapons with one attack, deal +1d6 extra damage.
Daily - Minor action: Use this power when you hit with both your main weapon and off-hand weapon using one power. Make a melee basic attack using your off-hand weapon.
Flaying Gloves(Daily Item power)
Daily: Free action. Use this power when you hit with a Light Blade melee attack and have combat advantage. The target takes 5 ongoing damage (save ends).
Feyleaf Sandals(Daily Item power)
Daily - Teleportation: When you fall, instead teleport safely to the nearest surface within 5 squares that can support your weight, and land on your feet.
Daily Item Uses [ ][ ]
Janus the Raven
Defenses: AC 26, Fort 22, Ref 26, Will 24
HP: 80/80, Bloodied 40, Surges 20 hp ([ ][ ])
Basic Melee Attack: +17 vs. AC; Hit: 1d6+5 damage
Str 13, Con 14, Dex 21, Int 7, Wisdom 14, Cha 7
Passive Perception 22 (low-light vision), Perception +12, Stealth +12
+2 to death/Unconcious saving throws
"I thought you said this was a short cut..."
I've absolutely never used that site before.
You'll get an option to name your sheet and choose the corresponding system template you're playing in. Choose "D&D 4e."
You don't upload a sheet. Instead, you input information into the template, which does most of the math for you.
After the release of the Character Builder at DDI, I can safely say:
[soundwave]Character Builder superior, myth-weavers inferior.[/soundwave]
BLAH BLAH
Fearless and loyal, he seeks to destroy the enemies of his patron deity and defend those who are innocent, or who stand with him against chaos and evil. He prefers to see his own blood spilled before others should suffer. To become one of the Fedayeen is of course a great honor... and after all, his size grants him a great amount of blood to spare. Though Bahamut is also a god who supports compassion and mercy, Aziz reserves such virtues for his allies, granting little more than a swift death to the infidels that oppose him.
SHEET
====== Created Using Wizards of the Coast D&DI Character Builder ======
Aziz, level 11
Dragonborn, Warlord, Sword Marshal
Build: Bravura Warlord
Commanding Presence: Bravura Presence
FINAL ABILITY SCORES
Str 22, Con 14, Dex 11, Int 14, Wis 9, Cha 18.
Starting Ability Scores
Str 17, Con 12, Dex 10, Int 13, Wis 8, Cha 14.
AC: 29 Fort: 24 Reflex: 23 Will: 22
HP: 76 Surges: 11 Surge Value: 21
TRAINED SKILLS
Athletics, Diplomacy, Endurance, Heal.
FEATS
1: Shield Proficiency (Heavy)
2: Improved Bravura
4: Improved Inspiring Word
6: Weapon Proficiency (Bastard sword)
8: Armor Proficiency (Scale)
10: Durable
11: Lightning Reflexes
POWERS
1, At-Will: Brash Assault
1, At-Will: Opening Shove
1, Encounter: Luring Focus
1, Daily: Fearless Rescue
2, Utility: Shake It Off
3, Encounter: Shielding Retaliation
5, Daily: Villain's Nightmare
6, Utility: Rousing Words
7, Encounter: Provoke Overextension
9, Daily: Denying Mark
10, Utility: Rallying Deflection
ITEMS
Martyr's Wyvernscale Armor +3, Sacrificial Bastard sword +3, Cloak of Distortion +2, Helm of Heroes (heroic tier), Jousting Shield Heavy Shield (heroic tier), Adventurer's Kit, Potion of Clarity (level 5), Potion of Regeneration (heroic tier), Potion of Healing (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Nearly a decade after the loss of his family, Dardek noticed two things - he had pissed away almost all of his family's money on temporary worldly pleasures, and the mysterious plague was striking again, in yet another noble family. Dardek went to inform his cousin, only to find the holy man wracked with disease himself. In his final days, Korbin did his best to teach Dardek the arts of healing. Dardek dedicated himself to trying to save those now dying from this plague. He was unsuccessful.
Suffering yet ANOTHER crisis of faith, Dardek left his mountain home, shorning his hair and his beard, his only worldly possession being his family's ancestral hammer - the only thing he hadn't pawned. He wandered aimlessly before coming to a small, secluded temple of Pelor where he swore his services. After several years of service, study, and traininer, Dardek underwent the ritual initiation to become a Paladin of the Sun God Pelor. His beard had begun to grow back, and he now began to allow his hair to grow.
He returned home in the shining mail of his new station to find that in his absence, the plague had claimed two more entire families, each of them more closely related to the ruling family of the Dwarven Kingdom. With the assistance of local authorities and somewhat disdainful priests of Moradin, Dardek discovered that there was evil afoot! A cult of Orcus had arisen right under their noses, and were planning to displace the King of the Dwarves by transforming his own son into a mind-controlled undead. This, however, was going to require the power of many souls, as close in relation to the Prince as possible - thus, the plague affecting nobles.
Dardek's attempts to defeat the cult before their ritual could be completed were unsuccessful, though he did destroy them shortly afterwards, ending the plague. All that was left was to save the King by killing the Prince, or what had once BEEN the Prince. He challenged the Prince to single combat after claiming that he had been tainted by Orcus, and after a grueling battle, slew him. The body burst into a horrid green mist upon its defeat, the symbol of Orcus clearly carved into its rubbery flesh. The King, in disbelief and despair, simultaneously rewarded Dardek for his heroism, and banished him for killing the Prince. Dardek accepted his sentence, knowing that the King would not hear reason - that his son could not have been saved.
Dardek has since wandered, shorning his hair into a mohawk to represent his mixed shame and pride, and has allowed his beard to grow with his wisdom. He has upheld what is right and what is pure, and he has fought illness, both mundane and extraordinary, and he has stricken evil to the ground. He has dedicated his life to the lives of those around him. Pelor has shown him that it is always darkest before the dawn, and that the sun must always set, but it must also always rise.
Description:
I'll add the sheet soon, but it's almost 5:30 here and I need sleep.
Background/Description:
6 years after the birth of her daughter, assassins calling themselve "The Red Hand of Zehir" attacked the town. They stole, they pillaged, they set fires. They lay waste to the town and the surrounding farms, including the Huxley Farms. Quinn stood fast to protect his family, but he was no match for their blades. Eliza watched her husband get murdered in cold blood, and that was only the start of her troubles. They pillaged the farm, taking everything of value, while Eliza and her daughter begged for mercy. One of the leaders of the raid took Eliza's daughter and slit her throat as the others bound Eliza and carried her away, screaming. She spent 6 weeks at their temporary camp, her and the other women of the town. They were beaten and raped on a regular basis, until suddenly, it stopped. Overnight, the assassins had abandoned the camp when they got wind of an adventuring party drawing near. The party freed the women, but with nowhere to go, Eliza swore revenge for her slain family.
She decided that the best way to exact revenge was to strike from the inside. She left her former life as far behind as she could, and travelled far, taking on the new name "Siali" (see-alley). She began training with all manner of assassins tools - weapons, stealth, acrobatic tricks. She began stealing and killing her way into taverns, inns and across the world, secretly searching for the Red Hand of Zehir, hoping to draw them to her.
Eventually, it worked. They invited her to join their organization.
She spent several months going through "training" - raiding small towns and villages. She learned to weild a dagger as if it were an extension of her own body. She has seen many things in her time with The Hand, and killed many people. After her first year, she began to be sent on individual missions. Her missions would take her to far away towns to assassinate a troublesome noble. Or to a small town to collect protection money. Through her subterfuge and double dealings within the organization, she learned that some of the leaders were suspicious of her. It seems that someone, somewhere, had recognized her face, and one of her 'coworkers' started to dig into her past, already following her trail to only 6 months after she changed lives.
Fearful of being exposed, she took a position infiltrating a group of adventurers that were leaving soon, hoping that she could convince the adventurers to assist her against The Hand if it came to that. Trying to remain loyal to The Hand, she meets with contacts to provide information about the group and their exploits. She does not know their intentions for this group, but she knows that she is running out of opportunities to strike the organization. She must act before they discover her secret.
For now, she must maintain a complicated lie. To outsiders, as well as to those she is beginning to depend on, she is an ordinary adventurer. To the Red Hand, she is an agent of destruction. In her own heart, she often finds the chaos and destruction to be liberating. She is both intrigued and afraid of what that revalation means.
Tonight, when the group has arrived in Moonstair, she is scheduled to meet her contact at a seedy tavern around midnight to check in, and give any updates she might have.
Eliza used to be a kind woman, passionate about what she cared about and quick to make friends and allies. Since her conversion to Siali, she must maintain an air of indifference, and also must keep the truth about her past from everyone. She toys with the idea of letting someone, anyone, in on her secret. It is a burden that is beginning to take its toll, but her fears and paranoia prevent her from trusting again.
To say she is adept with a dagger would be an understatement. She can weild shurikens and all other vicious blades with deadly precision. She carries her magical Vicious Dagger, along with 10 regular daggers and 10 shurikens concealed on her person. She also carries her trusted short sword - the one her husband fell defending his family with, waiting for the day when she can deliver the final blow with it to the men who killed her family. Recently, she had it enchanted as a Duelist's Weapon to help bring her vengance more swiftly.
Picture: and the full sheet cause MW is down..
Init +9 HP 85/85 Bloodied 42 Healing Surge 22 (0 used /8)
AC 23 Fort 18 Reflex 22 Will 20 Speed 6
Str 15 (+7) Con 14 (+7) Dex 19 (+9) Int 11 (+5) Wis 11 (+5) Cha 19 (+9)
Deft Strike [At-Will]
At-Will - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Sly Flourish [At-Will]
At-Will - Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier
damage.
Increase damage to 2[W] + Dexterity modifier + Charisma
modifier at 21st level.
Fleeting Ghost [Utility 2]
At-Will - Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You can move your speed and make a Stealth check.
You do not take the normal penalty from movement on
this check.
Chameleon [Utility 6]
At-Will - Martial
Immediate Interrupt Personal
Trigger: You are hidden and lose cover or concealment
against an opponent
Prerequisite: You must be trained in Stealth.
Effect: Make a Stealth check. Until the end of your next
turn, you remain hidden if a creature that has a clear line
of sight to you does not beat your check result with its Perception
check. If at the end of your turn you do not have
cover or concealment against a creature, that creature
automatically notices you.
Shadow Stride [Utility 10]
At-Will - Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You must be hiding to use this power. You can move
your speed. At the end of that movement, if you have
cover, you can make a Stealth check with no penalty for
moving. If you make the Stealth check, you stay hidden
during your movement.
King's Castle [Encounter 1]
Encounter - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: Switch places with a willing adjacent ally.
Trickster's Blade [Encounter 3]
Encounter - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma
modifier to your AC until the start of your next turn.
Rogue's Luck [Encounter 7]
Encounter - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Make a secondary attack against the target.
Secondary Attack: Dexterity vs. AC
Artful Dodger: You gain a bonus to the attack roll for the
secondary attack equal to your Charisma modifier.
Hit: 1[W] + Dexterity modifier damage.
Critical Opportunity [Encounter 11]
Encounter - Martial,Weapon
Minor Action Melee weapon
Requirement: You must be wielding a dagger and have scored
a critical hit with a dagger against an enemy during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Meditation of the Blade Daggermaster
Easy Target [Daily 1]
Daily - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is
slowed and grants combat advantage to you (save ends
both).
Miss: Half damage, and the target grants combat advantage
to you until the end of your next turn.
Walking Wounded [Daily 5]
Daily - Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is
knocked prone. Until the end of the encounter, if the
target moves more than half its speed in a single action, it
falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
Crimson Edge [Daily 9]
Daily - Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes
ongoing damage equal to 5 + your Strength modifier and
grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
Duelist's Short Sword
Power (Daily): Minor Action. You have combat advantage
against the next creature you attack with this weapon on
this turn.
Elven Boots
Power (Encounter): Minor Action. Gain a +2 power bonus
to speed and Stealth checks until the end of your turn.
Notes +Cha Mod AC vs Opportunity Attacks;
+2 to AC vs enemy you have Combat advantage against;
Resist 5 Poison
Equipment
+2 Sylvan Leather Armor, Elven Boots, +3 Vicious Dagger, Burglars Gloves, +1 Amulet of Health, Belt of Vigor, +1 Duelists Short Sword, 10 daggers, 10 shurikens, Adventurers Kit, Theives' Tools, 2 potion of vitality, 10 potion of healing, 240 gp
Feats
Quick Draw
Backstabber
Skill Focus:Stealth
Nimble Blade
Toughness
Escape Artist
Defensive Advantage
Paragon Path
Daggermaster's Action: You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action
Dagger Precision: Crit on 18-20 with dagger
Will add character sheet later, I was working on it, but lost all my changes
EDIT: Character sheet is added
EDIT: I cant believe i didnt notice that the sheet doesnt have skills or equipment or feats :S
I've set up a twitter account (@trollhaunt) for this game. I'd like the people playing to follow this account, and I'll let you know via an @ message it's your turn in combat so you know to come check (and if you have device updates set up, you should get a text message saying as much).
Hopefull this will help speed play somewhat
And here's the link to the sheet. I'm pretty sure it's all in order - it's been awhile. The backstory, description, above personality quirk, and a few personality traits for reference are in the proper places for convenience.
Garian
Character Personality/History (don't wanna give too much away :P)
It bled it's way into his combat, his spinning quick footed style suiting him to the Esoteric glaive, beckoning a flowing tide of razor sharp steel. Unlike his Bow wielding kin he has felt each and every kill, seen the dying enemy at his feet... it tempered him, removing his taste for blood at a young age, preferring the technical aspect of combat. He has also seen the price of failure, beasts slipping past his guard ravaging companions, leaving them broken or worse, driving him to even greater feats. A small chain round his neck reminds him of every failure, swaying and clinking in time with his movements he forces himself to never forget those he has lost, those he failed.... so that no more must die due to his complacency.
He spent most of his early years defending the forest he grew up in, spending his free time with the arts and with nature... a peaceful existence. But he soon found he was longing for more, his feet wishing to carry him across the land and the sea. So he slipped away, finding it preferable to the inevitable goodbyes, the silent night promising much danger and wonder. He considers it his goal to try new things wherever he can, to not fall into complacency like his more sedentary kin... to try every new brew of ale, to taste every delicacy he can find (in moderation of course) and to live his life to the fullest.
Character Portrait (unarmored, Not mine)
So DVG, with regards to the "established group of professional adventurers" that the chosen group must form, is it okay for players to start brainstorming for that now or should we wait until being picked?
What should I do?
In the meantime, make a copy for yourself in some way, shape or form, and get a plain text version posted in your app.
Striker
Foolish Chaos - Jack - Warforged Barbarian
ropb85 - Arcanto - Tiefling Warlock
nefffffffffff - Tariq Wahdi - Human Ranger
Tomanta - Erdran - Elven Ranger
Dark080matter - Alastor Kavarel, The Outcast - Shadar-Kair Ranger/Rogue
Psolms - Siali, Half-Elf Rogue, Daggermaster
Controller
Denada - Edgil Adant - Human Wizard
JacquesCousteau - Wizmanus - Dwarven Wizard
Defender
mightspacepope - Bruno Bearpuncher - Dwarven Fighter
Inx - Dardek Ironforge - Dwarven Paladin, Hospitaler
Stormgale - Garian - Elven Fighter (maybe Avenger post-PHB2)
Leader
Taelen Karion - Tiefling Warlord
Horseshoe - Aziz - Dragonborn Bravura Warlord, Sword Marshall
Use the "Sheet Generator" tool on MW to copy and paste out your character's stats. Naturally the formatting won't work anywhere but on the Myth-Weavers forums but if you're willing to put in the work you can properly edit it with SPOILER tags and so forth. That way DVG will have something relevant to look at when making player choices even when MW is down.
My character application is an example of this, it took me a decent half-hour or so to format properly. This will be useful even in-campaign for keeping track of character data and stuff, so it's not a wasted effort by any means.
Dardek Ironforge, Dwarf Paladin, Hospitaler
Init +6 HP /86 Bloodied 43 Healing Surge 21 ( used /14)
AC 29 Fort 19 Reflex 19 Will 20 Speed 5
Str 17 (+8) Con 15 (+7) Dex 12 (+6) Int 13 (+6) Wis 18 (+9) Cha 16 (+8)
Divine, Radiant, Weapon
Standard Action Melee Weapon
One Creature Str v AC
Hit: 1[W] + Str mod radiant damage. If you marked the target, gain a bonus to the damage roll equal to your Wisdom modifier.
Enfeebling Strike At-Will
Divine, Weapon
Standard Action Melee Weapon
One Creature Cha v AC
Hit: 1[W] + Cha mod damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
Shielding Smite Encounter
Divine, Weapon
Standard Action Melee Weapon
One Creature Cha vs AC
Hit: 2[W] + Cha mod damage
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier.
Benign Transposition Encounter
Divine, Teleportation, Weapon
Standard Action Melee Weapon
One Ally within a number of squares equal to your Wisdom modifier
Effect: You and target swap places. If an enemy is now within your reach, you may make a secondary attack against it.
Secondary Target: One Enemy
Secondary Attack: Cha v AC
Hit: 2[W] + Cha mod damage
Invigorating Strike Encounter
Divine, Healing, Weapon
Standard Action Melee Weapon
One Creature Cha v Will
Hit: 2[W] + Cha mod damage. If you are bloodied, you regain hitpoints equal to 5 + your Wisdom modifier. Bloodied allies within 5 squared also regain hit points equal to 5 + your Wisdom modifier.
Warding Blow Encounter
Divine, Weapon
Standard Action Melee Weapon
One Creature that is marked by you
Cha vs AC
Hit: 2[W] + Cha mod damage, and each ally within 5 squares of you can make a saving throw.
Hallowed Circle Daily
Divine, Implement, Zone
Standard Action Close Burst 3
Each Enemy in Burst Cha v Reflex
Hit: 2d6 + Cha mod damage
Effect: The Burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.
Paladin's Judgement Daily
Divine, Healing, Weapon
Standard Acton Melee Weapon
One Creature Str v AC
Hit: 3[W] + Str mod damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
Crown of Glory Daily
Divine, Implement, Radiant
Standard Action Close Burst 1
Each Enemy in Burst Cha v Will
Hit: 2d8 + Cha mod radiant damage.
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain this power's effect.
Sacred Circle Utility - Daily
Divine, Implement, Zone
Standard Action Close Burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
Cleansing Spirit Utility - Encounter
Divine
Minor Action Ranged 5
You or one ally
Effect: The target makes a saving throw with a +2 bonus.
One Heart, One Mind Utility - Daily
Divine
Minor Action Close Burst 6
You and Each ally in burst
Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.
Level 12 Dwarven Armor (+3) Property: Gain a +3 bonus to Endurance checks.
Daily: Free Action. Regain hit points as though you had spent a healing surge.
Level 10 Flaming Warhammer (+2) Critical: +2d6 fire damage.
At-Will: Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Daily: Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage and the target takes an extra 5 damage ongoing (save ends).
Level 8 Heavy Shield of Defiance - Daily: Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge.
Sending Stones
Other Equipment:
Level 6 Magic Holy Symbol (+2) Critical: + 2d6 damage.
Feats:
Dodge Giants
Dwarven Weapon Training
Pelor's Radiance
Durable
Toughness
Healing Hands
Shield Specialization
playing DnD is like applying for college. you work really hard on a bunch of applications, and then you dont get in to anything because it's like "oh hey, we have to pick between 1 controller, 2 defenders, 1.5 leaders, and 15 strikers."
Seriously? I felt like I was being pretty original there, in a classical sort of way.
What I'm saying is selections haven't been made yet :-p
Tanil Weaver
Human, Ranger, Horizon Walker
Fighting Style: Two-Blade Fighting Style
FINAL ABILITY SCORES
Str 20, Con 12, Dex 16, Int 14, Wis 12, Cha 9.
Character Builder summary (Stats etc, until MW is up)
Tanil Weaver, level 11
Human, Ranger, Horizon Walker
Fighting Style: Two-Blade Fighting Style
FINAL ABILITY SCORES
Str 20, Con 12, Dex 16, Int 14, Wis 12, Cha 9.
Starting Ability Scores
Str 18, Con 10, Dex 14, Int 10, Wis 11, Cha 8.
AC: 25 Fort: 23 Reflex: 22 Will: 18
HP: 84 Surges: 7 Surge Value: 21
TRAINED SKILLS
Dungeoneering, Nature, Athletics, Perception, Endurance, Stealth.
FEATS
1: Stubborn Survivor
1: Blade Opportunist
2: Improved Initiative
4: Weapon Focus (Heavy Blade)
6: Two-Weapon Fighting
8: Two-Weapon Defense
10: Lethal Hunter
11: Action Recovery
POWERS
1, At-Will: Twin Strike
1, At-Will: Nimble Strike
1, Encounter: Dire Wolverine Strike
1, Daily: Jaws of the Wolf
2, Utility: Fox Shift
3, Encounter: Leonine Surge
5, Daily: Adaptive Assault
6, Utility: Serpentine Dodge
7, Encounter: Sweeping Whirlwind
9, Daily: Attacks on the Run
10, Utility: Shed the Mark
1, At-Will: Hit and Run
ITEMS
Veteran's Hide Armor +3, Sacrificial Broadsword +3, Wolfen Longsword +2, Cape of the Mountebank +1, Luckbender Gloves (heroic tier), Quickhit Braces (heroic tier), Headband of Perception (heroic tier), Boots of Stealth (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
This was not a sign of honor for Tanil. Tanil was the second son. His brother Jonas had preceded him into this world by a mere two years, but would inherit the shop and the seat on the Guild Council. As Jonas the Elder became more an influential man and less an artisan, he spent more time instructing his son in politics and less in the Art. Jonas the Younger never held this over Tanil's head - not out of an excess of early maturity or kindness but out of a lack of any conception that it could be otherwise. Tanil could work for his brother eventually, but he would need to become a journeyman and indentured worker for another Weaver first. His younger brothers Septimus and Gully would as well, while his younger sisters would be married to a member of one of the four other Guilds. Each family member served the Family, and the patriarch was the family.
Near the end of Tanil's first decade, his quiet mother brought back a trio of customers. Each cloaked and long, moving slowly but with the suggestion of power like the expensive riding horse than Jonas the Younger had received for Winterbreak or the mountain lion that Tanil had caught a glimpse of at the edge of town before the town militia put it down. While one haggled with his mother, the one time her spine seemed to stiffen, a matching pair stood over the Tanil as his hands flew. His gaze was focused on the two fascinating strangers, obviously brothers with thick eyebrows and thin beards framing amused expressions. "His hands move even when he doesn't look." The one Tanil would learn was called Hadrian said. "Do they move when you do look boy?" said his brother Arctos. Tanil stammered and stuttered - he could count the number of adults he had ever spoken to without looking down at his bare feet. "If you'd like to see what else you can do with those hands, come to the split oak just past the gate they are constructing tonight."
Tanil didn't know how to react to that. Leave the house alone? But the idea wormed through his head like a crooked thread. Before he knew it, he was quietly creeping from the edge of the bed he shared with his two younger brothers and standing in the cold next to the tree. The brothers emerged and smiled.
The rangers stayed for two weeks while their orders were completed. Each night, Tanil met the tireless brothers and their less interested leader. They showed him how to hold various blades and play sparred with him. He imitated their exercises that kept them limber and strong, and once they even let him tag along as they took down a deer from afar. Hadrian perferred to work with two shining thin blades and he was delighted as Tanil imitated his style with the speed and ambidexterity weaving had taught him.
After two weeks, the rangers left. Tanil secretly continued his exercises. He mentioned it only once, and only caught a minor cuffing when he said it was a joke, more for speaking lightly to his older brother than any belief that he was doing something that didn't help the family. But the rangers returned with more orders the following year, this time staying a full month. And the following two years they came twice, spending almost two months a year in the increasingly distant forrest surrounding the town. By the time Tanil was thirteen summers, seven rangers were coming each trip and he met them before they even came to town by the smell of their fire near the split oak tree.
The split oak was harvested for lumber in the next year and the rangers never arrived. The next Tanil's date of indenture was approaching even as Jonas the Younger was named Weaver. And then with little warning things changed.
Both of the patriarchs of the family were worried, but they fretted over each minor skirmish in their game of politics. It wasn't until they stopped taking orders and shuttered the windows that Tanil thought something serious might be happening. His siblings were bundled up and a crude club was thrust into his hands and the hands of his ten year old brother Septimus. A paired sword and dagger hung from the belts of Jonas the Elder and Jonas the Younger.
The wagon sped from town as fast as it could be pulled with a heavy load and only three horses. Only the smallest children and Jonas the Younger road. Tanil, Septimus and the two Jonas strode beside the wagon and a brisk pace. Only Tanil managed it. And Jonas the Younger couldn't manage even that when a bolt thudded into his hip.
What happened next would always be a blur to Tanil. His father and brother ran directly at the five bandits. Jonas ran behind Septimus and an arrow snuffed the boy out. Tanil threw his club as a bandit swung his hammer. The weapons from his father's belt were in his hands. A bandit looking up in shock, looking much like the second son of the head of the Tanner's Guild who had once played with Tanil as blood spurted from his neck. A group of seven bodies moaning and bleeding and dying surrounding an untouched Tanil.
The wagon had bolted, dumping some precious cloth and equipment. Tanil could follow it and surely catch it. He didn't.
It was a nearly year before he spoke to another person, sometime around his fifteenth Winterbreak. He was getting colder, and food was scarcer in the deep forest, so he had decided to head to the nearest road and find a settlement where he could work for some warmth and food. The two swords he had taken from the fallen bandits were still sharp and unrusted but each of the hostile persons he had encountered and killed had been wearing summer clothes. His shivering almost made him miss the sound of metal on metal.
Hadrian and Arctus were surrounded by several cloaked bodies and ten armored half-orcs with a robed man hurling bolts of fire at the two survivors. And then they were surrounded by nine half-orcs and a couple corpses. And then five. And then they were reacting with happy surprise at the identity of their savior.
Tanil spent the next two years with the brothers, working for a trading company in fetching goods from towns not worth straying from the caravan route to obtain as it continuously rolled along. When the merchant they were working for inevitably turned on his rangers by sending his new guard company against them, he helped the brothers and the other woodsmen in smashing it. When they worked with a small crew in breaking a series of petty robber barons along the caravan route, he assisted. And when they were hung for poaching, he cut them down and buried their bodies.
Tanil spent the next four years traveling the world, gaining knowledge and experience fighting in huge battles and for tiny causes. He had crawled through abandoned caverns miles from civilization and hurtled from rooftop to rooftop running down thieves in the biggest cities. But he never joined up with any group for long and a didn't stay in one place. Family could chain you. Stay any place too long and you might be trapped. A days walk in any direction and you might find peace, or at least an interesting situation.
ed fixed background and changed ability scores slightly
ed2 left out appearance/mannerism
Clear, pale skin hint at the northern roots of his mother's mother while his father's gray eyes stare back at him when he finds himself confronting his own reflection. He keeps his chin clear of hair on all but the coldest and hardest times, doesn't wear a mustache like the workmen of his hometown, but shaggy chops of dark red hair remain untrimmed until they become truly unruly. This creates a more striking contrast with his exactly maintained brown hair, marred only by a streak of premature gray near his left ear where a bolt had almost caught him.
Tanil does not display the wariness many of his kind exhibit, seemingly as ease with those around him. This doesn't indicate trust, but rather a nearly universal distrust and a constant state of watchfulness. Tanil is always looking for someone trying to chain him down and limit his options. Any individual Tanil can be polite and even friendly with, and Tanil will act that way. He might even trust someone temporarily, even with his life - that's necessary in battle. But he has never trusted completely even when his manner suggests he does.
His style of fighting is cobbled together from personal experimentation and the techniques of scores of mercenary bands, petty nations and warrior traditions. The direct path is taken as far as his trust allows him and flourishes are only worthwhile if it has good effect. He will work to open an opponent's defenses as hard as if he was the one striking, caring little for glory or credit. Possessions tend to bind one almost as much as personal trust and Tanil likes to be able to carry his most important possessions and keep enough gold on his person to start over or survive even if wounded for some time.
QEDMF xbl: PantsB G+
If you want to have a shot at getting picked, get your concept (background, personality, looks, fighting style, etc) up in your application post. Stats are a bonus, as are the character builder PDF link I mentioned before.
If you don't get picked, remember, this is a one-shot, if all goes well I may do another adventure afterwards.
It builds.....
QEDMF xbl: PantsB G+
Sorry for the delay, had to go to get a bunch of boxes, since I move in ten days and should probably start packing.
Congrats to those who made it in, we are going to start on Thursday.
Again, if its ok, I may be changing my Paragon Path to something a little more focused on the spiritual side of things when I get my hands on the book tomorrow.
so we should start talking about a party name, right?
Off the top of my head, Edgil would have likely fallen in with the rest of the party in order to search through ruins of some form or another. With that mission obviously being successful, he would have just stuck around until someone told him to leave.