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Out of Time OOC

Posted: Mon Jan 28, 2019 11:08 pm
by FinalTemplar

Hook
It is the year 900, during the waning days of the Age of Immortals. The evil wizard Malegoth has been slowly rising in power. The adventurers of this age, as of yet, were not powerful enough to stop him. But there was one group who had been training with the elves, hunting down powerful monsters to prepare, and now finally, they were ready. These heroes, equipped with knowledge and blessings granted by the elves set out with the goal of stopping him, and had finally found his tower, and knew they would only have one chance to stop him.

You are one of these heroes. The months and years you have spent hunting gigantic monsters has led you to this moment. What could, potentially, be the final moments of your life. It is now the night before the final dawn, a deep fear that seemed to cling to the hearts of you and your companions continues to rise, trying to fight against your spirits. What happens if you fail? What happens if Malegoth is simply too powerful? These are questions you don't yet have the answer for, but you know it's too late to turn back now. In only a few hours the sun will rise, and you must be ready to face the evil wizard.

General Character Creation Rules
System: 4e
Level 11
Stats: 25pt buy. (rather than 4e's default 22)
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: One level 11 item, one level 12 item, and one level 10 item, as well as 5000 gold to spend on adventuring supplies or another magic item(s).
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No.
Hybrids: In any game I run, you will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. I feel like this helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.

Full Timeline
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https://docs.google.com/document/d/14iV ... sp=sharing[/sblock]
While there is a decent set of lore so far with the timeline and the short write up below, I would very much appreciate help in the lore department for the different races if you so choose (ie. "I want to play an Orc who went far far north, can I come up with some lore for the north!"), thanks!

The land you start off in is a great crater, which goes on for miles and miles in any direction. The mountains that encircle the area are on the horizon, being miles and miles high and nearly perfectly circling the crater except one or two spots where the mountains break, and have small paths to the outside world. Many humans choose not to explore out that far, but a few stray ones have, though few have returned to share their experiences.

Races of the World
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[sblock=Races of the World]
Humans
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The Mortal Swords: The main group of humans was in the center of the crater. They shunned most magic but willingly accept dwarves for weapons and armor. Mages do exist from the main group, but they are shipped off to the Elves for their academy.

The Heirs of Starlight: These are the humans who fully integrated into what was left of the Elvish society. They make up the majority of the Mages in the country, and would later become scientists and academics in later society after magic is evaporated.

The Outlanders: The final group of humans are the ones who escaped beyond the mountains and managed to survive, many as barbarians and conquerors. These humans are not always barbarians, but the ones who are not killed will typically be pushed into a brutal savage existence.

[sblock3=Orcs]Orcs come from the deserts that form a godless ring around the mountains. Many Orcs specialize in fighting due to their immense raw strength. Starting in a close ring around the crater are where you find most of the few orcish communities. A small number of them would be:

Clan Sharptusk: A brutal clan of orcish hunters who have made a name for themselves by taking down big game.
Clan Savage Hand: A Barbarian tribe located near the edge of the western Rim.
Clan Steel Claw: An orcish clan that has mastered the art of shapeshifting, many of which end up being druids.[/sblock3]

Dwarves
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At one time, the four groups of Dwarves seemed to come from the same family. At least, that was the running assumption by most people. Eventually it was clear by the way they distinguished themselves that they definitely were four different groups of Dwarves who did not get along. These Dwarves are:
The Goldsmiths: The main group of Dwarves, known as "House Bronzehorn". They live in the western-most range of mountains. For many years, right up until the dawn of the 1900s, they would occasionally come down for trade and sale.
The Coalguard: Dwarves who, come from the southern-most mountain range. There's a small bridge made between the two mountains where they break, which the Dwarves created to better travel between the two. Later, a gate was added below the bridge to keep out the barbarians.
The Burned Eyes: The third group of Dwarves live in the eastern-most set of mountains. They are the most aggressive and malevolent of the four Dwarvish clans. Their dream is to someday conquer the mountain range under the flag of House Grimskull, but as of yet they've been unsuccessful.
The Earthforged: The final group of Dwarves live in the northern-most mountains, they refer to themselves as Earthforged in their own tongue, but many Elves know them as "Clan Deepcrag". The Earthforged seem the most friendly out of all of the groups that come down, and even dug a passage through the mountain shortly before the Aurora Elves went through on their pilgrimage to the northern wastes. The Northerners tend to be magic users, using it to assist in mining ore that they trade with the Goldsmiths for valuable items.

[sblock4=Elves]Moon Elves: The original Elves who lived near the ancient pool left by the gods. Experts in Arcane magic. Not all Moon Elves are practitioners of the Arcane, though many are, and even the ones who do not have some base level of Arcane ability. Moon Elves, blessed by the pool at birth, live for thousands of years.
Sun Elves: They broke off from the original elves and made huge towers, choosing to praise the sun and the gods rather than the arcane magic of the pool. Not all Sun Elves are practitioners of holy magic, though all Sun Elves have some latent magical ability from their exposure to the sun. Even without direct exposure to the pool, Sun Elves (and Aurora Elves) live upwards of 1000 years.
Dark Elves: These elves broke off from the Moon Elves to hide in the deep caves below, stealing some of the magic pool for themselves. Many of these Dark Elves are experts in shadow magic, drinking and feeding on it. A common trait is that Dark Elves can shift from shadow to shadow, and experts of such abilities seem to teleport across the battlefields at night. The Dark Elves, for stealing water from the pool, are cursed to live forever. They cannot die, even if slain on the fields of battle. Their souls are reincarnated into new bodies that emerge from the pool they have hidden deep below the surface.
Aurora Elves: Aurora Elves, more commonly known as Snow Elves by the humans, are elves who migrated north many years ago. They once bartered with the dragon of the north in his youth, coming later to call him "Bartheus". Their exchange gave birth to the hot springs which allow the elves to survive in the cold, harsh northlands. As per their name, they worship the Aurora that lights up the cold dark night sky. They (Like the Sun Elves) live for upwards of 1000 years.[/sblock4][/sblock]


Re: Out of Time OOC

Posted: Mon Jan 28, 2019 11:12 pm
by Scratcherclaw

Mikkjal Fjósson, the Boreal Blademaster

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Ten Minute Background
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Background and Concept Elements
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Appearance: Mikkjal is about average height for an elf, standing at around 6'4" and fairly toned. He has short, wavy hair, a silvery blonde hue common of the Snow Elves of the frozen north. His eyes are a pale blue-gray, to the point of nearly being colorless. His skin, used to little sun exposure, remains pale, though his cheeks may often grow flushed bright red whether from frigid air or embarrassed remarks. Ever-used to covering up nearly all skin, his cloth and leather garbs even now reflect this. Owing to his family's wealth, they were custom-made, with easily-removable layers for varying climates.

Personality: Overall, Mikkjal is an amiable man, preferring to be friendly than aggressive even towards those he just met. His schooling taught him the importance of diplomatics and he's generally tried to keep with it. As his culture emphasizes family, he is very protective of family. This goes for his family of birth and those close friends who have become a second family to him.

Rather than remain serious all the time, he occasionally has a childlike spirit, partially as he's fairly young for an elf. He enjoys lighthearted comments and playfulness, though understands when one should be serious. On occasion, he may come across and condescending, though he doesn't mean it and has tried his hardest to be humble. Overall, though, Mikkjal has a strong sense of duty and is ready to do what needs to be done. He has, however, felt a lot of pressure, with many expectations upon him: both by birthright and his desire to protect.

Under the Violet Skies: The eve Mikkjal was born, the aurora painted the land in a violet light, a rare sight but not all unheard of. To the Snow Elves, the colors of the aurora on the night of one's birth could determine their future. Violet meant the child was destined for greatness. Destined to lead their followers to a brighter future, a prosperous one. And Mikkjal was to befit this, so the skies told. He was born to Geir and Svana of the House Fjósson, the patron house of the violet auroras. As such, an expectation of greatness was placed upon him from birth. He was not alone in this, however, as he had three older brothers paving the way before him. Though he never hoped to inherit the House title, his expectations were still high.

Within Hyljavik, the family unit has heightened importance and family name as a result. This is especially true for the five high houses, who lead Hyljavik: Græsson, Gulsson, Bleiksson, Blársson, and Fjósson. Family determines opportunity, yet also provides stability to even those less fortunate in the realm. For Mikkjal, this provided a loving core right from birth.

The Aurora and the Stars: As a toddler, Mikkjal grew close with another child, Lilja Blársson, as House Blársson had close ties with House Fjósson. It was in Lilja that Mikkjal found his first friend, beyond family. The two played often, whether in the snows or spring pools. Though it was unclear then, they would be friends for life. Eventually, schooling began for the youths, a system called the Auroran Academy where the High House's future leaders were educated, extensively. In the earlier years, it focused upon basic education, history and literature and the like. During his formative years, the education turned to diplomatic training and stewardship.

Towards the end of the Auroran Academy, Mikkjal and the other students were trained both martially and magically for combat. They would soon form the new ranks of the Duskwatch, Hyljavik's elite protectors. His time in the guard was largely lackluster, with the most excitement coming from defending against routine tribal raids. On the ice fields beyond Hyljavik's grasps, exiles and savages lived in squalor. Jealous of the prosperity, raids were a common occurrence. However, the city's stalwart defenses never failed.

Farewell to the Springs: Eventually, Mikkjal realized it was time to move on from the Duskwatch. He had ambitions that were larger than his homeland could realize, as much as he loved it. He spent many nights lost in thought, staring up at the painted sky as if it had the answers. It did not, he realized. His brother Freyr did, however, suggesting Mikkjal go adventuring, in search of new lands and new tales. After much deliberation with his family, he decided to do as his brother suggested. He would go and achieve greatness beyond his realm, and experience much more.

The night before he was to depart, he toured the city once more, a farewell of sorts as it would be months before returning. As he did, he heard a voice whisper to him, seemingly from the skies itself. Assuming it to be the voice of the Aurora, a force revered and somewhat worshiped by his kin, he listened. It offered him a new source of strength and power. In exchange, he would work tirelessly to cast out the darkness from the world, much like the moon and aurora do to the darkened nights. Graciously, he accepted and began his journey.

Aurora Light the Way: Mikkjal, from the get-go, enjoyed his time adventuring. He saw many more lands than he knew even existed, and felt more temperatures than he knew existed. Despite his distaste for the heat of the land in the crater, he eventually grew used to it. He honed his skills and felt his yearning ambition begin to finally get quenched. There was always more to be done, though, and it kept him going.

Eventually, he caught wind of a foe named Malegoth, a wizard causing chaos across the realm and intent on ruling the world. He then realized Malegoth must have been the darkness the Aurora spoke of. Soon after, he heard rumors of a team with hopes of defeating him. Intent on fulfilling his promise, he followed the rumors, soon finding himself in a rag-tag band of adventurers.

Goals
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1) Mikkjal wants to work together and defeat Malegoth so that they may save the world from his tyranny.

2) I'd like for Mikkjal to be able to protect his second family and strengthen his ties with them as they continue their journey.

Secrets
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1) Mikkjal owes much of his unique abilities to striking a pact with an Auroran spirit shortly before leaving home. She bestowed the gifts of the moon and aurora, and in return, he would fight to banish darkness from the world.

2) His childhood friend Lilja was recently killed while defending against a raid upon Hyljavik.

People Tied to Mikkjal
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1) Freyr is Mikkjal's older brother and the closest in age to him, being all of a year older. Since birth, the two were practically best friends and were nearly inseparable prior to schooling years. He had always looked to Freyr for advice, and his brother always watched out for him during the misadventures that four young boys managed to get into. There are few Mikkjal trusts more than Freyr and it was on his advice that Mikkjal ultimately landed on the path towards becoming an adventurer.
[sblock3=Appearance]Image[/sblock3]

2) Lilja Blársson is a longtime childhood friend of Mikkjal and a member of another of the city's high houses. The two are the same age and practically grew up together, as the two families had highly close ties. The two were often spar partners during their time in the Academy, and they insisted upon being paired doing routine watch. Lilja had developed feelings for Mikkjal, though he proved oblivious to them. She was heartbroken when he left, though he still makes a point to see her whenever he visits home once more.
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3) Baldur is a somewhat sworn enemy of Mikkjal, a warrior from the tribal village of Bakevje on the western ice fields. The inhabitants of the village have long been jealous of the prosperity Hyljavik enjoys, and Baldur is no exception. Mikkjal first encountered him as he tried to launch a raid on the city, by himself. Though Mikkjal managed to get him to abandon such a lost cause, Baldur spoke with such rage as to make Mikkjal detest him. The two had many encounters from then on, sparring and butting heads on too many occasions. As if that wasn't enough, Baldur decided to be an adventurer himself after he got wind of Mikkjal's decision, hoping to "show that city boy what a real adventurer is like."
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Memories, Mannerisms, and Quirks
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1) Being from the mostly-frigid north, Mikkjal has a higher tolerance for cold than those from the more temperate regions of the world.

2) Mikkjal vividly remembers the sights of the aurora from his homeland, thinking of it often as he peers up into the night sky.

3) Ever since childhood, Mikkjal has had a love for hide-n-seek. Once he learned of invisibility spells, he turned this into a battlefield tactic to gain the upper hand.

Background - Family/Class/Profession/Institutions
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Family: Mikkjal is the youngest brother in his family, with three older brothers: Freyr, Aron, and Njall. His parents, Geir and Svana, are alive and well, living out their lives in Hyljavik.

Class: Mikkjal was born into the ruling class of Hyljavik, the families of aristocracy that the city-state was founded by. In time, the high houses became defacto nobility as the origins faded.

Profession: Mikkjal is an adventurer by trade, roaming the land and performing various odd-jobs for needy and overbearing people.

Institutions: Mikkjal was part of the Auroran Academy, an organization where the children of the high houses are taught to lead, through martial ability, scholarly pursuits, and charismatic endeavors. They are also trained to be an elite guard for Hyljavik, instilling a sense of duty in the future leaders. He also spent extensive time in this elite guard, known as the Duskwatch.

Drives - Primary/Secondary/Tertiary
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Primary: Family: In Hyljavik, family, both by blood and bond, is considered one of the most important tenets of society and something that's always worth protecting. Mikkjal has taken this with him on his travels. Though his born family is far away, he now has a second family he feels the same values with.

Secondary: Wealth: Being from a wealthy upbringing, Mikkjal was taught the value of money early on. As a result, he would like to amass himself a personal fortune to expand his own family's wealth and influence.

Tertiary: Renown: Though he doesn't expressly perform actions for fame, it's always in the back of his mind. He thinks it would be pretty cool to end up remembered for generations, whether as a mythical hero of legend or a figure in a history tome.

Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: Mikkjal wants to find and defeat Malegoth, putting an end to his evil schemes.

Medium-Term: Mikkjal would like to travel even more of the world and hone his skills even further.

Long-Term: Eventually, he would like to return home and start a family.

Relations
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Gwenlyn: Mikkjal seems a lot in common with Gwenlyn, despite coming from near-opposite ends of the world. Both came from privilege and both have a knack for magic. He appreciates her curiosity, though worries it may eventually bring trouble upon her. Her occasionally-snobbish nature hardly bothers Mikkjal, as he grew up in an environment full of such behavior. As a result, he just ignores it and assumes it's not as intentional as it seems.

Minha'kal: While not extraordinarily pious himself, Mikkjal respects Minha'kal's dedication to her faith, knowing that such dedication could carry over to more. He finds her stoicism somewhat odd, though does his best to make her feel comfortable so that she may improve her socialization skills. Additionally, he respects her greatly, being an elf of many more years than he's enjoyed, though hardly the oldest he's come to know.

Jazde: Mikkjal greatly respects Jazde, despite the great differences they share on the outside. Though her directness can catch him off-guard, her dedication and oath to duty garner much for the snow elf. He appreciates her patience, as he's found many in his travels to be lacking it. Additionally, he appreciates her similarly-friendly nature, knowing he can trust her given her fierce loyalty.

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Character Sheet
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Mikkjal , level 11
Vryloka, Fey Hexblade, Evermeet Warlock
Choose Resistance Type: Armor of Resistance +3 (Cold)
Background: Frostfell (Primal Power) (+2 to Endurance)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 11, Con 14, Dex 20, Int 14, Wis 9, Cha 22.

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

AC: 27 Fort: 21 Reflex: 24 Will: 25
HP: 76 Surges: 8 Surge Value: 19

TRAINED SKILLS
Diplomacy +18, Endurance +14, Bluff +18, Stealth +16

UNTRAINED SKILLS
Acrobatics +10, Arcana +7, Dungeoneering +4, Heal +4, History +7, Insight +4, Intimidate +13, Nature +4, Perception +6, Religion +7, Streetwise +11, Thievery +9, Athletics +5

FEATS
Level 1: Wintertouched
Level 2: Silvery Glow
Level 4: Improved Defenses
Level 6: White Lotus Riposte
Level 8: Superior Implement Training (Accurate rod)
Level 10: Nimble Blade
Feat User Choice: Rod Expertise
Level 11: Lasting Frost

POWERS
Level 1 Hexblade Daily Power: Prophecy of Zhudun
Level 2 Hexblade Utility Power: Ethereal Stride
Level 5 Hexblade Daily Power: Tentacles of Cryonax
Level 6 Hexblade Utility Power: Dark One's Own Luck
Level 10 Hexblade Utility Power: Ethereal Sidestep

ITEMS

Equipped Items
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Code: Select all

Main Hand: Blade of Winter's Mourning
Offhand:   Accurate rod of Beguiling +2
Body:      Hide Armor of Resistance +3

Head:      ---
Neck:      Talon Amulet +1
Arms:      Iron Armbands of Power (heroic tier)
Hands:     Gloves of Ice (paragon tier)
Waist:     Lantern
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      Crimson Determination (heroic tier)
Boon:      Mercurial Mind (heroic tier)
Backpack
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* Bedroll

  • Climber's Kit
  • Cold-weather clothing
  • Fire Kit
  • Grappling Hook
  • Hempen Rope (50 ft.)
  • Hammer
  • Journeybreads (10)
  • Shovel
  • Oil (1 pint) (5)
  • Tent
Belt Pouch
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* Flint and Steel

* Bottled Twilight

* Waterskin

* Coinpurse of 120 gold

All Items
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Blade of Winter's Mourning, Iron Armbands of Power (heroic tier), Hide Armor of Resistance +3, Acrobat Boots (heroic tier), Accurate rod of Beguiling +2, Crimson Determination (heroic tier), Talon Amulet +1, Backpack (empty), Bedroll, Belt Pouch (empty), Climber's Kit, Cold-weather clothing, Fire Kit, Flint and Steel, Grappling Hook, Hempen Rope (50 ft.), Hammer, Journeybreads (10), Lantern, Oil (1 pint) (5), Shovel, Tent, Gloves of Ice (paragon tier), Mercurial Mind (heroic tier), Bottled Twilight, Waterskin, Coinpurse of 120 gold

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Combat Block
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Mikkjal

Male Vryloka Hexblade 11
Languages: Elvish, Common, Draconic
Age: 125
Height: 6'4"
Weight: 195 lbs.

Speed: 8 (7 when bloodied)
Initiative: +10
Passive Perception: 16
Passive Insight: 14
Senses: Low-light Vision

AC: 27
Fort: 21
Reflex: 24
Will: 25
HP: 76/76
Bloodied: 38
Surge Value: 19 (17 when bloodied)
Surges left: 8/8
Action Points: 1

MBA (Icy Skewer): +19 vs AC, 1d10+22 Cold Dmg (+1 atk & dmg w/ CA; +1 atk after Inevitable Strike; +2 dmg vs bloodied; +2 to all defenses against target til EONT)
RBA (Eldritch Bolt): +16 vs Ref, 1d10+15 Force Dmg (+1 atk & dmg w/ CA; +2 dmg vs bloodied)

Resistances:
Necrotic 10
Cold 10
All 4 (when bloodied)

Vulnerabilities: None

Saves: None

Active Effects:
+5 to bluff to say I'm human

Powers:

Eldritch Bolt
Soul Step
Icy Skewer
Ethereal Sidestep
Acrobat Boots


Second Wind []
Inevitable Strike []
Lifeblood []
Piercing Shard [][]
Ethereal Stride []
Winter's Retributive Escape []
Blinding Beacon []
Mercurial Mind [_]


Prophecy of Zhudun []
Lesser Planar Ally []
Tentacles of Cryonax []
Tentacles of Cryonax Secondary Power []
Dark One's Own Luck []
Summon Warlock's Ally []
Accurate rod of Beguiling +2 []
Talon Amulet +1 []
Bottled Twilight [_]

Consumables:

None.

Important Features:
[SHOW]

Class Features
Fey Pact Reward: You gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals 2 + your Dexterity modifier (+5).

Feywild Wake: When you leave a square by teleporting, you become invisible to all enemies adjacent to the square you left until the start of your next turn.

Mercurial Action: When you spend an action point to take an extra action, you also gain a move action and your speed increases by 1 until the end of your turn.

Racial Features
Elemental Origin: For the purpose of effects that relate to creature origin, you are considered to be an elemental.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

Theme Features
Ironwrought Starting Feature: Your origin becomes elemental. You gain a +1 power bonus to Athletics checks and Endurance checks. Whenever you use your second wind power, this bonus increases to +4 until the end of your next turn.

Ironwrought Level 5 Feature: While you are bloodied, you have resist 4 to all damage.

Ironwrought Level 10 Feature: Whenever you use inevitable strike, you gain a +1 power bonus to melee weapon attack rolls until the end of your next turn.

Feats
Wintertouched: When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.

Silvery Glow: You gain a +3 feat bonus to damage rolls with cold powers and radiant powers.

Improved Defenses: You gain a +2 feat bonus to Fortitude, Reflex, and Will.

White Lotus Riposte: When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes 6 damage of the same type the attack power deals.

Nimble Blade: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.

Rod Expertise: You gain a +2 feat bonus to implement attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex.

Lasting Frost: Once per turn, the first target you hit with a power that has the cold keyword gains vulnerable 5 cold after the attack. The vulnerability lasts until the end of your next turn.

Item Features
Iron Armbands of Power (heroic tier): You gain a +2 item bonus to melee damage rolls.

Acrobat Boots (heroic tier): You gain a +1 item bonus to Acrobatics checks.

Accurate rod of Beguiling +2: You gain a +2 item bonus to Bluff checks, Diplomacy checks, and Intimidate checks.

Crimson Determination (heroic tier): You gain a +2 bonus to damage rolls against bloodied targets.

Talon Amulet +1: You gain a +1 item bonus to damage rolls when you have combat advantage.

Gloves of Ice (paragon tier): Your cold attacks gain a +2 bonus to damage rolls, or your cold attacks ignore 5 of the target's resistance to cold. You can switch between properties as a minor action.

Mercurial Mind (heroic tier): While you are not bloodied, you gain a +1 item bonus to speed.

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Re: Out of Time OOC

Posted: Tue Jan 29, 2019 1:17 am
by Namelessjake

Gwenlyn Aera, Mage of the Heirs of Starlight

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Ten-Minute Background
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Background and Concept Elements
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1) Birth and Early Life - Gwenlyn was born to the prominent Aera family. A family with a natural gift for magic, both her parents were high ranking members of the Heirs of Starlight. Gwenlyn in particular was born with an exceptional natural talent for the magical arts.

As an Aera she received expert tuition from the Heirs and Elves which, combined with her natural talent, saw her quickly become one of the Heirs' rising stars.

2) Groomed For Adventure - Around the age of 14, Gwenlyn had already learnt to control magic it could take others a life time to master. Around this time the power of a human in the centre of the crater, Malegoth, was beginning to become a cause for concern. Due to her abilities, and family's influence, Gwenlyn was picked to be the first member of the group that would later challenge Malegoth. Her training and lessons were stepped up to prepare her, although it wasn't long before there was little more the Heirs' best mages could teach her.

3) Monster Hunter World - Already armed with most of the Heir's of Starlight's knowledge, and aged only 18, Gwenlyn's training became more practical. She began travelling and adventuring with a group of elven warriors and other potential candidates for the party to challenge Malegoth.

The adventures and hunts, while providing Gwenlyn with valuable experience, did prove to be dangerous and many of the potential candidates were killed or wounded by the beasts.

4) Final Quest - Eventually, after years training with the Elves, the party set out to track down and defeat Malegoth, with Gwenlyn among their number.

5) Personality - Gwenlyn is friendly with a naturally inquisitive mind. She can sometimes come across as snobbish due to her privileged upbringing and having been groomed for her role in defeating Malegoth.

Goals
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1) Gwenlyn wants to track down and defeat Malegoth.

2) I like Gwenlyn to find something or someone she can be happy with that isn't just what she has been groomed for.

Secrets
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1) There have been occasions Gwenlyn has felt unable to control her powers and worries that she might one day accidentally hurt someone or worse.

2) Girdorr was actually in love with Gwenlyn and their rivalry that developed came from him trying to impress her.

People Tied to Character
[SHOW]

1) Dalyor - a Moon Elf who Gwenlyn adventured with, the two were romantically involved for a while, however he didn't join the group on their quest to defeat Malegoth.

2) Lannalor and Ezarolia Aera - Gwenlyn's father and mother respectively.

3) Girdorr Olocaryn - Another young powerful mage of the Heirs of Starlight. The two have shared a heated rivalry over the years.

Memories, Mannerisms, and Quirks
[SHOW]

1) While she is used to living life on the road, Gwenlyn's upbringing as part of a wealthy and influential family has left her with a taste for the finer things in life.

2) Gwenlyn loves magic and will use his abilities at every opportunity, even for the most mundane things.

3) Gwenlyn is naturally inquisitive and will question most things.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Gwenlyn is the eldest daughter of two of the Heirs of Starlight's leaders. She has two younger brothers and a younger sister.

Class: Gwenyln comes from the aristocratic ruling class of the Heirs of Sunlight

Profession: Adventurer

Institutions: Heirs of Starlight

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Knowledge/Magical Power - Gwenlyn has always had a gift for magic, however she also has an inquisitive mind and a desire to learn and better her abilities.

Secondary: Defeating Malegoth - One of her main drives is the defeat of Malegoth, having been trained for the task since she was teenager.

Tertiary: Renown. Gwenlyn wants to be known as a powerful mage.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Defeat Malegoth with her companions.

Medium-Term: Gwenlyn wishes to continue adventuring after the defeat of Malegoth as, while it is the thing she has been groomed for most of her life, she doesn't want it to be the thing that defines her.

Long-Term: Gwemlyn wishes to eventually return to the Heirs of Starlight to start a family and play an active role in their leadership like her parents.

Relations
[SHOW]

Mikkjal Fjósson - Gwenlyn likes Mikkjal, having a lot to relate with the elf on, with his own friendly nature helping. Similarly to Jazde, she is wary of the fact he comes from outside the crater, although this is lessened somewhat by the fact he is an elf.

Minha'kal El'solantra- Having grow up amongst both humans and the Moon Elves, Gwenlyn does not trust in Minha's faith, more so due to her level of unquestioning devotion. She does however respect the Elf's years and wisdom, believing she likely has learnt much worth knowing over her long life, similarly to the elders of the Moon Elves.

Jazde- Gwenlynn has grown to respect Jazde's skill and ability over the months training and travelling together, however she still finds herself naturally wary of Jazde due to the woman coming from outside the crater and the associations that generally follow.

Sanachael- ?

[/sblock]

Character Sheet
[SHOW]
[sblock=Character Sheet]

Gwenlyn Aera, level 11
Eladrin, Wizard, Arcane Wayfarer
Arcane Implement Mastery: Staff of Defense
Eladrin Subrace: Sun Elf (Eladrin)
Select option: Eladrin Skill Bonuses
Select option: Wizard Implement Proficiency
Select option: Eladrin Education
Background: Birth - Blessed (+2 to Insight)
Darksun Theme: Order Adept

FINAL ABILITY SCORES
Str 9, Con 15, Dex 11, Int 22, Wis 17, Cha 16.

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

AC: 26 Fort: 22 Reflex: 26 Will: 27
HP: 65 Surges: 8 Surge Value: 17

TRAINED SKILLS
Perception +13, Arcana +22, Insight +15, Diplomacy +13, History +18

UNTRAINED SKILLS
Acrobatics +6, Bluff +8, Dungeoneering +8, Endurance +7, Heal +8, Intimidate +8, Nature +8, Religion +11, Stealth +5, Streetwise +8, Thievery +5, Athletics +4

FEATS
Wizard: Ritual Caster
Level 1: Enlarge Spell
Level 2: Armor Proficiency: Leather
Level 4: Improved Defenses
Level 6: Distant Advantage
Level 8: Coordinated Explosion
Level 10: Superior Implement Training (Accurate staff)
Feat User Choice: Staff Expertise
Level 11: Spell Focus

POWERS
Arcanist Cantrips: Ghost Sound
Arcanist Cantrips: Mage Hand
Arcanist Cantrips: Light
Arcanist Cantrips: Prestidigitation
Level 5 Order Adept Feature: Memory to Mist
Wizard at-will 1: Winged Horde
Wizard at-will 1: Beguiling Strands
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Phantom Chasm
Wizard daily 1 Spellbook: Horrid Whispers
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Arcane Mutterings
Wizard encounter 3: Color Spray
Wizard daily 5: Visions of Avarice
Wizard daily 5 Spellbook: Tasha's Forcible Conscription
Wizard utility 6: Emerald Eye
Wizard utility 6 Spellbook: Force Ladder
Wizard encounter 7: Charm of the Defender
Wizard daily 9: Mirage Arcana
Wizard daily 9 Spellbook: Face of Death
Wizard utility 10: Illusory Wall
Wizard utility 10 Spellbook: Blur

Equipped Items
[SHOW]

Code: Select all

Main Hand: Mnemonic Accurate staff +3
Offhand:   ---
Body:      Doppelganger Leather Armor +2

Head:      Casque of Tactics (heroic tier)
Neck:      Amulet of Protection +3
Arms:      Bracers of Escape (heroic tier)
Hands:     ---
Waist:     Belt of Vigor (heroic tier)
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Boon:      ---

ITEMS
Spellbook, Doppelganger Leather Armor +2, Amulet of Protection +3, Bracers of Escape (heroic tier), Acrobat Boots (heroic tier), Belt of Vigor (heroic tier), Mnemonic Accurate staff +3, Bedroll, Belt Pouch (empty), Backpack (empty), Candle (2), Cold-weather clothing, Fine Clothing, Flint and Steel, Flask (empty), Journeybreads (10), Map case, Mirror, Residuum (Any) (50), Hempen Rope (50 ft.), Sunrod (4), Tent, Writing case, Casque of Tactics (heroic tier), Coinpurse of 321.85 Gold
RITUALS
Arcane Mark, Amanuensis, Make Whole, Lesser Telepathy, Tongues, Banish Illusions, Song of Restfulness[/sblock]

Combat Block Format
[SHOW]
[sblock=Combat Block Format]

Gwenlyn Aera

Female Eladrin Wizard Class Arcane Wayfarer 11
Languages: Common, Elven
Age: 22
Height: 5' 6"
Weight: 115 lbs.

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 25
Senses: Lowlight Vision

AC: 26
Fort: 22
Reflex: 26
Will: 27
HP: 65/65
Bloodied: 32
Surge Value: 17
Surges left: 8/8
Action Points: 1

MBA: 1d20+11 vs AC; 1d8+2 damage
RBA: 1d20+5; 1d4 damage

Resistances:
None.

Vulnerabilities:
None

Saves:
+5 vs Charm

Active Effects:
None.

Powers:

Beguiling Strands
Winged Horde
Mage Hand
Light
Ghost Sound
Prestidigitation
Acrobat Boots


Argent Rain []
Staff of Defense []
Grasping Shadows []
Color Spray []*
Charm of the Defender []
Hammerfall Step []
Second Wind []
Fey Step []
Shield []
Emerald Eye []
Arcane Mutterings []*
Force Ladder []*


Phantom Chasm []
Visions of Avarice []
Mirage Arcana []
Horrid Whispers []*
Tasha's Forcible Conscription []*
Face of Death []*
Memory to Mist []
Illusory Wall []
Blur []*
Mnemonic Accurate Staff +3 []
Doppelganger Leather Armor +2 []
Bracers of Escape []
Casque of Tactics [_]

*In Spellbook

Consumables:

None.

Important Features:
[SHOW]

Blink Strike: Whenever I score a critical hit with a wizard attack power, I can teleport the target up to 4 squares.

Wayfarer's Action: When I spend an action point to take an additional action I can also teleport 4 squares as a free action.

Fey Origin: Considered a fey creature for the purpose of effects that relate to creature origin.

Trance: Rather than sleep, I enter a meditative state known as trance. I need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, I am fully aware of your surroundings and notice approaching enemies and other events as normal.

Ritual Caster: I can master and cast rituals.

Enlarge Spell: Before using a wizard at-will or encounter power I can choose to take a -2 penalty to all damage dice to increase the size of the blast/burst by 1.

Distant Advantage: I gain CA for ranged/area attacks against enemies that are flanked by allies.

Coordinated Explosion: When I use an implement power that creates a burst or blast, I gain a +1 bonus to attack rolls against the power's targets if at least one ally is in the burst.

Spell Focus: Creatures that make saving throws against my wizard powers take -2 to their rolls.

Staff Expertise: When I make a ranged attack or an area attack with a staff as an implement, I don't provoke opportunity attacks for doing so.

When I make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.

Mnemonic Accurate Staff +3 : I gain a +2 item bonus to monster knowledge skill checks.

[/sblock]


Re: Out of Time OOC

Posted: Tue Jan 29, 2019 7:28 am
by Fialova

Minha'kal El'solantra, Sentinel of the Sun Temple

Image

Appearance
[SHOW]
Minha'kal is tall for human standards, though average for elves. She has dark skin and dark hair like most sun elves, and is quite muscular. She wears long ornate robes in golds, reds, and whites, which stop around her knees for better mobility in combat. Her feet are wrapped in cloth and she wears simple, tight shoes. With her she carries a large, ornate staff that features many designs and texts that are common to Sun Elf motifs. The weapon, though highly decorated, is also powerfully enchanted by the priests of her temple
Personality
[SHOW]
[sblock=Personality]

Minha'kal is a very devout and pious woman, having spent the bulk of her incredibly long life in the service of the Sun, her people's god. She was raised in a cloister, under a vow of modest living arrangements and a detachment from personal connections, so has very little in the way of social skills. She often cites passages from the various mantras she learned in her time at the Temple of the Sun, adages that are often only loosely connected to the topic at hand, as they are the closest she has to personal experience in many cases.

She has, for centuries now, been raising and living with pet owlbears, which is where her true compassion comes out. She may not be accustomed to speaking with other elves or humans, but she feels comfortable and compassionate towards such animals, which has extended somewhat into compassion for animals in general. She will often go out of her way to pet the beasts or soothe them if scared, and it is clear to many that she is much more comfortable with them than she is with the sentient races.

Despite this isolation from interpersonal connections, though, she is not distant or cold. She often appears stoic, though it is from years of being made to stand in place with nothing happening. She is quick to try to join into a conversation if she has an idea, even if the idea is merely a reference to a poem or scripture from her past, and it is clear that she is trying to become better adapted to socialization.[/sblock]

Ten-Minute Background
[SHOW]
[sblock=Ten-Minute Background]
Background and Concept Elements
[SHOW]

Early Life: Minha'kal was raised in the great Temple to the Sun, a massive tower built by the first Sun Elves to reach as close as they were able to the great celestial sphere in the sky. Her parents had been wild elves, and were some of the first to break free of the trees in favor of the sunlight above, aiding in the construction of the massive structure along with many other elves and some aid from dwarven craftsmen. There she was taught of the history of the elves, the split into sects, the truth of the Sun above all else, and the falsehood of the diminishing aetherial pool that the so-called 'high' elves viewed so highly.

Education and Coming-of Age: As with other sun elves, Minha'kal spent the first few decades of her life in intense study. She was taught their history, their doctrines, and how to wield the sun's divine power to the betterment of herself and others. She was shown the different, lesser towers as they were being built, and spent some time in them as her parents aided in their construction as well.

By the time she reached around 80 years of age she'd fully grown and matured, and was faced with the grand coming of age ceremony that all sun elves go through. She was brought to the top of the great temple at midday, stripped bare, and made to prostrate herself before the sun in all its heat and power. There she would be given her course in life, reveled to her by divine revelation. She was not to leave until this was done.

She stayed like this for days, hunched in prayer, growing ever hungrier, ever more tired, but eventually her purpose was revealed. She was to be the guardian of the tower, one of the Sun Sentinels whose purpose in life was to prevent any harm that monsters or man might seek to cause the sun elves or their structures. She was also told that one day her skills would be needed more than ever, and that she would know it when the time comes.

When she finally came down from the top of the tower and told her family of her revelation, they were equal parts thrilled and saddened by the news. While a noble and righteous cause, the Sun Sentinels led lonely and harsh lives. She was not to ever marry or bear children, nor was she to mingle with others in her free time. Free time would be a luxury of the past for the young elf.

Intensive Training: Her training began almost immediately. Her possessions, what few private items she owned, were to be given away or kept by her family as keepsakes. She would move from their home to a barracks in the high reaches of the tower, where she'd wear robes identical to her brothers and sisters in the Sentinels, and where her needs would be fulfilled modestly and equally to all others.

The first step of the sentinels was spiritual physical training, where she and others like her were being taught to use staves and spears in combat. She'd been shown a little of this by her parents - who'd had much experience with them as wild elves - but not ever to the extent needed by the Sentinels. The initial few years saw her sparring and practicing with other elves her age, but soon she would be made to fight with larger and stronger elves, then eventually sent to training against wild beast and monsters.

Over the years she grew stronger, and as her physical skills grew her spiritual abilities began to be trained as well. Her days started to begin with meditation and prayer, done in the heat of the blazing sun with her thick temple robes and bare head open to the sun's rays. In time, this spiritual connection to the sun would be combined with her basic knowledge of the divine magics to improve her combat abilities. She became tougher through her connection to the sun, her abilities in battle became enhanced.

An Unexpected Companion: In the later years of her training, when she was being tested rather than taught, one of her tasks was to be sent to a den of owlbears and root them out. The creatures had been inching ever closer to the great temple and had been a plague on travelers, so if she was able to prove she could take a number of them out on her own she'd show the others she was ready to be made a Sentinel.

She lie in wait outside their den until they came out to hunt, and ambushed them. There were a total of 5 and, though a difficult fight, she managed to defeat the creatures mostly unscathed. She was quite tired, however, and the day was nearly done, so she sought shelter in their cave for the evening. There she found that the five she had slain were not all of the beasts, but there was one small cub - barely more than a newborn - that remained inside.

Struck with guilt at having slain the beast's mother, and a sense of compassion for the small creature, she decided to bring the cub back to the temple with her. Though the others were initially alarmed by its presence, they eventually allowed her to keep it as a pet so long as she accepted responsibility for all of its needs. She was granted the status of sentinel as she hoped, and her long tenure as a temple guardian began.

The Sun Sentinel: For roughly two centuries, Minha'kal served as a Sun Sentinel at the Temple of the Sun, guarding the entrance to the structure from outsiders and ravenous beasts. Her powers grew ever great during this time, but eventually her pet owlbear passed from age. However, by then enough of the other sentinels had grown fond of hers that they'd acquired owlbears of their own to train, and so there were many others in the temple at the time. Within a few months of its passing she would take another newborn owlbear as a pet and companion, raising it as her own, and the cycle continued anew. The other sentinels began to follow her example, and in time it became a standard part of sentinel training to learn how to tame and take of one's own companion owlbear.

As the years passed she would raise many, and they would pass on after a couple decades as usual. It hurt each time, but the thrill of meeting the next newborn cub and bonding with it as it grew always made the sadness worth it. Though not allowed to love another elf, she had grown to love each and every one of her pet owlbears, and they were a boon to the sentinels as well, aiding in combat when needed.

Moregoth's Ascendence: After a few centuries at her post, it became clear to all in the realm that an adventurer by the name of Moregoth was becoming a threat to all life. He'd attacked numerous places, making off with various powerful artifacts, and it was not long before word came that on of the lesser towers built in devotion to the sun had been ransacked by the madman.

Learning of this, Minha'kal plead with the temple elders to do something. Send the Sun Sentinels in force to track the man down, lest he make his way to the great temple itself. The elders of the temple deliberated, but in that time others of the sun towers were attacked. In the end they determined that the best course of action was to bring all who could make the migration to the great temple, that the combined might of all sun elves should be enough to stop any would-be intruder, even one as notorious as Moregoth.

Minha'kal was disappointed by their decision, but stood by it for a time. However, rumors began to come to the temple that a force of adventurers were training to face the man, aiming to put a stop to his terror once and for all. Feeling that this was a better course of action than waiting to be attacked at the temple, Minha'kal left the sentinels behind and sought out this group of adventurers. There she was allowed to join up with them, and sought to bring the fight to their foe once and for all...

Goals
[SHOW]

1) Minha'kal's primary goal in life is the protection of the Temple of the Sun, and her hunt for Moregoth is in pursuit of that goal

2) I'd like for Minha'kal to develop some personal bonds with the party or other NPCs, since she has not had many since becoming a Sun Sentinel

Secrets
[SHOW]

1) Minha'kal does not want to go back to the Sun Sentinels, but she cannot let that be known. Her time traveling with others has opened her eyes to the other things that exist in the world, other beliefs and practices, and she wishes to experience more of it rather than return to the same monotony that had been her life prior to the hunt for Moregoth.

2) The elders of the Sun Elves are in cahoots with Moregoth, believing his work at ending life is in line with what the sun desires. They believe that the humans are a plague and that the sun's bright rays will burn them and the world they've made to a crisp, leaving only the devout sun elves left to rebuild and recolonize the world in their image.

People Tied to Character
[SHOW]

Melsi'val El'Solantra - Minha'kal's mother, whom she has had little interaction with since her coming of age. She loves her mother and wishes her well, but has no strong connection to the woman.

Amte'bes El'solantra - Minha'kal's father, whom she has little interaction with since her coming of age. Though she often thinks back to the very basic combat lessons she received from the man in adolescence - and how bad those lessons turned out to be, compared to her later Sentinel training - she also does not feel an especially strong connection to the man.

Chief Sentinel Nenta'ra - the head of the Sun Sentinels for the Temple of the Sun, and a perpetual thorn in Minha'ka's side. The woman, while 'fair', is a true hard-ass in every sense of the word. She takes the sentinel vow of modesty and solitude very seriously, and has curbed all of Minha'kal's few attempts to form any sort of bond with her fellow Sentinels. As such, the girl scarcely knows more than the names of the others she serves with, having no real meaningful connections other than with her pet owlbears.

Memories, Mannerisms, and Quirks
[SHOW]

1) Minh'kal often remembers the intensity of her coming of age ceremony when in meditation, or otherwise left to her own devices with nothing else to do. While she experiences many hardships during training and in her time as a Sentinel, nothing quite matched the intensity of those days. The feel of the sun's rays constantly bearing down on her skin, the constant sweat pooling until she was left with no further water to sweat out. The hunger, delirium, and hallucinations. The brief cooldowns at night as the sun went away, and the guilt she felt towards her relief at its departure. It all plays in her mind over and over in the most calming of moments, and she often wonders if it is the same for others of her kind.

2) Minha'kal is very stoic, often content to merely stand still and expressionless. Most of her time for the last few centuries has been spent doing so, and this often comes across as odd to the few humans she's met since leaving to hunt for Moregoth.

3) Her favorite memories are the times she was raising a newborn owlbear to be her next companion. Though it happens frequently and should be mundane after a time, she remembers each and every one fondly, and still remembers all of their names and faces.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Wild elves turned sun elves, who have adopted the family name El'solantra. Her parents are chiefly builders, and she has no interactions with any other members of her family

Class: The Sun Elves do not have classes

Profession: Sun Sentinal, devout guardian of the Temple of the Sun

Institutions: The Sun Sentinels, the group facing Moregoth

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Faith. Minha'kal's primary drive in life has always been her faith in the Sun and the teachings of the temple priests. She has always served both loyally, and will do so until the day she dies.

Secondary: Companionship. Though she took the vow of solidarity as part of her sentinel training, she has since grown accustomed to the companionship granted by the owlbears she has raised. This has only grown in her time living away from the sentinels and, though her faith in the sun has not wavered, her desire to return to the sentinels wanes more each day.

Tertiary: Adventure. Though never her main reason for joining the sentinels, Minha'kal did grow to enjoy the exploits she was made to do as part of her training, and missed it once her training ended. Now that she gets to travel again she is enjoying all of the new sights to see.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Find Moregoth

Medium-Term: Kill Moregoth and reverse bad shit he has done

Long-Term: See the world

Crew Relations
[SHOW]

Mikkjal: Minha'kal finds the young elf to be pleasant enough, but she is wary of him both for his age and the the fact he is from outside of the crater. Sun Elf legends hold that the regions outside of the crater are prone to death and corruption, and she worries the man may be unknowingly harboring a demon or serving at the behest of one of the dragons from behind the mountains. She tries to keep a close watch on him in case he does anything to suggest that may be true.

Gwenlyn: Though she finds the young woman's skills admirable, she does find her snobbish nature distasteful, it being the opposite of how she was raised. She likewise find's the woman's faith in the aetherial pool of the false 'high' elves to be worrying, though not enough to warrant dissent if said faith aids in defeating Moregoth.

Jazde: Minha'kal finds Jazde's patience refreshing, seeing it as a trait too often lacking in most humans, likely due to their pitifully short lifespans. She shares the woman's preference for direct approaches, though - like with Mikkjal - worries that her time outside of the crater may have left her expose to dark forces

[/sblock]

Character Sheet
[SHOW]
[sblock=Character Sheet]

level 11
Half-Elf, Avenger, Adroit Explorer
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Young Owlbear)
Avenger's Censure: Censure of Unity
Ambitious Effort: Ambitious Effort Existing Power
Half-Elf Power Selection: Dilettante
Ambitious Effort Existing Power: Fury's Advance
Background: Revered Elder (+2 to Insight)
Theme: Fey Beast Tamer

FINAL ABILITY SCORES
Str 20, Con 13, Dex 14, Int 14, Wis 20, Cha 9.

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

AC: 26 Fort: 23 Reflex: 20 Will: 24
HP: 87 Surges: 8 Surge Value: 21

TRAINED SKILLS
Religion +12, Insight +19, Heal +15, Athletics +16, Perception +18

UNTRAINED SKILLS
Acrobatics +8, Arcana +7, Bluff +4, Diplomacy +6, Dungeoneering +10, Endurance +6, History +7, Intimidate +4, Nature +10, Stealth +7, Streetwise +4, Thievery +7

FEATS
Feat User Choice: Staff Expertise
Level 1: Monastic Disciple
Level 2: Unarmored Agility
Level 4: Staff Fighting
Level 6: Weapon Focus (Staff)
Level 8: Avenging Resolution
Level 10: Two-Weapon Fighting
Level 11: Versatile Master

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Radiant Vengeance
Dilettante: Twin Strike
Monastic Disciple: Stone Fist Flurry of Blows
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Aspect of Might
Avenger utility 2: Refocus Enmity
Avenger encounter 3: Fury's Advance
Avenger daily 5: Menacing Presence
Avenger utility 6: Safe Banishment
Avenger encounter 7: Relentless Stride
Avenger daily 9: Blade of Repulsion
Avenger utility 10: Calculated Acumen

Equipped Items
[SHOW]

Code: Select all

Main Hand: Challenge-Seeking Quarterstaff +3 (two-handed)
Offhand:   Challenge-Seeking Quarterstaff +3 (two-handed)
Body:      Robe of Eyes Kestrekel Feather Armor +3

Head:      Casque of Tactics (heroic tier)
Neck:      Torc of Justice
Arms:      Iron Armbands of Power (heroic tier)
Hands:     Gauntlets of Ogre Power (heroic tier)
Waist:     Viper Belt (heroic tier)
Feet:      Acrobat Boots (heroic tier)
Symbol:    Holy Symbol of the Sun
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Belt Pouch 1
[SHOW]

* Blessed Soil (5)

  • Empty coinpurse
Belt Pouch 2
[SHOW]

* Mystic Salves (Heal) (10)

* Sanctified Incense (Religion) (10)

Backpack
[SHOW]

* Bedroll

* Bottle of Wine

* Candle (20)

* Chirurgeon's tools

* Doctrinal book

* Journeybreads (10)

* Tent

* Waterskin (2)

* Writing case

All Items
[SHOW]

Robe of Eyes Kestrekel Feather Armor +3, Iron Armbands of Power (heroic tier), Challenge-Seeking Quarterstaff +3, Torc of Justice, Gauntlets of Ogre Power (heroic tier), Acrobat Boots (heroic tier), Casque of Tactics (heroic tier), Viper Belt (heroic tier), Backpack (empty), Bedroll, Belt Pouch (empty) (2), Blessed Soil (5), Bottle of Wine, Candle (20), Chirurgeon's tools, Doctrinal book, Holy Symbol, Journeybreads (10), Mystic Salves (Heal) (10), Sanctified Incense (Religion) (10), Tent, Waterskin (2), Writing case

[/sblock]

Companion Stats
[SHOW]
[sblock=Companion Stats]

Image[/sblock]

Combat Block
[SHOW]
[sblock=Combat Block]

Minha'kal El'solantra

Female Half-Elf Avenger 11
Languages: Common, Elven, Draconic
Age: 337
Height: 6' 2"
Weight: 165 lbs.

Speed: 6
Initiative: +8
Passive Perception: 28
Passive Insight: 29
Senses: Low-light Vision

AC: 26
Fort: 23
Reflex: 20
Will: 24
HP: 87/87
Bloodied: 43
Surge Value: 21
Surges left: 8/8
Action Points: 1

Current Oath of Enmity Target: none

MBA (quarterstaff): +17 vs AC, 1d8+13 damage (+2d6 if enemy is at max hp) (+2 vs Oath Target per adjacent ally)
RBA (unarmed): +7 vs AC, 1d4+2 damage

Resistances:
5 poison

Vulnerabilities: none

Saves: none

Active Effects:

  • I have CA against all enemies in my beast companion's aura
  • damage dice of 1 or 2 are treated as 3 vs Oath target
  • when first bloodied, gain +5 to next attack against enemy who blooded me made before my EONT
  • gain resist 10 all when I spend an AP
  • I cannot be blinded
  • +2d6 damage against max HP enemies
  • when I spend a healing surge, I gain +2 to hit and damage against one enemy I can see until my EONT

Powers:

Twin Strike
Radiant Vengeance
Overwhelming Strike
Safe Banishment
Acrobat Boots


Second Wind []+
Oath of Enmity []
Stone Fist Flurry of Blows []
Angelic Alacrity []
Abjure Undead []*
Divine Guidance []*
Refocus Enmity []
Fury's Advance [][]
Relentless Stride []
Calculated Acumen []
Viper Belt (heroic tier) []


Aspect of Might []
Menacing Presence []
Blade of Repulsion []
Torc of Justice []
Gauntlets of Ogre Power []
Casque of Tactics (heroic tier) []

  • Companion also regains same HP as I do
  • Channel Divinity powers, only one can be used per encounter

Consumables: none

Important Features
[SHOW]

Class Features
Armor of Faith: +3 to AC in cloth armor or unarmored, and not holding a shield

Censure of Unity: +2 damage to my Oath of Enmity target for each of my ally's adjacent to it

Channel Divinity: Have various powers of this sort, but only one of which can be used per encounter

Racial Features
Group Diplomacy: +1 racial bonus to Diplo to allies within 10 squares of me

Theme Features
Fey Beast Tamer Level 1 Feature: gain trained young owlbear companion, see HotF for detailed breakdown of rules, and its stat block below.

Fey Beast Tamer Level 5 Feature: gain CA against enemies in my beast companion's aura

Fey Beast Tamer Level 10 Feature: I can communicate normally with my companion, and it understands. This applies to all creatures of the same type.

Feat(ures)
Staff Expertise: Don't provoke OAs when making ranged/area attacks with staff as an implement. +1 reach with staffs for melee attacks.

Unarmored Agility: +2 to AC in cloth armor or no armor

Staff Fighting: Can treat quarterstaff as double weapon. Both ends deal 1d8 damage. Primary end becomes defensive and stout, second end gains off-hand.

Avenging Resolution: against Oath of Enmity target, treat damage rolls of 1 or 2 as a 3

Two-Weapon Fighting: +1 to melee damage rolls when wielding weapon in each hand

Paragon Path Features
Ambitious Effort: gain second use of Fury's Advance.

Bloody Determination: when first bloodied, gain +5 to next attack against enemy who blooded me made before my EONT

Heroic Action: gain resist 10 all when I spend an AP

Item Features
Robe of Eyes Kestrkel Feather Armor +3: cannot be blinded

Challenge-Seeking Quarterstaff +3: +2d6 damage against max HP enemies

Torc of Justice: when I spend a healing surge, I gain +2 to hit and damage against one enemy I can see until my EONT

Gauntlets of Ogre Power (heroic tier): +1 to athletics and Strength ability checks (not attacks)

Viper Belt (heroic tier): gain resist 5 poison

Fey Beast Companion
[SHOW]

Aurinko (Trained Young Owlbear)

Medium Fey Beast 11
Languages: N/A, though I can communicate with it and it understands me
Speed: 6
Initiative: matches my roll each fight
Passive Perception: 30
Senses: Darkvision

AC: 24
Fort: 26
Reflex: 22
Will: 26
HP: 43/43
Bloodied: 21

Trait
Ferocious Companion: Aura 1, allies gain +2 to damage to enemies in aura

Standard Action
Claw: Melee 1 vs a single target, 16 vs AC, 1d12+5 damage

[/sblock]


Re: Out of Time OOC

Posted: Tue Jan 29, 2019 3:52 pm
by ratwizard

Introducing Jazde, Warpriest of the Jomuun

Image

Appearance
[SHOW]
[sblock=Appearance]

Jazde is tall, and well-built for a human woman. Her skin is an umber tone, and her hair is usually tied back in tight cornrows with dreadlocks that fall to her shoulder.

Jazde usually wears light armor that covers her chest and shoulders, leaving her arms free for more mobility. She carries with her a heavy spear that spans taller than her.[/sblock]

Personality
[SHOW]
[sblock=Personality]

Jazde brings a very direct approach to every aspect of her life. She says what she means. She is very assertive. She knows what she wants, and finds out how to get it.

However, Jazde is also a very patient person. She treats others how she expects to be treated, but returns any hostility or aggression with her own. She is easy to befriend because of her loyal, if fierce, nature.[/sblock]

Ten-Minute Background
[SHOW]
[sblock=Ten-Minute Background]
Background and Concept Elements
[SHOW]

1) Early Struggles — Born into a world without a surviving mother, Jazde was taken care of by her father, Kumari. Life on the Rim was not easy for Jazde and the rest of the Jomuun tribe. They could not stay in one place for too long, so they did most of their hunting, trading, and living on the go. Nomadic life meant that Jazde was quickly on her feet and a part of the tribe, even from a very young age.

2) Training — As a warpriest himself, Jazde's father began her training early on. She trained with the spear in every regard — how to hunt beasts, as well as how to defend herself from the barbarians and other threats that were rife among the land around them. She learned of her people's devotion to Verlez, and committed her life to following the teachings and lessons that Verlez had passed to her ancestors and those before them.

During this time, Jazde grew close to Ruvi, another young warpriest. Ruvi's parents were both slain years ago during a hunting expedition, but the young boy had grown stronger because of it. Jazde looked at Ruvi as a role model, a friend, and a rival. Together, they would challenge each other to be the best Jomuuni they could be.

3) Raid of the Hatusa — As a late teenager, Jazde's tribe was attacked one night by the Hatusa, a band of roaming barbarians. Many of the Jomuuni were killed, including Jazde's father as well as the chieftain. The barbarians took some of the Jomuun people as prisoners, while many of the others were able to get away.

4) Ruvi's Fall — After the raid, Jazde's mentor, Mairobi, and a few of the other warpriests led an attack on the Hatusa to free their people. Spending four days tracking the barbarians, they eventually found and set upon them. The battle was swift, as the Hatusa fought powerfully but fell to the unexpected attack. Jazde and the others were able to rescue those taken, but they Ruvi had suffered a mortal wound in the process. He died two days later, marking a pivotal moment in Jazde's life. Her father, her best friend, and her chieftain had fallen in one season.

5) The Quiet Years — The Jomuun experienced several years of relative safety, a welcome change to the typical tensions on the Rim. In this time, Jazde and her people were able to strengthen their numbers and even spend as long as seasons in some places before moving on for safety. Jazde continued in her training, taking heed of Verlez' calling and her mentor's guidance. She quickly became one of the most able warriors in the Jomuun.

6) The Verdant Coil — Long had the Jomuun guarded an artifact called the Verdant Coil. Many said that it was what Verlez gave the first Jomunni warrior — a pendant that would grant them protection despite all odds. As a warpriest, Jazde was told not what the Verdant Coil was, how to use it, or if it truly works, but that she needed to protect whoever held it. For the most of her life, it had been carried by the elders, traded off occasionally for safety.

Naturally, it had become such a minor thing in her mind after more pressing and urgent manners such as constant raids and famine. The elders were never the source of concern for any attackers, until one afternoon. A man had approached their tribe, demanding the Coil. Mairobi had laughed at this. And so Malegoth killed him.

7) A Slaughter on the Rim — The Jomuuni fought Malegoth, but the wizard easily put them down like pigs to a slaughter. When the fighting was over, the Coil was gone, and most of Jazde's people were gone. Injured, distraught, and in shock, she wandered the Rim for almost a week, her mind broken. Eventually found by traders from a small settlement just within the crater, Jazde recovered slowly but surely.

8) The Hunt for Malegoth — After hearing rumors of a group intent on fighting the being that had destroyed most of her people and stolen the Verdant Coil, Jazde set out to join them.

Goals
[SHOW]

1) Bring order to the Rim by stopping Malegoth.

2) I want Jazde to find peace, and start a family.

Secrets
[SHOW]

1) Jazde has her doubts of Verlez. The Verdant Coil never seemed to truly work — after all, most of her people had died, seemingly without any protection from Verlez.

2) The Verdant Coil's purpose and power is entirely different than what the Jomuuni people understood.

3) Makoev is searching for Jazde. He has vowed to kill her himself.

People Tied to Character
[SHOW]

1) Mairobi — Jazde's mentor and the lead warpriest for the Jomuun before he was killed. Mairobi was a strict, but gentle soul. He taught Jazde not to fight for bloodshed's sake or for revenge, but to make the world a better place for their people.

2) Gratuva — The chieftain of the Jomuun following the previous one's defeat by the Hatusa. Gratuva is a strong-willed, loyal, and motivated chieftain, and a mother. Gratuva survived Malegoth's attack.

3) Ruvi — Jazde's childhood friend and rival. Ruvi was always showing Jazde where she could better herself. He was a fun, friendly, and uplifting soul to be around. Ruvi was killed in the Jomuun's counterattack on the Hatusa.

4) Kumari — Jazde's father. Kumari was the first person to teach Jazde the ways of a Verlez warpriest. He was loving and honest. He died in the raid by the Hatusa.

5) Makoev — One of the Hatusa. Makoev killed Ruvi before escaping the Jomuun's attack. He has sought Jazde for a while, hoping to kill her himself.

Memories, Mannerisms, and Quirks
[SHOW]

1) Jazde likes to think back to a time when she was training with Ruvi. They were sparring, and Ruvi was winning. She tricked him with sleight of hand and put him into a losing situation. Instead of being sour, Ruvi was impressed and wished to learn her trick. That was a month before he was killed.

2) Jazde says a prayer before each battle. This helps her feel a connection to her powers, as granted to her by Verlez.

3) Jazde treats others how she'd like to be treated. If they seek to kill her, she will show no mercy. However, if others approach her with kindness and a gentle heart, she will return the favor.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Mostly dead. The remainder of the Jomuun are close or distant relatives.

Class: Tribal

Profession: Roaming adventurer

Institutions: Priesthood of Verlez

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Balance & Peace — Jazde seeks to create balance in the Rim and the Crater, so that her people and others can live in harmony and not fear.

Secondary: Pride — Jazde fights to prove that not all humans beyond the crater have forgone their humanity.

Tertiary: Fame — Jazde seeks to make a name for herself, though not out of vanity. If she can become a powerful figure or a leader, she can help bend the world toward utopian goals.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Find Malegoth and kill him

Medium-Term: Return to the Jomuuni band and rebuild

Long-Term: Start a family and live in peace

Crew Relations
[SHOW]

Mikkjal: Jazde feels that she can trust Mikkjal. She finds that they are more similar than one would expect — both duty-bound and relatively amiable. Despite the elf's age, Jazde feels that he is the closest thing to a leader that they have.

Gwenlyn: While Gwenlyn seems to treat her well enough, Jazde always feels like she isn't enough in the younger's eyes. The tone in her voice, a passing glance — it seems to Jazde that Gwenlyn thinks less of her for being from beyond the crater.

Minha'kal: Jazde appreciates Minha'kal's piety and her gentle nature toward the beasts she raises. Jazde understands the woman's stoicism and notices that she does her best to connect, despite her difficulty to.

Cynthia: Jazde feels a strong bond with Cynthia, both because of their shared history, and their shared sentiment. Jazde appreciates that Cynthia has a guiding force of justice, and admires her ability to bring many people together.

[/sblock]

Character Sheet
[SHOW]
[sblock=Character Sheet]

====== Created Using Wizards of the Coast D&D Character Builder ======
Jazde, level 11
Longtooth Shifter, Barbarian, Moonstalker
Feral Might: Rageblood Vigor
Background: (+2 to Perception)
Theme: Windlord

FINAL ABILITY SCORES
Str 22, Con 14, Dex 18, Int 9, Wis 15, Cha 12.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 15, Int 8, Wis 12, Cha 11.

AC: 28 Fort: 25 Reflex: 24 Will: 19
HP: 89 Surges: 10 Surge Value: 22

TRAINED SKILLS
Perception +16, History +9, Insight +12, Athletics +19

UNTRAINED SKILLS
Acrobatics +8, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +7, Endurance +8, Heal +7, Intimidate +6, Nature +7, Religion +4, Stealth +8, Streetwise +6, Thievery +8

FEATS
Level 1: Deadly Rage
Level 2: Hafted Defense
Level 4: Weapon Proficiency (Greatspear)
Level 6: Gorebrute Charge
Level 8: Polearm Flanker
Level 10: Reckless Charge
Feat User Choice: Spear Expertise
Level 11: Polearm Gamble

POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Savage Reach
Barbarian encounter 1: Desperate Fury
Barbarian daily 1: Tyrant's Rage
Barbarian utility 2: Shrug It Off
Barbarian encounter 3: Brutal Slam
Barbarian daily 5: Rage of the Crimson Hurricane
Barbarian utility 6: Run Rampant
Barbarian encounter 7: Curtain of Steel
Barbarian daily 9: Oak Hammer Rage
Barbarian utility 10: Deny Death

ITEMS
Magic Greatspear +3, Marauder's Hide Armor +3, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Horned Helm (heroic tier), Boots of Adept Charging (heroic tier), Belt of Feral Might (heroic tier), Backpack (empty), Bedroll, Drum, Grappling Hook, Hempen Rope (50 ft.), Torch (4), Tent, Trail Rations (10)

Equipped Items
[SHOW]

Code: Select all

Main Hand: Magic Greatspear +3
Offhand:   Magic Greatspear +3
Body:      Marauder's Hide Armor +3

Head:      Horned Helm
Neck:      Periapt of Cascading Health +2
Arms:      Iron Armbands of Power
Hands:     ---
Waist:     Belt of Feral Might
Feet:      Boots of Adept Charging
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock]

Combat Block
[SHOW]
[sblock=Combat Block]

Jazde

Female Longtooth Shifter Barbarian 11
Languages: Common, Elven, Primordial
Age: 27
Height: 5' 11"
Weight: 164 lbs.

Speed: 6
Initiative: +9
Passive Perception: 26
Passive Insight: 22
Senses: Low-light Vision

AC: 28
Fort: 25
Reflex: 24
Will: 19
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 10/10
Action Points: 1

MBA: 1d20+19, 1d10+11
RBA: 1d20+9, 1d4+4

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Savage Reach
Howling Strike


Second Wind []
Wind Fury Assault []
Longtooth Shifting []
Swift Charge []
Desperate Fury []
Shrug it Off []
Brutal Slam []
Run Rampant []
Curtain of Steel []
Call to the Moon []


Tyrant's Rage[]
Rage of the Crimson Hurricane []
Rage Strike []
Oak Hammer Rage []
Deny Death []
Marauder's Hide Armor +3 []
Periapt of Cascading Health +2 [_]

Consumables:

None.

Important Features:
[SHOW]

Rageblood Vigor: When I drop an enemy to 0, I gain 7 THP.
Go for the Throat: Hits against prone enemies deal +1d6 damage.
Hunter Action: When AP-attacking, I can shift 2 squares as a free action before or after attack.
Deadly Rage: +1 to damage while raging.
Gorebrute Charge: When under my Longtooth Shifting effect, I gain a +3 damage to charge attacks.
Polearm Flanker: I can flank on my attacks from 2 squares away.
Reckless Charge: I can take a -2 to AC til start of my next turn to gain a +1 bonus to a charge attack.
Spear Expertise: +1 to damage while charging.
Polearm Gamble: When an enemy enters a square adjacent to me, I can make an OA but grant CA to that enemy til end of its turn.
Elemental Origin: I am considered to be of elemental origin.
Windlord Level 5 Feature: When an effect grants my flight, I can fly 1 additional square. When I use my second wind, I can push each adjacent creature 1 square.
Windlord Level 10 Feature: When I hit with Wind Fury Assault, I can slide the target 6 squares.

Magic Greatspear +3: Crits are +3d6 damage.
Marauder's Hide Armor +3: Charging gives +2 to AC til end of my next turn.
Horned Helm: Charge attacks deal +1d6 damage.
Boots of Adept Charging: After charging I can shift 1 square before the end of my turn.
Belt of Feral Might: When I gain THP from Rageblood Vigor, I can add +6, for a total of 13 THP.

[/sblock]


Re: Out of Time OOC

Posted: Wed Mar 06, 2019 5:45 pm
by FinalTemplar

The deadline for character creation is March 18th.


Re: Out of Time OOC

Posted: Sun Mar 31, 2019 2:38 pm
by Assembler

Sanachael

Image

[sblock=Personality]Eager for a fight, harsh towards his enemies, has a soft spot for the disadvantaged[/sblock]
[sblock=Appearance]A tall and physically imposing bald man[/sblock]
[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]Birth - Sanachel was the son of an infamous criminal's liaison with a peasant woman.

Early Life - Sanachael was discriminated against due to his heritage. A woman named Dolorosa convinced him she didn't care about his ancestry and seduced him into evil.

Later Life - Sanachael realized Dolorosa was working with his father and trying to make him the man's heir, so he rejected her and seeking out atonement. A priest forgave him, and the man's god empowered him to serve as a Paladin.

Nickname -[/sblock2]
[sblock2=People Tied to Character]1) The criminal father

2) The woman who seduced and used him

3) The priest who redeemed him

4)[/sblock2]
[sblock2=Memories, Mannerisms, and Quirks]1) Runs his fingers along his arms to calm himself down

2) Often looking around

3) Remembers the feeling of betrayal caused by Dolorosa[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family - Peasant mother, criminal father

Class - Lower class

Profession - Former highwayman

Institutions - None[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary - Help the lowly and downtrodden so they won't fall to evil as he did

Secondary - Seek out and end the manipulations of demons and their ilk

Tertiary - Ensure that no one suffers from evil[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short Term - End evil wherever it may be found

Medium Term - Find and kill his father and Dolorosa

Long Term - Improve the living situation of the disadvantaged[/sblock2][/sblock]
[sblock=Character Sheet]Sanachael, level 11
Human, Paladin
Human Power Selection: Heroic Effort
Background:
Theme: Knight Hospitaler
Paragon Path: Hospitaler

FINAL ABILITY SCORES
Str 15, Con 16, Dex 10, Int 11, Wis 16, Cha 21.

STARTING ABILITY SCORES
Str 14, Con 14, Dex 9, Int 10, Wis 14, Cha 16.

AC: 28 Fort: 24 Reflex: 23 Will: 26
HP: 92 Surges: 13 Surge Value: 27

TRAINED SKILLS
Religion +10, Diplomacy +15, Endurance +9, Insight +13, Perception +13,

UNTRAINED SKILLS
Acrobatics +1, Athletics +3, Arcana +5, Bluff +10, Dungeoneering +5, Heal +8, History +5, Intimidate +10, Nature +5, Stealth +1, Streetwise +8, Thievery +1

FEATS
Expertise: Devout Protector Expertise
Human bonus: Superior Will
Level 1: Mark of Healing
Level 2: Swift Recovery
Level 4: Improved Defenses
Level 6: Virtuous Recovery
Level 8: Lend Health
Level 10: Battlewise
Level 11: Hero's Poise

POWERS
Human: Heroic Effort
Knight Hospitaler: Shield of Devotion
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Virtuous Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Call of Challenge
Paladin encounter 3: Righteous Smite
Paladin daily 5: Radiant Delirium
Paladin utility 6: Wrath of the Gods
Paladin encounter 7: Astral Thunder
Paladin daily 9: Crown of Glory
Paladin utility 10: Virtue
Hospitaler encounter 11: Warding Blow

[sblock2=Equipped Items]

Code: Select all

Main Hand: +3 Dwarven Thrower Warhammer
Offhand:   Heavy Shield
Body:      +3 Rimefire Plate Mail

Head:      ---
Neck:      +2 Healer's Brooch
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:   +2 Symbol of the Champion's Code
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2]
[sblock2=Backpack][/sblock2]
[sblock2=All Items]+3 Dwarven Thrower Warhammer, Heavy Shield, +3 Rimefire Plate Mail, +2 Healer's Brooch, +2 Symbol of the Champion's Code[/sblock2][/sblock]
[sblock=Combat Block]Sanachael

Male Human Paladin Level 11
Languages: Common
Age: 30
Height: 6'4"
Weight: 200 lbs

Speed: 5
Initiative: +8
Passive Perception: 23
Passive Insight: 23
Senses: Normal

AC: 28
Fort: 24
Reflex: 23
Will: 26
HP: 92/92
Bloodied: 46
Surge Value: 27
Surges left: 13/13
Action Points: 1

MBA: +17 vs. AC; 1d10+8
RBA: +14 vs. AC; 1d10+5

Resistances: 1 all

Vulnerabilities: none

Saves: none

Active Effects:

Powers:

Lay On Hands
Divine Challenge
Ardent Strike
Virtuous Strike


Second Wind []
Heroic Effort []
Divine Strength []*
Divine Mettle []*
Shield of Devotion []
Valorous Smite []
Righteous Smite []
Astral Thunder []
Call of Challenge []
Virtue []
Warding Blow [_]

  • Can only use one of these per encounter
    __________________________________

Majestic Halo []
Radiant Delirium []
Crown of Glory []
Wrath of the Gods []
Dwarven Thrower []
Symbol of the Champion's Code []

Consumables: none

[sblock2=Important Features:]Class Features
Hospitaler's Blessing: Allies attacked by challenged enemies regain 8 HP
Hospitaler's Action: Allies within 5 squares gain 3 HP when I spend an action point

Theme Features
Knightly Hospitality: Knights, temples, and noblemen will honor my requests for food and lodging

Feat(ures)
Devout Protector Expertise: Hitting with a melee attack increases my Reflex by 1 until the start of my next turn
Lend Health: Lay on Hands uses my healing surge value if it's higher than the target's
Virtuous Recovery: Spending a healing surge for any reason increases my resistance by 3 until the start of my next turn
Honored Foe: Gain 3 THP whenever a marked enemy attacks me
Superior Will: Save against daze and stun effects at the start of my turn even if they normally can't be saved against
Hero's Poise: When I successfully save, allies gain +5 to their saves until the start of my next turn

Item Features
Healer's Brooch: Healing powers restore 2 extra hit points
Symbol of the Champion's Code: Divine Challenge deals 2 extra damage
[/sblock2][/sblock]


Re: Out of Time OOC

Posted: Thu Apr 11, 2019 5:59 pm
by TauNeutrino

Cynthia, the Voice of the Fateful Chord
Image

Appearance
[SHOW]

Cynthia is tall and slender, with a quality of grace that belies her toughness. Her leather hauberk is reinforced by fine internal mail, a technique coined by the Elves of her home city. She carries a pair of easily-concealable silver daggers and the ingenious collapsible harp given to her by her childhood noble patron.

Personality
[SHOW]

Cynthia values beauty in the world. Not just the superficial allure of vistas and looks, but harmony, peace, and rightness among the world. She has a strong sense of justice, and strives to protect those who are underserved by the world. She is not afraid to strike down tyrants and those who would defile what she stands for with righteous fury. As a whole, Cynthia is soft-spoken, but when passionate about something, her feelings spill out into the world, affecting those around her by sheer force of emotion.

Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]

1) Early life - At a very young age, Cynthia became known as a bit of a prodigy with the harp. When she was five years old, she picked up a harp and started playing it, wooing the court of the lesser Elven noble, Dazen of Alba, her parents served.

2) Psionics - As she aged, people started to notice the powerful effects her emotions had on others. When she got upset at a barmaid, it is told, the largest bar fight the town had ever seen erupted. After seeing this, Dazen hired one of the finest psionics tutors he could afford. The tutor, Haken, was an adept in shaping music and emotion into powerful effects that could even warp luck itself. In addition, Dazen believed that a lady should have a well-rounded education, and taught her in the ways of etiquette and strategy.

3) Hatusa Raid - Around the age of sixteen, when her powers were coming into full, a barbarian tribe attacked her town, decimating it. Haken fought admirably, but was killed, and her parents and Dazen fled after the devastating attack. Cynthia and her little brother weren’t so lucky, falling into Hatusa captivity. However, during the journey back to the Hatusa homelands, she used her charms and guile to befriend a guard and inspire a “prison break” of sorts, slipping free of her wounded captors. This came with a price: the sorcerer-chief Kazan of the Hatusa flung a fireball at the escapees, incinerating Cynthia’s brother and two other captives. Cynthia escaped with only vengeance on her mind.

4) Mercenary Leader - Cynthia knew she could not defeat the Hatusa alone. She gathered up the soldiers she could find, along with some of the survivors of the Hatusa raid, and formed a mercenary band with iron discipline. Their success guarding towns and repelling raids from barbarian tribes brought her a small amount of fame, and more importantly, money to expand her forces. After hearing of the successful Jomunn counterattack on the Hatusa, she found evidence from a contact she had placed deep into the tribe’s cover that Kazan lived. Cynthia took her best warriors and went on a season-long hunt of the elusive and powerful sorcerer-chief, eventually hunting him down and killing him. After looting the riches he had taken with him, the party found clues toward some ancient, trapped source of magic.

5) The Fateful Chord - After dismissing her mercenary band and taking only a small set of retainers to search for the ancient codex hinted to in Kazan’s notes, Cynthia finally found it. However, it was trapped in an old, long-slain necromancer’s crypt. Letting her curiosity get the better of her, she cleared the crypt room by room until she found a woman frozen in dark ice. Cynthia broke the enchantment on the woman, Mazri, and she was quite gracious. Mazri could not leave the room, but offered to teach Cynthia everything she knew. Cynthia, knowing that this was a bad idea, accepted anyway. Mazri taught Cynthia the way of the war chant, how to twist fate and inspire awe with the pluck of a harp and a bellow of the voice. However, as her teachings drew to a close, Mazri’s weakened body fell, lifeless, as the spirits of the Fateful Chord tore out of their possessed host and attempted to find someone who could carry them out of this sealed prison. The spirits ignored her retainers except to expel them, each one fading out of the room, reappearing outside the crypt, until Cynthia, the only one with the strength to host such a spirit, had no choice but to let the Chord inl. Once the Chord had found a host, however, Cynthia was not so pliable. Her mental fortitude cordoned off the voices of the spirits, forcing them into a (tenuous, at first), alliance. Now, they cooperate, using each other’s strengths, but Cynthia is clearly in control; anything the Chord could do against her would be mutually assured destruction.

6) The Looming Threat of Malegoth - Cynthia received an urgent message from Dazen about the dangerous archwizard Malegoth, who threatened to destroy life as they know it and destroy the very concept of freedom. Cynthia knew that Malegoth was incredibly powerful, but she seeked newfound glory and to bring peace, so she vowed to stop him.

Goals
[SHOW]

1) Protect the Crater by defeating the tyrant Malegoth

2) Bring harmony and civilization to the Crater, ending the incessant warring and raiding.

3) Start a family, but not settle down - Cynthia is too determined to end the evils of the world.

Secrets
[SHOW]

1) The Fateful Chord is made up of a chorus of all those who have died before their time while near the spirit. With every death comes another voice in the Chord, sometimes strengthening it, but often leading to tormented voices getting through to Cynthia’s head.

2) Mazri’s body, resting in the crypt full of necromantic energies and hollow from centuries of possession, is slowly being reclaimed, transformed by the foul spirits of the crypt. This process is slow, but who knows what will lurk in the darkness in the coming centuries… (this process is assumed to stop during the fall of magic, but resumes after the dragons re-emerge).

People Tied to Character
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1) Dazen of Alba - the kind nobleman and widower who saw Cynthia’s talent and provided her the resources she needed, but fled during the Hatusa raid in which Cynthia saved his life.

2) Haken — Cynthia’s expert mentor until the Hatusa raid that took his life.
3) Kazan — The Hatusa sorcerer-chief that Cynthia hunted down and killed.
4) Vineeta — One of Cynthia’s former retainers before the Fateful Chord incident occurred. She’s the new captain of the mercenary company The Silver Falcon, and has grown it into a small, well trained and equipped army. Vineeta is still a loyal friend and ally to Cynthia.

Memories, Mannerisms, and Quirks
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1) The Fateful Chord has a habit of being the “responsible one” and the cynical one in their relationship, forcing the idealistic Cynthia to face pragmatism. It is certainly helpful when she forgets things, though, as the Chord has a perfect memory.

2) Cynthia treats everyone with heartfelt optimism. Unless you’re actively trying to hurt her, a loved one, or prey on the weak, she will assume the best in anybody.

3) She likes to remember back to when her parents threw her a small birthday party within their means and Dazen came, bringing a massive cake bigger than Cynthia herself. That memory taught her the value of generosity and to see the best in people.

Background - Family/Class/Profession/Institutions
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Family: Moved to one of the safer towns toward the center of the Crater. Her baby brother is dead, and she still holds vigil once a year for him.

Class: Her parents are glassblowers, but she was “taken in” by the nobility.

Profession: Adventurer and entertainer, spreading joy wherever she stays and helping protect against those who would abduct and enslave. She has been on a crusade against slavers lately.

Institutions: (Formerly) The Silver Falcon, a formidable mercenary company.

Drives - Primary/Secondary/Tertiary
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Primary: Happiness and Peace — Cynthia hopes to bring harmony and freedom to the people.

Secondary: Knowledge — Cynthia and the Chord both hunt for secrets and hidden knowledge, their curiosity and desire for understanding driving them forward.

Tertiary: Enjoyment. Cynthia wishes to make people love the time they have in life, including her own.

Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: Defeat Malegoth and prevent him from hurting any more people

Medium-Term: Find love and start a family

Long-Term: Abolish slavery throughout the Crater

Crew Relations
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Mikkjal: Cynthia and Mikkjal naturally get along, with Cynthia taking a liking to his agreeable personality. Their shared heritage as elves also brings them together, and Cynthia respects him and his talents.

Gwenlyn: Although Cynthia feels somewhat turned away by Gwenlyn’s snobbish behavior, she is quick to see the best in her, and they share a thirst for knowledge and understanding. The Fateful Chord sees a lot to learn in Gwenlyn.

Minha'kal: Cynthia keeps trying to get Minha’kal to open up more and be more social, but despite her stoicism, Cynthia still has warmed up to the older elf. Although Cynthia doesn’t understand her at times, she maintains respect.

Jazde: Cynthia feels a strong personal bond with Jazde, as they were both devastated by the wanton destruction of the Hatusa and found vengeance. Cynthia respects the warpriest’s skill in battle and finds her directness refreshing.

Character Sheet
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====== Created Using Wizards of the Coast D&D Character Builder ======
Cynthia, Vessel of the Fateful Chord, level 11
Tiefling, Ardent|Bard, War Chanter
Ardent Mantle (Hybrid): Mantle of Elation (Hybrid)
Hybrid Ardent: Hybrid Ardent Will
Hybrid Bard: Hybrid Bard Will
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Valor
Psionic Augmentation (Hybrid): Hybrid Power Point Option
Background: (+2 Bluff)

FINAL ABILITY SCORES
Str 9, Con 22, Dex 11, Int 12, Wis 11, Cha 22.

STARTING ABILITY SCORES
Str 8, Con 17, Dex 10, Int 11, Wis 10, Cha 17.

AC: 28 Fort: 26 Reflex: 22 Will: 28
HP: 84 Surges: 13 Surge Value: 21

TRAINED SKILLS
History +11, Diplomacy +16, Intimidate +16, Streetwise +16, Bluff +20, Stealth +11

UNTRAINED SKILLS
Acrobatics +5, Arcana +7, Dungeoneering +6, Endurance +11, Heal +6, Insight +6, Nature +6, Perception +6, Religion +7, Thievery +5, Athletics +4

FEATS
Level 1: Hybrid Talent
Level 2: Imperious Majesty
Level 4: Resourceful Leader
Level 6: Improved Defenses
Level 8: Arcane Implement Proficiency
Level 10: Tail Slide
Feat User Choice: Battle Song Expertise
Level 11: Adept Power

POWERS
Hybrid at-will 1: Ire Strike
Hybrid at-will 1: Staggering Note
Hybrid Power Point Option: Rhyme of the Blood-Seeking Blade
Hybrid daily 1: Implanted Suggestion (retrained to Lamb to the Slaughter at Adept Power)
Hybrid utility 2: Sympathetic Agony
Hybrid daily 5: Tune of Ice and Wind
Hybrid utility 6: Revitalizing Incantation
Hybrid at-will/encounter 7: Forward-Thinking Cut
Hybrid daily 9: Passage of Swords
Hybrid utility 10: Time Jaunt

ITEMS
Rhythm Blade Dagger +2, Veteran's Stonemail Armor +3, Amulet of Protection +3, Shielding Blade Dagger +1, Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bracers of Mental Might (heroic tier), Restful Bedroll, Trail Rations (10)

Equipped Items
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Code: Select all

Main Hand: Shielding Blade Dagger +1
Offhand:   Rhythm Blade Dagger +2
Body:      Veteran’s Stonemail Armor +3

Head:      —-
Neck:      Amulet of Protection +3
Arms:      Bracers of Mental Might (heroic tier)
Hands:     ---
Waist:     ---
Feet:      Boots of the Fencing Master (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Combat Block
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Cynthia
Female Tiefling Ardent|Bard 11
Languages: Common, Elven, Draconic
Age: 24
Height: 6’2”
Weight: 160 lbs.

Speed: 5
Initiative: +11
Passive Perception: 16
Passive Insight: 16
Senses: Low-light Vision

AC: 28
Fort: 26
Reflex: 22
Will: 28
HP: 84/84
Bloodied: 42
Surge Value: 21
Surges left: 10/10
Action Points: 1

MBA: 1d20+11, 1d4+1
RBA: 1d20+12, 1d4+2

Resistances:
10 fire.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Ire Strike
Staggering Note
Forward-Thinking Cut


Second Wind []
Guidance of the Past []
Infernal Wrath []
Ardent Surge []
Majestic Word []
Rhyme of the Blood-Seeking Blade []
Victorious Smite []
Sympathetic Agony []
Revitalizing Incantation [_]


Tune of Ice and Wind[]
Lamb to the Slaughter []
Passage of Swords []
Time Jaunt []
Boots of the Fencing Master [_]

Consumables:

None.

Important Features:
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Virtue of Valor + Inspire by Word: Once per round when an ally within 5 squares bloodies or kills an enemy, I can grant them and myself 9 THP.
Inspire by Word: When I bloody or kill an enemy, I grant 11 THP to an ally within 10 squares
Inspire by Example: When I spend an AP, allies within 5 squares get +6 to attack and damage rolls until EoNT.
Mantle of Elation (Hybrid): I and allies within 5 squares get +6 to damage rolls for OAs and allies within 5 squares get a +2 bonus to Diplomacy and Intimidate.
Bloodhunt: +1 to attack rolls against bloodied enemies
Imperious Majesty: When I hit a creature that hasn’t yet acted in the encounter, they get -6 to attack rolls against me until EoNT.
Tail Slide: When I shift, I can slide an enemy adjacent to me 1 square.
Battle Song Expertise: +1 to number of squares of forced movement with Bard/War Chanter attacks.

Ghost of the Past Level 5 Feature: The first time I use guidance of the past on a history check in an encounter, I don’t expend it.
Ghost of the Past Level 10 Feature: Whenever I use an AP, I can use guidance of the past with that action even if I’ve already expended it.

Rhythm Blade Dagger +2: Crits are +2d6 damage.
Boots of the Fencing Master: Shifting gives me +1 AC and Reflex until EoNT.
Bracers of Mental Might: 1/encounter, use Charisma instead of Strength for a Strength attack roll.


Re: Out of Time OOC

Posted: Fri Apr 12, 2019 9:18 am
by GingerGiant

Reserving a spot for...
Shinkansen Hanzo, the Subway Striker
(Minotaur Fighter)

Appearance
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Armored
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Image

Casual
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Image

WIP Background
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Background & Concept
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Personality - Hanzo is good natured but arrogant, and has the experience to get away with it. He's bit eccentric when it comes to riding trains, and always looks for a monster fight.

Shinkansen Clan - Some orc tribes have developed a penchant for hunting monsters in urban areas. One particular group, now called the Shinkansen Clan, hunts the subways of New Tokyo. While the Shinkansen orcs are a boistrous lot, they are considered an unlikely blessing - their preference for melee combat over gunfighting significantly reduces the likelihood of civilian casualties. The Shinkansen Clan fights monsters in the subways without warning or being called, so long as they have a free pass to pursue their other passion - riding trains.

Urban Cooperation - The New Tokyo goverment requires that the urban orc tribes cooperate in training monster fighters, officially called the "Urban Monster Fighter Training Initiative" (Toshi-bu monsutā no sentōki kunren inishiachibu) or U.M.F.T.I. "Umphti", phoenetically. In return, the tribes are compensated monetarily and provided shelter (although most remain semi-nomadic).

Hanzo - Of all the Shinkansen Orcs, none are so adept as Shinkansen Hanzo, who has developed a preternatural talent for being nearby when monsters strike, and knowing where they will appear. For his experience (and luck), he has grown stronger, faster, and bolder than any of his metropolitan contemporaries. Hanzo abjectly refuses to particupate in Umphti, on the grounds that the monsters he hunts are simply too dangerous: "I don't take students. Feeding the monsters makes them stronger. On the other hand, I haven't had a real challenge in a while."

The Real Threats - According to Hanzo, the most dangerous monsters are the ones he hunts alone; the Monster Response Division (M.R.D., the parent organization of Umphti) is left to deal with the monsters Hanzo "lets through". The MRD called his bluff once, and sorely regretted it.

Hanzo has recently admitted there are some monsters he's been avoiding - most haven't threated to leave the Deep Subways, and he's not sure he can defeat them alone (Hanzi has suggested he's deterred a few). This greatly troubles the MRD.

Goals
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Hanzo wants to fight ever more challenging monsters!

I'm looking forward to playing the "brute". Let's punch monsters, and roleplay without charisma.

Secrets
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Hanzo's terrified of some of the monsters he's encountered lately. He's also afraid of the dark, but fighting monsters helps him overcome his fear.

Secret secret WIP

People
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M.R.D. Head of Operations Yoshitaka Sayoko (Orc), Hanzo has a soft spot for her, but she's frequently too busy to actually meet him in person. She often has to rely on Ueno Keumon as a liason with Hanzo.

M.R.D. Deep Subway Logistics Officer Ueno Kuemon (Human), basically the guy responsible for monitoring the area designated as "deep subway"; very much a "Let the Goverment handle this, this Orc doing everything himself is a self-perpetuating issue". Hanzo does not like him at all, causes a lot of tension between Hanzo and M.R.D.

Jin Ichie (Human), sweet little 5 year old girl who happens to ride the train during Hanzo's morning route. She talks to Hanzo about the stereotypical things children her age enjoy, and Hanzo enjoys conversing with her more than anyone else. Jin's ease with Hanzo has caused most people who ride the morning route to see Hanzo as a sort of gentle giant (although this really only applies to Jin), and the protector of the train.

WIP Mannerisms, Quirks, Memories
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Hanzo very much enjoys trains. He frequently suggests to the M.R.D. that he be given a combat-outfitted train to ride. "My train, more spikes and armor!" While not always appropriate, Hanzo will always suggest using the train for transportation.

Family, Class, Profession, Institutions
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Family - The Shinkansen Clan is largely responsible for raising Hanzo as a child. His parents, Satoshi (Dad) and Mai (Mom), are relatively passive figures in modern times as Hanzo spends more and more time away from the Clan.

Class - Warrior. All orcs of the Shinkansen Clan are considered warriors, as they believe their purpose is to hunt monsters.

Profession - The Subway Striker, Conductor of the Pain Train. Hanzo hunts monsters with, and without, cooperation from the MRD.

Institutions - Shinkansen Clan, M.R.D.

WIP Drives
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Primary - Hunt monsters. Nothing gets Hanzo up in the morning like knowing there are monsters that need stomping. It's a mix of altruism, and relishing the challenge.

Second -

Goals
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Short-term: find people who can actually help him fight some of the scarier monsters

Mid-term: Find the source of the monsters

Long-term: Retire. Hanzo cannot fight forever.

Character Summary
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Google Doc PDF
Shinkansen Hanzo, level 11
Minotaur, Fighter, Dreadnought
Fighter: Combat Superiority
Fighter Talents: Battlerager Vigor
Goring Charge Key Ability: Goring Charge Strength
Background: Occupation - Bounty Hunter (+2 to Perception)
Theme: Werewolf

FINAL ABILITY SCORES
Str 22, Con 18, Dex 15, Int 9, Wis 15, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 14, Dex 14, Int 8, Wis 13, Cha 10.

AC: 27 Fort: 27 Reflex: 21 Will: 21
HP: 103 Surges: 14 Surge Value: 25

TRAINED SKILLS
Intimidate +12, Athletics +16, Endurance +17, Perception +16

UNTRAINED SKILLS
Acrobatics +7, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +7, Heal +7, History +4, Insight +7, Nature +9, Religion +4, Stealth +7, Streetwise +5, Thievery +7

FEATS
Level 1: Bloodied Ferocity
Level 2: Improved Defenses
Level 4: Brutal Ferocity (retrained to Polearm Momentum at Level 11)
Level 6: Headsman's Chop
Level 8: Mark of Storm
Level 10: Improved Vigor
Feat User Choice: Axe Expertise
Level 11: Polearm Gamble

POWERS
Fighter at-will 1: Crushing Surge
Fighter at-will 1: Weapon Master's Strike
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Wolf's Vitality
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Kirre's Roar
Fighter encounter 7: Come and Get It
Fighter daily 9: Jackal Strike
Fighter utility 10: Enter the Crucible

ITEMS
Lightning Halberd +2, Rushing Cleats (heroic tier), Dwarven Mekillot Scale Armor +3, Claw Gloves (heroic tier), Eager Hero's Tattoo (heroic tier), Amulet of Protection +2

Equipped Items
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Delete the dashes and replace with item names. Do not apply colors or other formatting, as they will not show up in code format. Do not delete any of the spaces, or else the alignment of the rows will be off. Add more boon rows as necessary, if you have more than one.

Code: Select all

Main Hand: Lightning Halberd +2
Offhand:   (Lightning Halberd +2)
Body:      Dwarven Mekillot Scale Armor +3

Head:      ---
Neck:      Amulet of Protection +2
Arms:      ---
Hands:     Claw Gloves
Waist:     ---
Feet:      Rushing Cleats
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    Eager Hero's Tattoo

Boon:      ---
Combat Block Format
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Shinkansen Hanzo

Male Orc (Minotaur) Fighter 11
Languages: Japanese, English
Age: 27
Height: 6'8"
Weight: 220 lbs.

Speed: 5 (7 with Wolf Shape, 8 with Wolf's Vitality)
Initiative: +7
Passive Perception: 26
Passive Insight: 17
Senses: Normal Vision

AC: 27
Fort: 27
Reflex: 21
Will: 21
HP: 103/103
Bloodied: 51
Surge Value: 25
Surges left: 14/14
Action Points: 1

MBA: +17 vs. AC, 1d10+8 damage
RBA: +14 vs. AC, 1d6+8 damage (mundane javelins)

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Combat Challenge
Crushing Surge
Weapon Master's Strike
Wolf Shape Secondary Power
Lightning Halberd Damage Mod


Second Wind []
Goring Charge []
Come and Get It []
Inexorable Advance []
Sweeping Blow []
Hack and Hew []
Wolf Shape []
Kirre's Roar []
Wolf's Vitality[_]


Driving Attack []
Rain of Steel []
Jackal's Strike []
Lightning Halberd []
Dwarven Armor [_]

Consumables:
None.

Important Features:
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Battlerager Vigor: Hanzo gains 6 THP when he hits with any attack. If it was an invigorating power (he has several), it grants +10 THP on a hit, or +6 on a miss.
Bloodied: When Hanzo becomes bloodied, he gains two powerful benefits. First, he can make a free melee basic attack (but grant CA until EoNT), the first time he becomes bloodied each encounter. Second, he can activate Wolf's Vitality for bonus regeneration and speed.
Werewolf: Hanzo has bonus speed as a werewolf, and will try to activate his Hybrid Wolfshape just before combat begins.
Polearm Combo: Due to Polearm Momentum (feat), Mark of the Storm (feat), Lightning Halberd (weapon), and Rushing Cleats (foot slot), Hanzo can slide any enemy he hits with his lightning polearm attacks 2 squares and knock them prone.

Halberd: Hanzo's halberd is both an axe and a polearm, and as such triggers two of the Weapon Master's Strike conditions.