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Beyond the Tainted Mire — OOC

Posted: Sun Dec 15, 2019 2:28 pm
by Scratcherclaw

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Hook

Beggar’s tongue and devil’s dung. Oh Elder One, the bell is rung.

The time has arrived at last. The past several weeks, the Coven’s shamans have been assaulted with visions and revelations that spark inspiration and devotion. Their visions hold a recurring image, that of a wooden palace standing above the marsh: the domain of Avuulamak, the Elder One. After much discussion between shaman and diviner alike, their meaning has become clear. The Elder One has offered an invitation to his elusive realm, a separate plane with its entrance hidden within the Great Swamp. Preparations for the ritual to discern its location are to begin at once.

Eye of newt and owl’s hoot. Oh Elder One, do not be mute.

But the ritual does not go without its hardships, its perils, its trials. Though the Great Swamp is bountiful, such a powerful rite calls for reagents most elusive. Ones found beyond the mire’s borders and in the realm of the vile nonbelievers. The shamans have recruited you to journey beyond the sacred swamp in search of these materials. A test of your dedication to the Elder One and a test of your own skills, they’ve called it. You’ve spent your whole life within the confines of the Great Swamp. But now, the time has come to venture into the world of heresy, into the lands known as “Tulrisse” and “Imardin” according to the shamans. With their frenzied hatred of the swamp and its devotees, great care is needed.

The hour is at hand, servant to the almighty Avuulamak. Your skills must be honed, and your stories kept straight. The rest of the world awaits!

Toe of frog and flame of bog. Oh Elder One, lift off the fog!

Setting & Lore

It is the 7th year of the Sixth Era. Seven years ago, an unknown force overran the renowned Kingdom of Andor and spawned a crisis never seen before. Within the Great Swamp, the Coven’s shamans rejoiced as they received visions of the destruction wrought by their all-powerful god. Making the border between Tulrisse and Imardin, the Great Swamp has been the home of worshippers of the Elder One since time immemorial. It is your home, and you’ve spent your entire life within its confines.

Notoriously dangerous and nearly impassable, few would dare journey within and ever fewer choose to leave. Though life is beyond easy, the Coven finds belief in their god’s essence being part of the swamp. It is the source of power for the ravenous beasts dwelling within, and his devotees may too bathe in such power. And many believe they do, as martial and magical process are particularly common among the worshippers. Though relatively primitive in lifestyle, their skills make up for their limitations in weaponry.

A cluster of small villages and huts, the Coven protects its own with the same passion as they worship their god. Though difficult to traverse, they nonetheless maintain a connection through raised wooden walkways, rope bridges between trees, and shallow channels free of overly ravenous creatures. Numbers are far from plentiful and only increased by a stream of kidnapped infants from beyond the mire. Though many perish within their first year, those that survive are particularly hardy and considered to carry the Blessing of the Elder One.

Character Creation Information

You’re a member of the Coven of the Hunted, a cult-like group of villages and hovels within the depths of the notoriously deadly Great Swamp. You were kidnapped as a child, either stolen from your family or taken in as an orphan, and raised by members of the Coven as one of their own. The Coven is your life, and you’ve spent nearly all of that life within the boundaries of the Great Swamp. You’re still young though, not even past twenty-five summers, and the world is your proverbial oyster.

Though your origin is ultimately a mystery, you are likely from a village bordering the swamp, either in northern Tulrisse or southern Imardin. Or perhaps your family was traveling near the swamp’s edge when misfortune befell them. Regardless, you have little to no recollection of your previous life. Any memories you do have seem more dreamlike, nightmarish even.

Though not yet battle-hardened like some of the Coven’s older members, you’re competent in battle. While the swamp’s fauna may still prove particularly deadly, you’re still able to hold your own. You’ve likely been trained in such a way for your own survival, as well as in preparation for your future role as a greater part of the Coven.

Character Creation Rules

System: 4e
Level: 6
Stats: 25pt buy. (rather than 4e's default 22)
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: One free level 7 or lower item. This item is meant to be an heirloom or gift of some importance, so feel free to add lore meaning to it for your character. Free basic gear within reason (ask if you’re unsure). You start with 0gp, as currency is unused within Great Swamp society.
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: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Elder Speech will be the required campaign-specific language. If by (mechanical) race or some other means you are granted a language other than Elder Speech, pick Imardanian, Tulrissian, or both if allowed. This is to represent your character being taught one such language in preparation for your journey.
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.

Languages
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Elder Speech - The language spoken by the various tribes and peoples residing in the Great Swamp. Its origins are unknown and only the Swamp's inhabitants have learned it. Despite its limited speakers, it has many distinct dialects, owning to the multiple distinct tribes across the region.

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.

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.


Re: Beyond the Tainted Mire OOC

Posted: Sun Dec 15, 2019 2:28 pm
by Scratcherclaw

The Coven

Beliefs
The Coven's beliefs have changed little over the years, having been codified centuries ago on the Elder Stone in the village's center. You have been raised on them, indoctrinated to an extent, to the point where you can recite them from memory.

Tenets of Avuulamak
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Code: Select all

Your life and eternal soul are devoted wholly to Avuulamak, the Elder One

You will look to the Elder One for guidance through times good and troubled

The Elder One's will and his creations will not be disrupted or disturbed, lest consequences be faced

Your faith must not falter or you fail the Elder One

You must not consume decadence, for it sullies Avuulamak's divine perfect

You will never let a false god fill your heart and mind

You will make home within the swamp's borders for all of your life

You will destroy those who stand against the Elder One

Key Figures

Shaman Deyra
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Shaman Deyra is the chief shaman and de facto leader of the Coven. She is a kind elderly woman, much older than the other members. She is wholly devoted to the Elder One, doing all she can to please him and bring prosperity to her people. She's grown hard of hearing in her age, but her strength and will have never faltered, and all in the Coven look to her for leadership.

Scryer Esma
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Scryer Esma is the primary diviner in the Coven. She senses the future, through visions from the Elder One, and closely guides the Coven alongside Shaman Devra. She is fully blind, but her blindness has seemingly granted her a peculiar closeness with her god that few others have felt. Her predictions have saved the group from destruction and steer them on the path towards appeasing Avuulamak.

Beastmaster Haluk
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Beastmaster Haluk is a large and imposing man, but warm and jovial beneath the surface. He is charged with caring for the Coven's beasts, both mounts and livestock used to survive the swamp. It's said he knows a large amount about beasts from outside the swamp, though such creatures would never survive inside. He takes his job extraordinarily seriously, and his beasts are eternally loyal towards him.

Pedagogue Nefes
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Pedagogue Nefes is the primary teacher of the children within the Coven, a bitter and stern woman not much younger than the shaman herself. Nefes does not suffer insolence from children, nor indolence. Most fear her, and many adults avoid interacting with her as a result of her bitter demeanor. Despite this, she houses an extensive collection of books from beyond the swamp, making her the most learned in the Coven.

Protector Tolga
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Protector Tolga is the leader of the Coven's guards, those who patrol the outskirts for trouble and alert the others for a course of action, whether it be hiding, fleeing, or fighting. He's a stern man, steely both within and without. He holds the lives of the Coven above his own and will do whatever it takes to protect them, sparing little time for fun or even rest as a result.

Lorekeeper Banuk
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Banuk is the Coven's chief lorekeeper, charged with caring for and passing on its stories and history through oral tradition. He's middle-aged with a weakly constitution, a cause of concern for others. He is a kind but serious man, caring deeply for his work as well as his adoptive daughter.

The Ritual
A long-forgotten ritual from olden times, it is said to open the gates to the realm of the Elder One. And his will is not to be denied, so preparations must be completed at once. However, its reagents are rare and unusual in the swamp. The outside world awaits. You've been given a crumbled parchment which lists the requisite ingredients for the ritual to be a success. A list of reagents, nine in count. Find them all and awaken the Fount.

Crumbled Parchment
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Code: Select all

* Hoof of Horse
* Fine Spirits of Grape
* Vampire's Breath
* Ferrous Soil
* Sorrow's Tears
* Toe of the Clergyman
* Dwarven's Beard
* Orc's Fang
* Babe's Tear

Rival Factions

The Congregation for the Ancient One
A nearby group of worshipers devoting themselves to the false Ancient One, who they claim makes his domain within the Great Swamp. They routinely butt heads with the Coven, though escalations rarely turn violent. Nevertheless, the heretics are not to be trusted for they've ignored the will of the Elder One and invited ruin upon themselves.

The Bogfyre Witches
A small group of old hags who make their home in the Great Swamp. Some say they've achieved immortality but require the blood of children to maintain it. They have monstrous visages, leading some to speculate they're undead themselves. Though they largely keep to themselves, they have been known to harass the swamp's settlements for fresh... supplies. Be warned, should you cross their path. They've potent hexes for those who enter their territory.

Fleshstalkers
A disorganized tribe of nomads who traverse the swamp and its outskirts, looking for their next meals. While most dine on plant or wild animal, the Fleshstalkers only sate their hunger with the flesh of man. They're grotesque shells of people, almost more bestial in their primitive corruption. Their rage is almost as insatiable as their hunger. It's unknown if they're able to speak, as most who live to tell the tale have only heard grunts, growls, and roars. Beware their traps and prepare for a fight.

The Priesthood of Inara
The Tulrissian infidels to the south who occupy the closest reaches into the swamp, but rarely tread further. Their "goddess" dedicate themselves to destroying the Elder One's undead creations, preventing his will from being spread across all lands. Many are trained and combat and well-equipped, but their false faith will certainly be their downfall.


Re: Beyond the Tainted Mire OOC

Posted: Sun Dec 15, 2019 2:28 pm
by Scratcherclaw

Emre, the Occult Oracle

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Other Portraits
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Full Outfit
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Alt Full Outfit
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Background
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Emre was born as Falk Arntz in a small hamlet near Blackstead. His mother was a Priestess of Inara, possessing potent magical abilities, while his father was a simple farmer. When he was not even a year old, Coven raiders laid waste to his village. His mother was away at the time, but his father was murdered and he was kidnapped by the raiders. He was brought into the swamp, renamed Emre by the shaman. After a few years within the Great Swamp, he began to be assaulted with regular nightmares, or visions, of unending destruction.

The shaman claimed it was a prophecy, the future if the Elder One's goals are achieved. As a result, he's been trained as a seer for the Coven, his dreams being deciphered for a future to come. However, the neverending nightmares during his most formative years have traumatized him more than a child should be, leaving him a shell of his former self. He remains loyal to the Coven and its goals, partially out of hopes that his nightmares will cease, but constantly lives in a limbo of sorts.

Personality
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Emre is somewhat of an enigma to many of those around him. He carries a troubled expression with him most of the time and rarely speaks, unless directly addressed. He instead elects to mostly stay quiet, but will occasionally mumble incoherent words to himself. He carries with him a heavy burden and has been traumatized one too many times growing up, leading him to be reclusive and anxious, particularly if he's uncomfortable. He has a tendency to worry for the consequences of his actions, and those around him, but lacks the willpower to take a hold of his own fate.

Despite his silence, he cares deeply for the friends he's made in the Coven and will try his hardest to protect them the best he can. He has a tendency to invade people's thoughts when he wishes to voice his opinion, much to the annoyance of those around him until they've gotten used to it. He views the future as bleak, but hopes he ends up being wrong.

Appearance
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Emre is slightly shorter than average height, standing at about 5'9 with a slender build. He lacks the muscle definition many of the Coven have developed over years of their harsh lifestyle, some of his bones nearly visible prodding through his skin. He has medium-length ashen-brown hair, which he haphazardously keeps trimmed to an extent. His face and body are adorned with multiple tattoos, imbued with an arcane ink of some sort which enhance his powers. He has pale violet eyes staring blanking at the world outside, though they're often covered with his mask.

Emre most often wears his seer garbs: an open shirt adorned with feathers and intricate patterns, a fur shawl tied around his waist, simple but ragged trousers, beaded sandals, and a large cloak his its hood draw at almost all times. On his head over the hood, he wears a headdress constructed with feathers, a golden diadem, and a beast's horn. He often wears an intricate mask over his face, with narrow slits for his eyes and a beaklike point.

Character Sheet
[SHOW]

Emre, level 6
Kalashtar, Psion
Discipline Focus: Shaper Focus
Kalashtar: Bluff Bonus
Background: Seer (Psionic) (+2 to Insight)
Theme: Noble Adept

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

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

AC: 21 Fort: 15 Reflex: 19 Will: 20
HP: 45 Surges: 7 Surge Value: 11

TRAINED SKILLS
Diplomacy +12, Insight +13, Arcana +13, Bluff +14, Religion +13

UNTRAINED SKILLS
Acrobatics +3, Dungeoneering +4, Endurance +4, Heal +4, History +8, Intimidate +7, Nature +4, Perception +4, Stealth +3, Streetwise +7, Thievery +3, Athletics +2

FEATS
Psion: Ritual Caster
Level 1: Initiate of the Faith
Level 2: Unarmored Agility
Level 4: Superior Implement Training (Accurate symbol)
Feat User Choice: Holy Symbol Expertise
Level 6: Improved Initiative

POWERS
Psion at-will 1: Mind Thrust
Psion at-will 1: Dishearten
Psion daily 1: Living Missile
Psion utility 2: Intellect Fortress
Psion at-will 3: Unnerving Suggestion
Psion daily 5: Hypnotic Pulse
Psion utility 6: Insightful Warning

ITEMS

Combat Block
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Emre

Male Kalashtar Psion 6
Languages: Elder Speech (Telepathy 5)
Age: 18
Height: 5'9"
Weight: 150 lbs.

Speed: 6
Initiative: +7
Passive Perception: 14
Passive Insight: 23
Senses: Normal Vision

AC: 21
Fort: 15
Reflex: 19
Will: 20
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 7/7
Action Points: 1

Power Points: 5/5

MBA: +3 vs AC, 1d4 damage
RBA (Mind Thrust): +12 vs Will, 1d10+7 psychic damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

  • cannot grant CA until EONT when I attack with Holy Symbol
  • can make saving throws against dazed/dominated at the start of turns

Powers:

Mind Thrust
Dishearten
Unnerving Suggestion


Second Wind []
Adept's Insight []
Bastion of Mental Clarity []
Shaped Consciousness []
Minor Creation []
Intellect Fortress []
Insightful Warning [_]


Living Missile []
Hypnotic Pulse []
Healing Word [_]

Consumables:

None.

Important Features:
[SHOW]

Class Features
Psion Augmentation: In the words of Wal, "Lots of finnicky rules, see PHB3 for details."

Ritual Casting: gain ritual casting feat, ritual book, and one level 1 ritual for free. Also gain Sending ritual, and can use it for free once per day.

Racial Features
Dual Soul: At the start of my turn, I can make a saving throw against dazed or dominated. If I fail, I can't make a saving throw at the end of the turn.

Telepathy 5: I can communicate with any other creature that has a language and is in line of sight within 5 squares of me. This communication can be two-way.

Theme Features
Noble Adept: I gain 1 PP, can take powers that grant PP when taken in place of non-augmentable powers of the same level.

Feats
Initiate of the Faith: I gain Religion as a skill. Once per day, I can use Healing Word. I gain proficiency with holy symbols.

Unarmored Agility: I gain +2 to AC when wearing cloth or no armor.

Superior Implement Training (Accurate symbol): I can use Accurate symbols.

Holy Symbol Expertise: +1 to attack per tier. When I attack an enemy with a holy symbol, enemies can't gain a CA against me until SONT, unless I use a power or ability that does so.

Improved Initiative: I gain a +4 bonus to initiative.

Item Features
Accurate symbol of Power +2: When I use this symbol to deliver an effect that a save can end, the target takes a -2 penalty to their first saving throw.


Re: Beyond the Tainted Mire OOC

Posted: Sun Dec 15, 2019 3:16 pm
by Fialova

Nejla, Nimble Huntress

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Personality
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Nejla has an air about her that is undeniably stern and, perhaps, almost arrogant. To those that do not know her she might come across as arrogant or condescending, as she is well aware of her skills and does not shy away from comparing herself to others. In actuality, though, this is the result of an inferiority complex she has always had, something that was instilled in her from years of training under Tolga. She constantly strives to earn the man's approval, only for him to point to others - past or present - as her superior that she has not surpassed yet. Those who've spent time with her are aware of this struggle, as she is not shy about opening up about it to friends.

Nejla has a bit of a rebellious streak to her as well. She is always one to question authority figures on things she disagrees with, or is unsure about, rather than just follow their instructions blindly. She has gotten into many fights as a result of her insolence, sometimes with her superiors. When she agrees with an order or a directive, though, she is always one to follow through til the end, and will make sure her companions do the same.

Nejla has a soft spot for Ravza, who is both a friend and like a little sister to her. The two have spent much time together while growing up and Nejla is very protective of the girl. She knows that her friend is looked down upon by many in the village, and that some even go so far as to ruin her garden or torment her, so she does what she can to mitigate all of this. A number of the other younger villagers have thought twice about going after Ravza when they came face to face with Nejla's spearpoint. She does this out of sight of her friend, as she doesn't want to cause her more worry.

Character Sheet
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Nejla, level 6
Elf, Warden
Guardian Might: Wildblood
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Group Awareness
Background: Geography - Forest (+2 to Perception)
Theme: Gladiator

FINAL ABILITY SCORES
Str 18, Con 14, Dex 13, Int 8, Wis 18, Cha 10.

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

AC: 21 Fort: 19 Reflex: 15 Will: 19
HP: 66 Surges: 11 Surge Value: 16

TRAINED SKILLS
Nature +14, Endurance +9, Perception +16, Athletics +11

UNTRAINED SKILLS
Acrobatics +3, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +7, History +2, Insight +7, Intimidate +3, Religion +2, Stealth +3, Streetwise +3, Thievery +3

FEATS
Feat User Choice: Master at Arms
Level 1: Sylvan Fury
Level 2: Vicious Advantage
Level 4: Polearm Flanker
Level 6: World Serpent's Grasp

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Go with the Flow
Warden encounter 3: Savage Sweep
Warden daily 5: Boiling Cloud
Warden utility 6: Bear's Endurance

ITEMS
Defensive Longspear +2, Hide Armor, Backpack (empty), Bedroll, Belt Pouch (empty) (2), Broy (5), Cage (Small), Camouflaged Clothing, Fire Kit, Horn, Sack (2), Snares (3), Torch (2), Trail Rations (10), Waterskin (2), Hempen Rope (50 ft.) (2), Dagger, Javelin (4)


Re: Beyond the Tainted Mire OOC

Posted: Sun Dec 15, 2019 3:54 pm
by ratwizard

Introducing Guvenc, Pactdaughter of the Python

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Character Sheet
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Guvenc, level 6
Githzerai, Shaman
Companion Spirit: Elemental Spirit
Background: Geography - Forest (+2 to Perception)
Theme: Occultist

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

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

AC: 21 Fort: 15 Reflex: 19 Will: 20
HP: 48 Surges: 7 Surge Value: 12

TRAINED SKILLS
Nature +15, Insight +13, History +13, Perception +17

UNTRAINED SKILLS
Acrobatics +5, Arcana +10, Bluff +2, Diplomacy +2, Dungeoneering +8, Endurance +3, Heal +8, Intimidate +2, Religion +10, Stealth +3, Streetwise +2, Thievery +3, Athletics +5

FEATS
Feat User Choice: Tome Expertise
Level 1: Spirit of Vigor
Level 2: Sudden Call
Level 4: Battlewise
Level 6: Wasteland Wanderer

POWERS
Shaman at-will 1: Spirit of the Tempest
Tome of the Replenishing Flame +2: War Chieftain's Blessing
Tome of the Replenishing Flame +2: Spirit of Grief's Shadow
Shaman encounter 1: Scorching Sands
Shaman daily 1: Spirit of the Healing Flood
Shaman utility 2: Condensation
Shaman encounter 3: Granite Armor
Shaman daily 5: Shrieking Wind Spirits
Shaman utility 6: Hearth Spirit

ITEMS
Leather Armor, Tome of the Replenishing Flame +2, Backpack (empty), Belt Pouch (empty), Fire Kit, Hempen Rope (50 ft.), Tent, Torch (5), Waterskin, Woodwind, Bedroll

Combat Block — Guvenc
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Guvenc

Female Githzerai (Human) Shaman 6
Languages: Common, Imardanian (limited)
Age: 19
Height: 5'8"
Weight: 130 lbs.

Speed: 6
Initiative: +12
Passive Perception: 27
Passive Insight: 23
Senses: Normal Vision

AC: 21
Fort: 15
Reflex: 19
Will: 20
HP: 48/48
Bloodied: 24
Surge Value: 12
Surges left: 7/7
Action Points: 1

MBA: +4 vs AC, 1d4+1 damage
RBA: +4 vs AC, 1d4+1 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
+2 against daze, dominate, or stun effects.

Active Effects:
None.

Powers:

Spirit's Wrath
Spirit's Infusion
Call Spirit Companion
Spirit of the Tempest


Second Wind []
Sign of the Golden Ram []
Sign of the Golden Ram Power []
Iron Mind []
Healing Spirit [] []
Speak with Spirits []
Scorching Sands []
Granite Armor [_]


Spirit of the Healing Flood []
Condensation []
Shrieking Wind Spirits []
Hearth Spirit []

Tome of the Replenishing Flame +2 [_]
Spirit of Grief's Shadow [X]
War Chieftain's Blessing [X]

Consumables:

None.

Important Features:
[SHOW]

Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.

Tome of the Replenishing Flame +2: +2d10 fire damage on critical hits.

Personality
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Guvenc is independent, aloof, and more often than not, isolated from others. She prefers to spend most of her time alone playing or teaching Meer, her snake, or reading from her tome.

She is not an unfriendly person, but takes a long while to warm up to anyone. While Guvenc has been the subject of several rumors around the Coven, she does not seem to care too much what other people think of her, and does her duty in confidence. She is headstrong, quick to defend herself, but can sometimes lose sight of what is best for her.

Background
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Background and Concept Elements
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1) Begotten and Bygone — Guvenc was born as Eliza Dukamp, to her parents Missene and Bruchal. She remembers very little from this time period, and due to her later brainwashing, isn't quite sure which parts are real.

She lived in the outskirts of Arenport, in a small village known as Dundrefief (pron. ~ Dawrn-feef). Around the age of 4, Eliza was playing in a field of wildflowers in a grove near home while her brother was reading a book beneath a tree. She saw people approaching, and she screamed before they covered her face and mouth and took her. The last thing she remembers from this time of her life is her brother, calling her name — though she doesn't recall what it was.

2) Life in the Coven — The first real memory that Guvenc can recall is her ceremony at the Elder Stone. Over the next few years, she lived her life according to the tenets of Avuulamak, listening to the teachings of Pedagogue Nefes and the guidance of Shaman Deyra.

3) The Tome — One day when she was about 13, her best friend Kova returned from a raid with a gift for her. He had taken it from an Imardanian village. Entrusting it to her, he told her that one day he would take her from the swamp to their own realm, where they could do anything they want and live how they wished.

She knew it was against the Elder Stone's tenets, but she couldn't bring herself to tell the Coven leaders. After all, was there really a realm beyond this one? Was Koa telling the truth? Could they leave this place? Those questions sat poorly with her, and she begin to question much of what she was taught — while grasping tightly to what truth she could find.

The tome became an obsession of hers. She could not read much of the text, if any, but she spent much of her time poring through the pages. When the old hag would suffer the questions, Guvenc would ask as much as she could about the tome that she had attained. The Pedagogue was hesitant due to the girl's persistence, but reluctantly taught her what she could about the magics within, with Scryer Esma's help.

4) The Python — A couple years later, Guvenc was foraging near the village, when she came across a snake den. The mother had died, and all the eggs were crushed except one. She took it and, with the help of Beastmaster Haluk, helped incubate the egg to term. When the snake was born, she named it Meer.

Guvenc fed and cared for Meer, raising him from birth to its eventual adulthood. She grew very close to the snake, and it drew a lot of mire from the other children. Her snake was very protective of her, and hardly left her side. Kova and Haluk were the only others that Meer would allow to come near Guvenc.

5) Coming of Age — Now a young woman, Guvenc has become confident in her abilities to survive the swamp, especially with Meer at her side. She has eagerly accepted the task of the Elders, though she is both curious and terrified of what it is she will find outside the village, and about her past.

Recently, Kova turned up missing in a recent expedition, giving her great worry about his fate. She has decided she will venture out herself to keep an eye out for him.

Goals
[SHOW]

1) Guvenc wants to learn more about the people and the civilization that her tome is from. She has studied it for years but hardly being literate in Imardanian, it has not been with much success. Who lives outside of the swamp, and why? Wouldn't Avuulamak simply kill them?

2) Guvenc wants to find Kova, or at least what happened to him. Closure is necessary for her to move forward.

3) I want Guvenc to eventually learn more about her past, the world beyond the swamp, and possibly escape.

Secrets
[SHOW]

1) While many of the other children don't remember (or don't care about) their former lives as young children, Guvenc does. She remembers the face of a woman, a man, and a boy. Earlier in her years she did not believe they were real, but as she has seen the cycle of children being kidnapped and introduced to the Coven, she has begin to worry about the truth.

2) Unbeknownst to Guvenc, the Dukamp family have never stopped looking for her, even if the Imardanian authorities gave up long ago. They lost their farm and moved to Arenport, but still mourn their loss and keep an eye out whenever they can.

People Tied to Character
[SHOW]

1) Kova — an elvish young man of 23 years. Capable, proud, and friendly, he promised Guvenc that they would run free one day. However, he turned up missing, and now she is worried for both of their fates.

2) Missene Dukamp — Guvenc's mother. Previously a farmer, she now works as a florist in Arenport, working for the aristocrats. She is determined, untiring, and loving.

3) Brechal Dukamp — Guvenc's father. Previously a farmer, he now works as a lumberjack in Arenport. He is easy-going and has a sense of humor, but the years have not been kind to him recently.

4) Mikense Dukamp — Guvenc's older brother of 22 years. He is bookish, and is attending a university in Arenport as part of a grant.

5) Ketaali — A human male of 19 years, and part of the Coven. Throughout Guvenc's childhood, Ketaali has bullied her and made her feel unwelcome, due to her obsession with her stupid book and her weird snake. He says she is unworthy of the Elder One's blessing.

Memories, Mannerisms, and Quirks
[SHOW]

1) When Meer is stressed, she will play her flute to calm Meer. This also calms herself.

2) Guvenc is extremely protective of her tome. She always ensures it is in the highest place in her hut, and wrapped up when possible to avoid water damage. She never marks or defaces it.

3) Guvenc sometimes has a surge of fading memories from her childhood in Dundrefief, of her family. They are repressed and deep within her mind, but they still leak out.

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

Family: Previously, a mother, father, older brother. Now, the Coven is her family, her peers her siblings.

Class: Swampdweller

Profession: Errandrunner, healer

Institutions: The Coven

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Survival. Before everything, Guvenc wants to live. Her drive to self-sustain is strong, and she will fight or plead or kill or steal to survive.

Secondary: Truth. Life in the Coven, the question you ask never leads to the answer you want. Truth is a rarity when most conceptualization and philosophy is based on the abstract.

Tertiary: Kinship. Guvenc values true friends and allies who will fight for her, and who she will fight for. She had this, and lost it.

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

Short-Term: Get the damn reagents, and don't die to the swamp.

Medium-Term: Learn more about the people in her book. What is Imardin like? Is it truly the cesspool her elders say?

Long-Term: What is life like beyond the swamp? Kova did promise.

Crew Relations
[SHOW]

Emre: Guvenc carries a soft spot for Emre, finding that going through Coven life with a troubled mind is relatable. She wonders what sort of visions he has, but hasn't grown close enough to him to feel comfortable having that discussion.

Nejla: Guvenc grew up with a disliking for Nejla, especially as the former did her best to cozy up to Protector Tolga. Her stern, confident manner is almost a mirror of Guvenc' own, something that bothers her. However, the streak of rebelliousness that she sees come to light in rare times makes Guvenc think she might be looking at her through the wrong lens.

Ravza: Though they rarely cross paths, Guvenc carries a bit of respect for the optimism and isolation that Ravza has been able to maintain. They are both outcasts in some respect, and Guvenc can appreciate that. While they do not share similar interests or goals or even the same physical area much, Guvenc feels like she may be able to trust Ravza were she to get to know her better.

Argan: Guvenc is fearful of Argan. Not because of his strength or physical prowess, but because of his dedication and loyalty to the Coven. One side of her wishes she could feel so enthralled like him, while the other is worried that he will throw his support behind Ketaali and have her banished — or worse.

Egash: Guvenc has always been thankful for Egash' friendly, wise, and helpful ways. She isn't close to him as she is with Kova, but feels like he is one of the few she can truly trust.

Sekil: Guvenc feels sorry for Sekil. It is disappointing to see someone so dedicated yet struggle so much with connection to beasts. Perhaps one day she can teach him a few things.

Fay: Guvenc considers Fay a friend. Due to her advanced knowledge on a lot of topics that rivals even some of the elders, Fay has been a constant source of information on Guvenc's tome. Perhaps if she ever finds Kova's realm, she can bring Fay along too.

Pieter: Guvenc has been around Pieter occasionally, most often through the shared connection of Beastmaster Haluk. She finds his demeanor refreshing, and appreciates that he is so good with animals. Once, he even taught her the proper way to approach snakes that aren't tamed. Still, they are both closed off in their own ways and haven't had much time to develop a true, close friendship.

Shaman Deyra: Guvenc doesn't feel threatened by Deyra's authority, but worries for the old woman sometimes. Could she be being used? Or misled? Guvenc hopes not, for both of their sake. After all, Guvenc appreciates her strength in leadership.

Scryer Esma: Like Emre, Scryer Esma is a fascination of Guvenc. What visions does she have? What is it like to be blind in that manner? She hopes that between Esma and Deyra, they are leading the Coven in the right direction...

Beastmaster Haluk: Guvenc gets along well with Haluk, and he is easily her favorite of the elders. After he helped her raise Meer, Guvenc has looked at him as a role model, and is always trying to do right by the man.

Pedagogue Nefes: Guvenc hates the old hag, but can't deny the fact that she has quite the collection of knowledge from beyond the swamp. Guvenc resents the way that Nefes has treated her, but stays in her good graces to be able to study from her books.

Protector Tolga: Guvenc has always held a shared distrust with the Protector. Because of her propensity to go wandering off beyond the village, she has earned the watchful eye of Tolga. She is paranoid that one day he will help have her banished.


Re: Beyond the Tainted Mire OOC

Posted: Sun Dec 15, 2019 6:32 pm
by Namelessjake

Argan, the Sword of the Elder One

Image

Background
[SHOW]
Background and Concept Elements
[SHOW]

1) Appearance - Argan is very tall and muscular from extensive training in the swamp. He is also fairly heavily tattoo'd

2) Personality - Argan is confident and boastful, especially when it comes to tests of strength - the only kind he really considers worthy. He has become very loyal to the Elder One during his time in the Coven, more so than to the Coven itself, as he feels the Elder One has given him his strength to better serve him.

3) Argan was born to farmers in a small village to the North of Holdfast. As he grew he helped out more and more around the farm, taking on chores to help his parents. One day when he was around five or six he was playing by the edge of his parents' field when he was approached by several men in strange clothing. They told him his village was in great danger but he and he alone would be saved if he came with them. The scared young boy agreed and as they began North he heard screams coming from his village in the distance.

4) Life in Coven was strange at first, but young Argan felt indebted to them - for without them he would not have been spared from his village's fate - and he worked hard to adopt their ways and fit in. As a few years passed he began to grow and soon found he was one of the tallest and strongest of the other children in the Coven. He became brash and boastful of this fact, something exacerbated by the Coven's elders who often would talk of what a great warrior of Avuulamak he would make.

5) As he grew older Argan took to going hunting in the swamp with the Coven's warriors. On one hunting trip their party was attacked by beasts of the swamp too strong for the warriors to defeat. Panicked - they ran from the beasts and Argan soon found himself lost and alone in the swamp. He set off in the direction of the village, or at least his best approximation of it, but he caught his foot on a root and tripped sending him tumbling into out of the stagnant pools that lie in much of the swamp. Disorientated, he grasped around for anything, trying to work out which way was up in the murky water. He felt his fingers curl around something at the bottom of the pool. He managed to kick up off the bottom and emerged from the water holding a large jagged sword in his hand. It appeared to be in excellent condition despite its location and he took it back to the village with him. There, when he told the Coven Elders how he had happened across the sword, it was proclaimed be a gift from the Elder One. He soon learned he could recall the sword back to his hand after throwing it.

6) Recently Argan has been keen to be given a real chance to prove himself and is eager to set out from the Coven and into what lies beyond the swamp.

Goals
[SHOW]

1) Argan wants to prove himself to be the best and most devoted of Avuulamak warriors.

2) I would like Argan to maybe realise he wasn't saved byt he Coven and begin to question things.

Secrets
[SHOW]

1) Despite his vocal disdain for books and learned pursuits, Argan tries to hide his illiteracy as he knows others may consider it a weakness.

2) Argan is still unaware of the fact his village was only in danger from the Coven itself and he was simply spared as the Coven realised they could take him in.

People Tied to Character
[SHOW]

1) Razic - One of the Coven's warriors who saved Argan when he was a child. He is one of the Coven's best fighters and ARgan has learnt much from him. He is one of the only people Argan will act humble around as he believes he has yet to prove himself as a better warrior than Razic.

2) Nejla - Argan knows Nejla fairly well from training with her and the other Protectors. He has developed a crush on her - impressed by her skill and fighting ability - and plans to one day claim her as his wife, regardless of her opinions on the matter.

3) Griha - Another young warrior of the Coven who shows great promise. Argan and Griha have developed a fairly intense rivalry which only continues to grow stronger.

Memories, Mannerisms, and Quirks
[SHOW]

1) Argan remembers vividly the day the Coven saved him from his village.

2) Argan is illiterate due to his upbringing on a farm where working was more important than learning and then spending more time training to fight than learn once joining the Coven.

3)

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

Family: Argan may or may not still have family in Tulrisse. The Coven is his family now.

Class: Swamp Cultist

Profession: Swamp Cultist

Institutions: The Coven of the Hunted

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Strength - Argan wants to become more powerful to better defeat Avuulamak's foes.

Secondary: Power - Seperate from Strength, Argan wants to gain power in the Coven to better be able to exercise Avuulamak's will.

Tertiary: Protection - While Argan despises weakness he still feels the need to protect those other members of the Coven who are weaker than him.

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

Short-Term: Argan wants to succeed in their upcoming coming of age trial.

Medium-Term: Become a stronger and more skilled fighter.

Long-Term: Argan wants to one day impress Avuulamak enough to be immortalised forever by his side.

Crew Relations
[SHOW]

Emre: Argan doesn't have much of an opinion on Emre, the two rarely interact. He is weak but clearly the Elder one has seen fit to give him a gift - which there must be some reason for.

Razva: Argan eyes Razva with the same suspicion much of the Coven does, despite her friendship with Nejla.

Guvenc: Argan doesn't care much for Guvenc, with her choosing to spend much of her time with books, the two don't come into contact with each other much and when they do Guvenc often comes across as cold.

Egash: Argan doesn't mind Egash and the two are able to get along well enough, although Argan feels Egash's devotion is misplaced.

Sekil: Sekil is laid back enough to not cause any issues, but at the same time t doesn't seem like he contributes much to the Coven.

Fay: Fay is certainly knowledgeable but books are for nerds. Her quirkyness can sometimes be off putting.

Pieter: Pieter seems to be able to at least handle himself well enough, which Argan respects - especially compared to some other members of the coven.

Character Sheet
[SHOW]

Swamp Barb, level 6
Githzerai, Barbarian
Build: Whirling Barbarian
Feral Might: Whirling Slayer
Background: Geography - Wetlands (+2 to Athletics)
Theme: Wasteland Nomad

FINAL ABILITY SCORES
Str 18, Con 13, Dex 18, Int 8, Wis 12, Cha 10.

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

AC: 21 Fort: 19 Reflex: 18 Will: 13
HP: 58 Surges: 9 Surge Value: 14

TRAINED SKILLS
Nature +8, Perception +8, Intimidate +8, Endurance +8

UNTRAINED SKILLS
Acrobatics +8, Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +3, Heal +3, History +3, Insight +3, Religion +3, Stealth +6, Streetwise +3, Thievery +6, Athletics +10

FEATS
Level 1: Githzerai Blade Master
Level 2: Hurl Weapon
Level 4: Two-Weapon Fighting
Feat User Choice: Heavy Blade Expertise
Level 6: Cunning Stalker

POWERS
Barbarian at-will 1: Whirling Rend
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Whirling Frenzy
Barbarian daily 1: Thunder Hooves Rage
Barbarian utility 2: Shrug It Off
Barbarian encounter 3: Whirling Step
Barbarian daily 5: Rage of the Crimson Hurricane
Barbarian utility 6: Combat Surge

ITEMS
Hide Armor, Bastard sword (3), Staggering Bastard sword +2, Backpack (empty), Belt Pouch (empty), Bedroll, Candle (2), Fire Kit, Hempen Rope (50 ft.), Tent, Waterskin

Equipped Items Format
[SHOW]

Code: Select all

Main Hand: Staggering Bastard sword +2
Offhand:   Bastard sword
Body:      Hide Armor

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Combat Block
[SHOW]

Argan

Male Cithzerai Barbarian 6
Languages: Elder Speech, Tulrissian
Age: 19
Height: 6'3"
Weight: 180 lbs.

Speed: 6
Initiative: +9
Passive Perception: 19
Passive Insight: 14
Senses: Normal Vision

AC: 21
Fort: 19
Reflex: 18
Will: 14
HP: 58/58
Bloodied: 29
Surge Value: 14
Surges left: 9/9
Action Points: 1

MBA (Staggering Bastard Sword +2): +13 vs AC, 1d10+9 damage
MBA (Bastard Sword): +11 vs AC, 1d10+7 damage
RBA (Staggering Bastard Sword +2): +13 vs AC, 1d10+9 damage
RBA (Bastard Sword): +11 vs AC, 1d10+7 damage

Resistances: None

Vulnerabilities: None

Saves: +2 against daze, stun and dominate

Active Effects: None

Powers:

Whirling Rend
Pressing Strike


Second Wind []
Shrug It Off []
Iron Mind []
Whirling Frenzy []
Whirling Step []
Whirling Lunge []
Wasteland Fury [_]


Rage of the Crimson Hurricane []
Rage Strike []
Thunder Hooves Rage []
Staggering Bastard Sword +2 []

Consumables:

None

Important Features:
[SHOW]

Whirling Slayer: I can wield a one-handed weapon in my off hand and treat it as an off-hand weapon. In addition once per round when my attack bloodies an enemy I can shift 2 squares as a free action, each enemy adjacent to me at the end of the shift grants CA to me until the end of my next turn.

Rampage: Once per round when I score a critical hit with a barbarian attack power, I can immediately make a MBA as a free action against any valid target.

Hurl Weapon: Treat one-handed off-hand weapons as heavy thrown with range 5/10

Cunning Stalker: Gain CA against enemies with no other adjacent creatures.

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

Staggering Bastard Sword +2: When I make a weapon attack that slides a target, I can slide the target an extra 2 squares. Also on critical hits, the target is knocked prone.


Re: Beyond the Tainted Mire OOC

Posted: Thu Dec 19, 2019 3:20 pm
by BartNL

Egash (#8000BF)

Appearence
[SHOW]

Image

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

Appearance: Egash wears a wooden mask. His mask was crafted from the dead wood from an ancient tree. While it is not uncommon to wear masks in the Coven, Egash rarely takes his off. Egash even sleeps with his mask on, and can feel through his mask as if it was skin.
The staff that Egash uses was crafted from the same wood as his mask.

Personality: Egash is kind, friendly and welcoming to those who treat The Great Swamp with the respect it deserves. Those who seek to harm the swamp will find that Egash has a short temper. Egash can be playful and childish, not thinking about any consequence his actions may have.

Birth: Like most of his peers, Egash can't remember a time before the swamp. The Coven elders told him he was abandoned in the swamp as an infant. Egash doesn't really care about why he was abandoned; he has found his place.

Early Life: Growing up, Egash learned how to attune himself with the deeper nature of the swamp. This voice of the swamp as Egash discribes it is more than just a spirit or divine prescence. Over the years the ever faint, but always strong voice has shown Egash a path to power. The Swamps gift to a loyal servant.

Later Life: As Egash continued to mature and the power the Voice grants him grew, he has started considering himself to be a part of the Swamp; most of the other inhabitants of the Coven are merely residents in the Swamp in Egash eyes. Nothing wrong with that, but the blind must settle for not beeing able to see the true nature of The Swamp.

Recent Times: The Shamans speak of visions of the Elder One. Egash is not sure what that it all means. If the Elder One is of The Swamp, he should feel something too, right?
Being chosen to venture into the strange lands outside the swamp worries Egash. He belongs to the Great Swamp and wishes to serve it, but how can he serve the Voice sofar outside it's domain? Will he lose his connection and powers if he wanders too far?

Goals
[SHOW]

1) Get the mission done and return to the swamp.
2) Find out the nature of the Shamans visions.
3) Serve the Swamp.
3.1) Obtain a position of power in the Coven
3.2) Find out if there are others that share his gifts, in or near the Great Swamp.

Secrets
[SHOW]

1) Egash believes The Covens fate in The Elder One is misplaced. The Swamp should come first.
2) While Egash gifts are no secret, Egash wants to use his gifts to obtain a position of power in The Coven. Becoming a powerful elder is not something one young and erratic like Egash is supposed to aim for.

Memories, Mannerisms, and Quirks
[SHOW]

Egash has a recurring dream, more like a vision, of bright light, stench and noise. What this vision means is unclear to him.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: The Swamp needs servants. Egash's main motivation is serving the Swamp.
Secondary: Egash wants to prove himself, and make a reputation in The Coven.

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

Short-Term: Finish the mission.
Medium-Term: Gain status within The Coven.
Long-Term: Reform The Coven to serve the Swamp as Egash sees fit.

People Tied to Character and Crew Relations
[SHOW]

Shaman Deyra: While her unwavering faith is misplaced, she has always been nice and welcoming to me, even when others doubted wether I was fit for the Coven. If not for her request, I surely wouldn't have gone on this trip.
Scryer Esma: Our great seer. Has no idea what my one vision means, but we should still be convinced she knows what hers mean.
Pedagogue Nefes: Egash gave up on her attempts to teach him when he started hearing the voice. She was however the main reason why Egash managed to learn how to vanish in thin air with such an ease.

Emre: Emre tries so hard to see what's coming, he fails to notice what's around him. Poor kid, he could be so much happier if the elders didn't push him so hard. I should try to be a good friend to him on the trip. He might need it.
Nejla: Nejla asks questions when she is not supposed to. I don't think she has quite found thee true way yet, but it's good to have someone like her on this trip. We need to find truth for ourselves, and not be limited to the version of truth the elders tell us about.
Guvenc: Guvenc's obsession with that book is worrisome. But, if Meer trusts her with the tome, so should I. Maybe we could get to know each other better during the trip. That'd be great!
Argan: Argan is a sapling growing in shade of an ancient tree, who likes to think he is bigger and better than the saplings growing further away. It's good to have some muscle, but man, I hope he doesn't screw things up.
Ravza: Ravza spends a lot her time taking care of plants. Admirable, but if a plant can't survive on it's own in the swamp, why should it? Ravza is a nice girl and she'd probably be open to talking about plants and things.
Sekil: Sekil has got things figured out. I think. Some criticise his 'laziness'; but a tree only grows strong at the speed it sees fit. And Sekil is strong for sure.
Fay: I wonder what Fay and the skull talk about. Is that skull the root of her odd behaviour, or is it innate? Anyhow, she's coming along, and I am almost convinced it's because old Nefes wants some quiet.
Pieter: Pieter is nice, and competent. and for now that's about it. wip

Character Sheet
[SHOW]

====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Human, Hexblade
Choose Terrain Type: Level 5 Outlaw Feature (Swamp)
Human Power Selection: Bonus At-Will Power
Background: Occupation - Criminal (+2 to Stealth)

FINAL ABILITY SCORES
Str 8, Con 10, Dex 17, Int 10, Wis 10, Cha 21.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 16, Int 10, Wis 10, Cha 18.

AC: 21 Fort: 16 Reflex: 19 Will: 21
HP: 47 Surges: 6 Surge Value: 11

TRAINED SKILLS
Acrobatics +10, Stealth +12, Thievery +10, Bluff +13, Intimidate +13, Perception +8

UNTRAINED SKILLS
Arcana +3, Diplomacy +8, Dungeoneering +3, Endurance +2, Heal +3, History +3, Insight +3, Nature +3, Religion +3, Streetwise +8, Athletics +1

FEATS
Human: Acolyte of the Veil
Feat User Choice: Flail Expertise
Level 1: Rod Expertise
Level 2: Cursed Shadow
Level 4: Superior Implement Training (Accurate rod)
Level 6: Skill Power

POWERS
Bonus At-Will Power: Echoing Dirge
Skill Power: Timely Dodge
Level 1 Hexblade Daily Power: Crown of Stars
Level 2 Hexblade Utility Power: Ethereal Stride
Level 5 Hexblade Daily Power: Crown of Madness
Level 6 Hexblade Utility Power: Dark One's Own Luck

ITEMS
Scourge of Exquisite Agony, Adventurer's Kit, Hide Armor, Accurate rod, Ice Scepter +2 (Accurate rod), Thieves' Tools, Climber's Kit, Footpads
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Combat Block
[SHOW]

Male Human Hexblade Level 6
Languages: Elder Speech, Tulrissian
Age: 19
Height: 5"6
Weight: 145 lbs.

Speed: 6
Initiative: +6
Passive Perception: 18
Passive Insight: 13
Senses: none

AC: 21
Fort: 16
Reflex: 19
Will: 21
HP: 47/47
Bloodied: 23
Surge Value: 11
Surges left: 6/6
Action Points: 1

MBA: Flesh Rend +14 VS AC, 1d10+12 Necrotic, Shadow
RBA: Eldritch Bolt +12 VS Reflex, 1d10+12 Force
Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Flesh Rend
Eldrich Bolt
Echoing Dirge
Convocation of Shadows

Item At-Will


Second Wind[]
Shadow Step[]
Ethereal Stride[]
Timely Dodge[]
Surprise Strike[]
Spirit Flay[][_] (Can use Spirit Flay twice per encounter, but once per turn)

Ice Scepter[_]


Lesser Planar Ally[]
Dark One's Own Luck[]
Crown of Stars[]
Crown of Madness[]

Ice Scepter[_]

Consumables:
None

Important Features:
[SHOW]

Feature:
Gloom Pact Reward: A gloom pact hexblade gains a bonus to damage rolls with warlock attack powers, warlock paragon path attack powers, and damage rolls of creatures he or she summons with summon warlock's ally. The bonus equals the hexblade's Dexterity modifier at 1st level, 2 + Dex modifier at 5th level, 4 + Dex modifier at 15th level, and 6 + Dex modifier at 25th level.
Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain partial concealment until the end of your next turn.
Level 5 Outlaw Feature (Swamp) - In swamp, ignore difficult terrain and can't be tracked.
Flail Expertise: When hitting a melee weapon attack using a flail, if the attack allows sliding the target, a character with the Flail Expertise can knock the target prone instead of sliding it.

Item Feature: Accurate Ice Scepter +2: Accurate implement property, +2 damage with colds attack made with this implement.
Climber's Kit: +2 Athletics checks for climbing when using this item
Thieves' Tools: +2 Thievery to open locks or disable traps when using this item
Footpads: +1 Stealth when sneaking


Re: Beyond the Tainted Mire OOC

Posted: Thu Dec 19, 2019 10:40 pm
by FinalTemplar

Sekil Degstiren, One with the Swamp (#40BF00)
Image

Appearance (face)
[SHOW]

Image

Combat Block
[SHOW]

Sekil Degstiren

Male Thri-Kreen Druid 6
Languages: Common, Tulrissian
Age: 19
Height: 5'11"
Weight: 190 lbs.

Speed: 8
Initiative: +11
Passive Perception: 22
Passive Insight: 22
Senses: Low-light Vision

AC: 21
Fort: 15
Reflex: 19
Will: 19
HP: 50/50
Bloodied: 25
Surge Value: 12
Surges left: 8/8
Action Points: 1

Staff Implement: +8 vs AC - 1d8+2
Savage Rend: +9 vs Reflex - 1d8+5

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Wild Shape
Savage Rend
Call of the Beast
Grasping Claws


Takedown Strike []
Thri-Kreen Claws[]
Darting Bite []
Predator's Flurry []
Second Wind [_]


Form of the Primeval Bear []
Form of the Primeval Bear Attack []
Form of the Primeval Wolf []
Form of the Primeval Wolf Attack []

Consumables:
None.

Important Features:
[SHOW]
Power Descriptions
[SHOW]

Wild Shape: At-Will - I change from humanoid form to beast form or vice versa. When returning to humanoid form, I may shift 1 square.
Savage Rend: One Creature - Attack: +9 vs Reflex, 1d8+5 damage (add +2 vs enemies that grant CA). Special: This power can be used as an MBA.
Call of the Beast: Area Burst 1 within 10 Squares - Each Enemy in Burst - Attack: +9 vs Will. Hit: The target can't gain CA until EONT. In addition, on its next turn, the target takes psychic damage equal to 9 (5+wis) when it makes any attack that doesn't include your ally nearest to it as a target.
Grasping Claws: One Creature - Attack: +9 vs Reflex - Hit: deal 1d8+5 damage (add +2 vs enemies granting CA to me.), and the target is slowed until EONT. Special: This power can be used as an MBA.
Takedown Strike: (Cannot be used in beast form) Trigger: I hit an enemy adjacent to me with an attack. Effect: The target takes extra damage equal to the ability modifier used in the triggering attack, and I knock the target prone.
Thri-Kreen Claws: (Cannot be used in beast form) Minor Action - Melee 1 - One, two, or three enemies - Attack: +11 vs AC. Hit: 1d8+5. I gain a bonus to damage equal to the number of targets.
Darting Bite: Melee Touch - One or Two creatures - Attack: +9 vs Reflex - Hit: 1d10+5 damage (Add +2 damage vs enemies who grant me CA), if at least one of the attacks hit I may shift 4 squares.
Ferocious Transformation: Immediate Reaction - Trigger: An enemy hits you while you aren't in beast form. Effect: I use wild shape into beast form and then shift 1 square. I gain CA against the triggering enemy until EONT.
Predator's Flurry: Melee Touch - One Creature - Attack: +9 vs Reflex - Hit: 1d6+5, and the primary target is dazed until EONT. Effect: I shift 4 squares and then make a secondary attack. Secondary Target: One creature other than the primary target. Attack: +9 vs Reflex - Hit: 1d6+5, and the secondary target is DAZED until EONT.
Blood Frenzy Howl: Immediate Reaction - Close Burst 10 - Target: Each Ally in Burst - Trigger: An ally scores a critical hit - Effect: Each target gains THP equal to 6.
Form of the Primeval Bear: Minor Action - Effect: Assume the form of the primeval bear until EOE, or until I use wild shape again. While in this form, I gain a +1 bonus to damage rolls with beast form powers. Once before EOTE, I can use the Primeval Bear Attack Power.
Form of the Primeval Bear Attack: Standard Action - Melee Touch - Target: One Large or smaller creature: Attack: +9 vs Fortitude. Hit: 2d10+5 damage (add +2 vs enemies granting me CA) and the target is grabbed.
Form of the Primeval Wolf: Minor Action - Effect: I assume the form of the primeval wolf until EOE, or until I use the wild shape power again. While I am in this form, I gain a +2 bonus to damage rolls with beast form powers against targets that grant me CA. Once before the end of the encounter, I may use the Primeval Wolf Attack Power.
Form of the Primeval Wolf Attack: Melee Touch - Attack: +9 vs Fortitude - Hit: 2d8+5 damage and the target falls prone.

Multiple Arms: 1/turn, draw or stow a weapon or item as a free action.
Natural Jumper: You are always considered to have a running start when jumping.
Torpor: Enter aware torpid state 4 hours instead of sleep when extended resting.
Thri-Kreen Claws: You have the thri-kreen claws power.
L1 Mercenary Feature: You gain the takedown strike power.
Balance of Nature: You must have (at least) one or (at most) two beast form at-will druid powers.
Primal Aspect: Predator: While not wearing heavy armor, gain +1 speed.
Ritual Casting: Gain Ritual Caster as a bonus feat.
Wild Shape: Gain the wild shape power.
L5 Mercenary Feature: Gain a +2 power bonus to Intimidate and Streetwise checks.
Ritual Caster (Feat): Master and Perform rituals.
Improved Initiative (Feat): +4 to initiative.
Ferocious Tiger Form (Feat): While in beast form ,gain +2 to damage with CA.
Ruthless Killer (Feat): Immobilize target of grasping claws until EoNT instead of slowing it, but I must remain adjacent to the target.
Cunning Stalker (Feat): Gain CA against enemies with no other adjacent creatures.
Staff Expertise (Feat): +1 to staff attacks; ranged and area implement attacks with staff don't provoke OAs; +1 to reach with staff weapon attacks.
Claw Gloves: While in Beast Form, when I have CA on the target, I do an additional 1d10 damage to the target.

Character Sheet
[SHOW]

Sekil, level 6
Thri-Kreen (Elf), Druid
Build: Predator Druid
Primal Aspect: Primal Predator
Background: Occupation - Military (+2 to Athletics)
Theme: Mercenary

FINAL ABILITY SCORES
Str 13, Con 13, Dex 19, Int 8, Wis 19, Cha 11.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 16, Int 8, Wis 16, Cha 11.

AC: 20 Fort: 14 Reflex: 18 Will: 18
HP: 50 Surges: 8 Surge Value: 12

TRAINED SKILLS
Nature +14, Insight +12, Perception +12, Athletics +12

UNTRAINED SKILLS
Heal +7, Dungeoneering +7, Acrobatics +6, Thievery +6, Stealth +6, Intimidate +5, Streetwise +5, Bluff +3, Diplomacy +3, Endurance +3, History +2, Religion +2, Arcana +2,

FEATS
Druid: Ritual Caster
Level 1: Improved Initiative
Level 2: Ferocious Tiger Form
Level 4: Ruthless Killer
Feat User Choice: Staff Expertise
Level 6: Cunning Stalker

POWERS
Druid at-will 1: Savage Rend
Druid at-will 1: Call of the Beast
Druid at-will 1: Grasping Claws
Druid encounter 1: Darting Bite
Druid daily 1: Form of the Primeval Bear
Druid utility 2: Ferocious Transformation
Druid encounter 3: Predator's Flurry
Druid daily 5: Form of the Primeval Wolf
Druid utility 6: Blood Frenzy Howl

ITEMS
Ritual Book, Claw Gloves (heroic tier), Backpack (empty), Flint and Steel, Waterskin, Staff Implement, Hide Armor, Hempen Rope (100 ft.), Tent, Bedroll, Flask (empty), Torch (5), Horn, bone-tooth necklace, 5lbs of cured meats
10lbs of assorted fruits and vegetables.

RITUALS
Animal Messenger, Magic Mouth

Background and Concept Elements
[SHOW]
Background and Concept Elements
[SHOW]

1) Appearance: Sekil is tall and lanky. On his chest and back he has two tattoos, the one on his back suggesting the bear and the one on his chest suggesting the tiger. He has let his nails grow a little too long, saying that it keeps him close to the animal spirits.

2) Personality: Personality wise, Sekil is very laid back. He spends most of his time being high and chill, trying to find peace with everyone. He's convinced himself he has to be high to be properly in tune with the spirits, but he hasn't realized that the power is within him.

3) Early Years: Being born in Ghia led to the spirits of the land being strongly tangled in to Sekil's life, feeling strong affinities to the bear and tiger spirits. Eventually his parents took him on a boat away from Ghia, but a huge storm cut their trip short, causing their boat to crash in a cove near the great swamp of Tulrisse. Whether it was the spirits watching over him or not, Sekil was spared from the crash, and members of the tribe he would eventually call home saved him.

4) Teens: During his time with the tribe he very quickly realized he could no longer feel the spirit of the bear. This caused him much stress and anxiety, not knowing that they were tied to the lands of Ghia. In an attempt to force a connection once more, he turned to one of the alchemists of his tribe, who led him down a path of botanical assistance. He ended up speaking with the personification of what he thinks is the elder spirit of Avuulamak. Thinking that the elder one could help him, he continued to take these drugs, doing more and more in a desperate attempt to speak to him more.

5) Recent Years: Sekil spent much of his time studying the seemingly ancient notes of one of the tribe's past shapeshifters. One of the shaman who also took an interest in the texts helped to explain it to Sekil, hoping it would help him to unlock his power further to the betterment of the tribe. Much of the rest of Sekil's time was split between spending time with Haluk, the beastmaster. As well as being a kind soul, Haluk helped Sekil to get close with the animals and understand them.

Goals
[SHOW]

1) Sekil wants to interact with the spirits he knows in his heart are out there, but does not yet know how to do so.

2) I want Sekil to return to Ghia.

Secrets
[SHOW]

1) No one believes him, but Sekil has "spoken" to Avuulamak.

2) Sekil's parents survived and returned to Ghia after the crash. They have assumed their son is dead.

People Tied to Character
[SHOW]

1) Shaman Evrim - One of the few in the tribe to remember Balaban, and spends much time studying his writing. He hopes to understand his strange powers and pushes Sekil to one day be as strong as he thinks Balaban was.

2)

3)

Memories, Mannerisms, and Quirks
[SHOW]

1) Sekil remembers interacting with the ghian bear spirit as a young child, but it is incredibly fuzzy and distant.

2) Sekil has a tendency to not pay much attention to the present, he always seems distracted by things others can't see.

3) Sekil speaks with whimsy, and doesn't really worry about things unless his friends are in danger.

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

Family: To Sekil's knowledge, his only family is his tribe.

Class: Swampdweller

Profession: Protector Acolyte

Institutions: The Coven

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: To protect his tribe.

Secondary: To protect his friends.

Tertiary: To protect nature.

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

Short-Term: Sekil wishes to succeed in their coming-of-age task.

Medium-Term: Sekil wishes to continue to improve his skills.

Long-Term: Sekil wishes to return to his birthplace, though he does not yet know where or what his birthplace was.

Crew Relations
[SHOW]
Emre
[SHOW]

Sekil watches Emre with a dear fondness, and often will try (and probably fails) to cheer up Emre. Emre is one of the few in the coven that Sekil goes out of his way to spend time with other than Egash.

Guvenc
[SHOW]

Sekil has never felt close to Guvenc. He doesn't dislike her, and he can appreciate her love of animals (or at least, her snake) and enjoys talking to her once in awhile.

Argan
[SHOW]

Sekil respects Argan's strength, and looks up to him. Sekil also sees Argan as useful for helping to protect the tribe.

Egash
[SHOW]

Sekil sees Egash as an equal in many ways, and spends a good amount of time with him.

Fey
[SHOW]

Though Sekil isn't nearly as smart as Fey, he finds her work very interesting. Seemingly uninterested in her flirtations and unbothered by her creepiness, he often pokes and prods her thoughts with his wisdom, hoping to help her understand things further.

Ravza
[SHOW]

Sekil has always watched Ravza from afar, respecting her oddities and activities. He doesn't know her very well, and doesn't feel the need to talk to her, but he's convinced himself he'd like her if they spoke.

Pieter
[SHOW]

Re: Beyond the Tainted Mire OOC

Posted: Tue Jul 28, 2020 6:32 pm
by Scratcherclaw

No official deadline yet, however this game is good to go as soon as everyone is finished with backstories. Newbies are welcome to join if the interest is there!


Re: Beyond the Tainted Mire OOC

Posted: Tue Jul 28, 2020 6:52 pm
by KaraInMontana

Fay Ravencroft, Occult Witch and Aspirant Necromancer

Image

Familiar/Implement
[SHOW]

Thing - Disembodied Hand Familiar
Image

Kafa - Arcane Orb Implement (Accurate Orb)
Image

Personality
[SHOW]

Fay’s small frame, contrary to what many may assume, belies her big personality. Politely, one might call her quirky. Someone raised in normal society might wonder out of earshot if she's completely sane. Her confidence in her knowledge and arcane skill drives her strong will in many respects, but her lack of affinity in pure strength of body makes her hesitate in some physical contexts. If she believes that she can get her way through subtle (or not so subtle) manipulation, she is more than willing to try, going so far as to augment herself through arcane means to achieve those ends. She is often outwardly flirtatious, though conversely can emanate an eerie aura that sends a chill down the spine.

Above all else however, Fay is inquisitive to a fault. With her powerful intellect comes a strong desire to learn about almost everything, which fuels her study of the magical arts. As a result of that intensity, she can be quite talkative in spite of her isolated swamp upbringing, especially when she thinks she may learn something or have a new experience. Of the many subjects that interest her, advancing her study of humanoid psychology, biology, and necromancy concern her most, though the largely unknown (to her) history of the world outside the swamp is another tempting field of study.

Appearance
[SHOW]

If a stranger were to meet Fay, the first thing they might notice could be her frame. She’s a bit short for a human of her 20 years at 5’4” and with her petite frame, your average person could be forgiven for shaving another inch or two off of that when estimating. Next, they would certainly notice her distinctive clothing. Fay’s stitched, pointy witch’s hat is well-known to the denizens of the Great Swamp and it's almost always paired with dark robes that have a pattern of feathers on each shoulder. The only splash of color, aside from the occasional flowers tucked into her raven dark hair (always kept just longer than shoulder-length), comes in the form of a blue floral-patterned silk sash wrapped around her waist.

As the stranger drew closer, they would notice flashes of her creamy, porcelain-like skin and rightly conclude that she had not grown up toiling much under the Voreldian sun. They would likely not see the distinctive, coffee-colored crescent moon birthmark covered up by the robes over her left collarbone. When Fay and the stranger are nearly face to face, the depth of her dark eyes would come into view. While most would call Fay very pretty, perhaps even beautiful, a stranger would almost certainly be unable to miss an eerie quality to her aura. They would be drawn in, but not quite able to put their finger on the ethereal allure of the one before them...until her arcane charms had them twisted around her little finger.

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

Birth and Kidnapping:
Isabelle Guilloux was born to Rémy and Jeannine Guilloux, senior merchants with the Antalis Logging and Paper Company based out of Tourbiére. A few months before her second birthday, Isabelle and her brother Claude (four years her senior) were accompanying their parents on a large logging expedition not expected to penetrate deeply into the swamp. The children were supervised by a caretaker named Cecilia while Rémy and Jeannine handled their duties.

An unexpectedly strong storm rolled through just before sunset on the operation’s third day however and, taking advantage of the ensuing chaos, raiders from the Coven of the Hunted attacked. While the Antalis company guards fought valiantly, much of the conflict was merely a distraction for a second group of raiders to steal supplies. What they came across hiding in the shadows of a supply wagon was Cecilia and the two children. Thinking quickly, the caretaker told Claude to run and shout for help from the guards while she hid the sleeping Isabelle and tried to distract the thieves. While the elder sibling escaped however, Cecilia was caught and killed.

By the time Claude was able to bring the company guards, fresh from repelling the coven’s frontal assault, the raiders had already made off into the night with all the supplies they could carry and his little sister. In the weeks afterward, the Guilloux family spent a great deal funding search parties, but no trace of young Isabelle could be found.

Youth in the Swamp:
The girl newly named Fahriye, going by Fay for short, grew up much like the other children of the coven. A seemingly unquenchable thirst for knowledge set her apart from most of the others as the years wore on. She always asked the most questions in lessons with Pedagogue Nefes, whose patience was often worn quite thin by interruptions. Despite her irritation, the teacher rarely refused Fay entry to her library (after any outstanding punishments were resolved), in which the young girl could often be found reading until or (when she thought she could get away with it) after curfew. This curiosity proved invaluable when the compatible children were taught magic and Fay’s affinity for the arcane arts showed itself. She devoted herself even further to her studies and rapidly exceeded every expectation, even learning several languages spoken outside the swamp in order to read the untranslated books in Nefes' stockpile.

The Skull and the Cloak:
Nearly 15 summers to the day after Fay was brought to the swamp, she began a strange (even for her) behavior. Every so often, she would cock her head as if listening to something no one else could hear and look out into the swamp to the south. Anyone close by might have heard her muttering softly under her breath, "It's calling me...I hear it...like a resonance."

The next morning, she was found sitting on one of the rope bridges with her legs dangling over the side. Her hands and feet were splattered with mud, but she was giggling slightly to herself. About her shoulders was strewn an iridescent black cape, with a pattern of crow or raven feathers embroidered at the shoulders. In her hands was a humanoid skull with the faintest glow seeming to come from deep within its orifaces.

Neither the cloak nor the skull had even a speck of mud on them and when questioned about how and where she had found the items, Fay only replied, "I could hear, no...feel it calling me." The consternation only ended when Shaman Deyra proclaimed that the items must be a gift of the Elder One for the girl's prowess. Fay was less pleased when the village leader also proclaimed that Pedagogue Nefes would be devising a punishment for leaving the relative safety of the Coven alone. In the end, though, it was worth the trouble and from that day forward, she gave herself a second name, Ravencroft

Secrets
[SHOW]

1) The stories of children being kidnapped by the denizens of the swamp range far and wide. Her elder brother Claude has risen to a position in the Antalis Logging and Paper Company and is on track to become one of the wealthier merchants in western Imardin. Driven at least partially by guilt for running away (even to fetch help), he holds to the belief that his younger sister Isabelle is a captive of one of the denizens of the swamp. Secretly, he saves a portion of his earnings in the hopes of investigating her fate further, even after all these years.

2) Fay's sees belief in Avuulamak as nothing more than a means to an end. She long ago came to the conclusion that if the worship of the Elder One would not eventually provide a means of extending her life beyond its natural span, she would abandon the coven and pursue her goals elsewhere. She knows this secret must never be revealed, or she would likely be tortured and sacrificed to the dark god of the swamp. So for now, she will continue her duties and behave as a perfect member of the coven.

3) At least a part of Fay's desire for knowledge, especially the part that wants to understand the psychology of others, stems from a latent desire to establish close relationships.

People Tied to Character
[SHOW]

Pedagogue Nefes: She may be bitter, stern, and creative in making up punishments, but most of what Fay knows came from either the woman herself or the collection of books she cares for. Fay proudly believes that she is one of the best students Nefes has ever taught.

Scryer Esma: while Fay has a great deal of magical talent, she envies the seer woman's magical prescience. She has tried and failed to learn the talent, much to her frustration.

Maya: while Fay spends a great deal of time studying books and mastering magic, she didn't neglect all social interaction. Maya, a girl around her same age and an apprentice to Beastmaster Haluk, is one of her closest friends. oShe often provided an appreciative audience to a young Fay practicing magic or recounting things she'd picked up from books. In return, Maya taught Fay the value of experience by showing her in nature what the young mage had only read about before.

Claude Guilloux: Fay's elder brother. Part of him stubbornly refuses to give up hope that his little sister is still alive and can be rescued from whoever took her. He is a rising star in the same merchant company his parents both worked for and is looking to diversify to new products other than lumber.

Rémy and Jeannine Guilloux: Fay's parents. Funded weeks of search parties and adventuring teams looking for any sign of their daughter to no avail and mourning her as dead. Jeannine took it particularly hard, resigning her position as a merchant for more than a year before getting back into the trade.

Memories, Mannerisms, and Quirks
[SHOW]

1) Fay sometimes talks with both her familiar (a disembodied hand) and her arcane orb instrument (a human skull). This can range from off-hand comments to full-blown, one-sided conversations. It is unclear to others if Fay is talking entirely to herself or if she actually believes that she is getting a response.

2) Fay is comfortable being outwardly flirtatious, whether she means it or not.

3) Growing up in one of the swamp covens means that Fay has little practical knowledge of the world outside, despite her book smarts.

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

Family - While Fay's biological family is still alive, she is completely unaware of their existence. The concept of a familial level of closeness is somewhat foreign to her given the cold reality of life in the coven.

Class - If Fay had grown up as Isabelle, she would have been a member of the wealthy upper middle class and could have going into a trade for herself or potentially married into a minor noble house. In the Great Swamp, however, class is a more nebulous term. The worship of the Elder One is above all else. As a witch in training, it is possible that Fay could one day hold an important position in the coven.

Profession - Witch, aspiring necromancer, mage

Institutions - The Coven of the Hunted

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary Drive: curiosity/thirst for knowledge

Secondary Drive: increase her own power so that she can attain her ultimate goals

Tertiary Drive: experience the world, wherever she may be

Goals
[SHOW]

Short Term Goal: fulfill the mission objective by searching for and obtaining the reagents

Medium Term Goal: determine once and for all whether or not worshipping the Elder One will let her reach her ultimate goal and, if not, to find someplace or someone that can.

Long Term Goal: Extended or eternal life. Fay's thirst for knowledge exceeds the grasp of a single human lifetime. As a result, she wishes to find a way to extend her lifespan. Perhaps a way can be found through worship of the Elder One as the shamans hint at times. Perhaps the secrets of alchemy could lead to an elixir of life. Or if all else fails, perhaps her study of necromancy could reveal a path towards sentient undeath.

Crew Relations
[SHOW]

Pedagogue Nefes: “That wretched hag. She’s punished me for everything from reading after curfew to flirting with the boys so they would do my chores. I suppose overall the tradeoff has been good though. Without her library and tutelage, I might only be a shadow of myself intellectually. So many things I would never have learned without her books from the outside. I wonder if I would even be the same person without her...hmmm. Oh, close your gibbering mouth, Kafa. Don’t expect me to tell her that I’m this grateful!”

Emre: “Seems kind of gloomy and keeps to himself. I like that. Means he’s not trying to distract me if I’m studying or practicing something that doesn’t involve people. On the other hand, there are those rumors that he can get inside your head if you let your guard down. That...could be disastrous. Can’t afford to let him get too close…”

Guvenc: “Intelligent, observant, and unconcerned with foolishness. Admirable qualities to be found in anyone. If I have to abandon the coven, she would be one of the few I might miss. Though I did notice her eagerness to accept this task from the Elders and she never seems among the most fervent...perhaps she too has interest in the outside? Mmm..more likely she merely wishes to search for Kova, but perhaps I can use that to my advantage? Not much chance there’s a trace of him here, after all.

Argan: “A fine specimen of a man, to be sure, and one who swings sharp pointed sticks of metal around quite well. It would be injudicious to say that doesn't have its uses. Of course, Thing provides more eloquent conversation and he’s just a hand. Despite seeming to be a dumb brute (and the fool has the nerve to be proud of it!), he’s one of the most devout in the coven and that fanaticism makes him dangerous. During our younger days, Maya had a secret crush on him, though she swore me to secrecy after divulging it. I sure hope she’s developed some better taste over the years.”

Egash: “He’s an odd one, Thing. Always wearing that mask, even when he sleeps! People seem to like him anyway, even though it's annoying when he acts like a kid. The hag didn’t let me borrow a book for weeks after he ran into me and got mud all over Serran Ruins of the Great Desert! Don’t give me that look, Kafa. How was it logical to punish us both when he caused the whole thing? Still, I can’t shake the feeling that he’s only showing a facade, though. Perhaps I can learn something of humanoid tendencies to hide their true personas by observing him in private and comparing that with his social interactions? Hmmm…”

Sekil: “I’m pretty sure all those drugs have addled his brain, Kafa. You might have more than he’s got rattling around in there. Perhaps if I bat my eyes and touch his arm a few times, I can copy the alchemical formulas he’s gotten from the shamans this week. That seemed to work when I got Erdal to take my turn checking the fishnets.”

Ravza: “She’s really not like the rest of the coven. I’m not questioning her skill or knowledge, especially not with as much time as she spends around Banuk. It’s just...she feels so...vivid? Mmmm...not the right word. Colorful. That’s it. Compared to most of the dreary folk of the coven, she seems colorful. Normally I’m bothered by noise when trying to read, but whenever I’m sitting on that branch by her little garden, I don’t mind her singing at all. Our discussions on the subject of botany have been quite enlightening. I really must remember to compile the growth data we collected after the last batch of flowers bloomed and to ask about taking some for my hair before we leave. What did you think of the red petals this time, Thing?”

Pieter: "Almost as dumb as Argan, but less fun to objectify. At least he seems to have the sense to attack from afar rather than expose himself needlessly to harm. Maya says Beastmaster Haluk is quite pleased with his skill with animals. I wonder if I could convince him to get me a few samples of blood from his pet owlbear? Or at least an old shed claw to powder? I’m sure I’ve read of owlbear specimens with magical properties somewhere in the old harpy’s library…”

Character Sheet
[SHOW]

Fay, level 6

Fay Ravencroft, level 6
Eladrin, Mage
Level 1 Apprentice Mage: Nethermancy Apprentice
Level 4 Apprentice Mage: Evocation Apprentice
Level 5 Expert Mage: Evocation Expert
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Vile Scholar (+2 to Arcana)
Theme: Scholar

FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 20, Wis 14, Cha 16.

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

AC: 21 Fort: 17 Reflex: 20 Will: 21
HP: 44 Surges: 8 Surge Value: 11

TRAINED SKILLS
Nature +10, Arcana +17, Perception +10, Dungeoneering +10, Insight +10, Religion +13

UNTRAINED SKILLS
Acrobatics +3, Bluff +6, Diplomacy +6, Endurance +7, Heal +5, History +10, Intimidate +8, Stealth +3, Streetwise +6, Thievery +3, Athletics +2

FEATS
Level 1: Arcane Familiar
Level 2: Superior Implement Training (Accurate orb)
Level 4: Improved Initiative
Feat User Choice: Orb Expertise
Level 6: Unarmored Agility

POWERS
Level 1 Mage At-Will Powers: Freezing Burst
Level 1 Mage At-Will Powers: Unraveling Dart
Level 1 Mage Daily Powers: Fountain of Flame
Level 1 Mage Daily Powers: Ray of Fatigue
Level 1 Mage Encounter Powers: Force Orb
Level 1 Mage Encounter Powers: Twilight Falls
Mage Cantrips: Chameleon's Mask
Mage Cantrips: Prestidigitation
Mage Cantrips: Water Stride
Level 2 Mage Utility Powers: Arcane Mutterings
Level 2 Mage Utility Powers: Shield
Level 3 Mage Encounter Powers: Ebony Razors
Level 3 Mage Encounter Powers: Fire Shroud
Level 5 Mage Daily Powers: Grasp of the Grave
Level 5 Mage Daily Powers: Visions of Avarice
Level 6 Mage Utility Powers: Instant Friends
Level 6 Mage Utility Powers: Fire Shield

ITEMS
Sustaining Cloak +2, Accurate orb, Backpack (empty), Bedroll, Cloth Armor (Basic Clothing), Dagger, Hempen Rope (50 ft.), Trail Rations (10), Belt Pouch (empty) (2), Waterskin

Equipped Items
[SHOW]

Code: Select all

Main Hand: Accurate orb
Offhand: Dagger   
Body: Cloth Armor (Basic Clothing) Head: --- Neck: Sustaining Cloak +2 Arms: --- Hands: --- Waist: --- Feet: --- Symbol: --- Ki Focus: --- Ring: --- Ring: --- Tattoo: --- Boon: ---
Backpack
[SHOW]

Bedroll, Hempen Rope (50 ft.), Trail Rations (10), Belt Pouch (empty) (2), Waterskin

Combat Block
[SHOW]

Fay

Level 6
Languages: Elder Speech, Tulrissian, Imardanian
Age: 20
Height: 5'4"
Weight: 112 lbs

Speed: 6
Initiative: +7
Passive Perception: 21
Passive Insight: 21
Senses: Low-light Vision

AC: 21
Fort: 17
Reflex: 20
Will: 21
HP: 44
Bloodied: 22
Surge Value: 11
Surges left: 8
Action Points: 1

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:

Powers:

Freezing Burst
Unraveling Dart
Magic Missile
Prestidigitation
Familiar (Disembodied Hand)


Second Wind []
Use Vulnerability []
Twilight Falls []
Force Orb []
Fire Shroud []
Ebony Razors []
Fey Step []
Water Stride []
Chameleon's Mask []
Shield []
Arcane Mutterings []
Insightful Warning []
Sustaining Cloak +2 [_]


Fire Shield []
Grasp of the Grave []
Visions of Avarice (has secondary attack) []
Fountain of Flame []
Ray of Fatigue []
Instant Friends []

Consumables: none


Re: Beyond the Tainted Mire OOC

Posted: Sat Aug 01, 2020 8:58 pm
by Fialova

Ravza, the Lorekeeper's Abnormal Apprentice

Image

Personality
[SHOW]

Ravza could easily be described as a black sheep when compared to the rest of the coven. Many of the members are quite serious in nature, a trait that is necessitated by the state they all live in. The swamp is deadly, not just for its beasts, but for the rival groups within it who seek to undermine the coven or end their existence entirely. It is easy to become jaded and no-nonsense in such circumstance, but Ravza has not. She is fairly reserved, but she seems content with her life for the most part. She has her flowers and her songs, and time to practice with her best friend, all of which keep her in a generally good mood.

Ravza likes vibrant colors, something that is rarely found in the swamp. She has grown flowers around her home since a child when she learned of their existence during classes with the pedagogue. The colorful flowers have translated into colorful clothing and she is also known to wear the flowers in her hair from time to time. She is the first to spot uniquely interesting plants in the swamp the few times she ventures out of the village, and has a general appreciation for all flora, though flowers remain her favorite.

For much of her life Ravza has been viewed with suspicion for her preferences and views on the world, and so she tends to be pretty insular as a result. Apart from Banuk and Nejla she doesn't have many close relationships, and tends to keep to herself. She sings to her plants and sometimes, when alone, pretends they are talking back. Among the people she is close to, she is known to talk a lot and can become quite energetic, though this is a side of her most have not seen.

Despite her many times sparring with Nejla, Ravza does not feel confident venturing outside of the village for long periods of time, and has no small amount of anxiety about venturing out for the ritual. She is excited about the new things she can learn from this, but cannot help shake the feeling of dread that one of Mitrelle's numerous predictions of her violent demise will come true if she strays too far from home.

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

A Found Babe: Ravza was born in a land she has no memory of, to parents she never met. All she has of her infancy is a large green cloak, the same she was found in when the coven took her in. She knows not how she came to be with them. Perhaps she was not 'found' at all, but that she was abducted by force. Perhaps she was left in a spot while her family went into the woods, and she was snatched away in secret. Perhaps her family was killed by some of the swamp's dangerous fauna, and she was indeed left to be found. It matters not to the girl, for the only life and the only family she has ever known is the coven, and that is enough for.

A Childhood of Stories: As with the other children of the coven, Ravza was raised more or less jointly by the village as a whole. However, she was given to the town's Lorekeeper - Banuk - to house and train. Though still not elderly, the man had always had a weaker constitution than many of the others in the swamp and so it was always expected he'd never quite make it as many years as some of the other more long-lived members.

As his adopted child, Ravza spent much of her childhood being taught the oral history of the coven and the swamp folk as a whole. There were tales of daring, where brave protectors sought to battle vicious beasts. There were tales of forbidden romance, between coven members who came together despite the taboo and produced a native offspring of their own. There were tales of strife, where the vicious priestesses of the false goddess sought to rid the swamp of their kind. All sorts of tales were drilled into her head and she did her best to remember them, eager to take up the mantle of Lorekeeper one day in her father's stead.

Floral Fascination: Once she was old enough Ravza began to be tutored by the Pedagogue, same as all the other young members of the coven. There she learned many of the same tales she'd been taught by Banuk, which she found dull - Banuk was a much better storyteller. However, they were also taught other topics as well. Basic rituals, potion brewing, and self defense were all skills that she was to learn, though few were really her forte.

However, she was quite intrigued to learn more about the fauna of the swamp. Something about plants always kept her interest, and her curiosity was truly piqued one day when a strange foreign object was brought in to use as a herbal medicine ingredient. The Pedagogue called it a 'flower,' and she found it unbelievably beautiful. She asked if she could keep one of the ones not used in the class, and the woman reluctantly agreed.

Bringing the plant home, she set out to figure out how to grow more, and determined that she would fill the area around Banuk's house with the plants. Anytime someone ventured near the edge of the swamp or otherwise sought to interact with anyone outside their village, she would pester them to bring any flowers they encountered to her so she could try her hand at growing new ones. Some would reluctantly agree, and over time her small flower garden grew larger and larger.

The Proto-Protector: All her life, Ravza was raised chiefly by Banuk. However, Banuk was also close friends with Protector Tolga, and the man would often come to visit his friend. Tolga had a ward of his own, a few years Ravza's senior, named Nejla. She had pointy ears and a perpetual stern expression on her face, but she was nice and had fun stories of her own to share, and she and Ravza became fast friends.

As the two grew, Nejla was trained more and more in the ways of the Protectors, her combat skills taught to her directly by the group's leader. The girl was quite skilled and became adept at most weapons that the village had access to, though she always remained partial to the spear. When she and Ravza had disagreements they would often fight one another, fights which Ravza never won, but it was something she enjoyed doing when the stakes were not so high.

Eventually, Tolga started to notice their friendly spats and decided to give Ravza the occasional pointer or two. She'd not be taken to be trained as a Protector, since her future role was already set in stone. However, her playful fights turned more to sparring matches over the years, with Nejla becoming a friendly rival, and more like a sister than a friend. Tolga's visits became more frequent, both because he was - as Ravza realized later - clearly more than just friends with Banuk, and because he wanted to give the girls more opportunities to practice their combat. Nejla usually came out on top, but Ravza sometimes gave her a run for her money.

The Magic of Song: Throughout her life, Ravza always had a penchant for humming while doing other tasks - such as gardening - or openly singing a narration to her own life. Sometimes she'd adapt the tales she was told by Banuk into song, something she thought would heighten the impact of the tales while also making them easier to remember. She chose early on that when she was Lorekeeper, she would pass on the oral history in verse rather than simply as a history to be told. She respected the old ways, but she thought she could improve on them and so she set her mind to it.

The older she got, the more she came to realize that sometimes there was power in her words. Not the figurative power that comes from making a profound statement or a biting remark, but actual, magical power. She first began to notice when she saw that a group of flowers she often did not sing to would not grow nearly as well as the others in her garden. This realization caused her to test her theory, by singing different songs to different patches, and singing not at all to one of them. She noticed that each song had a tangible, different effect on the plants, and that not singing always resulted in smaller and weaker plants.

More testing revealed that not only did her song affect the local flora, but she could influence the fauna as well. Over time she developed the ability to affect even her fellow coven members by just humming the right notes, or singing the right words. The effects were subtle, and often not obvious to the targets of her abilities, but the skills became a useful tool for the woman. She could use her words to soothe the injured protectors when they returned home, or ease the mental anguish of those who lost a friend. She became someone to see if one had troubles they needed help with and had no one else to turn to. She couldn't always have much impact, but she was successful enough to become noticed.

Goals
[SHOW]

1) Ravza's primary goal in her life is the accumulation of more stories, to add to her oral history. She sees this venture - as terrifying and daunting as it promises to be - as a prime opportunity to add to her repertoire, and to increase the overall knowledge of the coven.

2) In addition to stories, Ravza seeks to find more flowers she can add to her garden, and to even learn any tips she might come across from foreign gardeners.

3) I'd like for Ravza to come to the slow realization that what she'd been taught in the swamp is only partially true, and that the denizens outside are not purely evil. Whether she then chooses to stay or abandon her home is still undecided, but having a more nuanced understanding of the world would make the decision more interesting, whatever it ends up being.

Secrets
[SHOW]

1) Ravza is aware of the secret affair being had between Tolga and Banuk, something she figured out during her childhood after their numerous private visits. She understands why the coven frowns upon such relationships when it is between a man and a woman, as that could result in unwanted pregnancy, but she sees no harm with letting the two men enjoy each other's company. It is a secret she intends to keep, even if it is not her own.

2) Ravza was a member of a notable family in Chathra, one which fled the persecution of Imardin. Her grandparents ruled the Sammid region of the island, and her mother was sent to live in hiding so that the bloodline would be maintained even should her parents fall during the war. Unfortunately she chose a poor location to hide, as the swamp proved too much for her to handle, leaving Ravza stranded to be found by the coven. While her birth mother is no longer alive, her grandparents still under house arrest in a small estate provided to them by the Imardin clergy. Should she somehow learn of her heritage, they would be someone she could seek out.

People Tied to Ravza
[SHOW]
Lorekeeper Banuk
[SHOW]
Appearance
[SHOW]

Image

Banuk is the chief lorekeeper of the coven, in charge of maintaining its history orally, a job that has been passed down directly from one lorekeeper to another since the coven's founding. He is of middle age, and has a weakly constitution, something which has always caused concern for the shamans and others in the village. He was thus assigned with raising Ravza to be his protege earlier in life than would be usual.

He is a serious but kind man, and has always treated Ravza as his own child. He has put up with her chosen hobby of gardening, despite the strange looks given by many of the other villagers, and actively supports her search for more knowledge on both her plants and the world in general. He has a secret romance with Tolga, which is known to few.

Nejla
[SHOW]

Nejla is a few years Ravza's senior, and a trainee of Tolga's to become one of the village's protectors. She appears outwardly to be stern and one to follow orders without question, but she is more complex than that to those that know her well. In actuality she has a difficult time accepting authority, and often challenges it - even that of her adoptive father Tolga. She always seeks to prove herself the best of the future generation of protectors, and will go to whatever lengths she can think of to do so, even if it means challenging other protectors to a duel, or seeking out strong creatures to slay by herself.

Though not related by blood - or even of the same race - Nejla and Ravza are more or less sisters. They did not grow up in the same household, but they spent much time together when Tolga and Ranuk would visit one another. They developed from friends who often bickered to sparring rivals, and always sought to be bring the best out of one another. Both girls have benefit greatly from the friendship.

Imrant
[SHOW]

Imrant is a decade Ravza's senior, and one of the shaman-in-training. He has devoted his life to becoming a good shaman, and he aims one day to become head of the shaman, a role which very rarely goes to men. He has a one-sided rivalry, almost bordering on hatred, when it comes to Ravza. He does not appreciate that the lorekeeper-in-training has developed some small about of potential as a healer, or that she has made a name for herself with her soothing words. He sees this as infringing on his own skills, and wishes she would stay in her lane. A few times he has trampled one of her flower beds, though she never discovered it was him that did so.

Tolga
[SHOW]
Appearance
[SHOW]

Image

Tolga is a man that Ravza has mixed feelings about. She thinks he is too strict on Nejla, and sees him as responsible for her inferiority complex. He also used to be scolded by the man a lot as a child, since his view on fun was that it should be weeded out and replaced with training. While she appreciates that her playtime with Nejla became more of a time to practice combat, she does miss the times when she could simply play or chat with her friend without some ulterior motive.

However, she also recognizes the positive effects he has had on her own father, Banuk. The two were always close, something she realized later was the result of more deep feelings than just friendship. She noticed that Banuk always seemed more happy on days when he knew Tolga would be able to visit, and then always seemed more relaxing and carefree after the man had left. It pleased her to see the man's joy at seeing a loved one, and for that she will always be grateful.

Mitrelle
[SHOW]

If there is one person in the coven that Ravza absolutely cannot stand, it is Mitrelle. She is slightly younger than herself, and have butted heads ever since they first met. Mitrelle has always had visions of the future, and so has been lauded as the next scryer once Esma passes into the Elder One's care. However, to Ravza she is simply a bully.

Mitrelle wears plain clothing and dark, muted colors. She has dark hair and dark skin and prefers the darkness of night to the rare bright spots that occasionally peak through the swamp canopy. She sees Ravza's colorful personality and even more color attires as an affront to the entire lifestyle of the coven, something that a number of the other villagers might agree with, though have not openly acted upon. Mitrelle is no stranger to action, though. She takes every opportunity she can to give Ravza her daily fortune, which sometimes turns out to be true and sometimes to be false, but almost always does it involve something bad happening. This has caused Ravza to spend many days anxiously trying to avoid these predictions only for them to turn out to be cruel lies, and just as many days rebelliously ignoring the predictions as mean jokes only for them to turn out true and ruin her day.

Memories, Mannerisms, and Quirks
[SHOW]

1) Since even her earliest memories, Ravza has always had her green cloak, a vibrant piece of clothing that she was told she was found in as a baby. She used it as a blanket growing up, and as her normal attire now that she is tall enough to wear it properly. She is very protective of it, and has had to sew rips and tears in it many times throughout her life.

2) Ravza tends to wear more colorful clothing than the other denizens of the swamp, something she does to better match her flower garden. In fact, most of the dyes she uses in making such colors come from the plants themselves, something she discovered by accident once. She often sews floral designs into her clothes, and has snagged the occasional dress or vest from the victims of their raids to wear as her own if the colors look nice enough.

3) Ravza tends to hum when there is no talking or other sounds going on, something which some find annoying and others find soothing. She also has a habit of singing her actions if she is alone, especially when gardening. It helps that her words seem to have a magic to them that not everyone possesses.

4) Given her in depth knowledge of the coven's lore, she has been known to reference such tales in her speech, especially when some relevant fragment from the past is applicable to a situation in the present. She tends to view many things through the lense of storytelling as a result, and is happy to witness the development of new ones.

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

Family: Though she does not know this or them, her family is Chathran, specifically the dynasty that rules over Sammid.

Class: villager

Profession: lorekeeper-in-training, amateur florist

Institutions: the Coven

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: To obtain more stories to add to her oral history of the world, and to continue turning her tales into song.

Secondary: To learn more of the flowers of the world, and perhaps venture into other forms of botany.

Tertiary: to make more friends from her fellow villagers, and get rid of the stigma of being the odd one out all of the time.

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

Short-Term: find some interesting new flowers to grow

Medium-Term: find all of the ritual ingredients

Long-Term: obtain more new interesting tales

Crew Relations
[SHOW]

Shaman Deyra: Ravza does not know the woman well, but she respects her general kindness and devotion to the Elder One. She hopes whoever eventually replaces her is as kind as respectable to others, as she feels someone as unusual as herself would not have thrived as much under more draconian leadership.

Scryer Esma: Ravza appreciates the good Esma does, but she also has some small bit of distaste for the woman. Esma is in charge of training Mitrelle, after all, and that has caused her much sorrow over the years. She feels that anyone who can allow someone such as Mitrelle to be their student must have some underlying negative traits they are not making obvious to others.

Beastmaster Haluk: Ravza finds the man intimidating, though she knows from what others have told her that is actually quite kind and gentle. She has yet to work up the courage to really interact much with the man, and does not have much interest in getting close to his beasts.

Pedagogue Nefes: Ravza has always strived to be a good student to avoid Nefes' ire, something she fears greatly. However, the woman did support her curiosity in botany and help her in her studies on the subject, so she does recognize that she isn't all bad as some might view her.

Emre: Ravza sees a lot of herself in Emre, and empathizes with the man's somber nature. She can imagine herself being as anxious and defeatist as him if she didn't have Nejla and Banuk to cheer her up when things are down, or her flower garden to give her something to love and care for. She hopes to see the man open up over time, and hopes they can become friends.

Guvenc: Ravza knows very little about Guvenc, apart from the fact the woman is as insular and removed from the coven's norms as she is. She founds her love of snakes alarming, but given her own love for flowers she understands it. She hopes one day to learn what it is she so eagerly reads in her tomes, and hopes to add the knowledge to her own as future lorekeeper.

Argan: Most of what Ravza knows about Argan comes from Nejla's complaints about the man, and from her friend's tales the complaints seem justified. Someone so boastful, she thinks, should be brought down a peg to teach them more humility.

Egash: Ravza has barely interacted with Egash, but from their times as children she could tell he seemed kind. She respects that, and hopes to get to know him better during their journey.

Sekil: Ravza does not like Sekil much. While he is personable enough, she finds his laziness and penchant for consuming herbs and doing nothing to be distasteful. Everyone else in the village seems to be contributing to its growth and success, and she does not understand why he is allowed to laze about most of the time without being disciplined, or expelled from their lands entirely.

Fay: Ravza does not know quite what to think about Fay. Sometimes she comes across as downright eerie, sometimes overly talkative and flirtatious, and sometimes highly inquisitive and focused. She cannot tell if she is simply putting on different faces, or if she genuinely bounces between such things so often. She does appreciate the woman's love of her flowers, though, as most of the others in the coven simply scoff at the garden she has devoted so much of her time to.

Character Sheet
[SHOW]

Ravza, level 6
Human, Swordmage|Bard
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Bard: Hybrid Bard Reflex
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Human Power Selection: Bonus At-Will Power
Background: Bloodtangle (+2 to Heal)
Theme: Guardian

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

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

AC: 24 Fort: 16 Reflex: 20 Will: 20
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Nature +8, History +14, Arcana +12, Diplomacy +12, Heal +10

UNTRAINED SKILLS
Acrobatics +2, Bluff +8, Dungeoneering +4, Endurance +4, Insight +6, Intimidate +8, Perception +6, Religion +8, Stealth +2, Streetwise +8, Thievery +2, Athletics +4

FEATS
Human: Hybrid Talent 2
Feat User Choice: War Wizard's Expertise
Level 1: Hybrid Talent
Level 2: Armor Proficiency: Hide
Level 4: Arcane Familiar
Level 6: Intelligent Blademaster

POWERS
Bonus At-Will Power: Vicious Mockery
Hybrid at-will 1: Guiding Strike
Hybrid at-will 1: Sword Burst
Hybrid encounter 1: Lesser Flash of Distraction
Hybrid daily 1: Dimensional Thunder
Hybrid utility 2: Dimensional Warp
Hybrid encounter 3: Transposing Lunge
Hybrid daily 5: Stirring Shout
Hybrid utility 6: Revitalizing Incantation

Equipped Items Format
[SHOW]

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

Code: Select all

Main Hand: ---
Offhand:   ---
Body:      ---

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

ITEMS
Dagger (8), Backpack (empty), Bedroll, Bell and whistle, Belt Pouch (empty), Blessed Soil, Candle (10), Cold-weather clothing, Fire Kit, Holy Symbol, Waterskin, Wolfsbane, Writing case, Cloth Armor (Basic Clothing), Cloak of the Walking Wounded +1, Hide Armor

Arcane Familiar
[SHOW]

Yilani
Bloodthorn Vine Barb

Speed 5

Constant Benefits

  • +2 to heal checks
  • gain forest walk (ignore difficult terrain if it is the result of trees, underbrush, plants, or natural growth)

Active Benefits
Bloodthorn Drain: Once per encounter as a free action, when you deal damage to an enemy adjacent to the familiar, gain 3 THP.

Combat Block Format
[SHOW]

Character Name (colored to their in-game text color)

Gender Race Class Level
Languages: Common, _____
Age: __
Height: __
Weight: __ lbs.

Speed: __
Initiative: +__
Passive Perception: __
Passive Insight: __
Senses: _____ Vision

AC: __
Fort: __
Reflex: __
Will: __
HP: /
Bloodied: __
Surge Value: __
Surges left: /
Action Points: __

MBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)
RBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)

Resistances:
List all passive resistances here. If none, then just write "None."

Vulnerabilities:
List all passive vulnerabilities here. If none, then just write "None."

Saves:
List all passive bonuses to saving throws here. If none, then just write "None."

Active Effects:
List all current, non-permanent effects here (and the permanent ones too, if you really want). This includes all effects such as being prone, blinded, etc. Make sure this is always up to date. If none, then just write "None."

Powers:

At-Will
Item At-Will


Encounter []
Item Encounter []


Daily []
Item Daily []

Consumables:

List things such as potions and other consumable items here. If none, just write "None."

Important Features:
[SHOW]

Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.

Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.


Re: Beyond the Tainted Mire OOC

Posted: Mon Aug 10, 2020 6:36 pm
by LeoMatheus

Pieter, the friend of Beasts

Appearance
[SHOW]

Image

(but with crossbow instead of bow)

Personality
[SHOW]

Being very calm is the best way to approach unknown beasts, so I try that approach for every other unknown in my life. Just don’t try to hurt an undeserving animal in my presence...
I don’t talk much with other people, as the usual way of etiquette, not saying what you mean, and other characteristics of personal relations tire me. I speak bluntly because that is how you can guarantee you were understood.

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

Birth I don’t know this, but I was born at Tulrisse, son of a priestess of Inara. I was taken away very young, but some Tulrissian words and songs stir some memories...

Early Life I was always more at ease with beasts than with people. I can almost talk to them, and even befriend some.

Beastmaster Haluk If I have a hero, it is Haluk. I try to help him with whatever I can, trying to learn about all the beasts he knows.

Weapon Training I always prefered fightning from afar. Throwing rocks as a child to learning how to shoot with a crossbow, I always fell that there are someone better prepared to withstand the heat of melee than myself.

Crossbow A few months ago I found a hurt snake, and for a moment I thought it was Guvenc’s python, trapped under a fallen log. After freeing it I noticed it wasn’t Meer, but the snake led me to find a magic crossbow underwater.

Barlowe I once found the body of a Capybara that was recently slain by a crocodile. After hearing some noises, I checked it and found out that not only the kill happened just a few moments before, but that it was pregnant. I managed to save the baby, and took care of it. It’s been some years now, Barlowe is now a
good friend.

Goals
[SHOW]

1) Meet as many different beasts as beastmaster Haluk
2) At the swamp we have a good coexistence between people and beasts; I aim to bring that out of the swamp too.

Crew Relation
[SHOW]

Ravza- Stories may be one of the few human interactions that I like, mainly because it involves just listening and not talking. Because of that I kind of like hearing Ravza, but almost never talked to her.

Fay- She uses power that is not at all natural. I don’t trust her. And that disembodied hand! Whose hand should it be?

Sekil- There are so many to befriend among the living, why does he looks only for spirits? Still, just as beasts, spirits should be easier to befriend than people.

Egash- His loyalty to the Swamp is a good thing. Protecting the home is protecting its inhabitants. We talk from time to time about ways to protect it together.

Argan- He has a strong will to protect, just needs to focus more on what he is protecting. We have trained a few times together, I lost every time.

Guvenc- She has a good balance between all that mystic stuff and the care for the nature, as shown on her care for Meer. We became friends while learning from Haluk.

Nejla-I find her pretty, and I like her strong personality. I have no idea how to approach her, though, as it seems that all she cares is getting Tolga’s approval.

Emre- Oh, the screams I’ve heard when he has those nightmares. I’m glad to have a seer at our side, but I do not envy him the least. We get along fine besides that, each one silent at its place.

Character Sheet
[SHOW]

Pieter, level 6
Half-Elf, Hunter
Archery Style: Crossbow Hunter
Ranger Wilderness Knacks: Ambush Expertise
Ranger Wilderness Knacks: Beast Empathy
Level 4 Wilderness Knack: Wilderness Tracker
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Young Owlbear)
Half-Elf Power Selection: Dilettante
Background: Bleakmire (+2 to Stealth)

FINAL ABILITY SCORES
Str 12, Con 14, Dex 19, Int 8, Wis 17, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 18, Int 8, Wis 14, Cha 10.

AC: 19 Fort: 16 Reflex: 20 Will: 16
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Dungeoneering +11, Acrobatics +12, Heal +11, Perception +11, Stealth +14, Nature +11

UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +5, Endurance +5, History +2, Insight +8, Intimidate +3, Religion +2, Streetwise +3, Thievery +7, Athletics +4

FEATS
Level 1: Hidden Sniper
Level 2: Superior Reflexes
Level 4: Primal Sharpshooter
Feat User Choice: Weapon Proficiency (Superior crossbow)
Level 6: Defending Dabbler

POWERS
Dilettante: Biting Swarm
Primal Sharpshooter: Grappling Spirits
Hunter aspect of the wild 1: Aspect of the Pouncing Lynx
Hunter aspect of the wild 1: Aspect of the Dancing Serpent
Level 2 Hunter Utility Power: Stalker's Mist
Level 6 Hunter Utility Power: Invigorating Stride

ITEMS
Leather Armor, Falchion, Hunter's Kit, Adventurer's Kit, Quenchquiver Superior crossbow +2