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The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 4:51 pm
by ratwizard

The deadline to complete your character is the evening of Thursday, April 11th.

Active PCs:

Ser Daris Caine, The Lion Knight of Cainehall -- Dragonborn Cavalier -- Hired Muscle (Namelessjake)
Naia Espina, the Sirensong Scholar -- Eladrin Bard -- Codebreaker/Linguist (Scratcherclaw)
Amon, the Tulrissian Trapsmith -- Wilden Thief -- Trap Specialist (am0n)
Morag Siridean, War Doctor -- Longtooth Shifter Cleric|Runepriest -- Surgeon (Quincunx)
Dolorian Antov: Hero, Soldier, Explorer -- Eladrin Warlord -- Spelunker (GingerGiant)
Hana, the Mama Bear -- Elf Sentinel|Invoker -- Geologist (TauNeutrino)
Ryuunosuke, Dragon of the Tundra -- Genasi Swordmage -- Arcanist (FinalTemplar)
Ilmoto Brandt, Rattlefinger Alchemist -- Warforged Artificer|Wizard -- Alchemist (BartNL)
Caoimhe, Cedros' Curious Pupil -- Elf Monk -- Hired Muscle (TheWalrus42)

Image

For over a century, the ruins dotting the island of Kandoras have long interested explorers, historians, and followers of the occult. While the many groups studying the ruins have done so for different reasons, the standing consensus is that the ancient, collapsed buildings and artifacts are thought to have once been part of a civilization that died out in Eras past. An ancient, ornate tunnel leading into the mountains has stayed closed, impermeable by brute force or magical interference. These ruins have been hailed as a dead end for any interested party, and many have called expending anymore effort a fool’s errand.

Until now.

After a recent discovery, the Explorer’s Guild claims to have found the secret to entering the true heart of Kandoras. You will encounter challenging puzzles, ancient mysteries, and dangers that you’ve never faced before. Will you find mythical artifacts and treasure, previously lost to history? Will you find what truly happened to the native Kandorans? Or will you leave the island, your pride injured and your supplies dried up, the laughingstock of the region? Time will tell.

Setting Information

6E Y84

The Explorer’s Guild of Fort Sakura — one of the great city’s many guilds — is devoted to the exploration and excavation of the region of Andor, in hopes of furthering everyone’s understanding of the region’s history. From dwarven ruins in the river valley of central Andor, ancient settlements of local tribal populations, to the ancient civilizations of times long past, this guild of archaeologists and explorers has devoted many years to the study of the artifacts they’ve found and the sites they’ve uncovered.

Recently, the ruins of a long lost civilization — known to the guild as the ruins of Kandoras — have become the centerpiece of their exploits. A large expedition has been funded to research these long-standing ruins on an island well to the south of the peninsula. The hope is that through intense study and determination, the guild’s scholars will be able to unlock the secrets of Kandoras and access the inner chambers of the ruins. What will lay inside? What ancient secrets will be discovered?

For years it was thought a fool’s errand. While the ruins have been known about for over a century, they’ve always proved elusive. The doors deeper into the ruins have been sealed shut, magically prevented from being opened by brute force. However, upon investigating a collection of notes thought useless, a historian named Cedros Garmyn discovered a series of inscriptions that may have yielded further clues. Cedros convinced the guild leaders to fund the expedition, and after a few months on site, his hunch proved true. With aid, he was able to decipher the inscriptions and encounter what promises to be a method to reach the long-thought unreachable interior of the ruins, and you will be accompanying him.

Character Creation

In this campaign, you have the choice to play either an established figure from the Explorer’s Guild, or a hired hand that has been with the group for a few months.

As a member of the Explorer’s Guild, you are likely based in Fort Sakura. Whether you are from the Andor Peninsula or from another part of Voreld, that is up to you. You are likely a lower to mid-ranking member of the Guild. While the ancient history and exploration of the world is your passion, you’re no stranger to danger. You’ve developed a decent understanding of martial, arcane, or other powers that have allowed you to survive a few escapades in the past.

As a hired hand, you can be from practically anywhere. You joined the Explorer’s Guild’s excursion onto the isle of Kandoras a few months ago. In that time, you’ve had the opportunity to build relationships with the rest of the crew, hired or not. Whether you have any motive toward their end goal of the Kandoran mysteries, or are simply there for the pay, you’ll be a critical member of the team as well.

As part of character creation, it is important to consider your character’s role in this expedition at large. Certain tasks need experts to complete them, and should you desire your character can be the resident expert in said task. From master of disarming traps or picking locks, expert in the arcane, or merely a hired muscle to fend of unknown dangers, your presence is important to the overall completion of the expedition. Below you will find a list of roles you can fill and the specific skills it is suggested to be trained/maxed out if you want to fill that role. Each role can only be filled once, apart from hired muscle. Any not filled by a PC will be filled by a level 1 companion npc, so do not feel pressured to fill any if you’d prefer to be combat-focused.

Roles:

Trap Specialist (Thievery, Insight) claimed by am0n
Codebreaker / Linguist (Multiple languages, History) claimed by Scratcherclaw
Geologist (Dungeoneering, Nature) claimed by TauNeutrino
Surgeon (Heal) claimed by Quincunx
Alchemist (Alchemist feat and/or theme, Artificer class a bonus) claimed by Bart
Arcanist (Arcana, History) claimed by FinalTemplar
Spelunker (Dungeoneering, Athletics, or Acrobatics) claimed by GingerGiant
• Hired Muscle (anything) TheWalrus42, Namelessjake

Character Creation Rules

System: 4e
Level: 4
Stats: 25pt buy (rather than 4e's default 22)
Race: Any published.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: One free level 3, level 4, and level 5 magic item. You receive 680 gp to spend on any other magic items or consumables. Food and adventuring gear outside of RP-related items (e.g. gambler’s gear, musical instruments, or footpads) will be provided by the Explorer’s Guild, and is unavailable for individual purchase. If you are unsure if the item you want is allowed, ask.
(For newer players: feel free to roleplay the magic items as more inherent abilities of the character if you like. We often like to separate mechanics and the character lore, so none of the default lore behind the magic items matters)
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.
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Andorian will be the required campaign-specific language. If by (mechanical) race or some other means you are granted a language other than Andorian, pick one language from this list instead.
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. 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.

[sblock=Languages]Common - Common is the term used to refer to a trade-based lingua franca of Voreld. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation or set of peoples. Those who only know Common are typically sailors, or others who have spent most of their lives traveling rather than in one place. No society holds it in high regard, though most recognize its utility in facilitating trade with foreigners.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom. It has many regional dialects, but the nobility all speak a common variant that is viewed as its 'true' form.

Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.

Modern Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consists mostly of humans and orcs. It evolved from the language of the region's once-great Kingdom, which is still highly regarded if rarely spoken.

Imardanian – The official language of the Church of the Goddess and, by extension, the Arch-Bishopric of Imardin. Like Modern Serran, it developed from the Old Serran language, though with more outside influence than its sister tongue. It is spoken by most in the region, and many abroad have learned it for the cultural benefits as well.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula. Like Tulrissian it has many regional dialects, often one per clan, though there is a common version for communicating between clans.

Grystok - This language, the most widespread in the Gryst region, developed over time as a trade language between the Grystbehn member states. It formed as a mix of the various common native languages, primarily Modern Serran, Kurnish, and Elvish, though there are influences from Dwarven and a variety of smaller local dialects as well.

Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.

Native Andorian - The language spoken by the tribes native to Andor, who are often seen as bandits and outlaws by the northerners who have since settled the region. Each tribe has its own variant on the tongue, though they are, for the most part, mutually intelligible.

Kandorasian - An ancient, dead language once spoken by the natives of Kandoras, an island southeast of Andor. Though no one knows how it is spoken, the written version can be found scattered throughout ruins on the island and on mainland Andor. Most who know how to translate it are part of the Explorer's Guild, based in Fort Sakura.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld. The dwarves view their language as sacred, and so there is very little variation between the kingdoms. Andor was the great outlier, which eventually developed its own language through outside influence.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east. There were once many more than there are now, due to the elven population mostly assimilating into the other cultures of Voreld. Few still speak Elven outside of the few, small elf villages in the Serranak.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences. It and Brennisian have influenced one another over the years, the two nations often at war with one another. It also has some loanwords from Akiran, due to the nations' historically close bond.

Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.

Cru'unish - Cru'un has always had its own native language, though it's been conquered so many times that it has only recently been the island's official language. The language has evolved greatly over time as a result, having strong influence from both Brennisian and Gleiosian, its most common occupiers.

Gerrikan - Historically the island of Gerrik has spent much of its time under Gleiosian control. Before that, its people often traded with its larger neighbor, so they shared a language. However, an influx in orcs from Kurnhuelde caused a shift in both society and language, eventually leading to a Gerrikan language influenced by both Gleiosian and Kurnish.

Old Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands. In modern times it is not even spoken on Ghia, except by scholars and some members of the nobility. It has since given way to two child languages, the result of the great cultural and political schism that resulted after the Civil War.

Amkharan - After the Civil War, Amkhara began to distance itself from its neighbors in Ya-Jarang. They began to speak with new slang and picked up words from its neighbors in Visha, causing the speech of those in the east and west to begin to drift apart. Over time the differences became enough for the two to be considered two different, if superficially similar, languages.

Jarangi - While Amkhara was influenced by its neighbors to the south, Ya-Jarang began to pick up words and syntax changes from Akiro once it was finally conquered. The assimilation of the two societies caused the shift in language that finally pushed the two halves of Ghian language apart.

Akiran - Akiro has always had its own language, which has changed very little over the centuries. It is kept this way on purpose, as it has always been the script used in the writings of Akiran monks, and others who follow the religious spiritualism that has been adopted by Ghia and its surrounding territories.

Chathran - A language spoken primarily on Chathra and Cianthum. The originating on Chathra, as the name suggests, the people of their neighboring island have adopted it as their own for many centuries now. There are some regional variations, but for the most part the two islands speak identically.

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence. The people of Mai'kawa and Mai'okon once spoke the same language (now known as Kawani), but that language is all but dead in modern times. Okani continued to evolve over time, and though the two are similar they are no longer mutually intelligible.

Kawani - A language spoken by the native peoples of Mai'kawa, the island now known as D'armon. It was once a major language spoken by a regional power, but is now restricted to inland tribes descended from the old kingdom's inhabitants who fled to the mountains when the invasion forces arrived.

Vishan - The Vishan peoples once had many local dialects, and some speakers in some villages still speak these ultimately-unimportant languages. However, as the nation of Visha become a united and worldly place, the influences of more widely-spoken languages (such as Old Ghian and Chathran) have all-but erased the native aspects.[/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 4:51 pm
by ratwizard

Ten-Minute Background

Shamelessly stolen from here.

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required. Don't feel pressured or at a loss due to unfamliarity with the Ganoltir campaign world! I'm more than happy to provide elements and more to assist in the process.

[sblock2=Example]1) Birth - Karth was born as the offspring of Queen Gwarta of Bridged City and one of her many guards. During her pregnancy it was assumed she would be giving birth to another of her husband's children, but when the child turned out to be a half-elf this was quickly proven to be false. The king consort, enraged by the discovery, demanded his wife reveal who the father was. Not wishing for controversy, she quickly revealed who the information and Karth and his father were banished and sent away in secret. The royal family told the public that the pregnancy resulted in a miscarriage and held a grand funeral for the supposed deceased prince. Meanwhile, Karth's father travelled with his newborn son to the city of Mithril to start a new life.

2) Early Life - Karth's father settled in the Harbor City section of Mithril and began taking whatever odd jobs he could find. As Karth got older he would sometimes help, but he usually caused more harm than good and was sent away. It was these times that he first began following the other boys around town, participating in various acts of thievery and creating bonds of friendship.

3) Later Life - As he got older, Karth began to grow bored with petty thievery. After all, it was his destiny to become king of Bridged City and he wasn't going to do that by pickpocketing the various merchants who came to Harbor City. He wanted more, but he didn't exactly know how to get it. Lucky for him his old friend Faust was an ambitious one, and when he stole a ship from the harbor he invited Karth and the other thieves who grew up together to join as his crew. Karth saw this as an opportunity, not only to relieve his boredom but also to gain more riches than he'd ever be able to scrounge alone.

4) The Magnificent Manslayer - As is custom among the Conspicuous Oils, Karth has a nickname that he goes by. When thinking up the names with the others he initially came up with such ideas as "Karth the Glorious", "The Radiant Ruffian", and "The Most Gorgeous Pirate Known to Man." These were all quickly shot down by the others, who said the point of the nicknames were to strike fear. Faust suggested he go by "The Manslayer" since he was always a ruthless fighter when the need arose, and reluctantly Karth accepted. However, it quickly came to everyone's attention that he was reffering to himself as "Karth the Magnificent" outside of their presence. They tried to get him to follow the captain's suggestion, only to be told that "the title simply does not express my greatness as well as it should." After some discussion they finally all came to a compromise, and Karth's nickname was officially made to be "The Magnificent Manslayer."

5) Appearance - Karth is somewhat tall, standing 6'3", with a fairly slender build. He has long, silver hair due to his elven heritage and he is very protective of it - many men have scars (or worse) to show as a result of touching Karth's hair. His manner of dress is never very fancy as he has always been of the lower class, but whatever the clothing he always wears it in a way that gives off an air of nobility. Even while at sea he makes a point to look his best, and can often be found tending to his precious hair. On his belt hangs a mirror that, while useful for some raids, spends most of its time reflecting Karth's face back at him.

6) Personality Traits - As a narcissist Karth tends to be very confident in his abilites, and his self-esteem is never low. He goes into every battle without fear, completely assured of his victory from the start. He is always looking to make friends with new people (no one should miss the opportunity to gaze upon his gorgeous face, after all), though this is often made difficult due to the arrogance that often manifests in social situations due to his narcissism. He is extremely loyal to the few people he truly respects, and despite his overconfidence he is still a formidable opponent on the battlefield, so to some it might be worth earning that respect.[/sblock2]

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[sblock2=Example]1) Karth ultimately desires to become the king of Bridged City. He feels he was wrongly banished, and that as retribution he deserves to gain the throne in place of his half-sister Hannatha.

2) I'd like Karth to get a chance to return to Bridged City so that I can develop that part of his story. He need not actually ever gain the throne as he wants, but I'd at least like to have him come to terms with royalty who are against him in some way, and perhaps meet his mother for the first time.[/sblock2]

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.

[sblock2=Example]1) Karth is actually the son of Queen Gwatra of Bridged City, making him royalty in the city-state. He ultimately plans to use this to become king and rule the city-state as he feels he deserves.

2) Karth was made a divine champion of Enkili without his knowledge, and most of his success and combat skill is a result of this. Enkili chose him for his personality, and as such the divine powers he possesses are triggered by him acting in line with his natural narcissism. Acting against this can sometimes have negative effects.[/sblock2]

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

[sblock2=Example]1) Karth's father is his only real family, and he cares deeply about his only son. He is the one who filled Karth's head with the idea of becoming king, and thus is directly responsible for Karth's narcissism.

2) Captain Faust is an old friend and Karth has a great deal of respect for the quirky man. He is one of the few people Karth views as an equal.

3) Queen Gwatra, Karth's mother, has a somewhat neutral opinion of him. As her own child she cannot hate him, but she was not sad when he was banished from Bridge City with his father. She wants to avoid a succession dispute just as much as the other royals who know of his existence, but would be torn somewhat if that were ever to happen.

4) The king consort of Bridged City was furious when he learned that Karth was not his son, and when he found out he immediately had the boy and his father banished from the city. He loved his wife enough to forgive her for her affair, but he hates Karth and his father and would likely go to any means to keep them from returning or gaining any sort of prominince in Bridged City.[/sblock2]

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[sblock2=Example]1) Karth is very much a narcissist, and can sometimes be quite arrogant due to his self-absorption. Ironically, these personality traits are the direct cause of his successes in life, as well as his skills in combat, due to them triggering his divinely-granted abilities.

2) He has a very fuzzy memory of the palace interior from the time he was born. Occasionally it is the setting of his dreams, where he is revered by the citizens of Bridge City as a great leader.

3) He absolutely hates for anyone to touch his hair unless they are a very close friend, and even then he is not completely comfortable with it. Touching Karth's hair is one of the few ways to anger him (and the quickest), and has occasionally resulted in the injury or death of the unfortante offender.[/sblock2]

Background - Family/Class/Profession/Institutions

Who raised you and how did they shape your life? What social class do you belong to, and how did that change your opportunities and your outlook? What do you do for a living, and have you changed careers in the past? What social institutions (religions, governments, civil society, businesses) are you a part of or interact with? Do you have a spouse? Children? Did you at one time?

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.

[sblock2=Example]Family - Karth's only real family is his father, and older elven man who was once a guard at the Queen's palace in Bridged City. While he is related by blood to the Bridged City royalty, most of them are unaware of his existence. The ones who do know of him want him kept a secret, so as not to cause a succession dispute.

Class - On his mother's side he is a member of the Bridged City royalty, on his father's side he is a common peasant. He was raised by his father in Mithril as a simple commoner, but his royal blood cannot be denied.

Profession - Karth is a pirate and he is good at it. He has been First Mate of the Quina Vjeta for a long time under Captain Faust, and not without reason. He was one of the few to survive the fateful encounter with the guarded merchant ship, and one of the even fewer to survive who was also a companion of Faust in his youth.

Institutions - he is a member of Faust's Crew, the Conspicuous Oils.[/sblock2]

Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.

[sblock2=Example]Primary - Karth's feeling of entitelement towards the throne of Bridged City is his primary motivating factor. He deserves to rule the city as he sees it, and he will do everything in his power to obtain the position he views as rightfully his.

Secondary - His years as a pirate have also fostered in him a desire for wealth. He has incorporated this lesser desire into his ultimate goal of becoming King of Bridged city by deciding that he will not yet return to the city-state until he has first amassed considerable wealth. This amassing of wealth will surely make it easier for him to obtain the influence he needs gain the throne, but he also wants it for the luxury as well.

Tertiary - Karth is always looking to make new friends, having grown up with very few. His personality tends to hinder him in his pursuit for companions, so one could say it is a never-ending search for those patient and accepting enough to handle his presence on a regular basis.[/sblock2]

Goals - Short-Term/Medium-Term/Long-Term

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.

[sblock2=Example]Short Term - Meet and befriend the new crewmembers. More friends are always nice.

Medium Term - Continue earning coin with Faust, until Karth as enough to return to Bridged City in style and live there comfortably.

Long Term - Win the hearts of the people of Bridged City and take over as monach instead of his half-sister Hannatha.[/sblock2]

Crew Relations - Important NPCs and other PCs

For this I'd like you guys to write your opinions/relationship status of the other PCs as well as the other named NPCs of the crew, regardless of how close or distant that relationship is.

[sblock=Example]Captain Blackwood - Karth has never met Blackwood, but has heard tales of the man's deeds. He respects and admires the man he imagines accomplishes those deeds, and would one day like to meet him (under peaceful terms, of course).

Mad Marian - Karth knows nothing but rumors of the buccaneer known as the 'Mad' Marian, but if the rumors are true then he would probably prefer to keep his distance.

etc...[/sblock]

Wishlist - NPCs and Magic Items

Here you should make two lists in the same block: 1) a list of NPCs you'd like to exist in the world that are not directly related to your character. This could be other important figures, potential future crew members, or anyone else not covered in the section for related NPCs and Crew Relations. 2) a list of magic items you'd like to obtain at some point in the future. They will be common in this game, unlike Tulrisse and others, so just put whatever it is you like and I will see if I can work it in at some point.

[sblock=Example]NPCs
Raoul - a hair stylist of some renown who Karth would like to visit sometime.

Paul Bumble - a man adept at feigning incompetence, who has amassed a large fortune by preying on the gullible in this manner.

Items
Ice Dagger +1
Boots of Bounding[/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 4:51 pm
by ratwizard

The Explorer's Guild

The Explorer's Guild is one of the many private institutions that have major sway in the city of Fort Sakura, a walled city owned and run by the private order of knights known as the Order of the Cherry Blossom. Like other guilds, it is one of the primary commercial interests in the city, focused on the personal gain of its members and employees rather than the betterment of the city as a whole.

While most guilds are focused on more direct methods of gaining wealth and power, the Explorer's Guild's focus has always been on risk and indirect means. They seek to discover lost artifacts, explore unknown terrain, learn and grow, and with their knowledge earn support from those who seek to gain the fruits of their knowledge. Artifacts can be sold to collectors and museums, ancient texts decoded and copied for all to read - for a fee. Previously unexplored lands can be charted and mapped, and their unique knowledge of the area can garner them jobs as trackers or guides in these regions.

This focus on high risk has not always yielded the high reward the guild has hoped for, however. Despite its longstanding existence in the city, it has also long suffered being thought of as one of the most niche guilds, and has never had the amount of income or local political sway as more established guilds, such as the Farmer's or Smith's. As such, it is always seeking brave and adventurous new opportunities to increase its name and its prestige. While its members are no strangers to dangerous exploits, these adventures are often met with failure, and many that succeed do not yield discoveries that make up for their costs.

The Island of Kandoras

This large island is an oddity among the islands of Voreld, and especially those near Voreld. It is a lone island of decent size, comparable to one found in an archipelago, though situated far enough off the coast that it intersects no major shipping routes and has no known inhabitants. It was discovered less than two centuries ago by a Serran merchant who got lost in a storm and veered far off course when trying to round the Cape at the tip of the Andor peninsula. There the merchant and their crew were surprised to find an island dotted with ruins of unknown origin, and when they returned to their home port of Torusi they informed the mostly un-interested locals.

As news spread of the island, explorers began to travel to it to study, and fortune-seekers began braving the rough waters to reach its shores in search of treasure. However, all were found wanting. While the island was large and its ruins were numerous, none of the structures dotting its landscape seemed to yield much in the way of material wealth. Likewise, despite there being numerous instances of ancient writings, deciphering the text proved difficult.

The greatest disappointment of all, however, would be found at the base of the mountain in the center of the island. There sat the largest and most ornate of the ruins of the island, which terminated at the mountain's base in a great circular door, leading to depths untold. Through many attempts and expeditions over the years, though, no attempts to proceed past the door have borne fruit. It is too massive to move, and by neither brute force nor magical force has anyone been able to destroy it to proceed past.

Not long after its discovery, most wrote the island off as a money pit. While its potential for great knowledge could be vast, the amount of time and effort needed to decode its secrets could not be nearly worth the effort, so thought most people. Most people but a dwarf from Andor, however. Cedros Garmyn was a young scholar at the time, studying at an academy in the great dwarven city when he learned of the island and became fascinated by it. He read all the expedition logs he could obtain copies of and studied all the maps drawn by past visitors, and was well on his way to securing funding for an expedition of his own when the calamity that ushered in the 6th era struck Andor.

Cedros fled Andor with some of his colleagues and many other survivors of the calamity, ending up in the area that later was settled as Baerin. However, he only remained in Baerin for a few years before making the long trek to Fort Sakura to join the Explorer's Guild. There he continued his research into Kandoras, making trips to the island when he could secure funding, and over the years has become known as foremost expert on the island.

In his most recent expedition - the one you are on now - he went in with knowledge he'd not known of in the past. With the aid of some experts in decoding and linguistics, he managed to create the first rudimentary translations of some etchings he took from some of the ruins near the coast on a previous trip. These etchings suggested to him a way of bypassing the large circular door at the base of the mountain. The clues he learned were basic and could be misleading just as likely as they were to be truthful, but it was enough to secure the funding he needed to hire a crew to aid him in his hunt. Only time will tell whether the expedition will be a success or not, but the Explorer's Guild has put their hopes for the future of the guild on the back of Cedros and his explorers, so all eyes are on them for the time being.


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 4:51 pm
by ratwizard

The Kandoras Exploratory Expedition

The entire expedition to Kandoras features a few dozen people, and is meant to last months at the least, potentially over a year depending on what the group finds on the island. It has come with a limited number of supplies as provided by the Explorer's Guild, and at certain intervals will also receive shipments of food and other necessities as set up when the expedition was being funded. Thus, supply management will be an important part of this game, as acquiring more than the basics is not as easy as walking to a town and buying more. Those with skills in gathering can supplement their provided rations to stay in the field longer, and unexpected uses of supplies or spoilage can cause issues down the line. Here will be a breakdown of the total supplies the expedition has at its disposal at the base camp, as well as the items being carried by the party when out exploring:

[sblock=Supplies in Camp][/sblock]
[sblock=Supplies with Party]Every member on this excursion into the jungle has with them the following standard gear loadout:

  • Tent
  • Backpack
  • Bedroll
  • Flint and Steel
  • Belt Pouch
  • Hempen Rope (50 feet)
  • Waterskin
  • Torch
  • Oil (pint) (5)
  • rags / twine (rp item, for apply oil to torch)
  • Trail Rations (6) (You had 7 initially, but used one on the first day of travel)

Additionally, based on your role you also have been given the following items for your use. Make sure to include the items above, as well as the items below for your role, on your character sheets and in the builder.
[sblock2=Hired Muscle]* Manacles, iron

  • Potion of Cure Light Wounds
  • Chain (10 feet)[/sblock2]
    [sblock2=Codebreaker/Linguist & Leader/Historian]* Rubbing Kit
  • Writing Case
  • Candle (3)[/sblock2]
    [sblock2=Trap Specialist]* Thieves' Tools
  • Snares (3)
  • Caltrops
  • Ball Bearings
  • Block, Tackle & Winch
  • Hempen Rope (50 feet)[/sblock2]
    [sblock2=Surgeon Chief]* Cage (medium) (this is technically yours, but it is back at camp currently)
  • Chirurgeon's tools
  • Potion of Cure Light Wounds (3)[/sblock2]
    [sblock2=Spelunker]* Climber's Kit
  • Chain (10 feet)
  • Dagger Boots[/sblock2]
    [sblock2=Geologist]* Pickaxe (same stats as War Pick)
  • Surveyor's Kit
  • Listening Cone[/sblock2]
    [sblock2=Arcanist]* Scroll of Alarm
  • Scroll of Arcane Mark
  • Residuum (Any) (10)[/sblock2]
    [sblock2=Alchemist]* Alchemical Reagents (Arcana) (10)
  • Flask (empty) (10)
  • Vial Bandolier
  • Distillation Kit[/sblock2][/sblock]

Additionally, given that not all of the members of the expedition are needed at all times, and also given that a number of them are simply there to perform basic upkeep and maintenance functions, it is important to keep track of who is where at any given time. Certain NPCs fulfilling certain roles will always be at the base camp, such as the cook or the quartermaster. However, certain experts - those who are filled by NPCs rather than PCs - may be left behind or brought into the field as needed. They are generally safer at camp and need fewer rations to survive, but their expertise may come in handy in a given expedition, so choose who to bring at any given time wisely. Below is a list of the various PCs and NPCs, their roles, and their current locations:

[sblock=People at Base Camp]Cook — Gabron Bimok (Ballian Dwarven Male)
Cook Assistant — Talesia Timaan (Serran Human Female)
Quartermaster — Moisely Patterson (Sakuran Human Male)
Hunter — Beawic Daal (Masaani Elf Female)
Fisherman — Kasper Sodjowis (Iron Eye Cove Human Male)
Fisherman — Old Poe (Cape Human Male)
Laborer Foreman — Willem Moores (Sakuran Human Male)
Laborer — Paige Parzuul (Sakuran Human Female)
Laborer — Jakora Vad (Baerin Dwarven Male)
Carpenter — Two-Hooks (Serranaki Half-orc Male)
Carpenter — Mako Suri Subali (Sakuran Elf Female)
Smith — Liteya Capaldris (Baerin Dwarven Female)
Surgeon — Clarence Underwood (Tulrissian Human Female)
Surgeon — Vestar Alstrom (Sakuran Half-Dwarf Male)
Muscle — Kasimir Mullen (Sakuran Half-Elf Male)
Muscle — Rojoros Gafford (Sakuran Human Male)
Muscle Ranged — Ruvi Kalido (Okani Human Female)
Muscle Ranged — Barrien the Brave (Tulrissian Elf Male)[/sblock]
[sblock=People in the Field]Leader/HistorianCedros Garmyn (Andorian Dwarf Male)
MuscleCaoimhe (Grystok Elf Female)
MuscleDaris Caine (Tulrissian Human Male)
Codebreaker/LinguistNaia Espina (Nationless Human Female)
Trap SpecialistAmon (Iron-Eye Human Male)
Surgeon ChiefMorag Siridean (Tulrissian Half-Elf/Orc Female)
SpelunkerDolorian Antov (Imardanian Elf Male)
GeologistHana (Ghian Human Female)
ArcanistRyuunosuke (Ghiasan Elf Male)
AlchemistIlmoto Brandt “Rattlefinger” (Sakuran Human Male)
HunterKoro (Kawani/Imardanian Human Male)[/sblock]

Throughout the course of the game, player actions and supplies management can increase or decrease the morale of the various NPCs of the expedition. Player interactions might raise the spirits of a NPC just as they could piss them off. New discovers might cause excitement and renewed vigor for the expedition, while a stagnation of new discoveries might cause people to lose faith in the venture. Whatever the causes, a list of the expedition crew and their general current known morale will be listed below:

[sblock=Crew Morale][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 4:51 pm
by Fialova

Caoimhe, Cedros' Curious Pupil (Hired Muscle)

Image

[sblock=Personality]Caoimhe (pronounced KEE-va) is a woman of boundless curiosity and wonder. While she serves as bodyguard to expedition leader Cedros, she does so more in hopes of learning more about Kandoras and archaeology in general than for the combat or pay. She has no formal training in exploration or archaeology, and so all that she knows has been learned in her expeditions with the man, him serving as both employer and mentor.

She is quite perceptive, a trait that aids Cedros in his golden years as his own eyes begin to fail him, and she is often one of the first to notice a new clue or inscription. She will often comment openly about the various things she spots, a trait some might find annoying, but her constant wonder at the new discovers they are making means she cannot help herself.

While she shares a passion for learning about past peoples with many of the others on this venture, she is quite quiet about her own past life. Most know little about her prior to her time serving under Cedros, and most attempts to discover more are brushed off or talked past, the topic often being returned to their expedition. Some suspect a dark past, but others are less keen to attribute malice to her secrecy, themselves sharing secrets of their own.[/sblock]
[sblock=Background]Not much is known about Caoimhe's past life. She was already serving as Cedros' bodyguard and mentee when the investigation into Kandoras began, and has been the only other member to be around since the expedition's formation. What is known, from the little she discusses about herself, is that she hails from Vyridis and is quite skilled at hand-to-hand combat. This has led some to think that she was once involved in either the abolitionist group based out of Vyridis, or one of the smaller orc-hunting groups that makes the city and its surrounding areas their home. Regardless, she tends to brush off most attempts to glean more insight into her past life.[/sblock]
[sblock=Character Sheet]Caoimhe, level 4
Elf, Monk
Monastic Tradition: Centered Breath
Harper Pin (heroic tier): Harper Pin (heroic tier) (Mielikki's endurance)
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Background: Geography - Forest (+2 to Perception)
Theme: Harper Agent

FINAL ABILITY SCORES
Str 10, Con 14, Dex 20, Int 11, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 17, Int 11, Wis 15, Cha 8.

AC: 22 Fort: 17 Reflex: 19 Will: 18
HP: 41 Surges: 9 Surge Value: 10

TRAINED SKILLS
History +7, Perception +16, Acrobatics +14, Endurance +9, Religion +7

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +6, Heal +6, Insight +6, Intimidate +1, Nature +8, Stealth +7, Streetwise +1, Thievery +7, Athletics +2

FEATS
Feat User Choice: Holy Symbol Expertise
Level 1: Hero of Faith
Level 2: Unarmored Agility
Level 4: Deadly Draw

POWERS
Monk at-will 1: Fallen Needle
Monk at-will 1: Five Storms
Monk encounter 1: Drunken Monkey
Monk daily 1: Whirling Mantis Step
Monk utility 2: Agile Recovery
Monk encounter 3: Wind Through the Willows

ITEMS
Monk Unarmed Strike, Harper Pin (heroic tier), Talon Amulet +1, Robe of Eyes Cloth Armor (Basic Clothing) +1, Surefoot Boots (heroic tier), Symbol of Vengeance +1, Potion of Healing (heroic tier), Vial Bandolier, Writing case, Faerie Puppet (2), Antivenom (heroic tier), Tanglefoot Bag (level 2), Blinding Bomb (level 3), Harp, Tent, Backpack (empty), Bedroll, Flint and Steel, Belt Pouch (empty), Hempen Rope (50 ft.), Waterskin, Torch, Oil (1 pint) (5), Trail Rations (6), Rags/twine, Manacles, iron, Chain (10 ft.), Potion of Cure Light Wounds[/sblock]
[sblock=Combat Block]Caoimhe

Female Elf Monk 4
Languages: Elven, Andorian
Age: 30s?
Height: 5' 7"
Weight: 135 lbs.

Speed: 7
Initiative: +16 (18 when within 10 squares of Dolorian)
Passive Perception: 26 (28 when within 10 squares of Dolorian)
Passive Insight: 16 (18 when within 10 squares of Dolorian)
Senses: Low-light Vision

AC: 22
Fort: 17
Reflex: 19
Will: 18
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 9/9
Action Points: 1

MBA (unarmed): +5 vs AC, 1d8 damage (+1 damage with CA)
RBA (unarmed): +7 vs AC, 1d4+5 damage (+1 damage with CA)

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:

  • ignore difficult terrain when shifting
  • +1 to damage when I have CA
  • cannot be blinded
  • cannot grant CA until EONT when I attack with Holy Symbol

Powers:

Centered Flurry of Blows
Five Storms
Fallen Needle
Agile Recovery


Second Wind []
Oath of Enmity []+
Drunken Monkey []
Wind Through the Willows []
Mielikki's Endurance [_]*


Whirling Mantis Step []
Talon Amulet +1 []
Surefoot Boots (heroic tier) []
Symbol of Vengeance +1 []

  • see Hero of Faith feature below
  • One of the Harper Pin powers, which all share a cooldown during encounters

Consumables:

Potion of Healing (heroic tier)
Antivenom (heroic tier)
Tanglefoot Bag (level 2)
Blinding Bomb (level 3)
Potion of Cure Light Wounds

[sblock2=Important Features:]Class Features
Unarmed Combatant: unarmed attacks are +3 to it, 1d8 damage, instead of the base stats. Must have a free hand to use this, even if kicking/etc.

Unarmored Defense: +2 to AC in cloth armor or no armor, and with no shield.

Racial Features
Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Sense Threat: can roll perception in place of initiative. When doing so, allies within 10 squares who roll lower get +2 to their initiative result

Wood Elf Reactive Stealth: can make a stealth check to hide when rolling initiative if I have any concealment or cover when doing so

Wild Step: ignore difficult terrain when shifting

Feat(ures)
Holy Symbol Expertise: when I attack an enemy using a holy symbol, all enemies become unable to gain CA against me until my SONT, unless I use another power or ability that specifically makes me grant CA

Hero of Faith: can use Oath of Enmity power once per encounter, and it lasts until the target drops to 0hp. Cannot be recharged or have its duration extended in any way.

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

Deadly Draw: when I pull or slide an enemy to a square adjacent to me, I gain CA against until my EONT

Item Features
Talon Amulet +1: +1 to damage when I have CA

Robe of Eyes Cloth Armor (basic clothing) +1: cannot be blinded[/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 5:01 pm
by Namelessjake

Ser Daris Caine, The Lion Knight of Cainehall (Hired Muscle)

Image

[sblock=Mount Appearance]Image[/sblock]
[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]1. Personality - Daris takes being a knight seriously and has a strong sense of doing what is right and just. He will go out of his way to protect others. He is charismatic and friendly, while also being determined and focused when it comes to battle.

2. Early Life - Daris was the second son born to the Lord of Cainehall, a castle in the Trelheim county of Tulrisse. He was named for Ser Daris Caine, a skilled warrior of legend and one of the Caine House's most notable members, who famously defended the Temple of the Five from an Elysian uprising in the 3rd Era, several decades before Tulrisse's Unification.

From an early age he began to show signs of living up to his namesake's ability, showing great martial promise, unlike his brother two years his senior, who lacked Daris' natural talent.

3. Young Warrior to Knight - At the age of 14 Daris was sent to squire for Ser Valcus Rautrel, the heir to Oak Crossing and Trelheim. His skills continued to improve under the watchful eye of his mentor. He became particularly adept serving in the heavy cavalry Trelheim is famed for.

At the age of 17 he was knighted by the then Lord Valcus Rautrel for valour in the field when a detachment from Oak Crossing was sent to assist the forces of Bantham in eliminating an outlaw band that had made Oakengrove its home. The forces of the Oakengrove Houses pushed the oatlaws out of their forest and into the swords and lances of the Trelheimers.

A short while after being knighted, Daris returned to Cainehall to serve his now ageing Father. With Tulrisse at relative peace, he began fighting in tourneys across Tulrisse, to some success, gaining himself a reputation.

4. Banished - Daris was 23 when his Father died. His brother Jorran, being three years older than him, inherited Cainehall. The two brothers had never had a great relationship, with Daris being better at most physical things and Jorran preferring a book to the battlefield. Their father had believed Daris' ability would bring great honour and prestige to House Caine, which had further strained the brothers' relationship.

Over the course of the year following their Father's death, Jorran grew more and more suspicious and paranoid of Daris. He feared that Daris, the stronger and more charismatic leader, would attempt to size Cainehall from him. Eventually he called his court together and accused Daris of poisoning their father and then plotting to kill him. He planned to sentence Daris to death, but Daris had many friends in his Brother's court who stepped up to defend him as the crowd began to see where the Lord's accusations were headed. Due to this Jorran instead banished his brother, who accepted the sentence, not wanting to cause any bloodshed. Daris packed his things and saddled his horse before saying his goodbyes to those who had supported him before riding to Oak Crossing.

5. Malachite Blades - A short while after his exile, Daris grew tired of the tournaments and courts of Tulrisse and journeyed to the Serran Desert, looking for a real fight. There he joined the world renowned mercenary company the Malachite Blades, which can trace its history back to before the Serran Civil War split the remains of the Empire apart. He spent the next few years fighting for them, in the Desert and also Serranak to the North. Most of the company's contracts were provided by Crescent Bluff, Azkahir, and The Great Library, due to the thread of the Nabrand coalition.

Over time he developed a reputation in the Malachite Blades as a skilled warrior and eventually became the commander of the Blades' mounted elements.

6. The Circle of Life - While under contract with the Great Library, the Malachite Blades rode North to the ruins of Gabni in Serranak, based on rumours that Nabrand forces were encamped there and trying to expand their influence. However the Nabrand forces were surprisingly well equipped and prepared for an attack. The Malachite Blades did manage to prevail and rout the Nabrand men, however at great cost. Daris' horse took an arrow early on and he was knocked unconscious while fighting on foot. Due to their loses the surviving Blades quickly withdrew back to their camp leaving their dead and Daris behind.

Awaking wounded in the ruins, Daris made his way into the abandoned Nabrand camp looking for supplies before making his own journey back to the Great Library. There he came across a unusually large lioness in a cage. The lioness had recently succumbed to wounds likely caused by her captors, but he found a cub in the cage nuzzling its dead mother's paw. He gathered up what ever supplies he could and made his way back to the library along with the lion cub, which he named Valcus, after his old mentor and the first Tulrissian King.

Once back at camp and with the assistance of a Tenant at the library who specialised in the beasts of Voreld, he raised the lion cub, which over time grew to be extremely large like its mother. Once Valcus was big enough to support Daris' weight, he began trying to train him to be ridden like a horse as part of a drunken bet with some of the men. Surprisingly the training worked and Valcus proved to make an effective and deadly steed. The pair gained a reputation as they continued to fight with the Malachite Blades. The sight of an armoured man mounted atop a great lion striking fear into their enemies.

7. Journey to the South - Eventually after a few more years with the Malachite Blades, Daris grew tired of both the heat and being a foreigner. He resigned his position and journeyed to Crescent Bluff where he boarded a ship for the short journey to Fort Sakura. He wasn't ready to return to Tulrisse but felt Andor, with it's heavy Tulrissian influence, would be a good choice.

He contemplated joining the OCB but decided he was done with larger organisations and decided to go it alone as a sellsword off the back of his reputation from Tulrisse and the Malachite Blades, eventually coming into the employ of the Explorer's Guild for their expedition to Kandoras.[/sblock2]
[sblock2=Goals]1) Daris hopes to win fame and fortune from the expedition to Kandoras.

2) I would also like win fame and fortune and kill shit.[/sblock2]
[sblock2=Secrets]1) In order to win the glory on the battlefield he desires, Daris is always willing to fight until his dying breath if it comes to it. He has vowed to himself to never surrender in battle.

2) Unknown to him, Daris has an illegitimate child in Crescent Bluff, whose mother is a minor member of the Kul’adin family that Daris met when meeting with the family with the other Malachite Blade commanders to discuss a contract.[/sblock2]
[sblock2=People Tied to Daris]1) Lord Jorran Caine - The Lord of Cainehall and Daris' older brother. He was always jealous of Daris' martial ability and once their Father died he grew paranoid that Daris would seek to depose him, resulting in him exiling Daris.

2) Lord Valcus Rautrel - The Lord of Oak Crossing and Count of Trelheim. Daris squired for him in his youth and the two share a strong mentor/mentee relationship. After his initial banishment from Cainehall Daris spent some time in Lord Rautrel's court before deciding to travel abroad.

3) Ser Anya Pawter - A knight of the OCB who was part of the special task force that uncovered the goings on in Wolfrun Keep. The two met shortly after Daris arrived in Andor and became good friends. She often attempts to convince Daris to join the Order.[/sblock2]
[sblock2=Memories, Mannerisms, and Quirks]1) For much of his exile Daris continued using his house's sigil, three rampant red stallions on yellow, however in the last few years he has taken to using his own sigil, three rampant yellow lions on red, due to his new renown.

[sblock3=Personal Sigil of Ser Daris Caine]Image[/sblock3]

2) Since coming to Andor, Daris has continued to use his title Ser, as is his right as a knight, although often on the peninsula people will automatically assume he means he is a knight of the OCB. Daris will correct them each time.

3) Daris and Valcus (the lion) have developed a close bond over the years they have lived and fought together. Outside of combat they are quite affectionate with each other. When on the road, Daris will often sleep up against Valcus rather than use a bedroll. (I know this sounds like they fuck - They don't)[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family: Daris is a member of House Caine, the ruling house of Cainehall in Trelheim, Tulrisse.

Class: Nobility - As a member of House Caine Daris is a member of the Tulrissian nobility, even in his exiled. Within the ranks of the nobility Daris is a knight. Since being banished he hasn't been able to afford the same level of luxury he had at Cainehall, however he name and ability still carries some weight.

Profession: Mercenary - Since his exile Daris has worked as a mercenary mostly in the Serran and Serrank regions, although more recently in Andor.

Institutions: House Caine, The Malachite Blades (Formerly), The Explorer's Guild[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary: Glory - Daris strives to be great and live up the expectation set upon him as a child to match his namesake's deeds.

Secondary: Money - Daris, while never having struggled for money, wishes to amass a fortune before his fighting years are behind him, so that he can settle down with the lifestyle he would have had, had he not been banished.

Tertiary: Home - While he has mostly given up on the idea due to it's unlikeliness, Daris misses Cainehall and the plains of Trelheim and wishes to one day find a way to return.[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short-Term: Assist the Explorer's Guild in its exploration of the Kandoras Ruins.

Medium-Term: Build on his reputation and become more renowned.

Long-Term: Find a way to return home or amass enough gold to settle down comfortably somewhere else.[/sblock2]
[sblock2=Crew Relations]Naia Espina, the Sirensong Scholar: Having spend a lot of time around mercenaries, a job that attracts many similar to pirates, Naia's mouth and demeanour doesn't really phase Daris, although he does question why she is part of the expedition.

Amon, the Tulrissian Trapsmith: Daris has a soft stop for one of his fellow countrymen, even if the two of them have barely talked outside of a group setting since Daris was hired by the guild.

Morag Siridean, War Doctor: Daris finds Morag unpleasant to be around but assumes that she must know her field if she has managed to earn a place on the expedition in spite of her personality.

Ser Dolorian Antov: Hero, Soldier, Explorer: Daris respects Dolorian as a fellow knight and enjoys the man's stories, happy to trade tales of battle and adventure. Although he does think that Dolorian needs to learn when to be quiet.

?????:

Ryuunosuke, Dragon of the Tundra:

Ilmoto Brandt, Rattlefinger Alchemist: Daris respects Ilmoto's discipline and morals, although as the man is fairly quiet they haven't formed much of a bond in Daris' time with the expedition.

Caoimhe, Cedros' Curious Pupil: While almost impossible to talk to, Daris does feel some sense of kinship with Caoimhe as the other person on the expedition not a guild member. From his time in the Malachite Blades, Daris is familiar with the groups around Vyridis, and respects her ability if she is indeed one of them.[/sblock2]
[sblock2=Wishlist]Items
Item Armbands of Power, lvl 6
Impenetrable Barding, lvl 1
Lancing Gloves, lvl 7
Acrobat Boots, lvl 2
Helm of Opportunity, lvl 4
Belt of Vigor, lvl 2[/sblock2][/sblock]
[sblock=Character Sheet]Ser Daris Caine, level 4
Dragonborn, Cavalier
Mount Option: Summoned Steed
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: The Breach (+language)
Theme: Sohei

FINAL ABILITY SCORES
Str 21, Con 12, Dex 10, Int 8, Wis 10, Cha 18.

STARTING ABILITY SCORES
Str 18, Con 12, Dex 10, Int 8, Wis 10, Cha 15.

AC: 23 Fort: 19 Reflex: 16 Will: 18
HP: 45 Surges: 11 Surge Value: 14

TRAINED SKILLS
Diplomacy +11, Perception +7, Intimidate +13, Athletics +8

UNTRAINED SKILLS
Acrobatics -1, Arcana +1, Bluff +6, Dungeoneering +2, Endurance -1, Heal +2, History +3, Insight +2, Nature +2, Religion +1, Stealth -2, Streetwise +6, Thievery -2

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Mounted Combat
Feat User Choice: Heavy Blade Expertise
Level 4: Improved Steed (Celestial Battle Tiger)

POWERS

ITEMS

[sblock2=Equipped Items]

Code: Select all

Main Hand: Malachite Blade (Vigilant Blade Bastard sword +1)
Offhand:   Painted Heater Shield (Preservation Shield Heavy Shield (heroic tier))
Body:      Trelheim Calvary Plate Armor (Meliorating Plate Armor +1)

Head:      ---
Neck:      Serran Travelling Cloak (Amulet of Life +1)
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    Holy Symbol of Fausta, Goddess of The Beasts
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2]
[sblock2=All Items]Celestial Battle Tiger, Vigilant Blade Bastard sword +1, Meliorating Plate Armor +1, Amulet of Life +1, Preservation Shield Heavy Shield (heroic tier), Javelin (5), Fine Clothing, Holy Symbol, Light Barding, Dagger, Lance, Horn, Tent, Backpack, Bedroll, Flint and Steel, Belt Pouch, Hempen Rope (50 feet), Waterskin, Torch, Oil (pint) (5), rags / twine (rp item, for apply oil to torch), Trail Rations (6),Manacles (iron), Potion of Cure Light Wounds, Chain (10 feet), Coinpurse of 0 Gold.[/sblock2][/sblock]
[sblock=Combat Block Format]Ser Daris Caine

Male Dragonborn Cavalier 4
Languages: Tulrissian, Serran, Andorian
Age: 35
Height: 5' 11"
Weight: 190 lbs.

Speed: 5
Initiative: +6
Passive Perception: 17
Passive Insight: 12
Senses: Normal Vision

AC: 23
Fort: 19
Reflex: 16
Will: 18
HP: 45/45
Bloodied: 22
Surge Value: 14
Surges left: 11/11
Action Points: 1

MBA: +12 vs AC, 1d10+6 damage (Vigilant Blade Bastard Sword +1)
RBA: +9 vs AC, 1d6+5 damage (Javelin)

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Righteous Radiance
Valiant Strike
Vengeful Strike
Defender Aura
Vigilant Blade Bastard Sword +1


Second Wind []
Sohei Flurry []
Dragonfear []
Holy Smite [][]*
Righteous Shield []
Amulet of Life +1 []
Vigilant Blade Bastard Sword +1 []


Restore Vitality []
Summon Celestial Steed [][]**
Heavy Preservation Shield (heroic tier) []

*Can be used twice per encounter but only once per turn.
**Can be used twice per day unless steed is reduced to 0 HP.

Consumables:

Potion of Cure Light Wounds

[sblock2=Important Features:]Dragonborn Fury: While bloodied I gain a +1 racial bonus to attack rolls.

Heavy Blade Expertise: +2 to defenses against OAs when wielding a heavy blade.

Mounted Combat:Gain gain access to any special mount abilities. Mounts do not take the normal -2 attack penalty to their attacks. The mount can make any Athletics, Acrobatics, Endurance, or Stealth checks using my skill check modifier.

Meliorating Plate Armor +1: Each time I reach a milestone in a day, the enhancement bonus of this armor increases by 1. This bonus resets after an extended rest.

Vigilant Blade Bastard Sword +1: Paladins can use this weapon as an implement for paladin powers. +1d8 fire and radiant damage on crit.[/sblock2]
[sblock2=Mount Combat Block]Valcus

Male Lion Lion 4
Languages: Lion
Age: 8
Height: 5' 8"
Weight: 1000lb

Speed: 9 (forest walk)
Initiative: Equal to Daris'
Passive Perception: 12

AC: 25
Fort: 20
Reflex: 17
Will: 19
HP: 22/22
Bloodied: 22
Surge Value: 0
Surges left: 0/0

Standard Actions
Bite
Melee 1, 1d20+9 vs AC, 2d8+4 damage
Battle Pounce [_]
Jumps up to 5 squares and attacks, Melee 1, 1d20+9 vs AC, 3d8+4 damage and enemy falls prone.

Triggered Actions
Raking Claw
Trigger: An enemy enters an adjacent square
Immediate Reaction: Melee 1, 1d20+9, 1d8+4 damage

[sblock3=Important Features]Tiger Agility: Gains +10 bonus to Acrobatics and Athletics checks. Additionally does not need to move to gain a running start for Athletics (jump) checks.

Forest Walk: Ignores difficult terrain that is the result of trees, underbush, plants or natural growth.[/sblock3][/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 5:04 pm
by Scratcherclaw

Naia Espina, the Sirensong Scholar (Codebreaker/Linguist)

Image

[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]Appearance: Naia is a beautiful young woman, with bronzed skin a reminder of her dual-heritage. Her father was a Serranborn man, and her mother hailed from Brennis. She has hazel eyes, standing out with her blackened eyeliner. She's got short brown hair, kept unadorned after years of fighting with the seas' winds to style it. Her typical attire consists of a simple blouse, paired with trousers and her favorite pair of boots.

Personality: Born and raised a pirate, Naia was never quite taught ordinary pleasantries. As a result, she's known to be blunt and speak her mind, even if diplomacy would suggest doing otherwise. She is generally easygoing and friendly, especially after sharing drinks with those around her. Both in seriousness and for banter, Naia doesn't shy away from letting insults fly. With those she considers friends, it's nearly always in jest. With years spent with crews, Naia has grown fiercely loyal of those she trusts and cares for, though rarely to the point of sacrificing her own safety for another.

She's incredibly headstrong and devoted to her work, fuming at those who would doubt her. Since coming to Fort Sakura, she's faced many doubters and is always eager to prove them wrong. Through this, she's had a growing distaste of the pretentious elites that the city, and the guild, house. Finally, she has a highly adventurous spirit, always eager for a new experience and new thrills.

Born a Wastrel: While most join the life of pirates by choice, this can not be said for Naia. She was born into it, a victim of circumstance and a couple of pirates in love. These pirates were Captain Alejo Espina and Romina, of the crew known as the Sultry Saints. Her father hailed from Serra, while her mother Brennis, yet on the seas of Forelle, they fell in love. Not long after, a child was expected. Eventually, while ported in Wastrel's Wharf, the child was born, a baby girl named Naia. Though not even a day old, she was to be a pirate. And the pirate's life would be hers.

Child of the Seas: As soon as she was old enough to walk, Naia was on top-deck making her way. From an early age, she had an affinity for sea legs, traversing the rocking decks with ease. Almost immediately, she fell in love with the sea. The endless expanse, the brilliant blues, and the smell of the seas' breeze. As a young child, it was the sight for new adventures to be had. As the captain's daughter, she was afforded special treatment onboard, and most crew members took a liking for the girl. They were like a family to her, and she was the only child they had.

The family would not stay perfect for long, though. Naia's mother was a habitual sleepwalker, an issue well-known to those around her and its dangers well known, especially aboard a ship. Precautions were taken, though, and the issue was resolved. Each night, Alejo would lock the door of the Captain's Quarters, preventing Romina from sleepwalking into danger. One night, however, had forgotten to lock it, sleep deprivation pulling it from his mind. As fate would have it, his lover fell victim to sleepwalking that night and soon found herself on the top deck. With one swift wave, she lost her footing and plummeted into the sea. Though they searched for her for days, there was no sign and they assumed the worst.

The Rum is Gone: With his daughter onboard, Captain Alejo had grown more cautious and protective, and less willing to take the risks he had been known for. After all, he didn't want to subject his only daughter to the dangers that could get her killed. While a young child, the crew was mostly understanding. As she grew older, though, they became increasingly frustrated. The Sultry Saints were not pulling in the hauls they used to and now there was no reason not to. The captain would not budge, though. Outraged, a mutiny took hold of the ship. As its numbers crew, the captain's power waned until there was naught left to do. The crew took charge and, eager for a fresh start, marooned Naia, her father, and the loyal Mariposa on an island off the coast of Brennis.

The first few nights on the island were rough. Her father had suffered a wound in the final brawl and was unable to help. In the mean time, Mariposa scavenged for food while Naia attempted a crude shelter. After a time on the island, they flourished, with the forest and sea providing a suitable bounty for survival. In time, though, Captain Alejo's condition worsened. And without any poultices or potions or rum, little could be done. Eventually, he passed on, surrounded by the two remaining who cared for him. The pair buried him on the island, singing a funerary lament as they did so. The winds would carry this song, and soon after, a ship arrived. After a short journey, they were once more in civilization, in the golden city of Teiros.

The Siren Calls: The pair spent some time in Teiros, recuperating their health and their coin purses in this city of fate. Though content to stay longer, she would soon find herself back on the seas. One night, while drinking away at a local tavern, she encountered an apparent troupe of traveling bards who had come to perform. All were young women, much like herself, and all had singing voices pure and alluring. Eager to learn more of them and their travels, she had decided to speak with them. Upon doing so, she learned they were pirates and her heart lit up. Their captain offered her a position, which she graciously accepted. After farewells with Mariposa, who elected to stay in Teiros, Naia was once more on her beloved sea.

She was now a part of the crew known as Savona's Sirens, aboard the ship Sirensong, and it was with them that she would learn to love song. The Sirens were notorious in the region, a crew entirely of young, beautiful women. Much like their namesake, they would lure unsuspecting vessels into dangerous waters with their songs and then plunder the vulnerable ships. Naia found this life incredibly thrilling, and it combined her two great loves: music and adventure. She quickly found her place in the crew and once more felt like she had a family. She sailed with them for years before it abruptly came to an end.

The Tempest's Fate: One evening, the Sirens were sailing through storm-ridden waters off the Andorian Peninsula. Naia had been charged with helping navigate through the storm and avoid dangers, like the notorious Serpent Point. As she was doing so, a large swell overtook the ship, dragging her into the tumultuous sea. Miraculously, she managed to stay buoyant in the rough waters, drifting into a sea cave. Eventually, she was picked up by a passing merchant ship en route to Fort Sakura. She had heard much of the city and was eager to see it for herself, and assumed her crew would dock there eventually.

They never did, however, likely assuming her lost to the storm. With nowhere else to go and no money to work with, Naia decided to start anew in the city. She initially worked out a deal with a local innkeeper by the docks. She offered to entertain guests with music in exchange for a free room. The innkeeper agreed, ever-eager to attract new patrons. After a time, she earned a fair bit of coin. With it, she decided to buy new song books. While at the bookstore, she came across a scholarly gentleman who told her he was part of the city's Explorer's Guild. With little to lose, Naia obliged.

Pirates of Pens: Naia quickly felt right at home in the Explorer's Guild. Though she assumed she was initially brought on for more dangerous work, she soon discovered a previously-unknown interest: that of history. She enjoyed pouring over the various tomes and learning of civilizations far and wide. Against all odds, she quickly became a rising scholar within the ranks of the guild. She'd learned many languages growing up, and they offered her the chance to read even more tomes than others could. As a result, her knowledge grew and surpassed that of many of the other newcomer scholars.

Between her time at the Explorer's Guild and her moonlighting barding, Naia soon had a hefty coin purse and was able to afford a cozy apartment in the city's market district, not a far walk from her usual inn. It had to be, as she visited every morning to catch up on her reading and enjoy the sea breeze sweeping in from the harbor. And every now and then, she would write a new song, the endless blue giving her limitless inspiration.

Kandoras Bound: Eventually, Naia heard word of an expedition being planned to the enigmatic island of Kandoras. For her, it was the opportunity for a lifetime and the ultimate adventure to be had. Eventually, news reached her than she'd been selected to attend. Naia was ecstatic. It would be an adventure for the ages.[/sblock2]
[sblock2=Goals]1) Naia wants to uncover the secrets and treasures of Kandoras while on the expedition. These are both material and immaterial treasures she's after, i.e. knowledge.

2) I'd like for Naia to make great discoveries that she might write songs about.[/sblock2]
[sblock2=Secrets]1) Years ago, Naia met a young man from the Explorer's Guild, eager to explore ruins in the jungle outside Wastrel's Wharf. She offered to be his guide and ultimately robbed him blind, leaving him for dead in the dense jungle.

2) Her mother yet lives, having washed ashore Mai'okon and discovered by locals. She suffered from amnesia for many years, though has since regained her memories and attempted to rediscover her family.[/sblock2]
[sblock2=People Tied to Naia]1) Mariposa Roux is a fellow pirate who Naia has known her whole life. Mari was a crew member aboard Naia's father's ship, from its start to its end. Though she still maintains a look of youth, Mariposa is actually thirty years Naia's senior. After her mother disappeared, Mari became a mother-figure for the young Naia and the two were perpetually close. Mari has always been there for Naia, giving her a guiding hand and giving her the love she needed from a mother. Mari, as well, has always looked at Naia as her child. Beyond this, Mariposa is a talented cook, having treated the crew of the Sultry Slugs to meals fit for kings despite being in a dirty ship.
[sblock3=Appearance]Image[/sblock3]

2) Darcell, the Dog is a member of the notorious Blackwood's Dogs and a good friend of Naia's. The two initially met while both docked in Wastrel's Wharf. Naia had recently joined the Sirens and was eager to learn and hear exciting tales from such a notable bard. She learned some of his own songs and taught him some of her own. The two frequently get together if both are in the Wharf, trading new tales of their adventures on the seas. Additionally, Naia has been an occasional lover of Darcell, especially when the two drink more than their share of ale, which is quite often. Nonetheless, Naia enjoys the times she spends with the man.
[sblock3=Appearance]Image[/sblock3]

3) Captain Savona is the captain of Savona's Sirens, the crew Naia joined not long after being marooned. While Mariposa was like the mother she never had, Captain Savona was the older sister. She welcomed Naia with open arms, affording her a higher standing than most newcomers of the crew enjoyed. Though some crew members resented this, the Captain was eager to put it to rest. It was Captain Savona who first taught Naia how to play the lyre, as well as many songs on it. Above all, it was Savona who helped Naia discover her biggest passion in life: music. Without her and the time with the Sirens, Naia would not be the woman she is today.
[sblock3=Appearance]Image[/sblock3]

4) Silas Voclain is a scholar in the Explorer's Guild, and the person who initially brought Naia into the fold. The two first met at a bookstore, while she was looking to buy a song book with more local tunes. He took an interest in her, soon eager to recruit such an adventurous sort in the guild. It was even he who pushed her towards scholarly pursuits that she'd never experienced before. He was pleasant enough at first with her, even friendly. Recently, however, she's discovered he's a bit of an insufferable prick and she makes an effort to avoid her. She suspects he pretended to be friendly to grow closer to her, a pretty, young woman.
[sblock3=Appearance]Image[/sblock3]

5) Aldric Caron is an Imardanian navyman who has charged himself with hunting down Savona's Sirens, much like Commodore Rosso and the Dogs. In his case, however, it is largely due to his ego. Aldric's ship was sunken by the Sirens after they lured him into a trap involving rock spires, cannonfire, and a majestic song. As his ship began to take on water, his face was beet-red, which Naia remembers vividly and laughs about often. Since then, though, he has been hunting them down. The Sirens have had many close encounters, though always manage to escape his grasp.
[sblock3=Appearance]Image[/sblock3][/sblock2]
[sblock2=Memories, Mannerisms, and Quirks]1) Naia's true passion is song, and she carries a songbook around with her at all times. She's even written her own and added them to the book.

2) Naia has never been able to shake the memories of her time marooned from her. She has never felt a greater pain than watching her father die right in front of her.

3) As a pirate, Naia cares little for pleasantries, forgoing the proper way of speaking for the more casual, and more vulgar, piratespeak.[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family: Naia was an only child, born to Captain Alejo Espina and his lover Romina, of the Sultry Saints. Naia hardly knew her mother, who washed overboard while the girl was but an infant. Her father died as they were marooned on an island off the coast of Brennis.

Class: During her piratical life, Naia was little more than a commoner, pillaging the high seas to earn her fill. Since moving to Fort Sakura and securing a place in the Guild, she has elevated herself to a middling class position.

Profession: Formerly, Naia was a pirate, sailing the Forelle in search of treasure. Then and now, she moonlights as a bard, earning coin with her melodious voice. Additionally, she works as a linguist for the Explorer's Guild in Fort Sakura.

Institutions: As a child, Naia once once a part of a pirate crew known as the Sultry Saints, captained by her own father. As a young adult, she was part of a bardic crew of pirates known as the Savona's Sirens. Currently, she is also part of the Explorer's Guild.[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary: Wealth: Once a pirate, always a pirate, so Naia says. As a result, she's always been after the greatest treasure of life: gold. She hopes to grow rich enough to buy her own villa on one of the islands in the Forelle Sea.

Secondary: Knowledge: Since joining the Explorer's Guild, Naia has realized she has a near-unquenchable thirst for knowledge. She always wants to learn more and especially wants to learn the unknown.

Tertiary: Song: Naia has few passions greatest than that of the song. As a result, she is always eager for new experiences so that she may write new songs and share them with others.[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short-Term: Discover the hidden knowledge of Kandoras on the expedition.

Medium-Term: Travel more of the world, earning more coin and experiencing more thrills.

Long-Term: Return to her homeland and buy a beachfront villa on an island.[/sblock2]
[sblock2=Crew Relations]Caoimhe: For starters, Naia wishes Caoimhe's parents had named her something easier to spell. Though she's highly talkative, nearly to the point of annoyance, Naia is able to put up with it. After all, she's dealt with rambling drunk pirates for the better part of her life. Nonetheless, she respects the elf's curiosity and love for learning. That being said, she wishes the woman would open up more about her life, eager to learn more about her mysterious past.

Daris: Naia respects Daris for his willingness to protect those he cares about, though she cares little for the honor code that knights such as him live by. She doesn't mind his company as he's friendly enough, though she occasionally finds him to be too righteous for her liking. She assumes he has a dislike for her piratical past, though hardly cares if he does.

Amon: Naia enjoys Amon's company, loving his ability to find humor and joy in everything. He reminds her of many men she'd met in her travels, who prefer to live life with a joke always ready, compared to the dull scholars she'd come to know at the Guild. She sees much in common with the man, especially as both have grown extremely loyal to those they care for. Additionally, she's fascinated by his skills with traps, and sees his job like the physical version of hers.

Morag: Few things in the world instill dread in Naia. One of them is Morag. While Naia greatly respects Morag's skills when it comes to healing and medicine, the woman's demeanor leaves much to be desired. Naia fears getting injured less for the injury and more because she'd have to face Morag. Naia wonders if a bit of rum would loosen the woman up a bit. Naia, however, stays friendly with the woman to keep on her good side.

Dolorian: Naia thinks Dolorian is good company, being similarly adventurous and lighthearted. However, she thinks he can be a bit overbearing on occasion. Nonetheless, she enjoys poking fun at the man as she finds him an easy target and one who can take it without getting offended. Despite his aristocratic upbringing, he hardly seems pretentious, which Naia appreciates greatly given her distaste for the type.

Hana:

Ryuu: Though Naia was initially wary of Ryuu's wild nature, she's grown used to it and doesn't mind his company. She's used to risk-taking and impulsiveness from her time as a pirate, so it hardly bothers the girl like it may others. She appreciates that he's highly passionate about magic, though she'd prefer to be three mugs in if she's going to listen to him ramble about it.

Ilmoto: Naia appreciates that Ilmoto is a hard worker but thinks he should take a break and live every once in a while. She doesn't mind him, though his self-righteousness is highly grating. She gets the feeling he doesn't fully trust her, or ever like her, putting him on an even playing field with her doubters she has proved wrong time and time again.[/sblock2]
[sblock2=Wishlist][/sblock2][/sblock]
[sblock=Character Sheet]Naia Espina, level 4
Eladrin, Bard
Bardic Virtue: Virtue of Cunning
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Curious Archeologist (+2 to History)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 8, Con 13, Dex 10, Int 18, Wis 13, Cha 20.

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

AC: 20 Fort: 14 Reflex: 18 Will: 20
HP: 40 Surges: 8 Surge Value: 10

TRAINED SKILLS
Intimidate +12, Arcana +13, Insight +8, Bluff +12, Perception +8, History +15

UNTRAINED SKILLS
Acrobatics +2, Diplomacy +8, Dungeoneering +4, Endurance +3, Heal +4, Nature +4, Religion +7, Stealth +2, Streetwise +8, Thievery +2, Athletics +1

FEATS
Bard: Ritual Caster
Level 1: Linguist
Level 2: Armor Proficiency: Ring Mail
Feat User Choice: Battle Song Expertise
Level 4: Superior Implement Training (Accurate wand)

POWERS
Bard at-will 1: Staggering Note
Bard at-will 1: Vicious Mockery
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Moment of Escape
Bard encounter 3: Echoing Weapon

ITEMS
[sblock2=Equipped Items]

Code: Select all

Main Hand: Master's Accurate wand of Vicious Mockery +1 (fluffed as pen)
Offhand:   ---
Body:      Tactician's Ring Mail +1

Head:      ---
Neck:      Amulet of Physical Resolve +1
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      Catstep Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2]
[sblock2=All Items]Ritual Book, Master's Accurate wand of Vicious Mockery +1, Catstep Boots (heroic tier), Writing case, Lyre, Gambler's gear, Gambling cheats, Tactician's Ring Mail +1, Amulet of Physical Resolve +1, The Siren's Songs (Doctrinal book), An Account on Kandoras, by Naia Espina (Doctrinal book), Alchemical Reagents (Arcana) (15), Unreadable Ink, Bottle of Rum[/sblock2]

RITUALS
Traveler's Chant, Comprehend Language[/sblock]
[sblock=Combat Block]Naia Espina

Female Eladrin Bard 4
Languages: Common, Andorian, Modern Serran, Brennisian, Kandorasian
Age: 26
Height: 5'7"
Weight: 125 lbs.

Speed: 6
Initiative: +2
Passive Perception: 18
Passive Insight: 18
Senses: Low-light Vision

AC: 20
Fort: 14
Reflex: 18
Will: 20
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 8/8
Action Points: 1
Power Points: 1

MBA: +2 vs AC; 1d4-1 damage
RBA: +3 vs AC; 1d4 damage

Resistances: None

Vulnerabilities: None

Saves:
+5 vs charm effects
+2 vs poisoned, weakened, slowed, & immobilized

Active Effects: None

Powers:

Vicious Mockery
Staggering Note


Second Wind []
Adept's Insight []
Fey Step []
Majestic Word [][]
Words of Friendship []
Blunder []
Moment of Escape []
Echoing Weapon [_]


Stirring Shout []
Catstep Boots []

Consumables:

Unreadable Ink [_]

[sblock2=Important Features:]Class
Bardic Training: I can perform one bard ritual per day without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 10 squares, I can slide that ally 1 square as a free action.

Multiclass Versatility: I can choose class-specific multiclass feats from more than one class.

Skill Versatility: I gain a +1 bonus to untrained skill checks.

Song of Rest: When I play an instrument or sing during a short rest, allies and I gain an additional +5 HP for each healing surge spent.

Racial
Eladrin Education: I gain training in one additional skill of my choice.

Eladrin Will: I gain a +1 bonus to Will. Additionally, I gain a +5 bonus to saving throws against charm effects.

Fey Origin: I'm considered a fey creature.

Trance: I only need to spend 4 hours to get the same benefits of an extended rest. I'm fully aware of my surroundings in the trance.

Theme
Noble Adept: I gain a Power Point.

Feats
Linguist: I know 3 additional languages.

Battle Song Expertise: I gain a +1/2/3 feat bonus to attack rolls made with bard implements. I also gain a +1 bonus to the number of squares I can pull, push, or slide creatures with my bard attacks.

Items
Master's Accurate wand of Vicious Mockery +1: When I hit with Vicious Mockery using this wand, I can choose another enemy within 2 squares of the target. That enemy takes a -2 penalty to attack rolls until EONT.

Catstep Boots: When I fall or jump down, I take only half normal falling damage and always land on my feet.

Tactician's Armor +1: When a power or class feature calls on my Int modifier to determine a value other than attack bonus, add 1 to the value.

Amulet of Physical Resolve +1: I gain a +2 bonus to saving throws against effects with the poison keyword and effects that render me weakened, slowed, or immobilized.[/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 6:15 pm
by am0n

Amon, the Tulrissian Trapsmith (Trap Specialist)

Image

[sblock=Personality]With a sordid history, Amon prefers to keep his past behind him, and so few know much about this Tulrissian. Choosing to live in the now, he is able to find humor and entertainment in just about anything and even when silent is often wearing a smirk, the only one privy to the joke that is keeping him amused. That said, while he is a man of few words at times, most who engage him in conversation can tell he isn't without life experience, his knowledge of traps, locks and other securing devices far from the limit of his expertise. Additionally, Amon is fiercely loyal to his friends, having learned that a true friend and comrade is hard to come by but the greatest thing you can have on your side in time of need.

Since joining the expedition, he's kept himself busy by assisting in the preparations where possible and picking the brains of the researchers to try and understand the challenges he may face. In the evenings he's found himself amongst the company of the league members that are part of the expedition as well as other hired hands foolish enough to join. That is, at least, until he'd disappear, enjoying the solitude of a dark roof overlooking the sea.

He's not sure what he'll find below, but adventure calls. Who would he be to ignore it?[/sblock]
[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]Early Life: Amon doesn't recall much of his earliest childhood, except that it was spent begging and stealing. Abandoned as a young child in Iron Eye Cove, he quickly learned that survival was his responsibility, and his alone. Fortunately, he wasn't alone, and teaming up with other youngsters in similar positions, the band of them learned to make a living, even if meager. Thriving on the streets, though, requires certain skills, of which Amon became accustomed to. Be it scaling builds to escape the local law, learning to bypass the locks and security of marks, or exploring the sewers of Iron Eye Cove to find hiding spots for when he became a bit too high profile, thrive is what he did.

Young Adult: The life he created for himself seemed to yield everything of necessity; meals, shelter, friends, women. However, as his band aged and became more capable, they attracted the attention of larger, more organized groups. When given an offer they couldn't refuse, Amon was one of the few who did. That mistake, though, would cost him his comfort, as the rival organization didn't care for competition and he soon found himself jailed by local law enforcement. He was sentenced to death, a penalty that did not match his crimes. Several days before his execution, though, he managed to make his escape from Iron Eye Cove, a feat only possible due to the skills he had acquired in the very same city.

Adulthood: After escaping his sentence, Amon made his way north. Fearing being caught, he made the dangerous trek through the mountains and into lower Tulrisse. Looking to keep a low profile, he took up residence in a village outside of Spearpoint Castle, impressing a local carpenter with his mechanical skills and using them to keep food in his belly. His poor grasp of the Tulrisse language made communication difficult, but fortunately Andorian was understood well enough for him to get along until he could manage a conversation in Tulrisse. Unlike Iron Eye Cove, his new "home" didn't have much in the way of underground to explore, so instead he started venturing out into the woods. His quick aptitude presented him with opportunities to act as a guide of sorts to travelers and within a few years he found himself regularly being recruited to assist convoys throughout the area.

Pre-Expedition: Having spent years acting as a guide, almost making a home of the Senshenk Woods, and even apprenticing with a lock and trap smith in Red Bridge, Amon found something to be missing from his life. Part of him missed the adventurous life he had in Iron Eye Cove, the close calls and barely escaping, the risk and reward. He had developed a bit of a name for himself locally, though, so the lack of visibility one might want to be successful in that kind of game wasn't in his favor. It was during a trip to Spearpoint Castle that he heard of the expedition to Kandoras. He had heard a little of the area, mostly from his youth, but something about it piqued his interest. Opportunity. Reward. Obviously the risk of returning to Andor, but Fort Sakura was on the opposite side of the penninsula. And surely by now, some decade and a half later, no one remembered him? It was with these dreams of Grandeur that Amon set off to Fort Sakura, looking to find a way onto the expeditionary team, to sate his desire for adventure, and maybe put a bit of gold in his pocket.[/sblock2]
[sblock2=Goals]1.) (Character) Join the expedition. Sate his thirst for adventure. Line his pocket (and pack) with valuables.

2.) (Personal) Enjoy some tactical combat and solve some puzzles.[/sblock2]
[sblock2=Secrets]1.) (Known) He is an outlaw in Iron Eye Cove, so he is likely to say he is from parts of Tulrisse to minimize suspicion.

2.) (Unknown) His father was a wealthy trader in Iron Eye Cove. He was the offspring of an affair, but his father was well aware of who he was and actually kept an eye on him. While his skills helped him in escaping, it was his father that gave him the opportunity and made sure supplies were in his escape path to give him the means to survive after his escape.[/sblock2]
[sblock2=People Tied to Character]1.) Amon's Father - Unknown to Amon, his father had kept a close eye on him and was instrumental in his escape. However, since the escape, his father has been unable to find out any information regarding Amon's well being.

2.) Red Bridge Trapsmith - As a dwarf, he didn't have high expectations of Amon when they first met, but was quickly impressed with his mechanical prowess and aptitude. While many years his senior, the trapsmith considered Amon a good friend and was both excited and at a loss when the decision to leave was made. He provided Amon a pair of his best tools along with a pair of gloves with integrated attachments that he hoped would serve him well.

3.) Cadwell - A lieutenant in the rival organization at the time that they confronted Amon about joining their band, Amon believes Cadwell was the person who spearheaded his capture and likely bribed the guards into the deadly sentence that was given.[/sblock2]
[sblock2=Memories, Mannerisms, and Quirks]1.) While Amon has no issue being around others, he still finds it necessary to find time for quiet contemplation. This usually takes the form of scaling the tallest building and enjoying the view from the top.

2.) Having grown up on the streets, the plight of orphaned youth is familiar and pulls at his emotions. At times he can be found going out of his way to assist. He's no fool, though, having played all the same games, so he knows how to avoid being fooled. Or so he thinks.

3.) Amon will always remember his first heist. After narrowly escaping the defenses to a vault, he got locked inside as the door sealed itself. Unsure how he would escape, he managed to perch himself above the door and once the guards opened it, swung down behind them. By time they realized it, he had enough of a lead that he got out alive. The success not only gave him notoriety with his crew, but was the catalyst that lead to his confidence in his abilities.[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family - Amon knows almost nothing of his actual family, but he considered his crew and friends his family when he was younger. Since his escape, though, he hasn't been in touch with any of them.

Class - As an orphan on the streets, peasant was about the best title he could be given. Once he earned a more honest living, commoner would be a fair description.

Professions - In his youth, a thug, cut purse, burglar. After his escape, he settled into utilizing his skills as a trap and locksmith, as well as a guide.

Institutions - None currently.[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary - While his life as a guide and trapsmith was honest, it was boring in comparison to how he grew up. His primary motive for joining the expedition is adventure and excitement.

Secondary - While wealth is always appreciated, Amon has always had the urge to demonstrate himself, either to himself or others. Being part of a more complex team he views as a chance to demonstrate just how proficient he is at his craft.

Tertiary - Unknown to him, he longs for belonging. He misses being part of something bigger, even if he can't pinpoint what is causing the feeling. He assumes it is adventure and risk, but it's also part of being something bigger than himself.[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short-Term - Secure himself a place on the expedition

Medium-Term - Demonstrate to himself he is as skilled as he thinks he is and become a lasting reason why the secrets of Kandoras were discovered.

Long-Term - Figure out what the path is he is supposed to follow through life. Simple and honest, or risky and on the edge?[/sblock2]
[sblock2=Wish List]Items:
Periapt of Cascading Health +2
Davros Elden's Defensive Step
Elven Chain Shirt (heroic)
Iron Armbands of Power (heroic)
Boots of Free Movement[/sblock2]
[sblock2=Crew Relations]Ser Daris Caine, The Lion Knight of Cainehall - Daris and Amon clearly grew up in entirely different worlds, Daris' almost gleaming armor in stark contrast to Amon's dull shaded leathers being a metaphor for the differences in their personalities. While he could see some benefit to a knight on their journey, Daris' penchant for being the center of attention ensured that Amon kept his distance.

Naia Espina, the Sirensong Scholar - Amon was shocked the first time he heard Naia "loosen up," the mouth far from matching the rest of her. With a smirk, he laughed inside, Naia almost reminding him of the women of Iron Eye, although she'd likely have put most of them to shame. The similarity invoked a feeling of familiarity. Unsure what to expect on their journey, he hoped some of the good natured behavior persisted.

Morag Siridean, War Doctor - With all of the personalities of the crew, Morag seems to stand out the most. Rumor has it she is good at what she does, but Amon isn't sure if that's because of skill, or the fear she instills in you and your desire to not have to be treated by her. So far communication between the two has been limited to business-like nods, but Morag seems quite action oriented, so perhaps once the expeditions begins there will be more opportunity to to find common ground.

Dolorian Antov: Hero, Soldier, Explorer - A big personality, Dolorian isn't the type Amon would normally consider himself close to. However, in a one on one setting, he has found some common ground. It'll take working along his side to see how things play out, but Amon doesn't feel hesitant about having Dolorian as part of the expedition.

????? -

Ryuunosuke, Dragon of the Tundra - Ryuunosoke's constant ramblings made Amon's eyes glaze over. It's clear he was dedicated to his passions, but unfortunately, Amon didn't share in them. The dedication is respected, though, as Amon can relate in his dedication and interest in tinkering, even if his mechanical knowledge didn't relate at all to what it was Ryuunosoke would talk about.

Ilmoto Brandt, Rattlefinger Alchemist - Being someone who was humbled, numerous times, throughout his life, the arrogance of Ilmoto struck the wrong chord with Amon. A dedicated guild member, it only made sense he'd be part of the expedition, but his inability to see past his own ideals makes him someone that Amon is unlikely to be open with.

Caoimhe, Cedros' Curious Pupil - A student of the shadows, Amon has always prided himself on remaining unseen when he wanted. However, on more than one occasion he could notice the subtle turn of her head as he approached, recognition that she likely heard his approach. Unsure if it was awe or respect, Amon's interest was piqued by her astuteness and felt satisfied that the party was accompanied by someone with such attention to detail.[/sblock2][/sblock]
[sblock=Character Sheet]Amon, level 4
Human (Wilden), Thief
Hardy Form: Hardy Form Fortitude
Background: Pivotal Event - Escape (+2 to Athletics)
Theme: Elemental Initiate

FINAL ABILITY SCORES
Str 13, Con 15, Dex 20, Int 10, Wis 16, Cha 8.

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

AC: 21 Fort: 15 Reflex: 20 Will: 15
HP: 42 Surges: 8 Surge Value: 10

TRAINED SKILLS
Stealth +14 (+15 w/ Footpads), Thievery +13 (+15 w/ Thieves' Tools), Insight +10, Perception +10, Athletics +10, Acrobatics +12, Endurance +9, Dungeoneering +10

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Heal +5, History +2, Intimidate +1, Nature +7, Religion +2, Streetwise +1

FEATS
Feat User Choice: Light Blade Expertise
Level 1: Cunning Stalker
Level 2: Battle Awareness
Level 4: Scoundrel Training

POWERS
Scoundrel Training: Startling Offensive
Thief utility 1: Acrobat's Trick
Thief utility 1: Tactical Trick
Thief utility 2: Agile Recovery
Thief utility 4: Unbalancing Trick

[sblock2=Equipped Items]

Code: Select all

Main Hand: Vanguard Short sword +1
Offhand: Rhythm Blade Dagger +1
Body: Flowform Leather Armor +1
Head: ---
Neck: ---
Arms: ---
Hands: Burglar's Gloves (heroic tier)
Waist: --- (Vial Bandolier)
Feet: --- (Footpads)
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---
Boon: ---

[/sblock2]
[sblock2=Vial Bandolier]Potion of Cure Light Wounds (3)
Alchemist's Acid (level 1) (2)
Alchemist's Fire (level 1) (2)
Alchemist's Frost (level 1) (2)[/sblock2]
[sblock2=Backpack]Thieves' Tools
Talent Shard (level 3) (3)
Artisan's Tools
Ten-foot Pole
Sling
Drill
Rare Herbs (2)[/sblock2][/sblock]
[sblock=Combat Block]Amon

Male Human (Wilden) Thief Level 4
Languages: Andorian, Tulrisse
Age: 34
Height: 6' 3"
Weight: 190 lbs.

Speed: 6
Initiative: +7
Passive Perception: 20
Passive Insight: 20
Senses: Low-light Vision

AC: 21
Fort: 15
Reflex: 20
Will: 15
HP: 42/42
Bloodied: 21
Surge Value: 10
Surges left: 8/8
Action Points: 1

MBA: +13 vs AC, 1d6 + 8 damage
RBA: +13 vs AC, 1d4 + 8 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Tactical Trick (Move)
Acrobat's Trick (Move)
Unbalancing Trick (Move)
Agile Recovery (Minor)


Second Wind (Standard) []
Backstab (Free) []
Battle Awareness (Immediate Interrupt) []
Disciplined Counter (Immediate Reaction) []
Wrath of the Destroyer (Immediate Reaction) []
Startling Offensive (Immediate Reaction) []
Flowform Armor (No Action) [_]


Vanguard Weapon (Minor) [_]

Consumables: Potion of Cure Light Wounds (x3), Talent Shard (x3), Alchemist's Acid (x2), Alchemist's Fire (x2), Alchemist's Frost (x2)

[sblock2=Important Features:]Class Features
First Strike: At encounter start, get combat advantage against foes that haven't acted yet.

Sneak Attack: Once per turn, if you have combat advantage and hit with a crossbow, light blade,shortbow, or sling, deal extra damage.

Weapon Finesse: Use Dex (not Str) for melee basic attacks, damage. +2 damage with light blades, hand crossbows, shortbows, slings.

Thief Weapon Talent: +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings

Skill Mastery: +1 additional trained skill. Natural 20 on a skill challenge check automatically succeeds, +1 additional success.

Racial Features
Fey Origin: You have the fey origin

Hardy Form: +1 to Fortitude

Nature's Aspect: Choose aspect of nature after extended rest (Aspect of the Ancients, Aspect of the Destroyer, Aspect of the Hunter).

Theme Features
Elemental Initiate: Gain +2 proficiency bonus with unarmed attacks; unarmed attacks deal 1d6 damage; gain the disciplined counter power

Feat(ures)
Cunning Stalker: Gain CA against enemies with no other adjacent creatures

Light Blade Expertise: +1/+2/+3 (by tier) to weapon attacks with light blades; +1/+2/+3 (by tier) to damage of light blade weapon attacks with CA

Battle Awareness: Fighter: skill training; 1/encounter, make imm. interrupt MBA against adjacent enemy that shifts or doesn't include you in attack

Scoundrel Training: Lose one use of Backstab to gain rogue encounter attack power (Startling Offensive)

Item Features
Vanguard Short Sword +1: Deal +1d8 damage on successful charge. Daily (minor): Use this power when you charge. If you hit, all allies within 10 squares gain +1 bonus to attack rolls and your Charisma bonus as a bonus to damage until the start of your next turn.

Rhythm Blade Dagger +1: While you wield this weapon in your off-hand, your shield bonus to AC and reflex increases by 1.

Flowform Leather Armor +1: Encounter (No Action): When you are subjected to an effect that a save can end, you make a saving throw against the effect.

Burglar's Gloves (heroic): +1 item bonus to Thievery checks.[/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 6:35 pm
by Quincunx

Morag "no I don't want a title just call me by my name" Siridean,
Champion of the Dispossessed, Diamond from the Rough, War Doctor,
Owner of Many Titles

(Surgeon)

[sblock=Artwork]Image[/sblock]

[sblock=Personality]Honestly kind of terrible. Morag takes her job of keeping people alive very seriously, and treats anyone who gets themselves injured as a personal insult to her ability to do so. Or anyone who fails to do their work in general - she has a vested interest in this expedition going well, and failing to contribute to that end goal is almost just as bad. So shut up and do your job.
Even when everything is going well, Morag is still fairly dour. It takes quite a lot to impress her, and that bar is only raised by those who refuse to pay her the necessary respect first.[/sblock]

[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]Early Life
Morag was born to an orc father and an elf mother in a tiny Tulrissean village called Estiva. This was not an especially nice place to grow up as a half-breed, let alone one between two races that were already less than revered, but it was all she had. Morag put up with what she had to, working the fields with her parents to make ends meet, for about fifteen years before she gave up.
Morag set out on her own for Menora, deadset on learning magic in order to stand up for herself and her parents, and to be an example for anyone else born of two races.
She failed. Badly.
Burning with shame and refusing to return home in defeat, Morag changed tacts. If Menora wouldn't have her, then somewhere else would. Bal. She continued onward, heading past Menora and into the mountains, so that when she arrived, she could prove to the dwarves of Bal that she could do it.

Meeting Asmund
She could not do it.
But! Not all was lost. Morag was not... good... at conventional magic, per se, but there were alternatives. An arcanist at Bal, an elderly dwarf named Asmund Beckett, was also not especially good at the "succeeding at things" business. His research into spontaneous arcane runes was unconventional, and mostly incompatible with preexisting magical and technological traditions. But maybe, just maybe, this weird little elf-orc who didn't know the first thing about conventional magic could be taught? As a test subject to see if his results were replicable, if absolutely nothing else.
Asmund had finally found his apprentice, and Morag had finally found her ticket up in the world.

To Present Day
After decades of training and further research, Morag and Asmund were ready. Asmund was continuing to get on in years, and at some point his notes would have to be passed on to someone else. While Morag had proven to have a propensity for the magical aspect of his research, the finer details are lost to her, and so they took to Baerin for him to make another attempt at being taken seriously.
He's doing well there. Well enough, at least, for Morag to leave him on his own and undertake a new research project - practical application. How well would the magic he had imparted to her fare in the field? Is it sufficient? Is she good enough? If the answer is yes, then they've both accomplished everything they've ever wanted.

Runes and Appearance
Morag's magic takes the form of complex arcane runes that draw themselves on surfaces around her, produce the relevant magical effect, and then fade away a moment later. This applies to all her powers, while more permanent effects such as feats or magic items exist in permanent overlapping runes tattooed across her skin, which light up in various patterns as she channels her abilities. Not all of these runes stay in the same place from day to day.
Other than that tiny little detail, Morag is a dark-skinned woman in her late forties, with a near-perpetual scowl. She takes after her elf side more than the orc, but does have pronounced teeth, and her skin is tinted green in the right light. She is clad in rune-covered bearskin armour that has a band of potions hanging across it, and a few spikes built in here and there.

Demeanor
Morag is not a nice person. Her objective is to keep people alive, and people who continually put themselves in unnecessary danger are extremely frustrating for her to continually heal. For this reason, she tries to cultivate an air of unpleasantness, almost bordering on sadism. Perhaps if people are afraid of the medic, they'll be a bit slower to let themselves get hurt. Scary brutish orc, right? Yeah. Sure.[/sblock2]
[sblock2=Goals]1) Morag wants recognition for her success on this expedition (and therefore obviously for the expedition to be successful). If her face gets out there, as a half-breed in a prominent position on a major exploration crew, who succeeds at her role with flying colours? That's a big deal, and not just for her.

2) I'd like for Morag to have a chance to talk about her motivations. I intend to initially play her as the archetypal psychotic healer, who keeps a client-sized cage in their medical bay and stores ale and poison in the same bandolier as healing potions, but I just wrote that whole thing about how she learned magic for a good cause and I'd like to see that pay off at an appropriate time.[/sblock2]
[sblock2=Secrets]1) Literally her entire backstory. Motivations, where she came from, why she's interested in the expedition...
Specifically, the why of it all. Wanting to set a good example that people can live up to is soft, and she isn't interested in looking weak. Not when the whole point of being here is to show that halfbreeds are strong.

2) Her father had been dying of a curse for a long time before he passed away; it wasn't just due to age as Morag was told. Her mother knew that Morag had failed to secure a place where she could be taught the sort of magic that could dispel curses, and her own research into medicine was useless against what had turned out to be a magical ailment. And, worse still, that the most likely source of the hex was a stranger who disapproved of their partnership. Telling Morag would only lead her to blame herself for not being able to do anything about it, and then to take up arms against whoever had killed her father.[/sblock2]
[sblock2=People Tied to Character]1) Asmund Beckett is Morag's mentor, an elderly dwarf who uses a rare brand of runic magic to create various effects from scratch or to tattoo permanent benefits onto a person's body. He is from Bal, but moved on because his "rare brand of runic magic" is too obscure and complicated to actually be useful for anything beyond style points. He is currently in the city of Baerin, recounting his research to others who might be able to find some benefit to it.

2) Maeve Siridean is Morag's mother. She still lives in Estiva, where she serves as the village apothecary, healing those she can. She is also the person who trained Morag in the art of non-magical healing.

3) Clarence Underwood is Morag's archnemesis - although neither of them would use that particular phrase out loud. Officially, this human woman is one of the halfbreed's medical assistants during this expedition, but the two fail to do anything remotely resembling "getting along". Clarence seems to do nothing but whine about "catching flies with honey" and ensuring her patients are "comfortable" and other such drivel. But if all that worked, Clarence would be in charge, not Morag, and so her protests are firmly ignored.
While Clarence is not a physical threat in any capacity, her well-meaning "help" tends to undermine Morag's own efforts more than anything else. Tough love doesn't work when there's someone handing out sweets behind your back, trying to hog the spotlight.

4) Vestar Alstrom is Morag's other medical assistant, and he's actually decent at it. She has a bit of a soft spot for this half-dwarf, both because of his halfbreed status but also because he knows not to question her abilities. Vestar and Clarence hold down the fort when Morag is serving as a field medic for currently-adventuring groups, with Vestar doing his best not to let Clarence completely ignore all of Morag's rules.[/sblock2]
[sblock2=Memories, Mannerisms, and Quirks]1) Mildly obsessed with pastries. Morag's parents could never afford much fine food in her childhood, and Asmund was... not a baker, in the nicest terms possible. Safe to say, Morag really started enjoying meals once the Explorer's Guild started paying for them.

2) Will never forget the sound of the invigilator laughing at her when she tried to apply as a student of magic at a college in Menora. She uses this memory for motivation whenever the urge to quit something strikes.

3) Fills empty potion bottles with ale to smuggle it into places. Same with poison.[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family - Her mother, Maeve, and her father, Skojek. The former is an elf, the latter an orc. Skojek passed away some time during the thirty years or so since Morag left home, but Maeve is still kicking. Both spent their early life as farming peasants, but sometime while Morag was working under Asmund, Maeve moved on to serving as the village apothecary and medic.

Class - Born a peasant of the lowest order, but made her way up to the working class with Asmund.

Profession - For most of her life, simply an apprentice under Asmund. Since her father's passing, Morag has reconnected with her mother and begun studying medicine as well, and now occasionally helps dwarven clerics in Bal for a bit of extra coin.

Institutions - Morag tends towards one on one partnerships more than anything else, but she does have some association with the dwarves of Bal and Baerun. That said, this is through Asmund rather than on her own.[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary - Fame. Morag wants to be famous. She has a serious chip on her shoulder after growing up discriminated against and being rejected by Menora and Bal, and she refuses to allow this to go unfixed. Everyone who's ever underestimated her will see; she'll show the whole world what she's capable of.

Secondary - Prestige. On a smaller scale, fame on an individual level is nice. If people respect her, they'll spread the word on their own - both of her own abilities, and of the benefits of Asmund's work.

Tertiary - Knowledge. Morag isn't especially intelligent (except in the two particular fields her life has been dedicated to the study of), but she understands how important information can be. Knowledge is what raised her up to where she is now, and it's what others have used to push her down.[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short Term - Establish herself as the local medical genius.

Medium Term - Keep as many people on this journey into Kandoras alive as physically possible.

Long Term - Become an icon for halfbreed children to aspire to. Getting an invitation to study magic in Menora or Bal for real would be a very lovely bonus, in a more egotistic way, but that first thing is the big one.[/sblock2]
[sblock2=Crew Relations]Ser Daris Caine: The man rides a lion. He is also an experienced warrior, and keeps those less experienced alive. Respectable and good, not that she'd ever admit it.

Naia Espina: A kindred spirit in many ways, who focuses on her work despite naysayers, born in the gutter and worked her way up to legitimacy. Morag tries not to resent her for seeming like a naturally gifted musician, but it's hard sometimes.

Amon: He's... passable. He seems to keep himself busy, and he seems like he knows what he's doing, but she hasn't seen him in action yet, and that's where he'll prove his worth. She'll see.

Morag Siridean: The only person on this entire expedition who has any idea what she's doing.

Dolorian Antov: If this idiot doesn't shut up and take things more seriously then she'll shut him up herself.

Tau's character:

Ryuunosuke: omfg no stop jumping all over the place what is wrong with you

Ilmoto Brandt: Finally, another professional. He knows how to be quiet, he's a fellow student of magic, he helps keep the rest of these idiots alive...

Caoimhe: Entirely too chatty. Admittedly, that is explicitly her job. Still, though.[/sblock2]
[sblock2=Wishlist]NPCS - Halfbreeds to commiserate with. At least one person explicitly prejudiced against halfbreeds to go off on.

Items - Onyx Dog, Belt of Sacrifice, Onatar's Forge +1, Demonskin Tattoo, Battle Standard of Healing.[/sblock2][/sblock]

[sblock=Character Sheet]Morag Siridean, level 4
Longtooth Shifter, Cleric|Runepriest
Hybrid Cleric: Battle Cleric's Lore
Runic Artistry: Serene Blade
Hybrid Talent: Rune Master
Armor of Adaptable Resistance +1: Armor of Adaptable Resistance +1 (Poison)
Background: Surgeon (+2 to Heal)
Theme: Watershaper

FINAL ABILITY SCORES
Str 18, Con 13, Dex 10, Int 13, Wis 20, Cha 8.

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

AC: 23 Fort: 17 Reflex: 14 Will: 20
HP: 40 Surges: 8 Surge Value: 10

TRAINED SKILLS
Heal +16, Athletics +12, Insight +12, Nature +12, Dungeoneering +12

UNTRAINED SKILLS
Acrobatics +1, Arcana +3, Bluff +1, Diplomacy +1, Endurance +4, History +3, Intimidate +1, Perception +7, Religion +3, Stealth +1, Streetwise +1, Thievery +1

FEATS
Level 1: Hybrid Talent
Level 2: Spirit Talker
Feat User Choice: Mighty Crusader Expertise
Level 4: Longtooth Spirit Shifter

POWERS
Hybrid at-will 1: Word of Exchange
Hybrid at-will 1: Singing Strike
Spirit Talker: Spirit's Prey
Hybrid encounter 1: Flames of Purity
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Sudden Inspiration
Hybrid encounter 3: Death Surge

ITEMS
Goggles of Aura Sight (heroic tier), Lifesaving Brooch +1, Potion of Cure Light Wounds (4), Javelin (3), Dagger, Wrist Razors (2), Hide Armor of Adaptable Resistance +1, Blood Fury Greatsword +1, Holy Symbol, Vial Bandolier, Pitcher of Ale (5), Alchemist's Essence (Level 1), Glaive[/sblock]

[sblock=Combat Block]Morag Siridean

Female Longtooth Shifter Cleric|Runepriest Level 4
Languages: Andorian, Tulrissian, Dwarven
Age: 48
Height: 5' 7"
Weight: 150 lbs.

Speed: 6
Initiative: +2
Passive Perception: 17
Passive Insight: 22
Senses: Low-light Vision

AC: 23
Fort: 17
Reflex: 14
Will: 20
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 8/8
Action Points: 1

MBA (greatsword): +11 vs AC, 1d10+5 damage
RBA (javelin): +8 vs AC, 1d6+4 damage

Resistances: Poison 5
Vulnerabilities: none
Saves: none

Active Effects:

  • Gain 5 THP 1/round after an enemy deals damage with an attack
  • Alies have +5 to Heal checks to administer first aid

Powers:

Word of Exchange
Singing Strike
Call Spirit Companion


Second Wind []
Buffeting Wave []
Longtooth Shifting []
Healing Word []
Rune of Mending []
Flames of Purity []
Spirit's Prey []
Death Surge []
Sudden Inspiration []
Goggles of Aura sight []
Blood Fury Greatsword +1 [_]


Moment of Glory []
Speak with Spirits []
Hide Armor of Adaptable Resistance +1 [_]

Consumables: Potion of Cure Light Wounds (4), Alchemist's Essence (Poison) (Level 1) (1)

[sblock2=Important Features:]Class Features
Battle Cleric's Lore: When letting an ally spend a surge with a Cleric power, that ally gains +2 to attack until your next turn ends.

Serene Blade: 1/round, when damaged by enemy attack, immediately gain WIS temp HP.

Hybrid Talent: Rune Master: When using a Runic power, choose Destruction or Protection, and get that extra effect. Enter a rune state until end of encounter or use another Runic power.
• Rune of Destruction: Allies have +1 to hit adjacent enemies.
• Rune of Protection: Adjacent allies have resist 2 all.

Theme Features
Watershaper Lv1 Feature: Elemental origin, Primordial Dwarven language, Aquatic trait. Breathe underwater, +2 to attack non-aquatic creatures, can swim at half speed.

Feat(ures)
Spirit Talker: Multiclass Shaman.

Longtooth Spirit Shifter: +2 Regeneration while shifted.

Mighty Crusader Expertise: While wielding a 2H melee weapon, don't provoke OAs from ranged/area attacks using a holy symbol.

Item Features
Hide Armor of Adaptable Resistance +1: Resist 5 Poison.

Lifesaving Brooch +1: Allies have +5 to Heal checks to administer first aid.[/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Sun Mar 24, 2019 9:14 pm
by GingerGiant

I’d like to reserve a spot for...
Ser Dolorian Antov: Hero, Soldier, Explorer! (Spelunker)
Image

[sblock=Ten-Minute Backstory][sblock2=Concept]Personality - Dolorian is light-hearted, adventurous, and has the occasional over-bearing streak. But, in professional matters, Dolorian behaves quite seriously, and expects to be treated in kind. He can be quite the thrill-seeker when an opportunity presents itself, and, for better or worse, has a knack for anything he tries. Around the campfire, Dolorian likes to smoke his pipe and tell stories.

Early Life - As a young child, Dolorian took every opportunity to explore the great outdoors. His frequent activities included hiking, climbing, horseback riding, spelunking, kayaking, and hunting. When Dolorian's parents urged him to be more social, he began leading other youths on excursions into the wilderness. Until Dolorian joined the Fort Ellis Naval Academy, he supplemented his allowance with money made as a guide for tourists in Sennioux.
When young Dolorian wasn't studying or exploring, he accompanied his father on business trips around the islands of Forelle.

Officer School - Sennioux's storied history and fortress provided ample fodder for young Dolorian's imagination. When he came of age, Dolorian enthusiastically enrolled at the Fort Ellis Naval Academy where he received officer training and graduated at the top of his class. During his studies he became friends with several prominant future Imdarian figures including (see Connections)...

  • Dominique Bouchard - Admiral

  • Father Henry McMastiff - War Hero

  • Aesha Ra - Princess of Chathra. Aesha attended the military academy as a sign of peace towards the people of Chathra.

  • Alexandre Couvreur - Scientist (rather quite jealous of Dolorian for achieving valedictorian)

  • David Paiche - Musician

  • Gaby Barthélemy - Knight of the Order of the Cherry Blossom

Military Career - Dolorian became known for his tactical acumen and knack for overcoming and utilizing even the most difficult terrain. However, as often as Dolorian charmed the more cooperative natives with his worldly manners, he brought the Goddess's justice to those that resisted violently. Dolorian reached the rank of Lieutenant.

The Caldera Massacre - Dolorian's company was charged with wiping out a secret base in the Chathra highlands; intel indicated the base supplied many of the insurgent forces that stymied efforts to conquer the rest of the island - a crucial link in the enemy's supply chain. Dolorian lead his soldiers through the thick vegetation, up treacherous cliffs, and across the Chathra caldera. Much to Dolorian's surprise, the 'secret base' was little more than a small village subsisting on volcanic farms. The only "supply" they could provide the insurgents was food. Dolorian was shocked and appalled by his orders, but his second-in-command called for the attack. On their way back across the caldera, Dolorian's company was ambushed by Chathran forces and wiped out - except for Dolorian himself.

New Purpose - Although Dolorian received several medals and commendations for his heroism and service, the incident at the village left him shellshocked and hollow. He ended his short military career, and began correspondce with several of his Academy colleagues. A letter from Gaby Barthélemy, now a Knight Errant in the Order of Cherry Blossoms, intrigued Dolorian and he agreed to meet her and learn more about the knights.

The Desert Rose - Dolorian joined the Order of the Cherry blossom, and was immediately put to work quelling bandits near the Desert Rose site. Dolorian's experience allowed the Order to remove bandit strongholds that were previously believed 'unassailable'. Dolorian earned the nickname, "The Mountain Lion".

The Explorer's League - Dolorian's skills and performance at the Desert Rose site made him a natural candidate for the Kandoras Exploratory Expedition's spelunker. Although he is technically on the League's payroll for the mission, he is considered the Order of the Cherry Blossom's ambassador.[/sblock2]
[sblock2=Goals]Character: Dolorian is on the expedition to ensure everything stays above-board, and ensure the Explorer's League doesn't cause trouble for the natives, or vice-versa.

Character: Dolorian is driven to expand his horizons, and whether or not he'll admit it, in doing so earn the affection of Aesha Ra.

Player: I want to play Dolorian through an exciting adventure, helping the group overcome obstacles and grow closer as a team![/sblock2]
[sblock2=Secrets]Known: There was no Caldera Massacre; Dolorian abandoned his soldiers. The treacherous terrain did them in.

Known: Aesha Ra (and the other "peace exchange students") received special handling from the staff at the Naval Academy; their curiculum was much less military in nature, so as to keep secret many Imardanian advantages.

Hidden: Aesha Ra is one of the leaders in the Desrochers resistance group. While Dolorian has no love for the Imardanian Navy, he has a strong "appreciation" for their methods; Aesha is in grave danger.

Hidden: The Deux Elys Brewing Company is in dire straits. With the war escalating, the Imardanian government has sanctioned Deux Elys from trading directly with many "controversial" islands. While this sanction came with new government contracts, the loss of exotic, high-quality ingredients have forced Deux Elys to change their recipes and "The Taste Imardanians Love!".[/sblock2]
[sblock2=People]Dolorian's father, Dolorian Antov Sr., encouraged many of Dolorian's hobbies and sponsored his attendance at the Naval Academy. Owner of the Deux Elys Brewing Company. Not much of a beer drinker, but when he does, he prefers Deux Elys.
Image

Aesha Ra - Dolorian's love interest at the Academy, not that she reciprocated. Her refusal of his [many] [elaborate] romantic gestures, songs, poems, sculptures, paintings, homecooking, scrimshaw, ceramics, letters, flashmobs, musicals, chocolates, interpretive dances, and souvineers ultimately stemmed from his poor appreciation of the conflict in Chathra. Dolorian and Aesha were otherwise good friends, and their relationship will likely be different if their paths cross again.

Alexandre Couvreur - Dolorian's friend and rival at the Academy; Alex is deeply envious that Dolorian graduated valedictorian, especially in light of his own recent accomplishments in the field of science.

Knight Errant Gaby Barthélemy - Skipped the military to join the Order of the Cherry Blossom. She encouraged Dolorian to learn more about the Order, and sponsored his admittance.

Father Henry McMastiff - He's the antithesis to the present Dolorian - someone who looks at the Imardanian crusade as an opportunity for personal conquest.[/sblock2]
[sblock2=Memories, Quirks, and Manners]Dolorian has trouble recognizing when people need a break from his effervesence, further compounded by his insistant desire to lend a hand. It would be worse if he lacked an earnest heart.

Dolorian has fond memories of the different cultures he encountered on business trips with his father; he remembers the sad look in Dolorian Sr.'s eyes when he cancelled their trip to Burjalle due to the escalating conflict.

Dolorian co-wrote the hit song "Chathra" with David Paiche; it's about Aesha. Dolorian never actually visited Chathra until he was deployed. Aesha slapped him for it.

All of the Antovs have a curious penchant for magic, and manifest it in a specific way: their eyes become maroon orbs. If someone watches an Antov's eyes closely, they seem to fill up as if surrounded by a glass vessel, with a maroon liquid violently churning and rising from below. This phenomena apparently has no effect on the Antovs' ability to see.

Dolorian "borrowed" Alexandre Couvreur's photobox invention. Dolorian used it to take a picture of Aesha Ra while she very still, meditating in the morning sunrise. Much to Aesha's surprise, Dolorian gave her the picture (as such a photo could be used to incriminate her as a pagan). Before graduating, Aesha returned the picture in a locket shaped like the radiant sun. Dolorian keeps this locket on a chain around his neck at all times. Engraved on the locket's interior are the words, "Remember Me".[/sblock2]
[sblock2=Family, Class, Profession, Institutions]Family - Dolorian was raised by his mother and father, Antoinette and Dolorian Antov Sr. He is the youngest of 7 children: Algon Sr., Darien, Eileen, Philipe, Jean-Claude, and Cruz. Contrary to many traditions, Dolorian's father named his youngest son after himself. Dolorian's siblings work in the brewery, the navy, and the Church. Dolorian's family owns the Deux Elys Brewing Company

Class - Dolorian's family belongs to the aristocracy of Sennioux, which would be more significant if they lived somewhere central to Imardin. Nonetheless, the family business has historically been very profitable. If the war drags on much longer, their finances may change...

Profession - Dolorian is a military officer and wilderness guide. His other talents include whatever he happens to be doing at the moment.

[sblock3=Institutions]

  • The Deux Elys Brewing Company

  • Boy Scouts of Imardin

  • Sennoix Tourism Agency

  • Sennoix Museum Foundation

  • Sennoix Wilderness Guides Association

  • Fort Ellis Naval Academy (F.E.N.A.)

  • F.E.N.A. Honor Society

  • F.E.N.A. Geographic Society

  • the Penlings

  • F.E.N.A. Horseback Riding Club

  • F.E.N.A.R.O.T.C.

  • F.E.N.A. Drama Club

  • F.E.N.A. Rowing Team

  • F.E.N.A. Future Educators

  • Otto (his band)

  • F.E.N.A. Student Union

  • F.E.N.A. Debate Club

  • F.E.N.A. Campus Crusaders

  • (Founder) F.E.N.A. Arbitrary Arbiters Association

  • F.E.N.A. Campus Beautifucation Commission

  • F.E.N.A. Board of Admissions

  • (Founder) F.E.N.A. Future Brewers Federation

  • F.E.N.A. Alumni Association

  • Imardin Navy

  • Imardin Marine Corps

  • Imardin Corps of Engineers

  • Order of the Cherry Blossom

  • Explorer's League

[/sblock3][/sblock2]
[sblock2=Drives]Primary - To do good in the world, serve others, and make Voreld a better place for all peoples.

Secondary - To explore, going where no man/elf/dwarf/orc has gone before. Opportunity waits for no one! Tally ho!

Tertiary - Aesha Ra. In his heart, he still loves her. Though he does not fan the flame, the last words she spoke to him humbled his heart, and he seeks to better understand different cultures.[/sblock2]
[sblock2=Term Goals]Short Term - Get to know his crewmates and develop strong bonds.

Medium Term - Explore Kandoras, and get the expedition in, and out, alive.

Long Term - Find Aesha Ra.[/sblock2]
[sblock2=Crew Relations]Crew Relations - Important NPCs and other PCs (WIP)
Caoimhe, Cedros' Curious Pupil - Eyes like a hawk, and a quite the fiesty combatant. Some groan at her running commentary (much like they groan at my anecdotes), but I recognize its importance. She seems distant, if only because I haven't coaxed out a single word about her history before Cedros.

Ser Daris Caine, The Lion Knight of Cainehall - Daris and I share circumstance: 'nobility' astray. His interest in the Explorer's League seems selfishly motivated, tinted by a longing to return home. I've considered asking Daris about joining the Order of Cherry Blossoms, but given the current predicament there must be a reason he hasn't done so already. He is otherwise a goodly sort. I am interested to see how he gets along with some of the rogues in our party.

Naia Espina, the Sirensong Scholar - Naia is quite the rascal, but I can handle it; Naia seems the sort to tease those she finds most endearing. Reminds me of my Uncle Charles and the time he jibed me for the color of my handkerchief... Three hours later. Oh, where was I? Naia! I am inclined to give her my trust, and join in a verse or two. Naia strikes me as piratical (something I learned to recognize in the Navy), but these days I'm more inclined to let actions speak for a person's character, and so far I'm impressed. A good friend.
Amon, the Tulrissian Trapsmith - An adventurous sort, and someone I must come to trust; we'll both be taking point on this expedition. I've had him join me on a few hikes to develop a sense for his style, and in many respects he is a far more physically capable guide than myself. If Cedros intends on coming away from this expedition with artifacts, he had better keep an eye on Amon.

Morag, the War Doctor - I've met honeybadgers with better bedside manner, but I can't say I've met manny doctors with better ability. I hope Morag knows she's getting paid to put people back together. That said, as much as I find Morag terrifying, I can't stand that Clarence woman (and I appreciate Morag's distaste for her). With all the sweets Clarence is pushing, she'd do better assisting a denist. I get a toothache just thinking about it.

Ryuunosuke, Dragon of the Tundra - The lad seems quite aware of his surroundings, but in a mad sort of way.

Ilmoto Brandt, Rattlefinger Alchemist - Rattlefinger's curiosity seems familiar to my own, but perhaps that is the most 'flexible' element of his personality. He's quite the stickler; while his experience with dungeons, ruins, and the like will serve him well, in light of our rather large party and some of our more roguish companions, his rigid mentality gives me no small amount of anxiety. Cedros seems prepared for the worst.[/sblock2]
[sblock2=Wishlist]Here you should make two lists in the same block: 1) a list of NPCs you'd like to exist in the world that are not directly related to your character. This could be other important figures, potential future crew members, or anyone else not covered in the section for related NPCs and Crew Relations.
People:
Someone who recognizes Dolorian from the Navy, but not served with him.
A renowned gunsmith (so Dolorian can get more fancy bullets).
A world-famous barber.

Magic Items:
Ioun’s Revelation (Level 3+)
Philosopher's Crown
Cat Paws
Firestorm arrows (bullets).[/sblock2][/sblock]
[sblock=Character Sheet]Character Sheet PDF
Dolorian.dnd4e
Dolorian Antov, level 4
Eladrin, Warlord
Archer Warlord Optional Choice: Archer Warlord
Warlord: Canny Leader
Commanding Presence: Skirmishing Presence
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Occupation - Military (+2 to Athletics)
Languages Imardanian, Andorian
Theme: Explorer

FINAL ABILITY SCORES
Str 18, Con 12, Dex 8, Int 18, Wis 13, Cha 13.

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


AC: 21 Fort: 18 Reflex: 17 Will: 16
HP: 39 Surges: 8 Surge Value: 9

TRAINED SKILLS
Diplomacy +8, Nature +10, Perception +10, Athletics +12, Dungeoneering +10, Arcana +15

UNTRAINED SKILLS
Acrobatics, Bluff +3, Endurance +2, Heal +3, History +10, Insight +5, Intimidate +3, Religion +8, Stealth, Streetwise +5, Thievery

FEATS
Bardic Ritualist: Ritual Caster
Level 1: Armor Proficiency: Ring Mail
Level 2: Bardic Ritualist
Feat User Choice: Master at Arms
Level 4: Bardic Knowledge

POWERS
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Race the Arrow
Warlord daily 1: Lead the Attack
Warlord utility 2: Talented Athletics
Warlord encounter 3: Tactician's Invitation

ITEMS
Officer's Hand Cannon, "Fiona" (Point Blank Hand Crossbow +1), Chathran Memento (Amulet of Protection +1), Tactical Duster (Tactician's Ring Mail +1), Sakura Blade (Shielding Blade Short sword +1), Ritual Book, Flute, Rare Herbs (Nature) (25), Alchemical Reagents (Arcana) (15)
RITUALS
Traveler's Camouflage, Traveler's Chant, Purify Water, Portend Weather, Travelers' Feast

[sblock2=Equipped Items Format]

Code: Select all

Main Hand: Officer's Hand Cannon "Fiona" (Point Blank Hand Crossbow +1)
Offhand:   Sakura Blade (Shielding Short Sword +1)
Body:      Tactical Duster (Tactician's Ring Mail +1)

Head:      ---
Neck:      Chathran Memento (Amulet of Protection +1)
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2][/sblock]
[sblock=Combat Block Format]Dolorian Antov

Male Eladrin Warlord 4
Languages: Common, Imardanian, Andorian
Age: 32
Height: 6'2"
Weight: 190 lbs.

Speed: 6
Initiative: +1
Passive Perception: 20
Passive Insight: 15
Senses: Low-Light Vision

AC: 21
Fort: 18
Reflex: 17
Will: 16
HP: 39/39
Bloodied: 19
Surge Value: 9
Surges left: 8/8
Action Points: 0

MBA: +11 vs. AC, 1d6+5 damage
RBA: +10 vs. AC, 1d6+5 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
+5 vs. Charm

Active Effects:
None.

Powers:

Paint the Bulls-Eye
Direct the Strike
Talented Athlete


Second Wind []
Inspiring Word [][]
Race the Arrow []
Tactician's Invitation []
Surefooted Stride []
"Fiona" Point Blank Shot [_]


Lead the Attack [_]

Consumables:
None.

[sblock2=Important Features:]Canny Leader: Dolorian grants allies a +2 bonus to Perception and Insight.
Explorer Theme: Dolorian can tell which way is north, +5 bonus to skill checks to avoid getting lost, find his way to a specific location, or locate a landmark.
Skirmishing Presence: Allies can shift 5 (Int mod + Tactical Duster bonus) squares before or after making an action point attack, provided the can see

Point Blank Shot: +2 bonus to AC vs. Oportunity Attacks provoked by ranged weapon attacks with "Fiona"; 1/encounter makes a ranged attack without provoking attacks
Tactical Duster (Tactician's Armor): +1 bonus to Intelligence-based effects of powers and class features that do not directly modify attack bonus.[/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Mon Mar 25, 2019 4:01 pm
by TauNeutrino

Introducing Hana, the Mama Bear (Geologist)
[sblock=Portrait]Image[/sblock]
[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]1. Personality - Hana is caring and fiercely protective of those who she takes in. However, if you threaten her or her loved ones, she will hunt you down to the ends of the earth and will not be satisfied until you are torn to mangled shreds. She can be fairly prickly and territorial at times, but once she lets you in, you’ll find that she’s quite cheerful and loving.

2. Early Life and Family - Hana's parents are retired Ghian veterans who immigrated to Fort Sakura after having their child due to fear Hana would be at risk from war. They now make their living from a profitable fishery.
She has two younger brothers, one of whom is a knight in the OCB. The other is a fisherman in his parents' fishery.

3. Spiritualism - Hana grew increasingly attached to nature and the wild as well as concepts such as justice, bravery, and honor. As she grew into adulthood, she felt a call to nature, to the wild. When she answered the call, seeking the great white stag, she found instead the stormy spirit of a bear waiting for her. “You have passed,” it said. “Do you accept this responsibility?”. She took on the mantle of protector of the innocent, guardian of all things good, and defender of life and light. From then, the bear shrunk, becoming her loyal companion as she struck out for glory.

4. The Egg - When hunting bandits, Hana was ambushed by a group of raiders who attempted to steal the owlbear egg brought by her family she was transporting to her brother at the OCB for safekeeping. Although she managed to fight them off, the energies released were just enough to cause the egg to hatch. With the owlbear growing rapidly, she found a new adventuring companion.

5. The Expedition - Hana and her growing entourage of bear-like creatures heard of the chances to win glory in the expedition to Kandoras and promptly signed up. Valorous exploits await.[/sblock2]
[sblock2=Goals]1) Hana wants to win glory above all and prove her bravery.

2) She also would like to grow in power and constantly test herself, as to hone her strength.[/sblock2]
[sblock2=Secrets]1) Hana’s refusal to join the OCB wasn’t out of some higher valor or desire to go it alone — she attempted to join, but was rejected.

2) Unknown to her, Hana was rejected from the OCB because Sergeant Sandoval Flynn (and by extension, the rest of the powerful Flynn family) has a grudge on her brother (of equal rank) over a lost love that runs deeper than he knows, and this enmity will spark conflict between Flynn and her family.[/sblock2]
[sblock2=People Tied to Hana]1) Sergeant Sergei of the OCB — her brother, who has a rivalry with:

2) Sergeant Sandoval Flynn, an ambitious and mean-spirited officer in the OCB and a member of a prestigious family of knights.[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family: Hana was born to Ghian immigrants, who moved to Fort Sakura shortly after giving birth to her.

Class: Soldier. Her parents were veterans.

Profession: Adventurer - Hana adventures for strength and glory.

Institutions: The Explorer's Guild[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary: Glory - Hana wishes to be the best adventurer and to be a champion that Fort Sakura has never seen before, OCB or no OCB.

Secondary: Proving herself - She still smarts from being rejected from the OCB, and she wishes to prove that she is the strongest and hone herself at every turn.

Tertiary: Loyalty. Hana is fiercely loyal of the companions she gets to know.[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short-Term: Assist the Explorer's Guild in its exploration of the Kandoras Ruins.

Medium-Term: Make friendships with people she can count on.

Long-Term: Find strength and become the best incarnation of herself possible, as to best serve the world.[/sblock2]
[sblock2=Crew Relations]//TODO[/sblock2]
[sblock2=Wishlist]Items
//TODO[/sblock2][/sblock]
[sblock=Character Sheet]====== Created Using Wizards of the Coast D&D Character Builder ======
Hana 'Mama Bear' of Sakura, level 4
Elf, Sentinel|Invoker
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Young Owlbear)
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Will
Hybrid Talent: Primal Guardian (Sentinel)
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Beast Companion Type: Bear Companion
Theme: Fey Beast Tamer (Young Owlbear)
Background: Geography - Forest (+2 to Perception)

FINAL ABILITY SCORES
Str 8, Con 18, Dex 13, Int 10, Wis 20, Cha 10.

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

AC: 20 Fort: 18 Reflex: 14 Will: 19
HP: 41 Surges: 10 Surge Value: 10

TRAINED SKILLS
Dungeoneering +13, Nature +15, Perception +18, Insight +13

UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +2, Diplomacy +2, Endurance +5, Heal +7, History +2, Intimidate +2, Religion +2, Stealth +2, Streetwise +2, Thievery +2, Athletics +2

FEATS
Level 1: Mark of Storm
Level 2: Hybrid Talent
Feat User Choice: Staff Expertise
Level 4: Power of Skill

POWERS
Hybrid at-will 1: Grasping Tide (Druid)
Power User Choice: Divine Bolts
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Silent Malediction
Hybrid utility 2: Divine Call
Hybrid encounter 3: Wind Wall

ITEMS
Battle Harness Hide Armor +1, Ornament of Alertness +1, Siberys Shard of the Mage (heroic tier), Lightning quarterstaff +1[/sblock]
[sblock=Combat Block]Hana
Female Wood Elf Invoker|Sentinel 4
Languages: Andorian, Common, Amkharan
Age: 22
Height: 5”
Weight: 90 lbs.

Speed: 7
Initiative: +19 (Use Perception roll instead of Initiative roll)
Passive Perception: 28
Passive Insight: 23
Senses: Low-light Vision

AC: 20
Fort: 18
Reflex: 14
Will: 19
HP: 41
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action Points: 1

MBA: 1d20+4 vs AC, 1d8 lightning and slide 1
RBA: 1d20+9 vs Reflex (two targets), 1d6+7 lightning and slide 1

Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.

Powers:
Divine Bolts
Grasping Tide (Druid)


Second Wind []
Healing Word []
Thunder of Judgement []
Wind Wall []
Divine Call [_]


Silent Malediction[]
Lightning Weapon []
Ornament of Alertness [_]

Consumables:
2x Potion of Cure Light Wounds.

[sblock2=Important Features:]Mark of Storm: Slide enemy hit with lightning or thunder power 1 square.
Staff Expertise: Don't provoke with ranged/area powers through staff; +1 melee reach
Manifestation of Wrath: +1 damage per enemy attacked with divine enc/daily power on my turn.
Sense Threat: Roll Perception in place of an initiative roll; allies within 10 squares gain +2 racial to init if I roll higher than them.
Reactive Stealth: Roll a stealth check to hide as a free action if in cover/concealment when initiative rolled.[/sblock2]
[sblock2=Companion Blocks][sblock3=Boris the Bear]Boris
Male Bear Bear 4
Languages: Bear, telepathy with Hana
Ability Scores: Str 20, Dex 12, Wis 16, Con 17, Int 2, Cha 6
Trained skills: Perception +20, Athletics +12, Endurance +10
Low-light vision
Speed: 6

Acts on Hana's turn
AC: 17
Fort: 19
Reflex: 15
Will: 19
HP: 20
Bloodied: 10
Healing Surges shared with Hana

MBA: 1d20+9 vs AC, 1d12+9 damage

Aura 1: +2 power bonus to defenses for allies in aura

Heals 10 HP when Hana uses her Second Wind
Shares actions with Hana (can take a move action whenever she does)[/sblock3]
[sblock3=Clive the Owlbear]Clive
Male Owlbear Owlbear 4
Languages: Owl, Bear, telepathy with Hana
Ability Scores: Str 20, Dex 12, Wis 14, Con 17, Int 2, Cha 6
Trained skills: Perception +20
Low-light vision
Speed: 6

Acts on Hana's turn
AC: 17
Fort: 19
Reflex: 15
Will: 19
HP: 22
Bloodied: 11
Healing Surges shared with Hana

MBA: 1d20+9 vs AC, 1d12+2 damage

Aura 1: +2 power bonus to damage rolls against enemies in the aura

Heals 10 HP when Hana uses her Second Wind
Shares actions with Hana (can take a move action whenever she does)[/sblock3][/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Mon Mar 25, 2019 11:28 pm
by FinalTemplar

Ryuunosuke, Dragon of the Tundra (Group Role: Arcanist) (Color: #0040FF)

[sblock=Portrait]Image[/sblock]
[sblock=Ten-Minute Background][sblock2=BACKGROUND AND CONCEPT ELEMENTS]Personality - Ryuu comes off as crazy and impulsive to people who don't know him. For people who do know him well, they know his mind is constantly working and thinking around a situation. He could sit for hours talking about the intricacies of magic and how it works, or the intense study of swordsmanship.

Appearance - Tall, thin, pale skin and long flowing silver hair.

Birth of the Pale Dragon - Ryuu was born to Aiko and Daisuke in the cold tundra of Ghiasa. Ryuu became friends with Hayate and Ayane. At the age of eight, Ryuu's little brother Kenshin was born.

The Dragon Breathes - (~Age 13)During a boating accident, Ryuu's powers were awoken by the Ghian dragon spirit. There is now a big white dragon tattoo on his back.

The Dragon's Flight - (~Age 18) After getting into a fight with the town bully, Kaito, his mother's friend Hanako showed up to break the two apart. Hanako walked back to his parent's house with him, informing him that he has a place at the Tower of Menora. In fact, she offered to train him personally.

The Dragon's Study - (~Age 25) After several years of training, it finally came the day for Ryuu to graduate. After one final duel, Hanako announced that he was officially a practitioner of magic. After spending a night together, Hanako informed him that there was a great library in the Serra Desert, and there he could learn more. After a few more days in Menora, he took his leave again, going south. He would pass through Fort Sakura, and see that there was an Explorer's Guild stationed here. He rationalized that he might learn just as much from exploring ruins and new lands as he would from sitting in a library, so he signed up and joined the Guild as an arcanist.

The Ruins of Kandoras - (~Age 33) It has been nearly eight years to the day since Ryuu's final trial was held atop that monastery. Shortly after, he returned to the Explorer's Guild at Fort Sakura. Now that he was a much more patient man, he was welcomed with open arms. His knowledge in the field of Arcana was well appreciated by the group and he found a permanent spot within the Guild. Recently, he was referred to a dwarf named Cedros Garmyn, who was looking to put together a team to explore the Isle of Kandoras. Ryuu was put off by this, as he knew of the island and it's less-than-stellar history with explorers. This was probably a waste of time, but, if it wasn't, this could be the biggest discovery he could ever dream of being apart of. And thus, he immediately signed on board, joining the crew.[/sblock2]
[sblock3=GOALS]1) Explore the island come back with some new knowledge.
2) I want for Ryuu to settle down and find a wife.[/sblock3]
[sblock4=SECRETS]1) Ryuu almost murdered his teacher in their duel, and a brief romance followed after years of toying with the idea.
2) Ayane has a crush on Ryuu, and was devastated to hear that he left without saying goodbye.[/sblock4]
[sblock2=PEOPLE TIED TO RYUU]1) Daisuke - Father - Daisuke was a pirate in his youth, which his how he met Aiko. "I love my father. Of course I would -- I owe my morals and kindness to him, he taught me everything he knew."
2) Aiko - Mother - Aiko was a student of magic in her youth, being taught at one of the temples in Ghia, where she met Hanako. "I love my mother dearly. She instilled in me a thirst for knowledge, and to never be satisfied until I find the truth."
3) Kenshin - Brother - Kenshin took after his father, eventually growing up to have a lust for the sea and adventure around the age of 25. He signed up with the crew of the Swordfish, working under Tarou Tengatsu. "I wish only the best for my brother. I know not where the sea takes him, but I know his heart will never lead him astray."
4) Hayate - Best friend - Hayate is a kind soul. Never would he have allowed Ryuu to stray from his path, and pushed for him to go when he was invited out to the Tower.
5) Ayane - Childhood Sweetheart - Ayane was a risk-taker, and she fell for Ryuu during their time together. She later trains in swordsmanship and leaves Ghia looking for work elsewhere.
6) Kaito - Childhood Rival - The town bully. He was privileged and relatively wealthy growing up. Later on in life he would become filled with regret over his youth, and try overly hard to fix his mistakes.
7) Hanako - Family Friend - During her years of training in the Dragon temple, Hanako meets Aiko and they become close friends. She later ends up working at the Tower of Menora in an effort to get away from the Ghiasan tundra, but makes regular trips back to keep up with Aiko and watch Ryuu's progress. After teaching Ryuu at the Tower, they build a lust for each other, culminating with Ryuu's graduation. Out of some misplaced fear, she chooses to hide their night of lovemaking and pretend like it didn't happen.[/sblock2]
[sblock3=MEMORIES, MANNERISMS, AND QUIRKS]Memory - Going out with his mother to try and learn how to control his magic.
Mannerism - Has a tendency to speak fast, which makes it hard to understand him sometimes.
Quirk - Frequently uses magic to his own entertainment during times of boredom where little to nothing is happening.[/sblock3]
[sblock4=BACKGROUND - Family/Class/Profession/Institutions]Family - Living
Class - Low class
Profession - Arcanist for the Explorer's Guild
Institutions - Tower of Menora[/sblock4]
[sblock2=DRIVES - Primary/Secondary/Tertiary]Primary - The Pursuit of Knowledge.
Secondary - To start a family.
Tertiary - The Spirit of Adventure.[/sblock2]
[sblock3=GOALS - Short-term/Medium-term/Long-term]Short - Take some time off to go home and visit Aiko and Daisuke.
Medium - Take some time off to study in the Serran Library.
Long - Learn everything there is to know about magic.[/sblock3][/sblock]
[sblock=Character Sheet]Ryuunosuke, level 4
Elf (Genasi), Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
Theme: Scholar
Elemental Manifestation: Watersoul
Background: Scholar (+2 to Arcana)

FINAL ABILITY SCORES
Str 13, Con 18, Dex 13, Int 20, Wis 10, Cha 8.

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

AC: 24 Fort: 17 Reflex: 18 Will: 15
HP: 51 Surges: 12 Surge Value: 12

TRAINED SKILLS
Arcana +14, Athletics +7, Religion +12, History +12

UNTRAINED SKILLS
Acrobatics +2, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance +7, Heal +2, Insight +2, Intimidate +1, Nature +4, Perception +2, Stealth +2, Streetwise +1, Thievery +2

FEATS
Level 1: Intelligent Blademaster
Level 2: Armor Proficiency: Hide
Feat User Choice: War Wizard's Expertise
Level 4: Weapon Proficiency (Bastard sword)

POWERS
Swordmage at-will 1: Frigid Blade
Swordmage at-will 1: Frostwind Blade
Swordmage encounter 1: Chilling Blow
Swordmage daily 1: Frost Backlash
Swordmage utility 2: Host of Shields
Swordmage encounter 3: Sloth Strike

ITEMS
Sentinel Marshal Honor Blade Bastard sword +1, Wintersnap Hide Armor +1, Catstep Boots (heroic tier), Amulet of Physical Resolve +1, Cold-weather clothing, Holy Symbol, Mirror, Woodwind, Raven's Feather, Doctrinal book, Candle clocks (2), Ten-foot pole, bottle of wine, Potion of Cure Light Wounds (3), sack of 3 gold coins.[/sblock]
[sblock=Combat Block Format]Ryuunosuke "Ryuu"

Male Elf (Genasi) Swordmage 4
Languages: Andorian, Jarangi, Elf
Age: 33
Height: 6'2"
Weight: 180 lbs.

Speed: 6
Initiative: +4
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision

AC: 24
Fort: 17
Reflex: 18
Will: 15
HP: 51/51
Bloodied: 25
Surge Value: 12
Surges left: 12/12
Action Points: 1

MBA: +12 vs AC, 1d10+6

Resistances:
Resist 5 Cold.

Vulnerabilities:
None.

Saves:
+2 Racial bonus against Ongoing damage.
+2 Item bonus against effects with the poison keyword, as well as effects that render me weakened, slowed, or immobilized.

Active Effects:

Powers:
At-will
Aegis of Assault
Frostwing Blade
Frigid Blade

Item At-Will


Encounter []
Swiftcurrent []
Chilling Blow []
Sloth Strike []
Second Wind [_]

Item Encounter [_]


Daily []
Frost Backlash []
Host of Shields [_]

Item Daily [_]

Consumables:

Potion of Cure Light Wounds (3)

[sblock2=Important Features:][sblock3=Powers]Aegis of Assault Effect: Mark a target. The target remains mark until I use the power against another target. If I mark other creatures using other powers, the target is still marked. A creature can only be subject to one mark at a time. A new mark replaces the old one. If my marked target attacks someone other me they take -2 to the attack roll. If the attack hits, as an immediate reaction I may teleport to a square next to them and make a MBA against it. If no unoccupied space exists next to the target, I can't use this immediate reaction.
Frostwind Blade Standard Action. Target: One Creature. Attack: Intelligence (12) vs AC. Hit: 1[W] + 5 (Intelligence) cold damage. A different enemy marked by me within 3 squares also takes cold damage equal to (+4) my constitution modifier.
Frigid Blade Standard Action. Target: One Creature. Attack: Intelligence (12) vs AC. Hit: 1[W] + 5 (Intelligence) cold damage. If the target starts it turn adjacent to me, it takes a penalty to its speed equal to my constitution mod (+4) until the end of its next turn.
Swiftcurrent [] Move Action. Effect: You can shift up to my speed over ground or liquid terrain. I take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance I move across would ordinarily deal damage to me.
Chilling Blow [] Standard Action. Target: One Creature. Attack: Intelligence (12) vs AC. Hit: 1[W] + Intelligence (+5) cold damage, and the target takes additional cold damage equal to my constitution (+4) each time it attacks until the SONT.
Sloth Strike [] Standard Action. Target: One Creature. Attack: Intelligence (12) vs AC. Hit: 2[W] + Intelligence (+5) cold damage, and the target is slowed until EONT.
Frost Backlash [] Immediate Interrupt. Target: Creature that hit me. Trigger: An adjacent creature hits me. Attack: Intelligence (12) vs AC. Hit: 3[W] + Intelligence (+5) cold damage. Miss: Half damage.
Host of Shields [_] Minor Action. Effect: Until the stance ends, gain a +2 power bonus to AC and Reflex.[/sblock3]
Watersoul (Genasi): Can breathe underwater; +2 to saving thrwos against ongoing damage; swiftcurrent power.
Use Vulnerability (Scholar): Encounter. Free Action. Trigger: Succeed on a monster knowledge check against a monster I can see or hear. Effect: If my result meets or exceeds the hard DC for the monster's level, gain a +4 power bonus to all defenses against the monster's attacks until EONT. Additionally, gain a power bonus equal to my Intelligence (+5) until EONT as long as the damage I deal isn't resisted. If my check result doesn't meet or exceed the hard DC, my attacks against the target deal only half damage until the EONT.
Swordbond: Bond with one blade (1 hr.); standard action to call to hand (10 squares); fix it in 1 hr.
Swordmage Aegis: Aegis of Assault chosen.
Aegis of Assault: Use Aegis of Assault as an at-will power.
Swordmage Warding: +3 AC as long as I'm wielding a blade with one hand and off-hand is free. If other hand is no longer free, +1 AC instead. If unconscious, warding ends.

Sentinel Marshal Honor Blade Bastard Sword: +1d8 damage critical. Utility Power (Encounter): Free Action; Trigger: I hit an enemy with an attack using this weapon; Effect: Until EONT gain +2 power bonus to all defenses against enemy. Properties: While holding this weapon, gain an item bonus to initiative checks equal to the weapon's enhancement bonus. When I use this weapon to reduce a nonminion to 0hp, gain temp hp equal to 5+1 (weapon's enhance bonus).
Wintersnap Hide Armor: Gain cold resistance equal to 3 + twice the armor's enhancement bonus. Gain a bonus to Stealth checks in snowy or icy environments equal to the armor's enhancement bonus. Power (Daily * Aura): Minor Action. Effect: I activate an aura 1 that lasts until the end of the encounter, until I deactivate it as a minor action, or until the armor is removed. Squares in the aura are difficult terrain for creatures other than me.
Catstep Boots: When I fall or jump down, I take only half normal falling damage and always land on my feet. Power (Daily): Free Action. Gain a +5 power bonus to my next Acrobatics or Athletics check.[/sblock2][/sblock]

[sblock=Crew Relations]Daris Caine - Ryuu doesn't like Daris much. He doesn't think poorly of Daris, more that he doesn't like Daris' seriousness and his dedication to knighthood.

Naia Espina - Ryuu has an immense fondness for Naia, always pestering her to tell him stories of her life out on the sea. He's attempted to use his father's history as a pirate as an "in" for conversation, but has a tendency to lose her once he gets talking about the intricacies of Magic. Naia was the first person to show him rum, and unfortunately, drinking only makes him more of a talker and it makes it even more difficult to understand him.

Amon - (TBD)

Morag Siridean - Ryuu's antics would have caused a great rift between the two of them early, and though Ryuu doesn't hate her, will go out of his way not to talk to her just due to a slight fear of her cold "Do your job" attitude.

Dolorian Antov - Ryuu enjoys Dolorian's light-hearted adventurous side, and often attempts to take part in the risk-taking. Always interested in a good story, will also listen intently to all of Dolorian's stories, however he doesn't like it when Dolorian gets serious.

Ilmoto Brandt - Ryuu has a strong liking for Ilmoto, due to their mutual interest in the study of Magic. Their upbringings were very different, though he tries to find time to speak with Ilmoto when possible.[/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Thu Apr 04, 2019 5:18 am
by BartNL

Ilmoto Brandt, Rattlefinger Alchemist (Alchemist) (color FF4000)
[sblock=Portrait]Image[/sblock]
[sblock=Ten-Minute Background][sblock2=Background and Concept Elements]1) Birth - Ilmoto was the only child of a father and mother who worked for the Explorers Guild in Fort Sakura.
His father Ludwig Brandt was a Tulrissian pyromancer, and while he was a senior member of the Explorers Guild, he was never promoted in a position of leadership.
Ludwig was a curious, studious man. His greatest pleasures in life were researching ancient or foreign artefacts and teaching his son about them.
His mother Clara Brandt-Mayer was also Tulrissian.
She was an ambitious and strict but fair woman, who made a career within the Explorers Guild as a housekeeper and merchant, predicting when the price of supplies was low, keeping the warehouses fully stocked and selling artefacts and treasures for a good price.

2) Early life - Ilmoto's mother was not amused with her husband’s lack of ambition.
Because of that, Clara had a strained relationship with her husband and son, as she feared Ilmoto would grow into a copy of his father.
Not being promoted did not bother Ludwig much, as he was more than happy to spend his free time with his son, experimenting with spells and concoctions or tinkering together.
Ilmoto was mostly raised by various guild members, as his parents were often sent on missions.
Although his father’s teaching formed the base of Ilmoto's knowledge of the Arcane arts, Ilmoto has learned many different skills from different people.
In Ilmoto's early teens his parents were killed by a collapsing tunnel during a Guild mapping expedition in Kandoras.
These events have led Ilmoto to become a loyal Guildmember, as the Guild was the only family he has left in the Andorian Peninsula.
During these years Ilmoto picked up a diverse skill set as a wizard, artificer and alchemist.

3) Later life - Ilmoto is in his mid-twenties. Like many practitioners of the arcane arts, Ilmoto is bookish and spends most of his free time studying.
While he spends a relatively large amount of his time at home in Fort Sakura, being tasked to research artefacts found by the Guild, Ilmoto is often sent to explore dungeons, ruins and temples.
Ilmoto is driven to improve his arcane arts.
As he does not understand all his father’s old manuscripts (yet), he replicates his father’s experiments, regardless if those original experiments were successful or not.
Logic dictates that if one understands both the failings and successes of a teacher, one understands the full mental process; which leads to a true understanding of the studied materials as a whole.
Ilmoto craves his father’s knowledge as it is the only thing that can complete his father’s studies, which would show the world the greatness of his father’s teachings.
His strong determination and ambition have unintentionally and unbeknownst to him pushed Ilmoto on a path of life like that of his mother.

4) Rattlefinger - Ilmoto's prosthetic fingers rattle when Ilmoto is not focussing on the magic that allows his prosthetics to function as his arm.
This has earned him the nickname 'Rattlefinger' within the Guild.
While Ilmoto was not fond of this nickname at first, he has learned to appreciate that having nickname makes it easier to fit in with other adventurers.

5) Appearance - Ilmoto is a young human male. His skin is fair coloured, typical for a Tulrissian who spends most of his time indoors.
He has shoulder-length black hair, that shimmers in bright light due to a pet-project magical soap that is at least 34% more efficient for cleaning hair than regular soap.
His most striking feature is his right arm which is an enchanted prosthetic.
His underarm is made from metal and wooden parts held together by thin metal wires, his fingers are made off a special coated steel to prevent damage from working with fire and different alchemical components.

6) Personality traits - Ilmoto is curious, as all new things may hold secrets to discover.
He is disciplined to a fault, and he has a hard time deriving from his schedule as he always has some time-sensitive experiments that need managing.
Never one to speak first, Ilmoto does not have many friends, however he has acquainted himself with a number of other wizards, alchemists and artificers over the continent to whom he writes many letters discussing the latest breakthroughs in arcane studies.
Furthermore, Ilmoto is self-righteous, strongly believing that those who do not have the same moral compass as him cannot be trusted.[/sblock2]
[sblock2=Goals]1) Ilmoto's goals - Ilmoto has stepped into the footsteps of his father at a young age.
He wants to show the world the true genius of his father’s studies, and to eventually step out of his father’s shadow and become a revered master of the arcane arts in his own right.
Ilmoto has interests outside his studies and experiments.
Gaining a broad understanding of the world through exploration of the unknown is not just a goal, but Ilmoto's way of life.

2) I'd like for Ilmoto to explore secret 1) Ilmoto has no idea what these notes mean and discovering the truth about his father’s notes would bring him closure.
It does not matter if the content of these notes has a special plot meaning in the campaign, or if it describes a failed experiment that was supposed to remove stains from silk clothing.
It also does not matter if the content of these notes is fully revealed, or if only a part of the puzzle becomes clear. The journey is what matters most.
To Ilmoto discovering the meaning of the notes would be the ultimate proof that he has been worthy of his father’s teachings.[/sblock2]
[sblock2=Secrets]1) When his parents died, Ilmoto inherited his father’s notebook.
This notebook contains some simple descriptions of the camp, ruins and his co-explorers in Kandoras.
The last pages however are an unintelligible scribble of notes in many different languages some of which could not even be identified at all.
Ilmoto carries this notepad with him, he often reads it trying to find some kind of hint to unravel the secrets the notebook might hold.

2) Ilmoto is loyal to the Guild, but that does not mean he trusts the other members.
The nature of the exploring business has attracted many unsavoury types through the years, and Ilmoto has his suspicions that some members are not at all what they seem to be.
His 'hidden agenda' is to unveil the darker secrets of other Guild members and expose those who are not truly loyal as the treacherous scum Ilmoto believes them to be.

3) While most speculate that Ilmoto lost his arm in an alchemy related acccident, he actually lost it in an embarrassing fight.[/sblock2]
[sblock2=People Tied to Ilmoto]1) Friedrich Brandt - Ilmoto's uncle. An infamous pyromancer not unlike Illmoto's father Ludwig. Friedrich had been exiled from Tulrisse after allegedly burning down his patrons’ residence.
Friedrich is interested in his nephews’ studies, but Friedrich personally has little interest in alchemy.
As a 'pure' Pyromancer, he is not interested in creating flames through other means than magic.
Friedrich has strong opinions about why most laws should not apply to people of great skill like him; laws should exist only to regulate the plebes.
When scientific progress is hindered by the laws of the land, those laws are wrong.
Friedrich's behaviour stemming from those believes has resulted in many clashes with the authorities.
He has adopted many new identities while he travels the continent to escape prosecution.

2) Bodlum - One of Ilmoto's most trusted friends outside the Guild.
Bodlum is an Andorian Dwarf.
He is a blacksmith by trade, and he shares Ilmoto's hobby of tinkering.
Ilmoto's prosthetics were created by Bodlum.

3) Various Guild members - Being born into the Guild, Ilmoto is a well-known figure, and he is acquainted with most of the veteran members.

4) Asvermiel (rival) - An elf Alchemist who used to be Ilmoto's friend.
Asvermiel once borrowed research notes from Ilmoto without asking.
When Ilmoto confronted Asvermiel with this, it resulted in a duel that almost destroyed Asvermiels laboratory.
Asvermiel and Ilmoto have butted heads on many occasions since, with them fighting over rare alchemical ingredients or trying to mess up each other’s experiments.[/sblock2]
[sblock2=Memories, Mannerisms, and Quirks]1) Ilmoto's usual passive behaviour can make his self-righteous remarks come off as arrogant.
Ilmoto in contrast is unsecure about his abilities, as he tends to set his goals for self-improvement too high.
For this reason, he would never think of himself as an arrogant ass.

2) As his prosthetics require focus function properly, when Ilmoto is lost in thoughts he might lose control of his hand; resulting in him dropping items and his fingers rattling.

3) For reasons best left in the dark, Ilmoto's scent changes often and drastically.
Sometimes he suddenly starts smelling like soap, flowers or acid.

4) Alchemy combined with sleight of hand means Ilmoto is always able to do some rad party tricks.[/sblock2]
[sblock2=Background - Family/Class/Profession/Institutions]Family - Friedrich is the only blood relative Ilmoto knows of.
His 'real family' has always been the Guild.
Class - Ilmoto as his parents before him is an adventurer.
His mother came from a Tulrissian family of landed gentry of middling wealth; this higher social standing has not carried over to Andor.
Through his father Ilmoto descends from a long line wizards and other practitioners of the arcane arts; many of whom were (in)famous pyromancers in their days.
Profession - Ilmoto is an alchemist although he dabbles in wizardry and artificing.
Institutions - see family[/sblock2]
[sblock2=Drives - Primary/Secondary/Tertiary]Primary - To be a worthy heir of his father’s legacy; both academically and as a person.
Secondary - To explore strange new places. To seek out new artefact’s and materials. To boldly go where no one has gone before!
Tertiary - Ilmoto wants to amass a broad knowledge of alchemy and the arcane arts.[/sblock2]
[sblock2=Goals - Short-Term/Medium-Term/Long-Term]Short - Get to know his teammates and find things in common with a few other characters.
Medium - Discover artefacts, alchemical formulas or spells on the island.
Long - Make a name for himself as a Master Alchemist.[/sblock2]
[sblock2=Crew Relations]Ilmoto's Kandoras Mission Diary
Dear Diary,

I will reserve the next few pages to keep notes on my crewmates for the duration of the Kandoras expdedition.

Caoimhe:
Caoimhe possesses the trait that marks a true explorer; wonder. Her lack of formal training might prove problematic, but Cedros is a fine mentor. Caoimhe's past is shrouded in mystery. I don't like that, but Cedros trusts her with his life which means I will need to trust her as well.

Ser Daris Caine:
The first time I heard about Ser Daris was in a tavern. I remember well, as the inebriated patron sharing the story put up a good show. Back then, I didn't believe a word he said, I only admired his imagination. A Tulrissian Knight riding a lion? That's just madness.
But madness has it's ways. Meeting Ser Daris for the first time was surreal. Meeting Valcus for the first time was a wake up call. Nothing is impossible in this world and if you get distracted you might not notice the giant lion behind you.
I believe Ser Daris Caine will be a valuable adition to our crew. As a man of honor, he might be able to keep everyone in line.

Naia Espina:
Who's idea was it to hire some sort of pirate? Has the Guild ever stooped so low before? So far Naia has been drunk and unwomanly vulgar. I shudder to think what she is capable of at her worst. Behind her comely appearence and pretty voice lies a dark character. I must however admit she is skilled, but I will have to keep an eye out for her.

Amon:
A fellow craftsman with a sense of adventure, a fine addition to the crew. Amon picks his words with greater care than others, but I can understand that sometimes there is a need for that.

Morag Siridean:
Morag is certainly a unique woman. Her demeanor might be cause of concern. I fear that if there would ever be conflict that splits the crew, Morag will be (on) the losing side. I should try to prevent such a conflict. Most probably won't admit it, but I will: We need Morag if we want to return to Fort Sakura alive.

Ser Dolorian Antov:
An explorer at heart with more stories to tell than most have heard. Amongst the nobles I have met Dolorian stands out the most. These nobles include Ser Daris Caine and he rides a lion. His eccentric behaviour might be beneficial, if anyone on this expedition can help find common ground between the crewmembers it is Dolorian.
-It might be a good idea to show Dolorian experiment #137.2.7 Ilmoto Brandt's All-purpose Cleaner as it tastes almost as bad as Deux Elys.

Geologist:

Ryuunosuke:Ryuunosuke, there is a twinkle in his eyes and a blazing fire in his soul. Ryuu is the only crewmember who I consider a friend. Some may find his fast talking off-putting, I think it is a shame they cannot appreciate Ryuu's genious.
-I should ask Ryuu for his opinion on experiment #137.2.7 before showing it to Dolorian.[/sblock2]
[sblock2=Wishlist]NPC
1) A merchant/mage/alchemist trader that sells alchemical components and formulas.

Items
1) Alchemical Formulas
2) Magical Wands; any wand that gives acces to a new wizard spell (int) or warlock spell (con)
3) Alchemical Failsafe (lvl 6) dragon magazine 385
4) Magical crossbow bolts
5) Alchemical Reagents[/sblock2][/sblock]
[sblock=Character Sheet]Ilmoto Brandt, level 4
Warforged, Artificer|Wizard
Hybrid Artificer: Hybrid Artificer Will
Hybrid Talent: Arcane Rejuvenation
Background: The Kingdom of Tulrisse - Tulrissian Language
Theme: Alchemist

FINAL ABILITY SCORES
Str 8, Con 18, Dex 11, Int 20, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 11, Int 17, Wis 14, Cha 10.

AC: 18 Fort: 17 Reflex: 18 Will: 18
HP: 41 Surges: 10 Surge Value: 10

TRAINED SKILLS
Thievery +7, Perception +9, Arcana +12, Stealth +7 (+8 to stealth checks to move quietly)

UNTRAINED SKILLS
Acrobatics +2, Bluff +2, Diplomacy +2, Dungeoneering +4, Endurance +8, Heal +4, History +7, Insight +4, Intimidate +4, Nature +4, Religion +7, Streetwise +2, Athletics +1

FEATS
Background Bonus: Alchemist
Level 1: Crossbow Caster
Level 2: Enlarge Spell
Feat User Choice: Eldritch Fusillade Expertise
Level 4: Hybrid Talent

POWERS
Hybrid at-will 1: Magic Weapon
Hybrid at-will 1: Freezing Burst
Hybrid encounter 1: Burning Hands
Hybrid daily 1: Sleep
Hybrid utility 2: Mystical Debris
Hybrid encounter 3: Shocking Feedback

[sblock2=All Items]Alchemy Case, Dagger, Armbow Crossbow +1, Alchemical Launcher (heroic tier), Clockwork Bomb (level 4), Battle Harness Cloth Armor (Basic Clothing) +1, Amulet of Protection +1, Footpads, Alchemical Reagents (Arcana) (114)[/sblock2]
[sblock2=Alchemical Formulas]Clearsense Powder, Clockwork Bomb[/sblock2]
[sblock2=Equipped Items Format]

Code: Select all

Main Hand: Prosthetic arm (Armbow Crossbow +1)
Offhand:   Dagger
Body:      Battle Harness cloth armor +1 

Head:      ---
Neck:      Amulet of Protection +1
Arms:      Alchemical Launcher (heroic tier)
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[/sblock2][/sblock]
[sblock=Combat Block Format]Ilmoto Brandt

Male Human [Warforged] Hybrid Artificer/Wizard level 4
Languages: Tulrissian, Andorian
Age: 26
Height: 5"7
Weight: 160 lbs.

Speed: 6
Initiative: +3
Passive Perception: 14
Passive Insight: 19
Senses: Normal Vision

AC: 18
Fort: 17
Reflex: 18
Will: 18
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action Points: 1

MBA: +4 vs AC, 1d4-1 damage
RBA: +6 vs AC, 1d8+1 damage
Resistances:
None

Vulnerabilities:
None
Saves:
+2 Racial Bonus against ongoing damage
When you make a death saving throw you can take the better result of your roll or 10.

Active Effects:
None

Powers:

At-Will
Magic weapon (artificer at-will)
Freezing Burst
Light (cantrip)
Mage Hand
Ghost Sound
Prestidigitation
Mystical Debris

Item At-Will


Encounter []
Healing Infusion []
Burning Hands []
Shocking Feedback []
Warforged Resolve []
Second Wind []
Action Point []

Item Encounter []


Daily []
Sleep (wizard spell) []

Item Daily [_]

Consumables:
Clockwork Bomb

[sblock2=Important Features:]Arcane Rejuvenation: When an ally uses a daily item power gain 7 (1/2 level + int mod) temp HPs
Eldritch Fusillade Expertise: Once per round you can draw or stow a wand as a free action on your turn. You can load a crossbow as a free action.
Enlarge Spell: Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1. You can’t use this feat on a power that doesn’t roll dice for damage.

Battle Harness Cloth Armor +1: As a free action, you can draw a sheathed weapon or retrieve a stowed item. Gain +1 Initiative.
Alchemical Launcher: +1 attack with consumable alchemical item powers and you don't provoke opportunity attacks for making ranged or area attacks with alchemical items.
Armbow Crossbow +1: Load Minor. Expends no bolts. This crossbow becomes a one-handed weapon.
Footpads: +1 bonus to stealth checks to move quietly[/sblock2][/sblock]


Re: The Lost Legacy of Kandoras OOC

Posted: Thu Apr 04, 2019 5:23 pm
by ratwizard

The deadline to complete your character is the evening of Thursday, April 11th. We will check over them on Friday and have an IC thread up either Friday evening or sometime on Saturday.


Re: The Lost Legacy of Kandoras OOC

Posted: Tue Apr 23, 2019 11:58 pm
by BartNL

Kandoras team bonuses:

Hi guys,
Please inform me of your characters bonuses that benefit other characters, if I didn't get them already.

Skill bonuses:[sblock=]Granted by Dolorian
Canny Leader: You and any ally within 10 squares of you who can see and hear you gain +2 bonus to Perception and Insight.[/sblock]
Initiative:[sblock=]Granted by Hana and Caoimhe
Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative.[/sblock]
Action point:[sblock=]Granted by Dolorian
Skirmishing Presence: When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift 5 squares (a number of squares equal to your Intelligence or Wisdom modifier) before or after the attack.[/sblock]
Use Daily Item power: [sblock=]Granted by Ilmoto
Arcane Rejuvenation: When an ally uses a daily item power gain 7 (1/2 level + int mod) temp HPs[/sblock]
Enemy misses:
[sblock=]Not granted passively:
Granted by Naia Virtue of Cunning:
Once per round, when an enemy misses an ally of the bard, and the ally is within 9 squared (a number of squares from the bard equal to 5 + the bard's Intelligence modifier), the bard can take a free action to slide that ally 1 square.[/sblock]