Blackwood's Dogs — OOC

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Fialova
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Blackwood's Dogs — OOC

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Character Creation Rules
System: 4e
Level 11
Stats: 25pt buy.
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, and free Improved Defenses feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Free level 10, 11, and 12 magic items. Free basic shit items within reason. 5000gp to spend on other magic items or to have on your person.
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).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).

Basic guide to ship roles/ranks

Setting and Lore

You are a pirate, and have been for some time now. Your one of the notorious Blackwood's Dogs, crew of the Salacious Saint under the infamous Captain Blackwood. You and the other members of the Saint have wreaked havoc on the Forelle Sea for years, primarily plundering wealthy trade ships from Imardin.

The Dogs are somewhat of a living legend in maritime circles, and the Captain even more so. Cruel, ruthless, and cunning, you murder and pillage your way throughout the archipelago, hunted by the Imardin navy and other smaller navies wherever you go. You have yet to be caught, though, or even come close, though recently they've begun to inch ever nearer to the justice they seek.

This games takes place on and around the continent of Voreld. Unlike other games that have begun so far, you will have free reign of the entire continent to travel to, though you will begin in the Forelle Sea where your crew has spent most of its time - after all, more ships pass through the region than anywhere else.

Your character is a member of the Saint's crew, and has been for at least a year prior to the start of the game - enough time to be a trusted, established member of the crew. How much time they've been aboard is up to you, though Blackwood has only been in the public eye for a little over a decade, so the span of time is between 1 and 10 years, roughly. How you came to be a member of the crew is entirely your choice, feel free to get as creative as you like with this. The only restriction is that none of you are part of the original crew, you all joined after Blackwood's captaincy was well established

The most up-to-date map of the setting at any given time can be found here.

Important NPCs
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Any NPCs actually encountered in the course of the game will be listed here with their information. However, for a full list of major and minor extant NPCs during the time of the campaign, you can view this post.

Jean-Claude Olivier (deceased)
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Appearance
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Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy. He is a perfectionist and expects the same from his students, which has led to him being viewed as somewhat of a harsh instructor. He is also keenly aware of his own skills, and is ever ready to show just why he is the one teaching and not the one learning should any ambitious child try to mouth off or talk him down.
Captain Cutthroat Kishar
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Appearance
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Kishar is another of the more notorious Forellian pirates, infamous for his tendency to put entire crews to the sword on regular occasions. His nickname is a fairly accurate one, as he tends to slit the throats of the captains he encounters personally, before unleashing his crew on theirs. He is the captain of the Silver Sabre, which primarily raids the region between Amkhara and Visha. On occasion he has also been known to extend north towards Dakara and even Nelghet on occasion.
Captain Jane the Jaguar
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Jane is a cunning woman and a skilled swordsman. She hails from Gleios, where she was taught to fight by her noble parents. A series of unfortunate events led her to piracy, where she took up with the Seahorse, eventually becoming its captain. With her crew she stalks the sea, primarily the region between Gleois, Akiro, and mainland Ya-Jarang. Many of her fellow pirates have made passes at her in the past, and most have discovered the hard way that she is not to be trifled with as a result.
Captain Tarou Tengatsu
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Appearance
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Tarou is known to be an honorable man, one who holds high standards for the conduct of his men both with their prey and with other pirate crews. Captain of the Swordfish, he is fiercely loyal to his homeland and will never attack a Jarangi ship, going so far as to defend them from other pirates. He mostly plagues Imardanian waters and the seas around Cru'un, though sometimes ventures further east to the western coasts of Kurnhuelde as well.

Blackwood and his Dogs

The Ferocious Fleet
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The Salacious Saint
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The Salacious Saint is a uniquely impressive ship, one-of-a-kind in its construction. Originally called the Saint Sebastian, it was once a prototype design built by the Imardin navy, designed for hunting small, quick ships while still maintaining impressive firepower. Blackwood gained his initial reputation by stealing this ship from the navy and murdering the man who designed it and destroying his plans, thus preventing the design from being replicated. Now, while not the most powerful ship on the sea, it is certainly the one with the greatest combination of speed, range, and firepower all wrapped up into one.
The Black Bishop
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The second ship added to Blackwood's planned fleet, this was once a merchant vessel that the Dogs captured in battle on the seas. It is wider and bulkier than the Saint, making a slower vessel overall, and it has fewer ports for cannons. It makes up for this by having a large cargo hold, making it ideal for transporting prizes - and protecting them, with its sturdier hull - once they've been seized by the Dogs.
The crew of the Salacious Saint
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The Big Dogs

These are the Saint's officers in order of rank. Unlike most pirate crews, the Dogs adhere to a power structure more reminiscent of navy crews. New members are often wary of such a structure initially, but it serves to keep order that would otherwise be much more difficult with a standard setup. Blackwood's reputation and skill at choosing targets is the only thing that allows such a system to stay in place.

Captain: Blackwood
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Appearance
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Bio:
Captain Blackwood is one of the most notorious pirates in the Forelle Sea, which says a lot given just how many pirates roam those parts. He has been the captain of Salacious Saint for over a decade now, yet still no member of the crew knows his first name, or even if Blackwood is really his last name. He is a ruthless man towards his prey with an eye ever on the prize, whatever it may be, and when it comes to plunder he often keeps most of it for himself. The sheer amount of plunder brought in by the Dogs is usually enough to keep his men happy despite this tendency, though, and the ever-full barrels of rum go a long way in maintaining loyalty as well. He is strict and very no-nonsense when it comes to business and treasure, but he is friendly to his crew members for the most part. The only time he is prone to hostility towards the crew is when someone tries to offer him advice – Blackwood listens to no opinions that conflict with his own.

Duties:
As Captain, Blackwood holds the highest authority on the ship. In battle his orders are absolute, and outside of battle they are very close to being so as well. While most pirate captains are democratically elected and kept only as long as they serve the crew's best interest, Blackwood has never come close to being removed from his position and most attempts at a change in leadership end before they can gain much traction. That is not to say there aren't men who wish for a new captain, but the ones who do have grown wise enough to keep it to themselves and those they trust unless they can muster enough support to have a real chance.
First Mate: Mad Marian
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Appearance
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Bio:
Marian is somewhat of an enigma to most of the crew, due in part to her skeletal left leg. While most assume it is a finely-crafted peg leg made to look like real bone - or, perhaps, even made of bone itself - some claim that it is real. They believe her to be a creature of the night, a unique one that is capable of thought and speech and which does not decay as normal. Whether man or monster, her reputation is the same: Marian is a terrifying figure who is merciless in battle and barely better outside of it.

Duties:
Marian serves as the first mate, a position rarely found among pirate crews. She ranks above all but the captain himself, and serves as a go-between for him and the other officers. While the captain typically keeps to his quarters, except in battle and other select occasions, Marian oversees the general day-to-day operations of the ship. Though she is not particularly skilled in any of the tasks required to keep the ship afloat and sailing, her personality in reputation is perfect for keeping the crew in line.
Quarter Master: Phil
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Appearance
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Bio:
Phil is a fairly laid-back man, a lover of the pipe. On days where he has little to do, or after his accounting work has been accomplished for the time being, he can usually be found in the hold, lounging in a chair and smoking his pipe. A few times a day he checks the ship's inventory and makes sure everything is in order, only to go back to lounging around and enjoying his relatively easy position among the crew.

Duties:
Most pirate crews view the quartermaster as equal to, or even greater than, the captain in terms of importance, but the Dogs less so. Phil is still a huge asset to the crew, but his rank is only 3rd in the Saint's hierarchy rather than second or tied for first. Phil's role is in keeping the accounts of the crew and in distributing loot. Generally, officers receive 2 shares to a standard sailor's one, though due to his unique position Phil is awarded 3. The Captain tends to forgo standard shares, instead claiming most of the unique or otherwise highly valuable items. In a normal situation this would likely get him voted out or killed, but the sheer amount of income earned by the Dogs has greatly dampened any animosity that might arise from this practice
2nd Mate & Disciplinarian: Orson
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Appearance
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Bio:
Orson is a large and imposing man, and one of the finest swordsmen on Blackwood's crew. He is probably the officer that the crew finds most relatable, having a fairly stern but overall friendly personality. He has a tendency to spend most of his time performing everyday duties with the sailors, which fosters trust between him and them. This helps with his position, as keeping others in line is much less difficult when those others know and admire you.

Duties:
As the 2nd Mate Orson is primarily tasked with keeping spirits high and conflict at a minimum. This job is typically one of the duties of the quartermaster, but Orson is much more suited to socializing than Phil, but not nearly skilled enough at arithmetic for bookkeeping. In battle Orson is often one of the first into the fray, wielding either one or two swords with ease, and keeping morale of the crew as high as possible.
Sailing Master: Malik
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Appearance
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Bio:
Not much is know about Malik, except that he was recently poached from the crew of Cutthroat Kishar, captain of the Silver Sabre. He seems gruff and quiet, and his age and overall demeanor match that over a grizzled sailor, so few question his expertise. Time will tell if it is on par with Alador's.

Duties:
As the ship's navigator, Malik plots courses and maintains the Saint's maps. Not much is yet known about what else he brings to the table, but given that he was poached from a rival crew it seems unlikely that navigating is his only worthwhile skill.
Bosun: Samuel Gravestaff
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Despite his somewhat privileged position as Bosun Mate, Sam (as he is known by most) is one of the few crew members who openly speaks out against the Captain on a regular basis. Ever seeking more power, he takes every opportunity he can to make his voice heard. However, his way with words and his penchant for telling entertaining tall tales keeps him well-liked among most of the crew.

Duties:
As Bosun, Samuel's job is in maintaining the Saint and its supply stores. Every morning he is meant to walk the ship and keep an eye out for any issues that need fixing. Unlike Carver, his predecessor, he does not believe it necessary to make a second pass each day, and instead spends the rest of his time telling stories or voicing his complaints as always.
Master Gunner: Baelgar
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Appearance
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Bio:
Baelgar is tall for a dwarf, and quite heavyset. He is a highly skilled smith, though, hailing originally from Durduum. He has a love of explosions, which lent naturally to his appointment as the master gunner. His other love is alcohol of any variety, and celebrates every victory with as much as he can get his hands on before Carver or Phil cuts him off.

Duties:
As gun master, Baelgar spends most of his time keep the various cannons in order, keeping the gunpowder dry, and making sure the ammunition stays rust-free. At port he is tasked with procuring and inspecting all related supplies, as his dwarven instincts and smithing knowledge leave him far better equipped to the task than even a seasoned quartermaster. A few of the guns onboard the Saint are even his own work, and when he has the time he occasionally plans out future designs for new weapons and ammunition.
Carpenter: Grommak
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See here.

Duties
The ship's carpenter works closely with the Bosun, making any necessary repairs to the hull or other woodworking as necessary when pointed out by the latter. Grommak has yet to need to do any repairs on his own, so his the first true test of his abilities is still to come.
Surgeon: M. Villiers
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Appearance
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Bio:
Aubrey Villiers was once a well-respected surgeon in Ellisport, where his patients ranked among some of the city's wealthiest elite. His good name was tarnished when it came to light that he was involved in a drug smuggling operation linking back to multiple organized crime gangs from Talguta. He managed to evade arrest with the help of a long-time acquaintance, Captain Blackwood, and in return agreed to join the man's crew as surgeon

He is a serious and humorless man, one who values quiet solitude. This is often hard to come by on the Saint, but he does his best to seek out both a time and space to quietly reflect on life or read. When he is not busy tending to the wounded, at least.

Duties:
As surgeon, M. Villiers - as he is known by the crew - is responsible for keeping the men alive and in as best a condition as possible. He is a godsend to the crew given his exceptional talent for medicine, something most surgeons are merely adequate at at best. Though he doesn't always save everyone, the Dogs have a much higher survival rate than most in the business, something that has contributed greatly to their success as a whole.

The Normal Dogs

These are all normal sailors on the crew who are not officers. Some perform extra tasks on the ship besides being sailors/combatants, but they don't have any extra authority as a result. Unless otherwise noted, all of the standard crew members are considered able-bodied sailors in addition to whatever other tasks, if any, they perform.

Most PCs are at this rank and all are part of the vanguard, the group that heads into combat first when boarding a ship, and who are generally among the ship's best fighters. Current PCs are as follows, with exceptions to the 'Normal Dog' rank noted where applicable:

Grommak (GROMkill), Carpenter
Darcell (Namelessjake)
Henri Labelle (Scratcherclaw)
Gaul Imran (Neovenator)


Some notable NPC crew members are listed below:

Eva Delacroix
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Eva's is a quiet young woman who is slow to trust others. She tends to keep to herself, brewing potions and poisons in a room below deck in the dim candle light. When forced to socialize she tends to try to scare the other crew members away, and it often works. Her looks tend to attract the men's attention regularly, though her store of different poisons serves as a deterrent for those who think they can take her whenever they please.
Rhys
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A rare elven pirate, Rhys is the ship's primary cook. He offers an eclectic set of culinary talents, combining traditional elven methods, skills acquired from various islands in Forelle, and some little known tricks originating in the Cape of the Andor peninsula. There are persistent rumors that Rhys cooks and eats his victims after a battle, and some men claim to have seen him gathering bodies just for such occasions. No one has yet mustered up the courage to confront him with these accusations, however.
Rusty the Red
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Rusty is one of the Saint's longest-serving crew members, and his face is well known due to the shaggy red beard that adorns it. He is large, imposing, and one of the finest sailors the crew has to offer, but he is also a notorious coward. When victory is certain, as is often the case, it barely shows. Any time there is any amount of difficulty in a hunt, though, and his cowardice overshadows his tough-looking exterior as he questions every move and tries to convince everyone to reconsider.
Brent Osoris
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Appearance
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(A more accurate image can be found here)
The world's first pirate, Brent was swashbuckling even in the dinosaur age. He wrecked havoc on seas then, but now all of his friends are dead. Or so he likes to believe. He's really just a small pet lizard that was originally found on one of the more tropical islands in the Forellian Archipelago.
Wendy Dickens
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Wendy is only a teenager, and was picked up by the crew about a year or so ago. Some of the men decided to haul her off of a merchant vessel after it was raided, intending to use her to relieve some tension. That plan backfired when she stuck one of her attackers in the neck with a blade she'd had hidden on her person, causing Blackwood himself to intervene.

Seeing some promise in the feisty lass, he offered to let Wendy earn a spot on the crew by working as a deckhand, in exchange for his assurance that his men wouldn't lay a hand on her. She begrudgingly accepted, but over time she has become fond of (some of) the crew and has since grown to enjoy the freedom associated with her new life of piracy.
Ice Man
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Briefly your foe, the Ice Man is now the Salacious Saint's newest crew member. He is a man of impressive magical talent, specializing in powers related to the cold and ice. Apart from that, little is known about him so far. He has yet to even reveal his name to you, likely due to lack of trust.

?? - apprentice navigator
?? - apprentice surgeon
?? - apprentice cook
?? - apprentice gunner


The Little Dogs

These are the low ranking members of the crew, ones who receive only a fraction of a share of the loot and who don't get a vote in elections or when making decisions. Typically this status is reserved for young boys serving as powder monkeys, swabbies, cabin boys, or other menial positions, but such positions are rare on the Saint. Instead, most often this is where new recruits fall in the crew hierarchy, and only once they've proven their worth do they earn a permanent, equal spot among their ranks.

Non-Dogs

Though not a common occurrence, the Saint does occasionally host guests or harbor prisoners. While not part of the crew, they are still often important occupants of the ship nonetheless.

Daphne
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Little is known about this mysterious woman found locked in a cage in the hold of the Merchant Vessel the crew recently acquired. One of the merchant vessel's crew claimed she was a seer of some sort, and she appears to be the sister of Jean-Claude Olivier - the recently deceased master-marksman of the Imardanian Navy. Shortly after her capture, or rescue depending on one's perspective, she was whisked away to the Captain's quarters and has remained there since. She only speaks Imardanian as far as anyone can tell.
The Crew of the Black Bishop
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The Big Dogs

These are the Bishop's officers in order of rank. Unlike most pirate crews, the Dogs adhere to a power structure more reminiscent of navy crews. New members are often wary of such a structure initially, but it serves to keep order that would otherwise be much more difficult with a standard setup. Blackwood's reputation and skill at choosing targets is the only thing that allows such a system to stay in place, but Alador is untested as a Captain so only time will tell if the system can be effectively extended to other ships in the fleet.

Captain: Alador
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Appearance
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Bio:
Alador is an arrogant and condescending man, not well-liked by most of the Dogs despite being one of their most valuable assets. He is one of the only members skilled in magic, and his particular expertise is in the weather-altering sort. He is very well-read, a self-educated man who escaped a life of poverty to become what he is now - a seasoned navigator and spellcaster. He and Blackwood often conversed at length in private, and have a mutual respect - something not common for Alador. Now that he is a Captain in his own right he is glad to have developed such a relationship with the man.
First Mate: Big John
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Appearance
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John, standing at a solid 7' 5", is an incredibly large man, lending to his apt nickname. He is very quiet and rarely talks about himself, or at all, except when necessary. It's said that he was once a feared bandit in Volberg, where he hails from, though so few are close to him that it's hard to tell whether this is true or not. He only opens up to a select few that he deems worthy, among them being some other members of the vanguard, though even then he still only talks on occasion.

Regardless of how sociable he is, everyone recognizes John's prowess in battle, which has earned him a spot among the crew's vanguard. He carries on his person a staff and sword, but these are more distraction than anything - backup for if he ever loses hold of his primary weapon. In a large leather sack that he keeps on him at all times there is a long length of fine chain that the man whips through the air, sending enemy crew members flying into the sea before they can even reach him to fight back. Despite its length, he wields it with such skill that he can avoid damaging the ship in the process.
Quarter Master: Isabelle
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See here.
2nd Mate: Liam Rend
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See here.
Sailing Master: Yvan Bellamy
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Appearance
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Henri's best friend since childhood, from a family of equal societal standing. As children, they were inseparable and that didn't fade when they were both sent to the Academy. While Henri used money and charm to get ahead, Yvan simply used his skills, which were slightly lesser than those of Henri. As Henri prospered, though, Yvan failed and was removed from the Naval school. Not wanting to return home to a disappointed family, he clung to Henri and eventually followed him into piracy. A man only slightly less handsome than Henri, Yvan is one of the few people respected and admired by him.
Bosun: Crooked Carver
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Appearance
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Bio:
Carver is an unpleasant man to be around, so most people tend to leave him alone. He has a vaguely unpleasant odor and a permanent scowl, and rarely has anything nice to say about the other crew members. Despite this he has been bosun for years and is quite good at the job due to his perfectionist nature. He tends to spit as he talks, though he rarely speaks to anyone except his Bosun Mate, Marian, and Blackwood himself.
Master Gunner: Old Lefty
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Real name Todd Jenkins, Lefty is something of a career criminal. He's been at it since he was a boy, and a pirate since his 30s, and in all that time he's honed his skills to become one of the best at crafting traps and bombs. He lost his right hand years ago, and ever since he was known by his nickname, though the 'old' part came with age. He's fairly eccentric, but level-headed in crisis and a well-liked fellow by his fellow crewmen.
Carpenter: Bargetze
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Appearance
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Bio
Bargetze is an orcish woman hailing from the forests south of Terrak. She puts on a tough exterior, something necessary to survive in a pirate crew, but she is known to open up and have a good time with the crew. Many are intimidated by her large, imposing stature, though some of the men have taken her physique as a challenge. While most are content to try to beat her in physical feats, such as arm wrestling and boxing, some have taken it upon themselves to try to bed the woman. She rarely allows it.
Surgeon: TBD
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None at the moment, to be recruited in the Wastrel's Wharf.

The Normal Dogs

These are all normal sailors on the crew who are not officers. Some perform extra tasks on the ship besides being sailors/combatants, but they don't have any extra authority as a result. Unless otherwise noted, all of the standard crew members are considered able-bodied sailors in addition to whatever other tasks, if any, they perform.

The Little Dogs

These are the low ranking members of the crew, ones who receive only a fraction of a share of the loot and who don't get a vote in elections or when making decisions. Typically this status is reserved for young boys serving as powder monkeys, swabbies, cabin boys, or other menial positions, but such positions are rare on the Bishop. Instead, most often this is where new recruits fall in the crew hierarchy, and only once they've proven their worth do they earn a permanent, equal spot among their ranks.

Non-Dogs

Though not a common occurrence, the Bishop does occasionally host guests or harbor prisoners. While not part of the crew, they are still often important occupants of the ship nonetheless.
Idle Chatter and Wild Rumors
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In this section I'll keep a running list of potential leads for quests, heists, hunts, and other prospects that you come across during the game.
Cargo
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This will be a listing of the Saint's current cargo, for example the undistributed loot from a recent hunt or perhaps a cache of goods being smuggled somewhere. If it is on the ship and more than mundane necessities, and not claimed by an individual, it will be listed here.

Any item in this list is free game for party members to 'buy' for half the value of the item until the items are sold at port. This is typically done at the Wastrel's Wharf, though there are also fences in other cities that will buy the party's goods as well. Once landfall is made and the items are offloaded, they will be removed from this list and no longer able to be 'bought.'
Selling/Haggling
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By default everything you sell will start at 40% its value, and everything you buy will start at 110% its value. You can try to get a better deal by doing a social skill check (bluff/diplomacy/intimidate) with appropriate fluff text, or other methods you can devise. You would be countering a DC to be determined by the individual merchants you encounter, some being easier to haggle with than others. Keep this in mind when going about your business buying and selling things, both in the Wharf and elsewhere.
Captains Log
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As the game progresses I will keep rough running list of important events, just so it is easier to keep track of what's happened without digging through old posts.

* Encounter 1 - the crew fights on the deck of a merchant vessel, easily win
* Encounter 2 - the crew fights below deck of the merchant vessel, killing the captain, rescuing a prisoner named Daphne and recruiting a magister calling himself 'Ice Man' to the crew
* merchant crewman claims Daphne is a seer, and was being taken to Wastrel's Wharf
* Blackwood sends Alador with the capture merchant vessel to sail ahead of the Saint.
* days later, a navy ship is seen pursuing the merchant vessel. The Saint chases, flanking it as it tries to sink the vessel.
* Encounter 3 - the crew fights on the deck of the navy ship, slaying its captain and encountering a high ranking officer claiming to be Daphne's brother
* Encounter 4 - the crew fights Jean-Claude (the officer) and the remaining navymen below deck, which culminates in him setting the ship on fire, killing himself in the process.
* the crew manages to escape the inferno intact, some loot is salvaged from the ship before it sinks
* the Saint makes it to Wastrel's Wharf...

Location Info

Gangs of (New) Talguta
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stuff
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Fialova
Magical Liopleurodon
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Re: Blackwood's Dogs OOC

Post by Fialova »

Ten-Minute Background

Shamelessly stolen from here.

Since this game is more of a traditional campaign, where the characters guide the game and there is no real over-arching plot (unlike the Tulrisse game, where ultimately everything is moving toward the unification and repelling the invasion), I would like you all to complete the following either in place of a standard background write-up, or in addition to one; it is up to you which you go with. The purpose of this is to get some specific info to work with, as well as some meta-goals that you all as players would like to accomplish. Having them all here, rather than me asking you at various times, makes it easier for me to reference them and plan for future activities in-game.

(All examples are taken from my own post for the game linked above, and are using an entirely different setting than the one we will be in.)

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required. Don't feel pressured or at a loss due to unfamliarity with the Ganoltir campaign world! I'm more than happy to provide elements and more to assist in the process.
Example
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1) Birth - Karth was born as the offspring of Queen Gwarta of Bridged City and one of her many guards. During her pregnancy it was assumed she would be giving birth to another of her husband's children, but when the child turned out to be a half-elf this was quickly proven to be false. The king consort, enraged by the discovery, demanded his wife reveal who the father was. Not wishing for controversy, she quickly revealed who the information and Karth and his father were banished and sent away in secret. The royal family told the public that the pregnancy resulted in a miscarriage and held a grand funeral for the supposed deceased prince. Meanwhile, Karth's father travelled with his newborn son to the city of Mithril to start a new life.

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

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

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

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

6) Personality Traits - As a narcissist Karth tends to be very confident in his abilites, and his self-esteem is never low. He goes into every battle without fear, completely assured of his victory from the start. He is always looking to make friends with new people (no one should miss the opportunity to gaze upon his gorgeous face, after all), though this is often made difficult due to the arrogance that often manifests in social situations due to his narcissism. He is extremely loyal to the few people he truly respects, and despite his overconfidence he is still a formidable opponent on the battlefield, so to some it might be worth earning that respect.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Example
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1) Karth ultimately desires to become the king of Bridged City. He feels he was wrongly banished, and that as retribution he deserves to gain the throne in place of his half-sister Hannatha.

2) I'd like Karth to get a chance to return to Bridged City so that I can develop that part of his story. He need not actually ever gain the throne as he wants, but I'd at least like to have him come to terms with royalty who are against him in some way, and perhaps meet his mother for the first time.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.
Example
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1) Karth is actually the son of Queen Gwatra of Bridged City, making him royalty in the city-state. He ultimately plans to use this to become king and rule the city-state as he feels he deserves.

2) Karth was made a divine champion of Enkili without his knowledge, and most of his success and combat skill is a result of this. Enkili chose him for his personality, and as such the divine powers he possesses are triggered by him acting in line with his natural narcissism. Acting against this can sometimes have negative effects.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Example
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1) Karth's father is his only real family, and he cares deeply about his only son. He is the one who filled Karth's head with the idea of becoming king, and thus is directly responsible for Karth's narcissism.

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

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

4) The king consort of Bridged City was furious when he learned that Karth was not his son, and when he found out he immediately had the boy and his father banished from the city. He loved his wife enough to forgive her for her affair, but he hates Karth and his father and would likely go to any means to keep them from returning or gaining any sort of prominince in Bridged City.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Example
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1) Karth is very much a narcissist, and can sometimes be quite arrogant due to his self-absorption. Ironically, these personality traits are the direct cause of his successes in life, as well as his skills in combat, due to them triggering his divinely-granted abilities.

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

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

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

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.
Example
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Family - Karth's only real family is his father, and older elven man who was once a guard at the Queen's palace in Bridged City. While he is related by blood to the Bridged City royalty, most of them are unaware of his existence. The ones who do know of him want him kept a secret, so as not to cause a succession dispute.

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

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

Institutions - he is a member of Faust's Crew, the Conspicuous Oils.
Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.
Example
[SHOW]
Primary - Karth's feeling of entitelement towards the throne of Bridged City is his primary motivating factor. He deserves to rule the city as he sees it, and he will do everything in his power to obtain the position he views as rightfully his.

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

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

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.
Example
[SHOW]
Short Term - Meet and befriend the new crewmembers. More friends are always nice.

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

Long Term - Win the hearts of the people of Bridged City and take over as monach instead of his half-sister Hannatha.
Crew Relations - Important NPCs and other PCs

For this I'd like you guys to write your opinions/relationship status of the other PCs as well as the other named NPCs of the crew, regardless of how close or distant that relationship is.
Example
[SHOW]
Captain Blackwood - Karth has never met Blackwood, but has heard tales of the man's deeds. He respects and admires the man he imagines accomplishes those deeds, and would one day like to meet him (under peaceful terms, of course).

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

etc...
Wishlist - NPCs and Magic Items

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

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


Items
Ice Dagger +1
Boots of Bounding
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ratwizard
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Re: Blackwood's Dogs OOC

Post by ratwizard »

Grommak, the Swashbuckling Terror
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Ten-Minute Background Response Format
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Background and Concept Elements
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1) A Time Before -- Grommak's paternal grandparents were once a part of Clan Grappan, situated in the foothills of the second-highest mountain in all of Kurnhuelde. Despite being a well-respected and loyal family, the parents grew tired of their leader's traditional ways and sought better, more rich lives in the coastal city of Groznid Bay. When their two sons, Grom's father and uncle, were very young boys, the parents left the mountain for Groznid Bay, casting away their orcish clan-name in doing so. Grom's father Marek grew up to marry a young orc woman named Jarra in Groznid, and eventually she gave birth to Grommak.

2) The Beginnings -- Growing up in a very bustling coastal city had a very strong influence on young Grom's childhood. His father and his Uncle Korlek worked together as merchants of various trade goods coming in and out of Eastern Kurnhuelde. For the most part, they dealt in commodities and luxuries, including rum and ale, furs, and spices. While the economy had its ups and downs, the family didn't have to worry like others did in the neighborhood as they always had enough funds to make it through any dips in production or political embargoes from Forelle or Imardin.

3) The Deal -- When Grommak was around 9 or so, Korlek urged Marek into a shady deal to go behind the back of one of the trade suppliers, a very rich and very powerful orc called Trade Lord Gorham. The well-planned ruse was to secretly ship a huge sale of spirits from Groznid without paying any of the tariffs imposed by the Trade Lord, more than doubling their profit margin. Marek reluctantly went through with the deal, manipulated by his older brother's blind greed. Unforunately, the plan ended up botched because of the incompetence of Korlek, putting both them in danger when Gorham found out. When the Trade Lord sent out henchmen to capture the brothers, Korlek feared for his life and sold out his younger brother, framing him in the process. The furious Trade Lord Gorham, not knowing he had been duped, approached Marek with an offer to give himself up from hiding in exchange with only paying indentured servitude for a number of years. All of this had been unknown to young Grommak, staying at the home of one of Marek's closest friends and trade partners.

4) Reckoning -- Believing the proposed deal to be the only answer to the terrible situation at hand, Marek agreed to meet up with Gorham's men, surprised to find the man himself at the meeting place alongside the henchmen. "I can break my deals just like you did, Marek," the man said, plunging his gladius into Grom's father, killing him. Not soon after, they tracked down Jirra and murdered her too, desecrating her corpse as a symbol to other merchants in the city not to go behind Gorham's back ever.

5) Deception -- Grommak's Uncle Korlek kept up his front, telling his nephew and peers that he had no implications to the deal and feigning great horror and surprise when he "heard" the news. Korlek claimed that Marek had made the decision himself and however terrible it was, said his brother had paid the price for it. Young Grommak was devastated by the news of his parents' slaying, soonafter began living with his Uncle, as his grandparents had peacefully deceased a few years prior.

6) A Tainted Upbringing -- Unable to properly raise Grommak, Korlek could hardly even look at the boy without feeling intense shame and guilt for his betrayal of kin. Within a couple years, the orcish boy ran the streets with his friends, trading education or any sort of apprenticeship for days filled with "culture." He tagged along with a group of young orcs in what was a sort of boys' gang, conducting petty thievery and being the very bottom ranking of labor for some of the criminal kingpins in the city. Not once did his Uncle Korlek condemn the boy, instead turning to booze for comfort. This unchecked experience in the criminal world of Groznid Bay began to pull Grommak into its whirlpool, for in his pain, he found the exhilaration of his work a helpful boost.

7)The Underworld -- Growing into a young man now, Grommak continued in his ways among the streets of Groznid Bay. He was often sent to do the grunt work, like roughing up some pathetic merchants in the ports who wouldn't pay up their protection money, or burning some of their stocks to prove the point further. The orc didn't commit crimes out of malice or mal-intent -- for the most part, violence was only a fallback if the job was botched or if absolutely necessary. However, when inevitable fights emerged between criminal groups or merchants who truly felt they could defend their stock, Grommak was quick to the punch and ensured a swift and overwhelming victory over territory, clientele, and other claims. He became pretty strong, quick, and not only smart in a fight but on the streets as well.

8) The Serran Foray -- In his early 20s, Grommak worked for a pretty well-established elvish kingpin named Thalanor Wroclast. Boss Wroclast was based in Groznid Bay, but was pretty successful in his criminal network across Kurnhuelde. Sensing the potential of the young orc, the elvish kingpin began sending him as the leader of caravan guards that smuggled stolen merchandise and illicit goods between Kurnhuelde and the Serran cities. More than a few times they were ambushed and Grommak lost a few men over the few seasons, but not once was any of the product compromised. For his efforts, Wroclast commissioned a renowned Serran blacksmith to forge a heavy scimitar for Grommak's use.

9) Dissent Amongst Us -- In response to the attacks, Grommak and a crew were sent to ambush a rival's caravan moving valuable goods back from the Serran cities. One of men sent with him was a rough orcish thug named Bruka with a hard heart filled with jealousy of Grommak being the head honcho for the job. The surprise attack was successful, and despite fighting back, the rival criminals fell to Grommak's band with ease. The few innocent traders among the caravan had no idea they were smuggling goods and pleaded for their lives. Bruka grabbed one of them, a Serran woman, but Grom pushed him off. The leading orc warned Bruka that he would not allow the foul act of rape to happen under his command, knowing of the terrible misdeeds that his innocent mother endured before her murder. The aggressive orc did not take kindly to this command, feeling his authority threatened, and challenged Grommak then and there to a duel, a common orcish custom to establish new leadership. Annoyed by the petty and traditional custom but knowing he must follow it, Grom drew his scimitar and his main-gauche and walked 10 paces back from his opponent, readying himself.

10) Blood on the Sands -- The other brigands stood back and cheered on as Bruka and Grommak circled each other, the former with a heavy axe. With a vicious charge, Bruka launched forward at Grommak. The leader parried the mighty swing with his blades, but was knocked to the sands beneath. Grommak quickly regained his footing and advanced slowly. Bruka hacked at him with another violent arc but this time Grommak was ready for the maneuver. Grommak caught the axe head against his parrying blade on the through-swing, catching his opponent off balance. Bruka made a desperate backswing, slashing into Grommak's torso and causing him to grunt. However, with a swift hack of Grommak's scimitar, Bruka's head split in two and his blood leaked onto the Serran sands below. He stared at each of the other brigands in return, assuring them that his rule of the band was absolute while they were on their mission. They escorted the innocent merchants back to Groznid Bay without other incident.

11) Leaving Home -- Back in Groznid a month later with his wound treated and patched up, Grom met up with Boss Wroclast, who praised him for his handling of the situation and gave him a decent cut of the profits. He then mentioned that an old friend of his was docked in the port, and that Boss Wroclast owed him a favor. Blackwood had been one of the reasons why Wroclast was in a position of power, criminally and financially. Apparently Blackwood had spared him many years ago in a melee, leaving Wroclast alive and with his own ship. The old pirate had lost a few men recently in a vicious battle with another ship, one of them being the carpenter's apprentice. Wroclast made the proper introductions, meeting at the docks in a seedy tavern, where Grommak took an interest to Blackwood and the idea of piracy.

12) To the Seas! -- With Grommak trusting Boss Wroclast's history with the pirate captain, he agreed to join the crew of the Salacious Saint until further notice, knowing that he would have to start from the ground up again. As a parting gift, Wroclast purchased a cutlass for Grommak, knowing that he was one to use twin blades. Once aboard, the orc knew that he was in the minority with most of the crew being from Forelle or Imardin, but he stayed strong in his resolve and did what he was ordered.

13) Gaining Sea-Legs -- The first year with the Saint was quite rough for Grommak as he struggled to adjust to life on the vessel as the very bottom of the barrel ranking-wise. He was treated poorly, but he knew that his treatment had purpose to train him with discipline and weed out any cowards. He eventually made a good impression when he rooted out a thief on-board by doing some investigating on his own. The accused man was keel-hauled and some of the crew began to soften their hazing toward Grommak now that he had showed merit and initiative.

14) The Great Beyond -- Now having been with the crew of the Salacious Saint for a handful of years now, Grommak has been primed to be the backup for the carpenter, now skilled in woodworking and ship repair. He has a decent relationship with the crew, but he is not without his rivals on board. The orc wishes that one day he would become captain of his own ship, understanding the intoxicating power that comes with leading others.
Goals
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1) Grommak wants to be in a position of power aboard the Salacious Saint, knowing that he has the gall to lead. Whether that is Carpenter or Captain himself, is up to the presence of opportunities, however.

2) Grommak wants to learn more about the murder of his parents. He knows that it was Trade Lord Gorham, but there is little he knows about the half-orc.

3) I want Grommak to become a legend among swordsmen, similar to Syrio Forel from GoT. He is the wicked combination of agile and powerful, which could make for a pretty good legend.
Secrets
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1) Grommak's dark past about the slaying of his parents is hidden away in his mind. His mother's especially violent and depressing death still bothers him to this day. He speaks very little about his family for this reason.

2) Grommak has no idea that his Uncle actually orchestrated the betrayal of his parents, leaving him a scarred orphan. Perhaps this revelation could be made known to him over the course of the campaign through a side-plot with Trade Lord Gorham.
People Tied to Character
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1) Boss Thalanor Wroclast -- Very rich and very determined to see his criminal organization succeed, Boss Wroclast worked from the ground up as a poor elvish outcast in Groznid Bay. He became a powerful kingpin and now controls a large amount of the Groznidian underworld which networks to much of Kurnhuelde. Knows Grommak as a loyal man to depend on. Wroclast is old friends with Blackwood.
Appearance
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2) Uncle Korlek -- Grommak's uncle, a shrewd and unabating merchant, which carries over into his day-to-day personality. He is responsible for the demise of Grommak's parents, something that is unaware to his nephew. He did an awful job of raising the boy and has taken to boozing as a form of escape. Slowly drinking himself to an early death in Groznid Bay.
Appearance
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3) Trade Lord Gorham -- The murderer of Jirra and Marek, Trade Lord Gorham is a clever half-orc (half-Serran) who has military training and political standing, despite being possibly a more detestable figure than the actual Bosses throughout Groznid Bay. He does know about Grommak surviving his parents, but not more than just of the orc's existence.
Appearance
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Memories, Mannerisms, and Quirks
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1) Grommak is a pretty rough and tough orc, but isn't inherently cruel or rude. He will commit to violence if necessary and feels little remorse for the bodies that lie in the wake of the Salacious Saint, but gains nothing for senseless violence. He'd rather keep others alive to spread the tale of the Saint's piracy than to brutally murder them.

2) In a sense, Grommak is a reflection of others' personalities. He will be easy-going and loyal to those that show their trust. Conversely, those that condescend or speak ill behind his back, he will show cruelty toward. Given the first impression, he carries a very neutral and collected persona, judging others and deeming them a friendly or a foe.

3) Grommak carries a finely-crafted and very heavy Serran scimitar holstered in a slotted scabbard on his thick leather belt. On his other side, he keeps an unsheathed cutlass. Both of his blades have seen heavy use, and he keeps them polished and cleaned after any battle or other wear. They remind him of Boss Wroclast, his trusted friend and ex-Boss from Groznid Bay.

4) Grom cherishes the few memories he still has of his parents. He does not want to have any children of his own, feeling pained and cheated by his orphaned childhood. He has a soft spot in his heart for mothers, unconsciously aware of the fate of his own.
Background - Family/Class/Profession/Institutions
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Family: All that is left is Uncle Korlek, which Grommak doesn't have strong ties to. His parents were slain and his grandparents died peacefully when he was very young. Because of this, Grommak is more of a lone wolf and doesn't sympathize with family values well. He often feels jealousy when he sees a functioning family.

Class: When growing up, Grommak was of decent socio-economic standing since his father was a successful merchant. However, when living with his uncle, they had less and less as time went on. Eventually the orc became his own provider, and lives decently from the profits of his criminal career. He is not lavish like some of his peers, but also is not overly frugal.

Profession: Previously, a leader of brigands. Now, a Dog amongst the rest of the crew on the Salacious Saint. He has taken up the apprenticeship of carpenter, working his hands to the bone whenever he can to make sure the ship is well-maintained. He hopes to become the carpenter, the captain, or even captain of his own ship in time.

Institutions: Grommak is a member of Blackwood's Dogs -- he is being groomed to become the carpenter.
Drives - Primary/Secondary/Tertiary
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Primary: Power -- Grommak is no stranger to the power-struggle that occurs in tight-knit groups of unsavory individuals. He has fought and killed for the right to leadership, especially in the case of Bruka the Brute. He desires to become possibly the captain of his own ship, if not in a position of power on the Saint.

Secondary: The present -- Grommak is all about living in the moment. Craving that next battle, getting the job done, having a drink or ten. He lives for today and sometimes overlooks the consequences of his actions.

Tertiary: Vengeance -- Having been hurt many times, physically and emotionally in his past, Grommak carries grudges and does not forget or forgive very easily. He seeks to bring to "justice" the murderer of his parents. If he ever found out about his uncle's betrayal, he would surely react harshly.
Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: Live another day -- Grommak knows that his risky life could potentially end and he lives with that in mind.

Medium-Term: Become a higher power on board the Salacious Saint

Long-Term: Become captain of his own pirate ship or even fleet under one banner.
Crew Relations - Important NPCs and other PCs
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Captain Blackwood -- Knowing that Blackwood is a long-time friend of his former Boss Wroclast, Grommak has a decently high opinion of the man and respects his ability to command and lead the Salacious Saint with authority. However, he is put off by the fact that Blackwood regards no outward advice, feeling that advisory is a necessary trait for a leader.

Mad Marian -- Grommak is not fearful of "Mad" Marian as some of the other crewmembers are, but he respects her persona and ability to keep the Dogs in line. He follows her commands and does not step out of line, understanding his place as a lower-ranking Dog. He believes that her facade is just that, and that her peg leg is part of it.

Quartermaster Phil -- Although slightly bothered by the inequity of the loot split by Phil, Grommak enjoys Phil's easy-going presence as a nice foil to the generally tough fronts of most of the crew aboard the Saint. He enjoys listening to the stories the man tells in the hold of the piracy from decades ago.

Orson -- The Bear is somewhat of a role model for Grommak, who is impressed by the man's prowess in fighting and involvement with crew responsibilities. Of the higher-ranking Dogs, Orson is the one that Grommak feels closest too, both because of his personality and his proximity to the everyday jobs of the standard Dogs.

Alador -- Grommak appreciates Alador's success, coming from poverty, but that's about the only thing. The man's condescending personality does not mesh well at all with the orc, and Grommak struggles with containing his annoyance and disapproval of the sailing master. He tries to avoid coming to blows with the man, not out of fear of his arcane abilities, but because of his ranking.

Crooked Carver -- Although originally put off by the man's difficult and unpleasant front, Grommak has gotten to know the man just a bit better than most of the other crew, since he sometimes works alongside him as the apprentice carpenter to patch up the Saint. He doesn't necessarily enjoy him as a friend, but simply doesn't mind him much.

Baelgar -- Grommak enjoys drinking with Baelgar and respects the hard work that the dwarf puts into his work and care of the ship's weaponry. However, Baelgar's overly risky personality and love for explosions makes the orc worry sometimes.

Carpenter Tavish -- Grommak respects his supervisor, but has a jealousy for the position.

Darcell -- Grommak is buddies with Darcell, having come to like the man's personality and ability to get everyone in a good mood. The orc has taken a respect to him, having fought alongside him for a decent time now.

Henri LaBelle -- Grommak does not have any problems with Henri, as he doesn't take the young man too seriously. Henri seems pleasant enough toward the orc, but Grommak can get bored listening to one talk about oneself for too long.

Liam -- Grommak likes a good drink with the lad, but feels sorry for him. He isn't sure what has happened in it, but thinks Liam has had a dark past similar to his own, leading to the man's drinking problem.

Isabelle -- Grommak likes Isabelle well enough, but understands that she's a loose cannon. He knows that this makes her a good fighter, and respects that.

Eva -- Eva makes Grommak uneasy, despite the orc thinking of her as very attractive.

Gaul -- Because of his background as an arena fighter from Tjordek, Gaul and Grommak seem to get along pretty well. The orc has a respect for his martial prowess.

Old Lefty -- The orc respects Old Lefty and his abilities that have taken many years to master. He thinks of him as a bit risky, judging by the missing hand.

Rhys -- Grommak expected to like Rhys based on his trusting of Boss Wroclast, another elf, but is turned away by the cook's strange demeanor. The rumors of cannibalism sure don't help.

Rusty the Red -- Grommak thinks poorly of Rusty, knowing that his cowardice makes him unworthy of being on the crew of the Saint.

Sam -- Grommak is uneasy around Sam. The orc is also keen on becoming captain, but thinks of Gravestaff as dull for letting these mutinous ideas be known.

Yvan -- Grommak is pretty neutral to Yvan.

Wendy -- This strange young woman has struck Grommak's curiosity, but he is wary of her and her mysterious past.

Brent the Monitor Lizard -- Grommak isn't really sure what this thing eats, but he is pretty wary of it. Other sailors keep it like a pet, almost like a house-cat or dog, but Grommak thinks of it as a wild animal and stays clear.
Wishlist - NPCs and Magic Items
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NPCs

WIP *

Chieftain Brekla of Grommak's Grandparents' Tribe

Chieftain Urdokk of Groznid Bay

Chieftain Krassok of Kresh Garuul's summit

Frjelnian Clan and their Chieftain Battak

Boss Karduk of Groznid Bay



Items

Any better Hide Armor +3
Any Magic Off-hand Bastard Sword
Strikebacks, level 10 Hands slot
Horned Helm, level 6 Head slot
Helm of Battle, level 9 Head slot
Diamond Cincture, level 10 Waist slot
Character Sheet
[SHOW]
Grommak, level 11
Half-Orc, Ranger, Blade Dancer
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
Background: Occupation - Mariner (+2 to Acrobatics)

FINAL ABILITY SCORES
Str 21, Con 14, Dex 17, Int 9, Wis 18, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 8, Wis 15, Cha 11.


AC: 24 Fort: 25 Reflex: 23 Will: 23
HP: 86 Surges: 9 Surge Value: 21

TRAINED SKILLS
Dungeoneering +14, Intimidate +13, Acrobatics +14, Athletics +14, Perception +16

UNTRAINED SKILLS
Arcana +4, Bluff +6, Diplomacy +6, Endurance +8, Heal +9, History +4, Insight +11, Nature +9, Religion +4, Stealth +7, Streetwise +6, Thievery +7

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Two-Weapon Fighting
Level 6: Impending Doom Style
Level 8: Cunning Stalker
Level 10: Thirst for Battle
Feat User Choice: Improved Defenses
Feat User Choice: Heavy Blade Expertise
Level 11: Two-Weapon Opening

POWERS
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Twin Strike
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Ruffling Sting
Ranger daily 5: Frenzied Skirmish
Ranger utility 6: Begin the Hunt
Ranger encounter 7: Lashing Leaves
Ranger daily 9: Attacks on the Run
Ranger utility 10: Blood of the Fallen

ITEMS
Bastard sword, Magic Hide Armor +3, Jagged Bastard sword +3, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bottle of Wine, 580 gp
Inventory History
[SHOW]
Beginning of campaign:

Code: Select all

ITEMS
Bastard sword, Magic Hide Armor +3, Jagged Bastard sword +3, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bottle of Wine, 580 gp
-- Gained Captain's Saber and 3600 gp (link)
-- Gained 320 gp, lost 4500 (all of it lol), Gained Elven Chain Shirt (heroic) (link)

Currently:

Code: Select all

ITEMS
Bastard sword, Captain's Saber (Swift Charge Saber +2), Magic Hide Armor +3, Elven Chain Shirt (heroic tier), Serran Scimitar (Jagged Bastard sword +3), Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bottle of Wine
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 86/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domation, stun effects

Active Effects:
None.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [_]
Sohei Flurry [_]
Furious Assault [_]
Off-Hand Strike [_]
Invigorating Stride [_]
Ruffling Sting [_]
Lashing Leaves [_]
Cross-Body Parry [_]
Periapt of Cascading Health +2 [_]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [_]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs OOC

Post by Namelessjake »

Darcell, the Bard

Image
Ten-Minute Background
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Background and Concept Elements
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Personality - Darcell is fairly easy going, rarely worried about anything. He is a brave, albeit reckless individual who is often infatuated with the idea of fame and glory. He has a very addictive personality with his addictions most noticeably including women, gambling, and to a degree alcohol. Darcell loves the thrill of chasing women and has a reputation amongst the crew as a womaniser.

Birth - Darcell was born to a family of Fishermen in the Forellian Archipelago. He was the eldest of 3 boys and it was always assumed he would become a fisherman just like his Father.

Early Life - While it was expected he would become a fisherman, Darcell hated the idea, and fishing itself. During his early teenage years he actively avoided it as much as possible, much preferring to chase the girls of his small town. It was during this time he learnt to play his first instrument, the lute, as a way to try and woo women.

Leaving Home - Around the age of 16, Darcell began to save up money earned from playing his lute in taverns. As soon as he had enough, he bought passage on a ship and left without so much as a goodbye, determined not to ever become a fisherman. He has still never returned home and has no idea what has become of his family.

Travelling Bard - After leaving home, Darcell spent the next few years travelling the continent. In his travels he spent time almost everywhere, save for the Dwarvern kingdoms, rarely staying anywhere for more than a few months. He mostly worked as a bard, tending to earn enough money in the courts of local nobility to fund his continued travels.

Shipwrecked - On one of his journeys, Darcell was travelling with a Tulrissian Noble's daughter, Illia Harlaw of Virem, when their ship was caught in a storm off the coast of the Serran Desert. The two were the only survivors and they washed up on a small uncharted tropical island. They survived for a few weeks before they were picked up by a ship on it's way to Fort Sakura. During this time together Darcell fell in love with Illia and on their journey back to Tulrisse he tried to convince her to run away with him, knowing her father would never let her marry a commoner, however his efforts were unsuccessful.

Turning to Piracy - 3 years ago Darcell was travelling on a merchant ship when it was attacked and boarded by Blackwood. Having no loyalty to the captain of his ship, Darcell quickly sided with the pirates. Initially intending to leave as soon as he was able, he enjoyed the life and has stayed ever since.
Goals
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1.) Darcell has never really had an overarching plan, but ultimately he desires fame and riches, similar to many in the same line of work.

2.) I'd quite like to see Darcell change his debaucherous ways and end up with Tania.
Secrets
[SHOW]
1.)Although it would perhaps be hard to believe, if he ever told anyone, Darcell is actually in love with a girl. They were shipwrecked together, the only two survivors after a storm sank their ship, on a small uncharted tropical island of the coast of the Serran Desert. The island was just large enough to provide them with enough food and water to survive until they were picked up by a passing ship, headed for Fort Sakura, after several weeks stranded. The girl in question was the daughter of a Tulrissian Lord and wouldn't run away with him despite Darcell's efforts to convince her on the journey back to Tulrisse.

2.)Rakh Simgahl Kul’adin has born a grudge against Darcell since Darcell slept with two of his wives and placed a bounty on his head. Darcell is aware of the bounty but is unaware that a small group of mercenaries, known as Costello's Companions, have made collecting the bounty on Darcell their primary objective.
People Tied to Darcell
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1.) Tania - Tania is a fellow bard. Darcell and Tania met several years ago in an Imardanian court. After leaving the court Darcell doubted he would ever see her again however since then they have regularly bumped into each other by complete chance. They originally saw each other as rivals however over time as they kept seeing each other they grew to be close friends. On more than one occasion, after too much wine, they have woken up next to each other in bed.
Appearance
[SHOW]
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2.) Illia of House Harlaw of Virem - Illia is the daughter of the Lord of Virem in Tulrisse. Darcell was shipwrecked with her and he fell in love with her while they were stranded. He hasn't seen her since they got back to Virem after being rescued and she refused to run away with him.
Appearance
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Image
3.) Rakh Simgahl Kul’adin of Crescent Bluff - Darcell spent some time in the Rakh's court a few years ago. He slept with two of the Rakh's wives and was forced to flee the city when Simgahl eventually found out. He placed a bounty on Darcell which still remains to this day.
Appearance
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Image
Memories, Mannerisms, and Quirks
[SHOW]
1.) Darcell has a very addictive personality. While his vices definitely include women and alcohol, he he an avid gambler and will often try to gamble whenever he can, albeit not always fairly.

2.) Darcell remembers his early life with distaste. He rarely talks about his home due to how much he hated life as a fisherman.

3.) When bored Darcell will often turn to his instruments, attempting to come up with new songs.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Darcell was the oldest of three boys, born into a family of fishermen. He has no knowledge of what has happened to his family, mostly due to having left his home early on in life and never returning. Darcell tends to assume that they're probably fine, maybe his parents have died, his brothers could be married, but one thing he's certain of is that they're all fishermen.

Class: As the son of fisherfolk, Darcell is a commoner. However, back home on a small island in the Forellian Archipelago his life had not been uncomfortable. The surrounding waters were bountiful and the island had been very close to several trade routes and larger ports.

Profession: After leaving home Darcell generally worked as a travelling bard, busking in taverns and singing in Lords' courts. He would often work as a crew member to earn his passage on ships, during his travels. Now a pirate sailing with Captain Blackwood, his music is more of a hobby with piracy being his primary trade.

Institutions: He is one of Blackwood's dogs, a crew member of the pirate ship the Salacious Saint. He was also briefly part of Rakh Simgahl Kul’adin's entourage until he was caught in bed with two of the Rakh's wives and had to flee Crescent Bluff.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Hapiness - Darcell is driven by wanting to be happy. He does this through gambling, drinking and seducing women, more so since losing Illia, .

Secondary: Wealth - Darcell wishes to accumulate enough money to do whatever he wants, mostly geared towards fulfilling his primary drive.

Tertiary: Fame - Again this drive is mostly geared towards Darcell's primary drive, but he wants to earn a reputation capable of mostly letting him do whatever he wants.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Drink, gamble, sleep with women and generally have a good time.

Medium-Term: Acquire money and renown.

Long-Term: Win back Illia.
Crew Relations - Important NPCs and other PCs
[SHOW]
Captain Blackwood: Darcell is fairly indifferent to Blackwood. He respects him however he doesn't feel much loyalty towards the captain, due to his almost absent approach to command.

Mad Marian: Darcell is wary of Marian, mostly he tries to avoid her. She is one of the few women Darcell has never even attempted to flirt with.

Phil: As someone who has a lot of free time on the ship, Phil is someone who Darcell envies. However he does like Phil, liking his carefree attitude which is very similar to Darcell's own.

Orson: Orson is someone who Darcell will often go to seeking to gamble and drink with. He respects and likes the man who comes across as one of the crew more so than the other officers. He also admires the man's swordsmanship.

Alador: Darcell doesn't like Alador and his condescending attitude towards the Normal Dogs.

Crooked Carver: Perhaps Darcell's least favourite crew member, Crooked Carver is someone who Darcell will try to avoid and he is glad the feeling appears to be mutual.

Baelgar: Darcell enjoys drinking with Baelgar, even if he can't always keep up with the dwarf. However it does present opportunities to win money.

Grommak: Darcell generally gets on with Grommak and is friendly with him. He respects the Orc however he is at times wary of his ruthlessness and thirst for power.

Henri LaBelle: Darcell generally likes Henri although at times he finds him to be a bit pompous. Also, while most pirates are fairly self centred, Darcell thinks Henri likes himself a bit too much. Darcell is also keen to sample Henri's collection of wines.

Liam Rend: As one of the crew's other heavy drinkers, Darcell enjoys Liam's company and often ends up drinking with him.

Isabelle: Darcell likes Isabelle, although she is a bit older than the girls he normally goes after, he wouldn't completely rule her out.

Constance: Darcell finds Constance attractive, however as a newcomer to the Vanguard he is somewhat wary of her mysteriousness.

Big John: The Bard is intimidated by John's colossal size, however as part of the vanguard he respects the man's fighting ability and generally doesn't mind that he keeps to himself more often than not.

Eva: Darcell thinks Eva is very attractive however he tends to keep his distance as he values his life and there are plenty more fish in the sea, non-poisonous ones more precisely.

Old Lefty: Darcell admires Old Lefty's skills and generally likes the man even if he rarely engages with him.

Rhys: The Bard generally enjoys Rhys' food, at least when the Saint is well stocked with ingredients, however he is more wary of what he's eating when rations are running low. Fresh meat can be rather suspicious.

Rusty the Red: Darcell doesn't mind Rusty, however as someone who likes to consider himself a brave and dashing hero, Darcell is not fond of the man's occasional cowardice.

Sam: Sam is harmless in Darcell's eyes and more likely to get himself killed with his outspokenness before he ever has a real shot at power. He does enjoy the man's stories though and will often try to write them into songs.

Yvan: Darcell is pretty neutral to Yvan, although he finds the way he has clung to Henri a bit pathetic, not usually being one for strong ties himself.

Wendy: Darcell is attracted to Wendy and has tried to pursue her ever since she joined the crew.

Brent the Monitor Lizard: Darcell doesn't mind Brent but does find the concept of a pet lizard on a ship kind of stupid.

Iceman: Owing to the way Iceman joined the crew, Darcell dislikes him quite strongly. Although Darcell is rarely one to hold a grudge so this relationship will likely improve over time.

Gaul: Darcell likes Gaul and gets on with him well, enjoying drinking and talking with the put fighter. Early when Gaul joined the crew Darcell beat him at dice and as Gaul has refused to play Darcell since likely thinking him a cheat. Although Darcell hasn't told him he didn't have to cheat, Gaul is just a terrible dice player.
Wishlist - NPCs and Magic Items
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NPCS

Ivan Mosse, World Famous Hunter
Ivan is of Tulrissian origin. He heralds from the minor nobility, too far down the line to ever inherit but noble enough to have a comfortable life. With no hope of ever gaining a title he devoted his time to hunting, becoming extremely skilled with his rifle. As rumours of his prowess began to spread he started going after bigger and rarer targets, a quest which has so far taken him deep into Kurnhuelde.
Appearance
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Asmar Jafari, Serran Pirate Captain
Captain of a stolen brig, the Harpy, Asmar commands a small crew exclusively Serran in origin. Asmar shares very little with very few. He generally keeps to himself, verging on ignoring most people. However while distant he comes across as very purposeful, like he knows something no one else does and his piracy around Voreld is part of something greater.
Appearance
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Image
Lord Denros Harlaw of Virem, Admiral of the Royal Tulrissian Fleet
Denros is the Lord of Virem in the Kingdom of Tulrisse. As Lord of a Tulrissian port he was appointed as Admiral of the Kingdom's fleet by King Amerik. He is also the father of Illia Harlaw.
Appearance
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Captain Heymon Locke, Treasure Hunter Extraordinaire
Technically a Forellian pirate, captaining a stolen Tulrissian Schooner known as the Royal Phoenix, Heymon Locke rarely indulges in piracy. Instead he focuses his time an attention on tracking down fabled treasures, something at which he is good enough at to remain a captain. He is known to be a ruthless individual who only cares about money and treasure.
Appearance
[SHOW]
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Magic Items

1 Mountebank's Deck - Wondrous Item
6 Midnight Sixes - Wondrous Item
6 Iron Armbands of Power (heroic tier) - Arms
8 Boots of Quickness (heroic tier) - Feet
15 Ring of Aquatic Ability (paragon tier) - Rings
Character Sheet
[SHOW]
Darcell, level 11
Half-Elf, Bard, Cunning Prevaricator
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Harper Pin (heroic tier): Harper Pin (heroic tier) (Mielikki's endurance)
Harper Pin (heroic tier): Harper Pin (heroic tier) (Lliira's grace)
Harper Pin (heroic tier): Harper Pin (heroic tier) (Tymora's luck)
Half-Elf Power Selection: Dilettante
Theme: Guardian

FINAL ABILITY SCORES
Str 11, Con 17, Dex 14, Int 17, Wis 9, Cha 22.

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


AC: 24 Fort: 21 Reflex: 22 Will: 26
HP: 79 Surges: 10 Surge Value: 20

TRAINED SKILLS
Arcana +13, Diplomacy +18, Streetwise +16, Bluff +16, Perception +11, History +13

UNTRAINED SKILLS
Acrobatics +10, Dungeoneering +8, Endurance +11, Heal +8, Insight +12, Intimidate +15, Nature +8, Religion +12, Stealth +10, Thievery +10, Athletics +8

FEATS
Bard: Ritual Caster
Level 1: Resourceful Leader
Level 2: Superior Will
Level 4: Advantage of Cunning
Level 6: Bard of All Trades
Level 8: Improved Initiative
Level 10: Weapon Proficiency (Rapier)
Feat User Choice: Battle Song Expertise
Feat User Choice: Improved Defenses
Level 11: Improved Cunning

POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Staggering Note
Dilettante: Demoralizing Strike
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Moment of Escape
Bard encounter 3: Echoing Weapon
Bard daily 5: Song of Discord
Bard utility 6: Revitalizing Incantation
Bard encounter 7: Unluck
Bard daily 9: Counterpoint
Bard utility 10: Illusory Erasure

ITEMS
Ritual Book, Harper Pin (heroic tier), Bard's Songblade Rapier +3, Feytouched Hide Armor +3, Headband of Intellect (heroic tier), Gambler's gear, Spyglass of Perception, Residuum (Any) (150), Bottle of Wine (5), Gambling cheats, Harp, Sitar of Restfulness (heroic tier), Writing case, Waterskin, Hempen Rope (50 ft.), Belt Pouch (empty), Bedroll, Backpack (empty), Flint and Steel, Sunrod (2), Trail Rations (10), Amulet of Protection +1, Belt of Vigor (heroic tier), Mountebank's Deck, Midnight Sixes, Coinpurse of 4310 gold.

RITUALS
Traveler's Chant, Glib Limerick
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Gleiosian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [_]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: Blackwood's Dogs OOC

Post by Scratcherclaw »

Henri LaBelle, Narcissistic Prettyboy
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Alternate Pic
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Image
Ten-Minute Background
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Background and Concept Elements
[SHOW]
Personality: To say Henri is a bit of a narcissist would be an understatement. Some would say he loves himself more than his shipmate Darcell loves women and gambling combined. Due to being spoiled from his wealthy upbringing, Henri has an extreme self-love of himself, namely his appearance. Being an Imardanian only feeds this behavior. The expects the best and rarely takes responsibility for a mistake he's made, as he couldn't possibly have made a mistake. He's perfect in his eyes. Despite this, Henri is generally friendly and loquacious, although conversation always seems to revolve around him. Although he is charming and handsome, Henri isn't one for chasing women about and seducing them, preferring much more sophisticated methods of romancing.

Appearance: Henri is a handsome young man, and in his opinion, the most handsome man who ever lived. He stands roughly 5'11" tall and is relatively thin, but with well-defined muscles. He has sharp hazel eyes set below his striking eyebrows, a vivid jet black to match his wavy hair. Coming from aristocracy, he dresses to impress, and impress he does as women often swoon as he swaggers down the promenade. With such a narcissistic attitude, appearance is very important to Henri, and he keeps himself well-groomed and clean.

Childhood: On a warm summer's day, Henri was born to Maximilien and Veronique LaBelle, their third and last child. Despite not having spoiled his siblings, Marc and Annette much, no expense was spared for the raising of their new child. Although Marc was especially bitter about this, Annette bonded with her new brother and the two became closer in childhood. One evening, the Bellamy family visited for a fine dinner, and they brought their son Yvan. As the two children played, they quickly became the best of friends, through thick and thin. Throughout his childhood, Henri enjoyed anything his heart desired. He had the best food and got to have the best experiences, so it was one to enjoy.

The Naval Academy: At the age of 12, at the demanding of his father, Henri was shipped away to one of the prominent naval academies in Imardin. Although it wasn't too terribly far from his home, he had to stay there rather than take a carriage every morning. Not wanting to be separated, Yvan enrolled as well and the two roomed together. Although the classes weren't easy and the officers were strict, the two stuck it out. Unfortunately, Gilles Porcher happened. An annoyingly boring kid, the pair couldn't stand him, but he always showed up. He meant well, but was just all around obnoxious. Eventually, after four long years, Henri's time at the academy was at its end. While Henri's money had helped him get through, Yvan wasn't nearly as pampered and didn't succeed. Henri, though, managed to graduate at the top of his class and celebrated in a grand manner: with lots of alcohol.

In the Navy: After graduation, his school performance allowed him early promotion to the rank of an officer. Although senior officers hated him for it, as they had had to work for their ranks, they couldn't ignore the power that the LaBelles possessed. Captain Jacques Cornett was one of the few souls who overlooked his family heritage, harassing the boy to try and tone down his ego. When that didn't work, Cornett was infuriated. Henri's eldest brother, Marc, jealous of the wonderful life Henri was building for himself thanks to his pampering, eventually paid a visit to Cornett. The two formulated a plan to put Henri down a few pegs. The next few weeks, the Cornett and Marc forged documents to incriminate Henri, framing him for what he didn't do. When the plan went into action, Henri had no idea what was going to happen. Several sunken ships later, the blame fell on Henri, and as he panicked, trying to figure out what had happened, Cornett discharged him.

In the Dog House Now: Having been disgraced from his family due to his removal from the Navy, Henri had nowhere to go. While travelling Forelle with what little money from his fortune he had left, Henri came across a massive ship. Recognizing it as the stolen Imardanian prototype, Henri boarded, and realizing it was in possession of pirates, decided to join them to get his revenge on the Navy. He was just 18 when he joined, and has been part of the crew since.
Goals
[SHOW]
1.) Henri would eventually like revenge on those who had him removed from the navy, as he feels he can't possibly make a mistake and was wrongly discharged.

2.) I'd like Henri to make amends with his family, or at least meet up with his sister, who is the only member of his family that still likes him.
Secrets
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1.) Although he'll never let anyone know, he was not the best looking child, not exactly ugly, but not exactly what mothers would call cute. It wasn't until his pre-teen years that his appearance improved.

2.) His brother, jealous of Henri's pampering while he was hardly spoiled, set Henri up to fail as an officer, ultimately leading to the discharge from the Navy.
People Tied to Henri
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1.) Annette LaBelle, Henri's eldest sister, is the only member of his kin that hasn't ousted him from their lives. As children, they were exceptionally close, and that bond only grew stronger with age. While her father and mother—influenced by her husband's opinion and temper—removed their youngest son from their inheritance and thoughts, she still cared and fought for him.
Appearance
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2.) Yvan Bellamy is Henri's best friend since childhood and from a family of equal societal standing. As children, they were inseparable and that didn't fade when they were both sent to the Academy. While Henri used money and charm to get ahead, Yvan simply used his skills, which were slightly lesser than those of Henri. As Henri prospered, though, Yvan failed and was removed from the Naval school. Not wanting to return home to a disappointed family, he clung to Henri and eventually followed him into piracy. A man only slightly less handsome than Henri, Yvan is one of the few people respected and admired by him.
Appearance
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3.) Gilles Porcher is a former classmate of Henri at the Academy. Although harmless and good-hearted, Henri simply cannot stand him. Gilles had tried to befriend him, but Henri always resisted the attempts and avoided him at all costs. Despite this, Gilles continued to show up everywhere Henri went, speaking of such trivial things as soil and leather tanning with an overly enthusiastic attitude. Although he has tried to avoid Gilles, he continues to show up everywhere the narcissistic lad does.
Appearance
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4.) Captain Jacques Cornett is the man Henri hates most of all, and he isn't too fond of the spoiled child either. When Henri first joined the Navy, Cornett couldn't stand the massive ego he possessed and tormented him with punishments to create a little humility. When that failed, Cornett looked to others displeased with Henri for action of some sort. He conspired with many, including a jealous Marc LaBelle, for a plan to remove him from the Navy. It worked, and Henri was disgraced by his family, sending him into the life of piracy.
Appearance
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Memories, Mannerisms, and Quirks
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1.) Henri, being a narcissist, carries a mirror with him at all times and constantly checks his appearance to make sure he still looks perfect.

2.) Henri fondly remembers, well, sort of remembers the night he graduated from the naval academy. Although it began with the usual annoyance from Gilles, it ended with getting smashed and waking up in a brothel covered in chocolate and wine.

3.) He has been known to collect a fine assortment of wines, but only the top-quality kinds.
Background - Family/Class/Profession/Institutions
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Family: Being a LaBelle, Henri is from aristocracy. As such, his family is exceedingly wealthy and he was able to have a childhood of luxury and pampering. He is the youngest of three LaBelle children, having a sister, Annette, and a brother, Marc, and is by far the most spoiled.

Class: As aristocrats, the LaBelles are of upper class and possess great riches. He resided in a large estate with multitudes of servants as a child and only received the best. Anything less wasn't fit for a LaBelle. This lifestyle as a young boy led to the development of his excessive self-love.

Profession: After graduating from the naval academy, Henri became a minor officer for the Imardin Navy. With his new position, Henri underwent a power trip and made large mistakes that he refused to take responsibility for, as LaBelles are always right. Shortly thereafter, he was discharged from the Navy. Wanting revenge, and well aware of pirates being a thorn in the Navy's side, Henri joined the most notorious of seafaring gangs: Blackwood's Dogs.

Institutions: From when he was a mere twelve years old to sixteen, Henri attended a prestigious naval academy. With decent skills and the power and money to sway the instructors, he graduated at the top of his class. He still denies any claims of bribery, as his skills are obviously superior to his untalented classmates. He was also part of the Imardin Navy and is now one of Blackwood's Dogs.
Drives - Primary/Secondary/Tertiary
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Primary: Himself: Overall, Henri is a selfish person and does things for his own desire, whether it be appearance-based or not. He looks out for himself above others, but that doesn't mean he has a complete disregard for others.

Secondary: Wealth: As he came from a wealthy family and was cut off from most of the wealth, he wants to reestablish that wealth. Due to this, money is always at the back of his mind when he's doing things, and a bigger payout will often push him to do what he normally wouldn't.

Tertiary: Friendship: Although he may seem rude due to his self-love, he generally is pleasant and nice and he wants to gain more friends. Being away from home and leaving most friends behind, Henri wants to rebuild his vast network of acquaintances and pals and will attempt to build friendships if he can.
Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: Henri wants to find new products that can help keep him looking good at sea without having to spend so much time doing so.

Medium-Term: Henri wants revenge on those who wronged him and disgraced his good name.

Long-Term: He wants to undo the damage done to his name and earn his place back in his family.
Crew Relations - Important NPCs and other PCs
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Captain Blackwood: Although Henri still doesn't know a whole lot about Blackwood and is curious to know more about him, Henri still respects the man. The friendly behavior helps Henri not mind the man.

Mad Marian: Henri is kind of scared of Marian, yet intrigued at the same time, due to her skeletal leg and the rumors surrounding it. He tries best to stay on her good side or avoid her altogether. They don't call her mad for nothing.

Phil: Henri doesn't mind Phil. As he's laid-back, he's hard to dislike, although Henri isn't a fan of the pipe. Henri is slightly jealous that Phil gets such a cush job, he understands how important the job is and doesn't particularly want to do it himself.

Orson: Henri enjoys the presence of Orson since he is one of the more friendly officers. As Orson does day-to-day activities, Henri can see that Orson doesn't believe he's better than him, since Orson definitely isn't. Except maybe with swords, but guns are better anyhow. Henri uses one after all.

Alador: Henri doesn't really like Alador because of his behavior, thinking he's higher than Henri when he's absolutely not. Once a peasant, always a peasant. Henri has noble blood, so that clearly makes him better.

Crooked Carver: Henri avoids Carver as much as possible, not able to stand the stench that the man emits for very long. He realizes that hygiene is difficult for some at see, but come on. Take a bath at port at least once!

Baelgar: Henri is confused as to how a dwarf is so tall, but also respects the man's skill. As Henri regularly uses guns over swords, he relies on the dwarf for repair. Because of this, he's polite to the man, though he is still slightly taken back from Baelgar's love for explosives. Just imagine if one went off in the ship. The explosion would ruin Henri's hair.

Eva Delacroix: Because Eva is clearly from Imardin, given her last name, Henri was initially interested in befriending her. He enjoys her company, and although she is quite beautiful, Henri doesn't try to pursue her, seeing her looks as an example of what beautiful people Imardin produces. Due to her heritage, he feels a certain connection with her, and he likes to gossip with her.

Old Lefty: Henri somewhat likes Lefty. He's likable enough, though his hook has provoked curiosity. Henri has always wondered how the man lost his hand, but never had the courage to ask.

Rhys: Henri does't mind Rhys. He makes decent food, although it in no way compares to what he could eat back home. Still, his culinary skill is likely better than other ships, and Henri appreciates that. The rumors surrounding the elf's cannibalistic cravings greatly disturb Henri, but he tries to push the thoughts out of his mind.

Rusty the Red: Henri doesn't care for Rusty much. The man's cowardice leads Henri to believe he's a wimp and not worthy of respect.

Samuel Gravestaff: Henri is slightly annoyed by Samuel because of the constant speaking out against the captain. Henri believes he should give it a rest and shut his mouth. He's hardly good enough to lead the crew. When Samuel isn't sputtering on about the captain, Henri enjoys his tales, which make long days at sea much more bearable.

Brent Osoris: Henri likes the cute little lizard and likes to watch the antics Brent gets himself into onboard.

Yvan Bellamy: They're best friends. C'mon.

Wendy Dickens: Henri is somewhat surprised that someone so young has skills like hers, although he was skilled with weaponry within his teenage years too. He doesn't mind her company as she can be pleasant to be around.

Big John: Henri is somewhat terrified of Big John. The man's immense height, combat prowess, and limited speech haven't helped with calming the Imardanian's fears. Henri does take slight pity on the man, having to navigate the tight quarters insight the Saint at such a size. Henri wonders how many times Big John has hit his head.

Grommak: Henri doesn't mind the orc, although was slightly fearful of him early on, having assumed all orcs are vicious tribal savages. He is fairly kind to Grommak, and the large orc's dual-wielded swords certainly help influence that.

Darcell: Henri generally likes Darcell and thinks of him as a friend. He enjoys the man's music and is willing to help him with his lusting towards women. Henri is sure to avoid gambling with Darcell, though, as he'd rather keep his money.

Liam Rend: Henri is wary of Liam due to his alcoholic tendencies and tends to keep a close eye on his whereabouts, lest the drunkard get a hold of Henri's fine wines. Well aware of his drinking problem, Henri doesn't trust him much when alone.

Isabelle: Although Henri respects the woman's bold nature, her brashness has proven troublesome and he wishes she could keep herself under control more. He doesn't like that she seems to think she's the center of attention becaus she's not. He is. On the day-to-day, though, Henri remains friendly with the half-breed. With the temper she possesses, he isn't keen on making her mad.

Constance: Henri isn't particularly fond of Constance, partially because she keeps to herself mostly and he hasn't gotten to know her much. She does slightly scare him, though. Maybe she likes wine, and that'll open her up a bit.
Wishlist - NPCs and Magic Items
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NPCs
Constance Desrochers, Admiral of the Imardanian Navy
A successful admiral for the Navy, Constance rose to prominence over 30 years ago and has been one of the most respected throughout the years. Although she seems strict and serious, she is generally quite sweet, unless you get on her bad side.
Appearance
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Alicia Marino, Serran Swashbuckler
A former gypsy traveling Serran in caravans, Alicia soon learned there was better coin to be made in piracy. She is sassy and puts the spice in life, both literally and figuratively. Few can handle her sharp tongue for long, so she often jumps from crew to crew, plundering riches and spreading the sass.
Appearance
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Brent Osoris
The world's first pirate, Brent was swashbuckling even in the dinosaur age. He wrecked havoc on seas then, but now all of his friends are dead. Or so he likes to believe. He's really just a small pet lizard that was originally found on one of the more tropical islands in the Forellian Archipelago.
Appearance
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Leo Catenacci, Orator Felium
Since he was a child, Leo has had a unique gift: to be able to talk to cats. Growing up in Forelle, he used this to his advantage. Seeking better riches elsewhere, Leo moved to Imardin. Now, he enjoys a comfortable lifestyle, using his many cats to steal precious jewels and masses of gold. He has yet to be caught and doesn't anticipate it.
Appearance
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Gianni Dimitriou, Forellian Blacksmith and Gunsmith
An ambitious man, Gianni has spent most of his life practicing and perfecting his craft. Originally from a smaller town on one of the many islands, he moved to a larger port for more business, and he has definitely seen it. He hopes to one day have enough to open a larger shop in Imardin, but for now, he's content where he is.
Appearance
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Pierre François
Pierre is an Imardanian brat. The son of one of the most influential men in the nation, Pierre enjoys his masses of wealth and attention while looking down other those he considers below him, including other nobles. He all all-around rude and expects everyone to be attentive to his needs and his needs only. If he doesn't get his way, he spews insults and cries for his father. He is whiny and selfish and has been for all 17 years of his life.
Appearance
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Lisette Sauvageon
Lisette from born to a middle-class merchant in Imardin, but the comfortable life wasn't good enough for her. Not quick enough on her feet or skilled enough with hands for petty theft, she soon found the benefits of conning people out of their gold, especially chronic gamblers. She travels around the taverns of the nation, searching for her next victims, yet keeping her identity a secret. Those who have heard of Lisette avoid her, but the fools soon fall to her trickery.
Appearance
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Heida Becke
A native of Violet Keep, Heida is a master of falconry. Despite the men of the city trying to woo her, she keeps to herself, and her falcon. A baker's daughter, Heida was expected to take over the shop once her father got too old, but she found her passion within falconry and stuck with it, despite her father's disapproval. Over the years, though, having seen her skill, Heida's father is much more accepting.
Appearance
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Nadja Raskoph
Although she looks innocent and harmless, Nadja is one of the many spies for the Kingdom of Tulrisse, and is a good one at that. Capable of speaking five languages, a brilliant liar, and fierce with the dagger, Nadja is an asset that Tulrisse can't afford to lose. She has many aliases, and most aren't even sure if Nadja is even her real name. Besides this, she is a capable explorer and a master of stealth. But don't ask about her scar, or you'll be in trouble.
Apperance
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Gunther Seidel
A barkeep from Oak Crossing, Gunther has lived a peaceful life, though he sees plenty of business from travelers and traders crossing the river. Gunther is a quick-witted man and wastes no time refilling the mug of a patron. Although age has begun to take its toll on the man, he is still as chipper as he was 30 years ago.
Appearance
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Bianca De Palma
Hailing from one of the islands in the Forellian Archipelago, Bianca is gardener and florist. Tired of the gray and gloom that often surround people's lives, she tries to brighten up the island with her gorgeous flowers. Bianca is a cheerful woman and rarely gets angry with others. She dreams of spreading joy to all of the world through flowers.
Appearance
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Franco Lamon
Franco is a dockworker from Forelle and has been for a few years. As he grew up impoverished and without opportunity, he was forced to take the first menial labor job he could get his hands on when he came of age. A life of stress, Franco's hair grayed early on, but his youthful build proves his age. After a long day, he often unwinds with a pipe, watching the great blue.
Appearance
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Rosalía Aritza
Although fitting the appearance of a princess, Rosalía is far from one. She's quite the opposite, in fact, working in a brothel in Serran. A personal favorite for many customers, she is dressed to impress, but also heavily protected. She enjoys the life of pleasure and wealth, though she is growing tired of the same old patrons and is considering moving cities for a new crowd.
Appearance
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Jameela Darzi
Jameela is the wife of one of the more powerful merchants in Crescent Bluff, as well as Rahk Simgahl Kul'adin's half-sister. This affords her to have a lifestyle she can enjoy. She can often be found strolling near the sea, usually in vibrant and extravagant clothing. She is determined to answers get her way, which has earned her a reputation of being too much to handle, but those who have met her can attest to her true kind nature.
Appearance
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Adrienne Lavigne
The daughter of a wealthy merchant in Imardin, Adrienne has lived an extravagant life, even though she is barely older than 26. With her father's health slowly failing, though, Adrienne has taken it upon herself to learn the ways of the trade, hoping to eventually take over her father's ship. She is perky and determined, and she loves her father greatly, wanting nothing more than his wellbeing.
Appearance
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Priscilla Beaumont
Priscilla is a socialite who resides in Imardin. Living off her dead husband's fortune, she lives everyday filled with gossip and plenty of wine for her clique. Those not part of her "exclusive" group tend to hate her due to her unpleasant behavior and all-around vile attitude. Hoping to lower her social standing, some even spread rumors that she killed her husband, but Priscilla wholeheartedly denies them, spewing insults at those she believes started said rumors.
Appearance
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Greta Holzmann
A fierce woman, Greta leads a group of bandits in central Tulrisse. Preying on the prosperous trade in the region, she makes a generous amount of coin, but she occasionally has to get her knife dirty. She is a force to be reckoned with when encountered and she has been known to turn the tables quite easily, often employing seduction or intimidation. Although few know her story, one can only assume it's filled with some sort of tragedy for the woman to have turned to banditry.
Appearance
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Items
14 Ring of Fury (paragon tier) - Rings
14 Ring of Feather Fall (paragon tier) - Rings
10 Shielding Girdle - Waist Slot
7 Decanter of Endless Water - Wondrous Items
9 Pearl Sea Horse (heroic tier) - Wondrous Items
10 Skeleton Key (heroic tier) - Wondrous Items
12 Diplomat's Scabbard (paragon tier) - Wondrous Items
12 Fragrance of Authority (paragon tier) - Wondrous Items
Character Sheet
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Henri LaBelle, level 11
Vryloka, Warlord, Battlelord of Kord
Archer Warlord Optional Choice: Archer Warlord
Warlord: Combat Leader
Commanding Presence: Skirmishing Presence
Background: Parentage - Noble (+2 to Perception)
Theme: The Mariner

FINAL ABILITY SCORES
Str 20, Con 12, Dex 14, Int 16, Wis 9, Cha 20.

STARTING ABILITY SCORES
Str 15, Con 11, Dex 13, Int 14, Wis 8, Cha 16.


AC: 23 Fort: 24 Reflex: 21 Will: 24
HP: 74 Surges: 8 Surge Value: 18

TRAINED SKILLS
Diplomacy +16, Athletics +14, History +13, Bluff +16

UNTRAINED SKILLS
Acrobatics +9, Arcana +10, Dungeoneering +6, Endurance +7, Heal +6, Insight +6, Intimidate +12, Nature +6, Perception +10, Religion +10, Stealth +10, Streetwise +12, Thievery +8

FEATS
Level 1: Archer Captain
Level 2: Improved Inspiring Word
Level 4: Cunning Stalker
Level 6: Duty's Virtue
Level 8: Far Shot
Level 10: Jack of All Trades
Feat User Choice: Improved Defenses
Feat User Choice: Crossbow Expertise
Level 11: Fight On

POWERS
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Vengeance is Mine
Warlord daily 1: Relentless Wounding
Warlord utility 2: Inspired Belligerence
Warlord encounter 3: Race the Arrow
Warlord daily 5: Create Opportunity
Warlord utility 6: Shifting Tides
Warlord encounter 7: On My Mark
Warlord daily 9: Warlord's Recovery
Warlord utility 10: Dragon's Tenacity

ITEMS
Distance Imardanian Officer's Pistol +3 (Distance Hand Crossbow +3)
Lifeblood Hide Armor +2
Short sword
Adventurer's Kit
Mirror
Fine Clothing
Flotation bladder
Identification Papers with Portrait
Regalia
Sun balm
Writing case
Gray Rain Cloak
Desert Clothing
Cold-weather clothing
Bell and whistle
Acrobat Boots (heroic tier)
Gloves of Piercing (heroic tier)
Gem of Colloquy (heroic tier)
Cloak of Distortion +1
Bracers of Archery (heroic tier)
Stone of Wind (paragon tier)
Flintlock Pistol (3) (Hand Crossbow)
Aerlynn Cabernet Sauvignon, 6E Y12
Ellisport Sauvignon Blanc, 5E Y588
Kingsport Shiraz, 5E Y579
Ellisport Pinot Noir, 6E Y36
Fort Sakura Riesling, 6E Y50
Crescent Bluff Zinfandel, 6E Y43
Aerlynn Pinot Gris, 5E Y589
Virem Malbec, 6E Y64
Vizidel Petite Sirah, 6E Y27
Kingsport Chardonnay, 6E Y55
Ellisport Merlot, 6E Y49
Crescent Bluff Moscato, 6E Y66
Gleiopolis Grenache, 6E Y62
Erlfeld Chianti, 6E Y70
Unlabeled Red Wine
Coinpurse of 3890 Gold
Combat Block
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Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Brennisian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74
Bloodied: 37
Surge Value: 18
Surges left: 8/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [_]
Create Opportunity [_]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
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Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

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

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

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

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Last edited by Scratcherclaw on Mon Jan 16, 2017 8:44 pm, edited 46 times in total.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs OOC

Post by kalis5 »

Liam "Dirge" Rend

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Ten-Minute Background
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Background and Concept Elements
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1) Childhood - As a child, Liam's parents regarded him as a treasure, something that could continue the family name. They kept him safe and were careful with him, but so much smothering made him reckless, unruly, and free-spirited when he could be. He'd often try and escape from home to live on the streets. Anything was better than living in his house, at least, so he thought.

2) Tutoring - As he grew older, his family had him sent to two different training schools to learn both magic and swordplay. At home, he had a tutor teach him how to mix both, and he was brutal. If he missed a parry, he ended up with a wound. If he left himself open, another slice, another stab. As he grew he gathered more scars, over and over. And his teacher was careful enough that his parents wouldn't see.

3) The Apprentice's Scars - When Liam turned 15, he felt as if his life couldn't be anymore controlled and structured. Days spent with his tutor, learning magic, learning the sword. He was growing more and more sick of it, and he couldn't get away or face the punishment of his own tutor. When he came home from tutoring to find his parents in a bloody pool and his tutor standing over them with a darkened blade, he panicked. He grabbed a blade his father had been using, dropped to the floor, but as he stood to strike, the tutor lashed out, stabbing him in his shoulder, forcing him to drop the blade before knocking him out. When he awoke, he was in one of the tutor's safehouses, locked in a room in the building's basement, with food and drink set before him. From that moment on, hell awaited Liam.

4) The Master's Fear - For the next 3 years, Liam was trained in the art of pure murder. In hiding his traces, in tricking people to believe he's not a bad person. In making certain someone was dead, what points to hit with a blade, where to cause the most pain. Sometimes... On actual people. His tutor made him watch, made him view every second of bloody death he inflicted on his victims. For all that the world knew, Liam was dead, and his tutor as well, there would be no rescue, and why would there be? Liam was now this Serial Killers student. After all, his fear was that his life's work would go unappreciated and unfinished. every death was another piece of a work of art, given the right lines and viewpoints. Each death created a new line on the map, detailed, careful, drawing portraits and landscapes with the number of deaths. Every death added to his works of art. Yet, he was afraid none of it would go appreciated. And so, Liam.

5) Escape - One of the times that Liam was forced to watch, he managed to steal a small knife from off the table. Nothing that big. But big enough. The next time he was forced to watch, he took the blade and crept up behind the murderer when his back was turned and, with his Mentors own lessons, stabbed him between the shoulder blades, cutting off his mobility, his legs crumbling under him as he hit the floor. But the man was laughing, his dead already done, the victim dead. He had known the knife had been taken, and his last words still haunt Liam. "Silly boy... You've sealed your fate! With me dead, no one will believe you're innocent! They will think you're the killer! I've done it... I've made my pupil... I've made my own monster..." Before his breath could leave his lips, Liam stabbed the blade into the mans throat, crying. He had been forced for three years to watch someone die almost weekly. The first few times made him lose his lunch, but by now he was used to death. And he realized the man was right. There was no hope for him if he stayed. And if he left, he would be hunted all his life for a crime he didn't commit. So he picked the option that would keep him alive longer, and left.

6) On the Run - Liam, having figured out that he would not survive long in the same city, ran to the nearest ship he could get on board and paid with money stolen from his tutor. His original plan was to get on board and head to Serran and hide amongst the sands, or head to Tulrisse where the Imardanian army likely couldn't catch him. But as they sailed out, in the middle of the night the ship was attacked by pirates. Most of the crew was killed, and Liam was forced to take up arms. He cut down three before he was surrounded, and something funny happened. The captain ordered the men to stop, and they parted way for him. The man recognized Liam from a few wanted posters spread out across the towns. After all, not only was he wanted for the murder of his tutor, but his own parents years ago. He had been wanted for some time in fact, though he could not know it from his time in captivity. Even though his face had changed, the Captain could tell who he was and made him an offer. He and his crew would help hide him, and in return, he would fight for the captain. He agreed.
Goals
[SHOW]
1) To keep from being arrested for his previous and current "crimes".

2) To get to a point in his life where his past won't affect him and he won't have to be drunk all the time.

3) I've played solemn characters before, but this is one of the few silly drunkard characters I get to play. A bit like the demoman in Tf2 I guess, but either way, some of his commentary will be funny due to his slurred speech alone.
Secrets
[SHOW]
1) The rest of the crew don't know he once was a rich man. And he'd rather it stay that way. He's not certain how they'd react to him being of one of the wealthy families out there.

2) The blade Liam carries actually belongs to his mentor, one of the few things he took with him. The blade carries a lot of the hatred his victims had when they died, and sometimes in battle this rage channels to him, filling him with intense hatred, improving his already lethal combat abilities, though this is not well known, even to him.
People tied to Liam
[SHOW]
1. While Liam was studying his swordplay at the local garrison, he met a trainee about his age. Her name was Estelle, and they hit it off fairly well. Strong-willed, energetic, she and Liam sparred often, and she came to like him a great deal for the way he acted, not as a nobleman but as a person, though he never noticed. Even now, long after he left his home, she still tries to prove his innocence, knowing he'd never commit those murders.

2. Though Liam was well liked outside the family, inside the family was another story. Many disliked him, but his cousin Constantin hated him, and the feeling was mutual. He was arrogant, and viewed Liam's friendships with those outside his family as revolting and beneath him. Though Liam wishes otherwise, Constantin has various contacts with Imardanian law enforcement and guards, and is the biggest block from Liam's name being cleared.

3. A lot of people died from Liam's tutor, and a number of people still hold grudges, but none moreso than Angele. Liam still isn't certain if she truly knows or not, but she's hunting him down any way she can for the deaths of her husband and son. She only escaped by playing dead, her families blood making her appear as if death took her after the first strike. She still bears the scar on her shoulder to remind herself of what Absolon did to her.
Memories, Mannerisms, and Quirks
[SHOW]
1.) Liam tends to slur heavily when drunk, to the point of almost having another accent altogether. Usually this makes it hard to understand him.

2.) When he was much younger, his family took him to Fort Sakura, hoping they could get him to train there or perhaps set up a future program for him as a knight there. Most of the time he was bored, but one moment stood out for him. The cherry blossoms in the region had started to fall to the ground, coating it pink and leaving the trees almost barren. Entranced by the sight he sat down in the fields, watching the flowers float in the wind, and to this day, the sight can silence and sober him in a moment, memories of a better time filling his head.

3.) Liam sometimes stands out on the deck at night, looking over the waters with his blade in hand, still in the sheath. Sometimes he contemplates throwing it overboard, getting rid of the last of Absolon's evil. But something always stops him, maybe the thought of all those he killed, maybe wanting to break himself from his kidnapper by using the blade for some good, any good. But he can't get rid of it.
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Most of his family are dead, and the rest squabble over the remains now that his parents are gone and he can no longer inherit his fortune.

Class: Where he once was wealthy and upperclass, he is now a thief and pirate, and lower class because of it.

Profession: https://www.youtube.com/watch?v=pMhfbLRoGEw

Institutions: Liam was mostly taught on his own, at the family estate. However, for swordplay he was taught by the local garrison.
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: Liam doesn't want to be like the man that ruined his life, like Absolon. He wants to move on from that part of his life.

Secondary: Keep moving and forgetting the past, if he stops, he remembers, and the nightmares come back.

Tertiary:
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: Find a bottle of alcohol. Maybe four. Or five.

Medium-Term: Keep sailing with the captain, after all, it does mean safety from the guards on land.

Long-Term: Find a way to return to normal life, somehow, someway, and clear his name. It's all he's got keeping him going.
Crew Relations
[SHOW]
1) Captain Blackwood - Liam views Blackwood as an almost safe and secure option. He knows he'll get into fights, he knows he'll probably kill again. But compared to living his life in a cell, however short that is, Blackwood's offer of a longer life and some gold is a much more appealing offer.

2) Henri - As another member of Noble blood, Liam can feel some sympathy for Henri, even if he is a bit pampered. Liam views him as another side of where his life could have gone if he had taken things for granted like so many other noble children. Maybe he would be the one trying to frame his relative for money then. The thought makes him shudder at times.

3) Darcell - Despite Darcell's womanizing, Liam enjoys the mans company at see, often joining in song with him. Nothing passes the time like music afterall, and his easy going nature puts a lot in Liam's mind at ease with his relaxed personality, their conversations often about nothing.

4) Grommak - Grommak makes Liam uneasy somehow. Perhaps it's how much Grommak mirrors Liam when they talk, if they talk at all. It's like looking in a mirror and seeing all of your flaws laid bare, and it makes Liam worry often what he's become, usually looking for something to drink soon after.

5) Marian - Though her skeletal leg is somewhat creepy, what worries Liam is her merciless nature. The last time he met someone as close to it as she is was Absolon, and he doesn't want that happening again.

6) Phil - as quartermaster, Phil is the one Liam goes to first to try for alcohol during his sadder days. Though the man turns him down, usually the conversations are decent enough, provided Phil doesn't get tired of Liam bothering him.

7) Orson - When drunk, Liam finds Orson annoying as often Orson has to keep Liam from either starting fights or getting more booze for himself. Sober though, Liam does trust Orson, knowing he goes through a lot to keep him from falling off the boat or getting arrested by the guards, and that means a lot to him.

8) Alador - Having had enough of pompous, arrogant, self-centered nobles in his life, Alador gets a bit too close to home. If there was anyone on the ship that Liam hated the most, it'd be Alador, and it shows. Picking fights, arguing, backtalking, Alador gets no respect from Liam, regardless of what he did to get out of poverty.

9) Carver - As unpleasant as Carver can be, Liam at least respects the effort he puts into things. His job is rough, and that's enough to earn Liam's respect.

10) Baelgar - With a love of fire, alcohol, explosions, and Liam's tact for creating firey explosions with a wave of a hand, Baelgar and Liam get along splendidly. After all, what's more fun than getting drunk and having fireworks whenever you want?

11) Constance - When it comes to Constance, Liam is a bit... Unsure. She's different than most killers, in that she seems able to control that inner lust for blood a bit better than most. Most dogs are battle-hungry, but Constance can hold a conversation, and that worries Liam. She reminds him of his mentor before he was kidnapped. Able to keep that urge to kill under wraps until the moment was right. It reminds him too much of what he was going to become, and when she comes onto the deck at night, he keeps his distance, almost afraid.
NPC and Item wishlist
[SHOW]
NPCs:



Items:

Boots of Sand and Sea
Gloves of Ice
Character Sheet
[SHOW]
Liam "Dirge" Rend, level 11
Human, Bladesinger, Sorcerous Sword
Blade Magic: Longsword [Blade Magic]
Human Power Selection: Bonus At-Will Power
Theme: Iron Wolf Warrior: Iron Wolf Charge
Background: +2 intimidate

FINAL ABILITY SCORES
Str 11, Con 13, Dex 20, Int 21, Wis 13, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 17, Int 16, Wis 12, Cha 8.


AC: 26 Fort: 21 Reflex: 25 Will: 23
HP: 75 Surges: 9 Surge Value: 18

TRAINED SKILLS
Intimidate +11, Arcana +15, Diplomacy +9, Perception +13, Athletics +10

UNTRAINED SKILLS
Acrobatics +10, Bluff +4, Dungeoneering +6, Endurance +6, Heal +6, History +10, Insight +6, Nature +8, Religion +10, Stealth +10, Streetwise +4, Thievery +10

FEATS
Human: Eager Advance
Level 1: Low-Light Adaptation
Level 2: Ritual Caster
Level 4: Tainted Wounds
Level 6: Durable
Level 8: Destructive Wizardry
Level 10: Quick Draw
Feat User Choice: Improved Defenses
Feat User Choice: Heavy Blade Expertise
Level 11: Eyes in the Back of Your Head

POWERS
Bonus At-Will Power: Erupting Flare
Bladesinger at-will 1: Dancing Fire
Bladesinger at-will 1: Dazzling Sunray
Bladesinger at-will 1: Unseen Hand
Bladesinger Cantrips: Prestidigitation
Bladesinger Cantrips: Chameleon's Mask
Bladesinger Cantrips: Suggestion
Bladesinger encounter 1: Skewering Spikes
Bladesinger encounter 1: Charm of Misplaced Wrath
Iron Wolf Encounter 1: Iron Wolf Charge
Bladesinger utility 2: Shield
Bladesinger utility 2: Arcane Mutterings
Bladesinger encounter 5: Grim Shadow
Bladesinger encounter 5: Radiant Pillar
Bladesinger utility 6: Dispel Magic
Bladesinger utility 6: Revitalizing Charm
Bladesinger encounter 9: Fire Burst
Bladesinger encounter 9: Charm of the Defender
Bladesinger utility 10: Flush with Success
Bladesinger utility 10: Phoenix Step
Boon Spell: Enemies Abound

ITEMS
Melegaunt's Darkblade Longsword +3, Shadowdance Leather Armor +2, Versatile Spellbook (paragon tier), Adventurer's Kit, Ritual Book, Iron Armbands of Power (heroic tier), Residuum (Any) (300), Amulet of Protection +2
RITUALS
Dark Light, Summon Winds, Endure Elements, Phantom Steed, Wizard's Escape
145 Gold
Stat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Imardin, Tulrissian
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Bladesong: +2 to attack rolls. +5 to damage rolls.

Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.

Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.



Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Last edited by kalis5 on Tue Sep 08, 2015 6:24 pm, edited 34 times in total.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs OOC

Post by PureZaros »

Isabelle, Hot Headed Half-Blood
Image
Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]
Appearance: See picture above.

Personality: Brash and boisterous. Isabelle often does things without forethought. Never backs down from a fight, unless there's a very good reason to. Quick witted, but not too good at keeping her mouth shut, which gets her in trouble more often than not.

Childhood: Isabelle was born to a human mother and an elf father. Her parents, and eventually Isebelle, worked a small farm near a village on one of the bigger Forellian islands. Elves were uncommon in the area, so her family often was subject to racist behavior and, when it came to light that her father was an exile, downright spurned. The treatment was never severe enough to make their lives miserable, though, helped by the fact that Isabelle's mother was well-liked.

From a young age, Isabelle had a fascination with climbing things, and she was really good at it. The village kids teased her about it, saying it was because of her elven blood. She got into many fights with them over it, especially with the leader of the group, a boy named Mako. Any time it looked bad for her, she would quickly climb her way onto the roofs and escape. This didn't exactly endear her to the other villagers, but some of the children started looking up to her for her climbing ability.

"Boarding School": Around the age of 17, the villagers got fed up with the constant quarreling that Isabelle and Mako got into, and pressured her parents into doing something about it. Get sent into the rigging a lot because l33t climbing skillz m8. Something something else. Come back to village after time on ship, something something. Join guard in nearby bigger town. Learn things.

3: Yo. Pirate. Aged 27. Things happen, I guess. Not much here yet.

4: Yo, pirate for 10 years. Here we are.

More things in here somewhere.
Goals
[SHOW]
1.) Mo' monies

2.)Something something
Secrets
[SHOW]
1.) Hey, if you give me enough monies, I'll let you stick it in me.

2.) Childhood friend actually hates Isabelle. <insert reasons>

3.) Father is dying of a sickness, but Isabelle won't know that until her feather turns red.
People Tied to Isabelle
[SHOW]
1.) Childhood friend. Also a pirate.

2.) Parents. father exiled for doing slightly disreputable things at sea. Was the one that introduced the idea of pirates to Isabelle. Gives her a cool black feather (raven's feather) Mother disapproves but is happy that Isabelle is making a name for herself or something. "Visit us more often!"

3.)
Memories, Mannerisms, and Quirks
[SHOW]
1.) Playful ambush from the rooftop during childhood. Fun times. Only one bone was broken.

Something something

2.) Carries herself in such a way that people can't help but notice her sometimes. Very sardonic and boisterous. Sometimes quite churlish.

3.) Lots of energy. Always moving in some way. Something something. Likes peaches. She like to pelt people with the pits, too. Likes the nickname "Isa."
Background - Family/Class/Profession/Institutions
[SHOW]
Family: Cool dad that made some bad decisions or something. Mom did him good, though. Manage a farm and later open a small herb shop. Y'know, because elves are good at them poultice things, I guess.

Class: Commoner.

Profession: Guardswoman for a time, and sailed on a ship for a few years. Spent several years just floating about, living fecklessly. Then pirate. Lots of fun.

Institutions:Blackbeard-I-mean-wood's Dogs. <insert town name guard thing>, <insert other ship that sailed on thing>
Drives - Primary/Secondary/Tertiary
[SHOW]
Primary: monies
Secondary: Travel the oceans, exploring everything.
Tertiary: wow so famous

Or something.
Goals - Short-Term/Medium-Term/Long-Term
[SHOW]
Short-Term: more monies

Medium-Term: something something

Long-Term: something something
CREW RELATIONS
[SHOW]
Captain Blackwood - Isabelle saw what happens when you go against Blackwood once. She's vowed to never cross the man, not that she wants to anyway. She admires the captain to a great degree.

Mad Marian - Being well versed in spotting magical enchantments and things of a similar sort, Isabelle notices that something isn't quite right about Marian. She can't figure out what it is, though, and so distrusts the first mate for it. She is slightly intimidated by the level of brutality that Marian can express and sustain, and tries to stay on her good side.

Quartermaster Phil - Isabelle harbors a niggling irritation with Phil, simply because he handles how the treasure is doled out. There was a valuable looking pearl earring once that she wanted, but he kept it and gave it to one of the Little Dogs that he'd taken a fancy to.

Orson - Even though he seems overly stiff to Isabelle, she can't help but like the guy. She's also impressed by how agile he is with a frame like that, but of course he isn't quite as good as her.

Alador - Isabelle dislikes the man's attitude immensely, but recognizes that he's a necessary part of the crew. The few times she does see him or converse with him, she doesn't get along well.

Crooked Carver - Isabelle thinks the Bosun is a stick-in-the-mud. He's been rude to her on more than one occasion, often citing something about the state of her sword, and to her it seems like the man takes joy in making the other crew members uncomfortable or upset. But, then again, he's a pirate. She can't exactly hate him for having a bad mouth.

Baelgar - Explosions are cool. Things that cause explosions are cool. Baelgar causes a lot of explosions. He also drinks a lot. He's a pretty neat guy in Isabelle's books.

Carpenter Tavish - Isabelle is indifferent to Tavish. He keeps things working and that's alright.

Eva - Isabelle shares a sort of love/hate relationship with Eva. She's the reason Isabelle always carries a few vials of antipoison (read: Viper's Belt).

Old Lefty - Isabelle greatly enjoys the presence of Old Lefty. She respects him for how long he's managed to stay alive in the pirate business, and always finds it entertaining to watch him at work.

Rhys - Having heard the rumors of cannibalism, Isabelle is somewhat cautious of the food that the cook serves up. She doesn't find him particularly disagreeable, but he seems an oddity, even for an elven pirate. She doesn't trust him.

Rusty the Red - To Isabelle, Rusty is like that one person that you never want to invite to parties, but always have to. She thinks he's a decent enough guy when he's acting like a pirate should, but as soon as he starts getting cold feet she has to suppress urges to shove him overboard. She usually listens to his warnings for about two seconds before ignoring him.

Samuel - Even though she likes to see people speak their minds, Isabelle wonders just how long Sam will survive. After all, Blackwood is not known to be a forgiving man.

Yvan - Isabelle dislikes suck-ups, and Yvan is no exception. The man's behavior seems just plain wrong to her, and she generally just ignores him.

Wendy - Seeing a bit of herself in the young lass, Isabelle has taken a liking to Wendy. She has offered to teach her some moves, be they on the battlefield or otherwise.

Big John - Isabelle is somewhat wary of John. This is mostly because of how quiet he is, but his size also plays a factor. She's impressed by his flashy chain-wielding ways and views him as a sort of rival, but still enjoys fighting by his side.

Brent the Monitor Lizard - Isabelle thinks the lizard is cute, but wonders how it would taste roasted with a nice lemon braise.

PCs
--------------------------------------------------------------------------
Henri - Isabelle finds his narcissistic behavior annoying, but entertaining. She thinks of him as an interesting distraction, and thoroughly enjoys it when he gets mad about her getting more attention than he does.

Grommak - Isabelle wonders why Grommak always seems somewhat distant. She respects him for his ability, as well as his brutally honest way of acting.

Darcell - Isabelle thinks that Darcell is an attractive guy, and has slightly hinted at such in the past. She'd never consider sleeping with him though. For one, she's heard tales of his womanizing ways. She does enjoy his music, though.

Liam - To Isabelle, Liam is a pretty decent guy. He's much more mellow than Darcell, and finds him easier to talk to.
WISHLIST
[SHOW]
NPC
[SHOW]
Childhood friend person

something something
ITEM
[SHOW]
THIS WILL BE EDITED DOWN EVENTUALLY
Hands:
Antipathy Gloves(hero10) || Foe Caller Gauntlets (epic22)

Head:
Helm of Able Defense(para14) || Ioun Stone of Intellect(lv21)

Arms:
Trollhide Bracers (para19)

Rings:
Ring of Invigoration(para14) || Foe Binder Ring(para19) || Opal Ring of Remembrance(lv29)

Waist:
Diamond Cincture(para20)

Wondrous Items:
Elven Chain Shirt(para19) || Elven Chain Shirt(epic29)
Diplomat's Scabbard(para12)
Handy Haversack (hero10)
Dice of Auspicious Fortune (hero11)
Foe Stone (para12)
All Seeing Eye (epic22) in the even that Isabelle ever loses an eye. :P
Mummified Hand (epic27)


Tattoo:
Tattoo of Bloodied Chains (para17) || Eager Hero's Tattoo(para20)

Body:
Battle Harness+ +3 lv14
Pouncing Armor +3 lv14
Lifeblood Armor +3 lv15
Trollskin Armor +3 lv15
Wildleaf Armor +4 lv17
Dilatory Armor +4 lv18
Resolute Armor +4 lv18
Displacer Armor +4 lv19
Character Sheet
[SHOW]
Isabelle, level 11
Genasi, Swordmage, Wandering Swordmage
Swordmage Aegis: Aegis of Ensnarement
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)
Elemental Manifestation: Cindersoul
Extra Manifestation: Watersoul
Background: Occupation - Mariner (+2 to Acrobatics)
Theme: Ironwrought

FINAL ABILITY SCORES
Str 14, Con 16, Dex 12, Int 23, Wis 15, Cha 9.

STARTING ABILITY SCORES
Str 12, Con 13, Dex 11, Int 18, Wis 13, Cha 8.


AC: 33 Fort: 22 Reflex: 25 Will: 23
HP: 91 Surges: 11 Surge Value: 22

TRAINED SKILLS
Arcana +16, Endurance +15, Athletics +12, Acrobatics +13, Perception +13

UNTRAINED SKILLS
Bluff +4, Diplomacy +4, Dungeoneering +7, Heal +7, History +13, Insight +7, Intimidate +4, Nature +9, Religion +11, Stealth +5, Streetwise +4, Thievery +5

FEATS
Feat User Choice: Improved Defenses
Feat User Choice: Versatile Expertise
Level 1: Intelligent Blademaster
Level 2: Mark of Warding
Level 4: Defender of the Wild
Level 6: Sudden Roots
Level 8: Armor Proficiency: Hide
Level 10: Extra Manifestation
Level 11: Double Aegis

POWERS
Swordmage at-will 1: Frigid Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Foesnare
Swordmage daily 1: Binding Aegis
Swordmage utility 2: Mythal Recovery
Swordmage encounter 3: Dimensional Vortex
Swordmage daily 5: Swordmage Shielding Fire
Swordmage utility 6: Eldritch Quagmire
Swordmage encounter 7: Fettering Aegis
Swordmage daily 9: Troll Rampage
Swordmage utility 10: Strength Against Strength
ITEMS
[SHOW]
EQUIPPED ITEMS
[SHOW]

Code: Select all

Main Hand: Jagged Longsword +3
Offhand:   ---
Body:      Summoned Hide Armor +3

Head:      Headband of Perception (heroic tier)
Neck:      Periapt of Cascading Health +2
Arms:      Executioner's Bracers (heroic tier)
Hands:     Gauntlets of Blood (heroic tier)
Waist:     Viper Belt (heroic tier)
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---
Dagger (6), Bedroll, Backpack (empty), Flint and Steel, Belt Pouch (empty), Torch (2), Waterskin, Trail Rations (10), Hempen Rope (50 ft.), Residuum (300), Raven's Feather

Wondrous Items:
Ruby Scabbard (heroic tier)

6910 GP
RITUALS
[SHOW]
Explosive Runes
Fastidiousness
Secret Page
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 91/91
Bloodied: 45
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[_] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race/Theme Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Sat Sep 17, 2016 5:36 pm, edited 31 times in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
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Re: Blackwood's Dogs OOC

Post by Fialova »

Alador, the Sailing Master
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Personality
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Character Sheet
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Alador, level 11
Dragonborn, Sorcerer, Lightning Fury
Build: Storm Sorcerer
Spell Source: Storm Magic
White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Rod)
Dragonborn Subrace: Kapak Draconian
Select option: Kapak Instinctive Flight
Select option: Murderous Eye
Select option: Sinuous Agility
Select option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Dexterity
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Back Alley Bravo (+2 to Intimidate)
Theme: Windlord

FINAL ABILITY SCORES
Str 11, Con 14, Dex 19, Int 11, Wis 10, Cha 23.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 10, Wis 9, Cha 18.


AC: 24 Fort: 21 Reflex: 23 Will: 27
HP: 76 Surges: 8 Surge Value: 19

TRAINED SKILLS
Arcana +10, Acrobatics +14, Streetwise +16, Intimidate +20

UNTRAINED SKILLS
Bluff +11, Diplomacy +11, Dungeoneering +5, Endurance +7, Heal +5, History +7, Insight +5, Nature +5, Perception +10, Religion +5, Stealth +9, Thievery +9, Athletics +7

FEATS
Level 1: Mark of Storm
Level 2: Tempest Magic
Level 4: Superior Implement Training (Lancing dagger)
Level 6: Dual Implement Spellcaster
Level 8: Unarmored Agility
Level 10: Oncoming Storm
Feat User Choice: Improved Defenses
Feat User Choice: White Lotus Dueling Expertise
Level 11: Resounding Thunder

POWERS
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Lightning Strike
Sorcerer encounter 1: Explosive Pyre
Sorcerer daily 1: Howling Tempest
Sorcerer utility 2: Wall of Water
Sorcerer encounter 3: Lightning Cuts
Sorcerer daily 5: Thunder Leap
Sorcerer utility 6: Chaotic Defense
Sorcerer encounter 7: Thunder Bomb
Sorcerer daily 9: Howling Hurricane
Sorcerer utility 10: Maiden's Waking

ITEMS
Rod of the Dragonborn +2, Robe of Eyes Cloth Armor (Basic Clothing) +3, Sacrificial Lancing dagger +3, Cloak of Displacement +2, Residuum (Any) (100), Writing case, Adventurer's Kit, Flotation bladder, Footpads, Gambler's gear, Gambling cheats, Glass Cutter, Manacles, iron, Oil (1 pint) (10), Spellbook, Thieves' Tools, Vial Bandolier, Map case, Mountebank's Deck, Coinpurse of 115 gold coins

RITUALS
Endure Elements, Water Walk, Summon Winds
Combat Block
[SHOW]
Alador

Male Dragonborn Sorceror 11
Languages: Common, Gleiosian, Brennisian
Age: 43
Height: 6' 1"
Weight: 190 lbs.

Speed: 6
Fly Speed: 8
Initiative: +9 (+11 when within 10 squares of Henri)
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 24
Fort: 21
Reflex: 23
Will: 27
HP: 76/76
Bloodied: 38
Surge Value: 19
Surges left: 8/8
Action Points: 1

Resistances:
10 thunder
10 lightning

Vulnerabilities: None
Saves: None
Active Effects:
+2 item bonus to AC and Reflex until an attack against either of those defenses hits me.

Powers:

Lightning Strike
Blazing Starfall
__________________________________

Second Wind [_]
Wind Fury Assault [_]
Dragon Breath [_]
Explosive Pyre [_]
Lightning Cuts [_]
Thunder Bomb [_]
Maiden's Waking [_]
Furious Bolts [_]
__________________________________

Howling Tempest [_]
Wall of Water [_]
Thunder Leap [_]
Chaotic Defense [_]
Howling Hurricance [_]
Rod of the Dragonborn +2 [_]
Sacrificial Lancing Dagger +3 [_]
Cloak of Displacement +2 [_]

Consumables:

None
Important Features:
[SHOW]
Storm Power: Gain a bonus to the damage of my Arcane powers equal to my Dexterity (+4) modifier +2.

Storm Soul: Gain resist 10 thunder and resist 10 lightning. My arcane powers ignore thunder and lightning resistances up to resist 10.

If hit by an attack, I can end the resistances as an immediate interrupt to gain a +4 power bonus to all defenses until the end of my next turn. If I use this, the resistances return after my next short or extended rest.

Storm's Embrace: When I roll a 20 on an attack roll for an Arcane power, I can push the target 1 square and then fly 5 (dex mod [+4] +1) squares after applying the attack's other effects.

Electric Action: When I spend an action point to take an extra action, I deal dexterity modifier (+4) lightning damage to up to three creatures of my choice within 5 squares of me.

Unstoppable Action: My lightning attacks treat creatures that have lightning resistance as not having lightning resistance, and treats creatures that having lightning immunity as only having lightning resistance equal to half of its level.

Kapak Instinctive Flight: I gain a fly speed of 6 (altitude limit: 1), and must land at the end of my turn.

Murderous Eye: I have CA against slowed, immobilized, or weakened foes.

Dragon Breath: I have the Dragon Breath power, and it uses dexterity for attack rolls and does lightning damage.

Windlord Starting Feature: My origin becomes elemental, and I am considered elemental by effects that take account of creature origin. Gain a language and Wind Fury Assault power.

Windlord Level 5 Feature: When an effect allows me to fly, I can fly 1 additional square. When I use my Second Wind I push each adjacent creature 1 square.

Windlord Level 10 Feature: When I hit with Wind Fury Assault I slide the target a number of squares equal to my highest ability modifier (+6).

Mark of Storm: When I hit with a thunder or lightning power, I can slide the enemy one square. Gain +1 bonus to fly speed. I can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if I had the ritual caster feat.

Tempest Magic: When using an arcane power that has the lightning or thunder keywords, I gain a +2 feat bonus to damage rolls. While bloodied, this bonus becomes +4.

Dual Implement Spellcaster: When I use an arcane attack power while wielding an implement in each hand, I can add the off-hand implement's enhancement bonus to the damage rolls. Both implements must be usable with this power, and I must be proficient in both.

Oncoming Storm: When I hit with any lightning attack power, I gain a +1 bonus to the attack rolls of thunder powers until the end of my next turn.

Resounding Thunder: I can add 1 to the size of any burst or blast that has the thunder keyword.

Rod of the Dragonborn +2: When I use a power with this implement, the damage dealt is of the same type as my Dragon Breath (lightning). I do +2d6 damage on a critical hit with this implement.

Robe of Eyes Cloth Armor +3: I cannot be blinded and gain an item bonus to perception checks equal to the armor's enhancement bonus.

Sacrificial Lancing Dagger +3: I gain a +3 bonus to damage rolls of lightning powers with this implement, and do +3d6+2d10 damage on a critical hit with this implement.

Cloak of Displacement +2: At the start of each encounter, I gain a +2 item bonus to AC and Reflex until an attack against either of those defenses hits me.

Mountebank's Deck: Any time I draw a card from this deck it is of the suit and value I desire. For anyone else, it functions as a normal deck of cards
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Fialova
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Re: Blackwood's Dogs OOC

Post by Fialova »

Eva Delacroix, Snake Charmer and Poison Expert
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Background
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father was an Imardin navy officer who forcefully took her mother, a native of a recently-conquered Forellian island, as his wife. loved her mother and hated her abusive father, who tossed her mother aside early on in her life but kept Eva as his own. at a young age she poisoned him and fled, stowing away on a ship. eventually became a pirate. will add much more detail later, just put this to remind me.
Appearance
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Pet Giant Sea Snake
[SHOW]
Image
Personality
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Character Sheet
[SHOW]
Eva Delacroix, level 11
Mul, Protector, Primal Summoner
Druid Circle: Circle of Renewal
Born of Two Races: Born of Two Races (Human)
Background: Occupation - Criminal (+2 to Stealth)
Theme: Alchemist

FINAL ABILITY SCORES
Str 12, Con 21, Dex 14, Int 11, Wis 22, Cha 9.

STARTING ABILITY SCORES
Str 11, Con 16, Dex 13, Int 10, Wis 17, Cha 8.


AC: 26 Fort: 24 Reflex: 22 Will: 26
HP: 83 Surges: 13 Surge Value: 20

TRAINED SKILLS
Nature +16, Heal +16, Endurance +16, Perception +16, Stealth +13

UNTRAINED SKILLS
Acrobatics +6, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +11, History +5, Insight +11, Intimidate +4, Religion +5, Streetwise +6, Thievery +6, Athletics +5

FEATS
Level 1: Acolyte of the Veil
Level 2: Venom Hand Master
Level 4: Strong-Willed Summoning
Level 6: Battlewise
Level 8: Improved Initiative
Level 10: Disciple of Stone
Feat User Choice: Staff Expertise
Feat User Choice: Improved Defenses
Level 11: Assassin's Cloak

POWERS
Primal Attunement: Verdant Touch
Primal Attunement: Vine Rope
Primal Attunement: Senses of the Wild
Protector at-will 1: Grasping Tide (Druid)
Protector at-will 1: Magic Stones
Protector encounter 1: Wall of Smoke
Protector utility 2: Verdant Bounty
Protector encounter 3: Wind Wall
Protector utility 6: Camouflage Cloak
Protector encounter 7: Charm Beast
Protector utility 10: Reactive Surge

ITEMS
Staff of the Serpent +3, Magic Hide Armor +3, Cloak of Displacement +2, Jade Sea Snake (heroic tier), Alchemical Reagents (Arcana) (100), Alchemy Case, Adventurer's Kit, Bestiary, Cockatrice venom, Distillation Kit, Rare Herbs (Nature) (100), Vial Bandolier, Wolfsbane, Snake Oil, *Spotted Toadstool Venom (Level 10)*, Coinpurse of 0 gold coins

*prepared item from short rest*

FORMULAS
Clearwater Solution, Spotted Toadstool Venom, Drowsy Dust
Combat Block
[SHOW]
Eva Delacroix

Female Mul Protector (Druid) 11
Languages: Common, Imardanian
Age: 23
Height: 5' 2"
Weight: 115 lbs.

Speed: 6
Initiative: +15 (+17 when within 10 squares of Henri)
Passive Perception: 26
Passive Insight: 21
Senses: Normal Vision

AC: 26
Fort: 24
Reflex: 22
Will: 26
HP: 83/83
Bloodied: 41
Surge Value: 20
Surges left: 13/13
Action Points: 1

Resistances: None
Vulnerabilities: None
Saves: None
Active Effects:
+2 item bonus to AC and Reflex until an attack against either of those defenses hits me.

Powers:

Senses of the Wild
Vine Rope
Magic Stones
Grasping Tide (Druid)
Primal Guardian Ally: Giant Cobra
Primal Guardian Ally: Desert Hawk
__________________________________

Second Wind [_]
Incredible Toughness [_]
Nature's Growth [_]
Verdant Touch [_]
Shadow Step [_]
Wall of Smoke [_]
Verdant Bounty [_]
Wind Wall [_]
Camouflage Cloak [_]
Charm Beast [_]
Reactive Surge [_]
Redfang Prophecy [_]
__________________________________

Summon Natural Ally [_][_][_]
Staff of the Serpent +3 [_]
Cloak of Displacement +2 [_]
Jade Sea Snake (heroic tier) [_]

Consumables:

Spotted Toadstool Venom (Level 10)
Important Features:
[SHOW]
Primal Guardian: While not in heavy armor, I use my con modifier (+5) to determine AC instead of my dex or int modifiers.

Healing Growth: When any ally in my Nature's Growth zone, or adjacent to it, spends a healing surge to regain hit points they regain my con modifier (+5) additional hit points.

Summon Natural Ally: I gain the Summon Natural Ally power. I don't gain daily powers as normal, only more uses of Summon Natural Ally up until 3 uses per day at level 9.

Feral Ways: When my summoned creatures use their instinctive effects, they regain hit points equal to my wis modifier (+6) and gain a +2 power bonus to attack rolls that are part of those effects.

Primal Summoner Action: When I spend an action point to take an extra action, I can give a single standard action command to one of my summoned creatures as a free action.

Born of Two Races: I can take feats that require being human as a prerequisite, as well as ones that require being mul.

Mul Vitality: Gain one additional healing surge.

Tireless: I only have to sleep every 3 days (72 hours) instead of every day (24 hours) to benefit from an extended rest.

Alchemist Starting Feature: Gain Alchemist feat as a bonus feat. Gain one 1st-level alchemical formula, and can use the formula without needing training in its associated skills.

At the end of a short rest, I can create one alchemical item of my level or lower at no cost provided I know the formula for the item. Can only have one such item prepared at a time.

Alchemist Level 5 Feature: Learn one 5th-level or lower alchemical formula.

Alchemist Level 10 Feature: +2 bonus to attack rolls with alchemical items I create. Learn one 10th-level or lower alchemical formula.

Alchemist: Can make alchemical items of my level or lower, provided I know the formula and have the associated skill trained.

Acolyte of the Veil: Gain stealth training, Shadow Step as an encounter power, and can wield assassin implements.

Venom Hand Master: My attacks ignore poison resistance and poison immunity.

Strong-Willed Summoning: When my summon creatures use their instinctive action to attack, they gain a +1 bonus to the attack roll.

Disciple of Stone: I gain 7 temporary hit points when I spend a healing surge.

Assassin's Cloak: When I become invisible I can make a stealth check to hide as a free action.

Staff Expertise: Ranged and area attacks with staff implement don't provoke OAs. Melee weapon attacks with staffs have +1 reach.

Staff of the Serpent +3: Any melee attack made with the staff deals an additional 1d6 poison damage. Crits with this staff deal +3d8 poison damage.

Cloak of Displacement +2: At the start of each encounter, I gain a +2 item bonus to AC and Reflex until an attack against either of those defenses hits me.
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Re: Blackwood's Dogs OOC

Post by Fialova »

Orson the Bear, Second Mate and Disciplinarian
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Character Sheet
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Orson the Bear, level 11
Tiefling, Battlemind|Ardent, Stygian Adept
Ardent Mantle (Hybrid): Mantle of Elation (Hybrid)
Hybrid Ardent: Hybrid Ardent Fortitude
Hybrid Talent: Battlemind Armor Proficiency
Background: School of Unmatched Excellence (+2 to Intimidate)
Theme: Escaped Thrall

FINAL ABILITY SCORES
Str 16, Con 21, Dex 11, Int 9, Wis 11, Cha 21.

STARTING ABILITY SCORES
Str 15, Con 16, Dex 10, Int 8, Wis 10, Cha 16.


AC: 31 Fort: 25 Reflex: 21 Will: 26
HP: 84 Surges: 13 Surge Value: 21

TRAINED SKILLS
History +9, Endurance +11, Intimidate +17, Athletics +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +4, Bluff +12, Diplomacy +10, Dungeoneering +7, Heal +5, Insight +5, Nature +5, Perception +5, Religion +4, Stealth +3, Streetwise +10, Thievery +1

FEATS
Level 1: Hybrid Talent
Feat User Choice: Heavy Blade Expertise
Feat User Choice: Improved Defenses
Level 2: Squire of Righteousness
Level 4: Wrath of the Crimson Legion
Level 6: Blurred Speed
Level 8: Wind of Sympathy
Level 10: Armor Proficiency: Plate
Level 11: Armor Specialization (Plate)

POWERS
Hybrid at-will 1: Conductive Defense
Hybrid at-will 1: Demoralizing Strike
Psionic Defense (Hybrid): Blurred Step
Hybrid daily 1: Implanted Suggestion
Hybrid utility 2: Sympathetic Agony
Hybrid at-will 3: Guarded Prison
Hybrid daily 5: Nightmare Vortex
Hybrid utility 6: Mental Triumph
Hybrid at-will 7: Forceful Reversal (replaces Conductive Defense)
Hybrid daily 9: Shattered Time
Hybrid utility 10: From the Brink

ITEMS
Staggering Longsword +3, Imposter's Plate Armor +3, Iron Armbands of Power (heroic tier), Shield of Eyes Heavy Shield (heroic tier), Cap of Water Breathing (heroic tier), Amulet of Protection +2, Acrobat Boots (heroic tier), Adventurer's Kit, Bell and whistle, Chain (10 ft.), Desert Clothing, Filter mask, Flask (empty), Ghoul Candle, Manacles, iron, Sun balm, Dagger (2), Coinpurse of 40 gold coins
Combat Block
[SHOW]
Orson "the Bear"

Male Tiefling Battlemind|Ardent Hybrid 11
Languages: Common, Serran, Kurnish
Age: 49
Height: 6' 6"
Weight: 275 lbs.

Speed: 5
Initiative: +5 (+7 when within 10 squares of Henri)
Passive Perception: 15
Passive Insight: 15
Senses: Low-light Vision

AC: 31
Fort: 25
Reflex: 21
Will: 26
HP: 84/84
Bloodied: 42
Surge Value: 21
Surges left: 13/13
Power Points: 9/9
Action Points: 1

Resistances:
10 fire

Vulnerabilities: None
Saves: None
Active Effects:
Aura 1 - enemies in aura take -2 to attacks that don't include me or an ally with this aura active as a target. Marked enemies are not subject to this aura.

Powers:

Battlemind's Demand
Blurred Step
Demoralizing Strike
Defender Aura
Guarded Prison
Divine Sanction
Forceful Reversal
Imposter's Plate Armor +3
Acrobat's Boots (heroic tier)
__________________________________

Second Wind [_]
My Mind is My Own [_]
Ardent Surge [_]
Righteous Radiance [_]
Sympathetic Agony [_]
Paladin's Wrath [_]
Stygian Strike [_]
__________________________________

Implanted Suggestion [_]
Nightmare Vortex [_]
Mental Triumph [_]
Shattered Time [_]
Shattered Time Attack [_]
From the Brink [_]
Staggering Longsword +3 [_]
Shield of Eyes Heavy Shield(heroic tier) [_]

Consumables:

None
Important Features:
[SHOW]
Psionic Augmentation: Psionic shit, power points, no encounter powers, augmentable attacks, blah blah read PHB3.

Mantle of Elation (Hybrid): I and each ally within 5 squares gain con modifier (+5) bonus to damage of OAs. Allies within 5 squares gain a +2 bonus to Diplomacy and Intimidate checks.

Fleeing Fear: Can slide an enemy 1 square when I hit it with a fear power.

Unraveling Action: When I spend an action point to make a fear attack, each target hit by the attack has vulnerability to all damage until the end of my next turn equal to my con modifier (+5)

Bloodhunt: +1 racial bonus to attacks against bloodied foes

Noble Adept Feature: +1 power point, Adept's Insight power.

Squire of Righteousness: Athletics training, proficiency with holy symbols, Defender Aura power and Righteous Radiance power.

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

Wrath of the Crimson Legion: Use cha for MBAs instead of str, replace Infernal Wrath power with Paladin's Wrath power.

Blurred Speed: Shift 2 squares instead of 1 with Blurred Step power.

Wind of Sympathy: When I Second Wind, one ally within my Ardent Mantle can Second Wind as a free action.

Staggering Longsword +3: When I slide a target with an attack, add this weapon's enhancement bonus (+3) to the number of squares it slides. +3d6 damage on a critical hit, and critical hits knock the target prone.

Iron Armbands of Power (heroic tier): +2 item bonus to melee damage rolls

Shield of Eyes Heavy Shield (heroic tier): +2 item bonus to AC vs OAs

Cap of Water Breathing (heroic tier): Can breathe water as well as air

Acrobat Boots (heroic tier): +1 item bonus to acrobatics checks
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Fialova
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Re: Blackwood's Dogs OOC

Post by Fialova »

Mad Marian, First Mate of the Salacious Saint
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Mad Marian, level 11
Revenant, Rogue, Daggermaster
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Harper Pin (heroic tier): Harper Pin (heroic tier) (Lliira's grace)
Harper Pin (heroic tier): Harper Pin (heroic tier) (Mielikki's endurance)
Harper Pin (heroic tier): Harper Pin (heroic tier) (Tymora's luck)
Choose your Race in Life: Half-Elf
Background: Indulged Scion (+2 to Intimidate)
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
Str 18, Con 14, Dex 22, Int 9, Wis 11, Cha 16.

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


AC: 27 Fort: 23 Reflex: 27 Will: 23
HP: 76 Surges: 8 Surge Value: 19

TRAINED SKILLS
Stealth +16, Thievery +16, Athletics +14, Insight +10, Acrobatics +16, Intimidate +17

UNTRAINED SKILLS
Arcana +4, Bluff +8, Diplomacy +8, Dungeoneering +5, Endurance +9, Heal +5, History +4, Nature +7, Perception +7, Religion +4, Streetwise +8

FEATS
Level 1: Backstabber
Level 2: Half-Elf Soul
Level 4: Superior Will
Level 6: Thaliessan Blood
Level 8: Wintertouched
Level 10: Restless Dead
Feat User Choice: Light Blade Expertise
Feat User Choice: Improved Defenses
Level 11: Lasting Frost

POWERS
Dilettante: Twin Strike
Rogue at-will 1: Acrobatic Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Press the Advantage
Rogue utility 2: Sneak in the Attack
Rogue encounter 3: Low Slash
Rogue daily 5: Bloodbath
Rogue utility 6: Ignoble Escape
Rogue encounter 7: Imperiling Strike
Rogue daily 9: Knockout
Rogue utility 10: Acrobat's Escape

ITEMS
Frost Dagger +2, Shielding Blade Dagger +1, Gloves of Ice (paragon tier), Periapt of Cascading Health +2, Haunted Leather Armor +3, Harper Pin (heroic tier), Adventurer's Kit, Blessed Soil, Frozen Tears, Hair of Fairy Hues, Manacles, iron, Thieves' Tools, Coinpurse of 80 gold coins
Combat Block
[SHOW]
"Mad" Marian

Female Revenant Rogue 11
Languages: Common, Andorian
Age: Unknown, physically 20s-early 30s
Height: 5' 11"
Weight: 150 lbs.

Speed: 6
Swim Speed: 5
Initiative: +11 (+13 when within 10 squares of Henri)
Passive Perception: 17
Passive Insight: 20
Senses: Low-light Vision

AC: 27
Fort: 23
Reflex: 27
Will: 23
HP: 76/76
Bloodied: 38
Surge Value: 19
Surges left: 8/8
Action Points: 1

Resistances: None
Vulnerabilities: None
Saves:
+2 vs death (+1 more for each failed death save this encounter)

Active Effects:
All damage dealt by my Frost Dagger +2 is cold damage
+2 to damage with cold attacks

Powers:

Acrobatic Strike
Riposte Strike
Frost Dagger +2
__________________________________

Second Wind [_]
Iron Wolf Charge [_]
Dark Reaping [_]
Dazing Strike [_]
Twin Strike [_]
Sneak in the Attack [_]
Low Slash [_]
Ignoble Escape [_]
Imperiling Strike [_]
Acrobat's Escape [_]
Critical Opportunity [_]
Lliira's Grace [_]*
Mielikki's Endurance [_]*
Tymora's Luck [_]*
Periapt of Cascading Health +2 [_]
Harper Pin (heroic tier) [_]*

* only one per encounter
__________________________________

Press the Advantage [_]
Bloodbath [_]
Knockout [_]
Frost Dagger +2 [_]

Consumables:

None
Important Features:
[SHOW]
First Strike: At the start of an encounter, I have CA against any creatures that have not yet acted that encounter.

Brutal Scoundrel: Str mod (+4) bonus to Sneak Attack damage

Rogue Weapon Talent: Increase die size for weapon damage of shurikens I wield, +1 bonus to weapon attack rolls with daggers.

Sneak Attack: Once per turn, extra 3d6 damage against one enemy hit by an attack made with CA using a light blade, hand crossbow, shortbow, or sling.

Dagger Precision: Can crit on 18-20 with rogue or daggermaster attacks made using a dagger.

Daggermaster's Action: Can use an AP to reroll one attack or damage roll made using a dagger rather than to take an extra action.

Past Life: Considered half-elf for meeting prerequisites

Undead: Considered undead for effects that use the undead keyword, but also considered a living creature.

Unnatural Vitality: When I drop to 0 hit points or fewer and are subjected to the dying condition, I can choose to be dazed instead of falling unconscious. Make death saving throws as normal, and if I fail one I fall unconscious instead of being dazed.

Iron Wolf Warrior Level 10 Feature: When an enemy drops me below 1 hit point, I can make a basic attack against that enemy as a free action immediately before I begin dying.

Backstabber: Sneak Attack dice are d8s instead of d6s

Half-Elf Soul: Gain Dilettante, can use Twin Strike as an encounter power.

Superior Will: When dazed or stunned I can make at the start of my turn to end the effect, even if it doesn't normally end in a save.

Thaliessan Blood: Considered an aquatic creature, have a swim speed of 5, can breathe underwater, and gain a +2 bonus in aquatic combat.

Wintertouched: CA with cold keyword powers against creatures vulnerable to cold

Restless Dead: +2 to attack rolls and all defenses when at 0 or fewer hp and still conscious.

Lasting Frost: Once per turn, the first target I hit with a cold power gains vulnerable 5 cold after the attack that lasts until the end of my next turn.

Light Blade Expertise: +2 bonus to damage of weapon attacks made with a light blade against an enemy granting me CA.

Shielding Blade Dagger +1: +1 shield bonus to AC

Gloves of Ice: Chose one:
* My cold attacks gain a +2 bonus to damage
* My cold attacks ignore 5 cold resistance
Can switch between properties as a free action.

Haunted Leather Armor +3: +2 power bonus to death saving throws. This bonus increases by 1 for each death saving throw I have failed this encounter.

Harper Pin (heroic tier): Can pick any of the unlocked blessings to use with the power once per encounter.
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Fialova
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Re: Blackwood's Dogs OOC

Post by Fialova »

Samuel Gravestaff, the Ambitious Bosun Mate
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Background
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Appearance
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Personality
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Character Sheet
[SHOW]
Samuel Gravestaff, level 11
Tiefling, Hexblade, Hellbringer
Background: Athlete (+2 to Athletics)
Theme: Infernal Prince

FINAL ABILITY SCORES
Str 14, Con 19, Dex 12, Int 9, Wis 11, Cha 23.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 11, Int 8, Wis 10, Cha 18.


AC: 27 Fort: 24 Reflex: 20 Will: 26
HP: 81 Surges: 10 Surge Value: 20

TRAINED SKILLS
Endurance +14, Athletics +14, Bluff +20, Intimidate +16, Acrobatics +12

UNTRAINED SKILLS
Arcana +4, Diplomacy +13, Dungeoneering +5, Heal +5, History +4, Insight +5, Nature +5, Perception +5, Religion +4, Stealth +8, Streetwise +11, Thievery +6

FEATS
Feat User Choice: Ki Focus Expertise
Feat User Choice: Improved Defenses
Level 1: Practiced Killer
Level 2: Imperious Majesty
Level 4: Cursed Shadow
Level 6: Armor Proficiency: Scale
Level 8: White Lotus Riposte
Level 10: Hellfire Blood
Level 11: White Lotus Master Riposte

POWERS
Level 1 Hexblade Daily Power: Tyranny of Flame
Level 2 Hexblade Utility Power: Ethereal Stride
Level 5 Hexblade Daily Power: Hunger of Hadar
Level 6 Hexblade Utility Power: Life Siphon
Level 10 Hexblade Utility Power: Hellfire Shroud

ITEMS
Blade of Annihilation, Karach Scale Armor +3, Magic Ki Focus +3, Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Amulet of Protection +2, Acrobat Boots (heroic tier), Casque of Tactics (heroic tier), Backpack (empty), Ball bearings (5), Bedroll, Bell and whistle, Bottle of Wine (5), Cold-weather clothing, Dagger boots, Desert Clothing, Filter mask, Flint and Steel, Flotation bladder, Footpads, Gambler's gear, Gambling cheats, Grappling Hook, Holy Symbol, Pitons (40), Vial Bandolier, Waterskin (2), Coinpurse of 40 gold coins
Combat Block
[SHOW]
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Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
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Re: Blackwood's Dogs OOC

Post by Fialova »

Big John, the Hulking Highlander
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Background
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Appearance
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Personality
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Character Sheet
[SHOW]
Johannes 'Big John' Galben, level 11
Goliath, Fighter, Stoneblessed
Fighter: Combat Superiority
Fighter Talents: Arena Training
Arena Training: Arena Weapon (Spiked chain)
Arena Training: Arena Weapon (Quarterstaff)
Background: Geography - Mountains (+2 to Athletics)
Theme: Elemental Initiate

FINAL ABILITY SCORES
Str 22, Con 14, Dex 16, Int 9, Wis 16, Cha 13.

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


AC: 26 Fort: 27 Reflex: 22 Will: 24
HP: 89 Surges: 11 Surge Value: 22

TRAINED SKILLS
Athletics +19, Intimidate +11, Endurance +11, Nature +15, Perception +13

UNTRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +8, Heal +8, History +4, Insight +8, Religion +4, Stealth +7, Streetwise +6, Thievery +7

FEATS
Feat User Choice: Improved Defenses
Feat User Choice: Staff Expertise
Level 1: Spiked Chain Training
Level 2: Midnight Blade Student
Level 4: Mark of Warding
Level 6: Dragging Flail
Level 8: Spiked Chain Expert
Level 10: Flail Expertise
Level 11: Catspaw Style

POWERS
Fighter at-will 1: Footwork Lure
Fighter at-will 1: Dual Strike
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Tempest Dance
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Dancing Defense
Fighter utility 6: Kirre's Roar (retrained to Chain Ward at Spiked Chain Expert)
Fighter encounter 7: Come and Get It
Fighter daily 9: Bedeviling Assault
Fighter utility 10: Defensive Advance

ITEMS
Staggering Spiked chain +3, Magic Hide Armor +3, Rushing Cleats (heroic tier), Cloak of Distortion +2, Iron Armbands of Power (heroic tier), Longsword, Quarterstaff, Dagger (2), Four-Sided Caltrop (2), Defensive Spiked gauntlet +1, Caltrops (4), Ball bearings (4), Belt Pouch (empty) (2), Chain (10 ft.), Cold-weather clothing, Dagger boots, Bedroll, Backpack (empty), Flint and Steel, Flotation bladder, Grappling Hook, Hammer, Holy Symbol, Lantern, Bull's-Eye, Pitons (20), Ritual Book, Sack (10), Shovel, Tent, Vial Bandolier, Waterskin (2)
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 44
Height: 7' 6"
Weight: 566 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

MBA: Melee Range 4 (with chain), +19 vs AC, 2d4+11 damage. +22 vs AC on OAs.
RBA: +13 vs AC, 1d4+3 damage.


Resistances: None.
Vulnerabilities: None.
Saves: None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [_]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [_]
Dancing Defense [_]
Chain Ward [_]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]*

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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Fialova
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Re: Blackwood's Dogs OOC

Post by Fialova »

Deadline for submissions: Tuesday, Februrary 24th at midnight EST
AdorablyDevious
Posts: 16
Registered for: 9 years 5 months

Re: Blackwood's Dogs OOC

Post by AdorablyDevious »

Constance Ellstrom, Monster made Reality
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Background
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Background and Concept Elements
[SHOW]
Early Childhood: The art of killing isn't something that one can take lightly. It's very often taught from a very young age and in Constance's case it starts when she was around seven.

Born to a Nobleman and a woman with mental illness, Constance was put into an orphanage almost as soon as she was born and made to be a 'Lil' Slave' by the matron there. Around the age of five, Constance was tired of being a slave like one of the elves she had seen and decided to make the matron stop in the only way she knew how. Her only thought was "when guards stick this pointy thing inside of people, they go away," and so one day in the kitchen she found a knife and decided to silence her matron forever.

The Twisted Fate: The next two years were odd to say the least. Constance had covered her tracks pretty well thanks to some things she had overheard guards say: break the window in from the outside, take the jewelry, leave the stolen goods under the other woman who took 'care' of her's bed. She even hid in the closet and put on a terrified act about the second matron being mad at the first for not sharing enough of the profit they made from the kid's labor. So Constance was bounced to another orphanage headed by a man named Akio Daichi. Akio knew of the killing and had found a few things wrong with it. Eventually he started asking Constance about several things, including her treatment at the old orphanage and what exactly happened during the killing. Eventually Constance told him the truth and instead of calling the guards, Akio simply smiled. He told her that no one had to hurt her again, and that he'd teach her some old ways to make sure of that.

The Clan: Akio taught Constance about the ways of his old clan whom had all but disbanded. It was an ancient order of people whom had learned to take their hatred for the world and its injustices and form it into a blade. Each had their own sword, their own "Burēdo" in which they could learn to summon using their own force of will. Akio's was an axe, symbolic of his encounter with the chopping block for a crime he was innocent of, only to escape thanks to his clan in which he was later introduced into. Constance's burēdo became a Khopesh, a mixture of a sickle which symbolized her old 'slave' work at the garden of the orphanage, a sword in which she could defend herself, and an axe reminiscent of her teacher. For the next ten years, Akio taught Constance everything he knew. How to cause fear with a bit of magic and a lot of will, how to use hatred and anger to create nooses made of shadow to strangle those who cross you, even how to teleport by pushing your 'essense' from one shadow to the next. She was taught how to deal with an unjust world. She was taught how to watch a man's eyes drain of life as the evil bastard coughed out blood as his last breath. She smiled in glee when the corrupt guard whom had abused his wife begged her and Akio to let them go, that they could pay them to stop. She laughed at the ego-centric merchant who thought he was god taken down by a young girl only around thirteen years old because he thought he could have 'some fun.' With their blades there was no murder weapon, with their methods there was no hint of motive, and with their power there were never survivors.

Constance, Pirate Hunter: At the age of seventeen, Constance whimpered as she watched Akio die before her eyes. The only father figure she ever had was struck dead by pirates who just so happened to raid the orphanage that Constance was now acting as an apprentice matron at. They were looking for food, small boys to take as crew, and decided to kill the rest because no one would miss them. Constance was told to bring the children out the back while Akio defended them. Eventually Akio was overrun and died to a flintlock pistol as two pirates held him by the arms.
It was death by pirate firing squad, and Constance watched as she hid in the shadows. She barely had the will of mind to remember the captain's face. After another year Constance tracked down the pirate and assassinated him infront of his crew before disappearing. One by one the pirates of the crew all suffered grisly, horrible deaths at the hand of the now eighteen year old girl. It ranged anywhere from strangulation, to burning the ship they were on, to a couple of them even being impaled upon the horn that their headpiece had. An entire crew of fifty people died in mysterious, terrifying ways in a matter of a week eventually culminating in a final encounter of the final pirate drinking himself to a stupor before his head was pulled off his shoulders by a shadow-y noose from the shadows.
The girl was full of hatred and now had no real area to put it. She eventually became an official pirate hunter, taking bounties and working with people who wanted to see the evil men gone as much as she did. Pirates raped, murdered, pillaged, and stole with no sense of anything right or wrong. Her own twisted morals hated it, they killed for nothing but their own gain and she wanted it gone. She HAD to make it go away, for the good of the world.

Monster Made Reality: With twisted morals, skills that put most men to shame, and a mind full of hatred for injustices that she perceives Constance became a legend, a myth as time went on. She was often called "The Butcher of the Seas," or "The Kraken's Mate" depending on who told the tale. She has killed countless pirates, corrupt merchants, and people of their ilk each with increasingly disturbing ways that almost made it seem like a ritual. In a way it was; a ritual that was meant to scare those into submission. It worked as well, making her the go-to scary story for sailors and kids alike. "She couldn't possibly exist!" was often among the shocked claims or "I hear she was trained by demons, by ghosts of ancient killers!" Until she was around 23, the girl built up her reputation as the demon of the seas. No one knew solace from her blade unless they were innocent, free...and even then sometimes mistakes were made. It was those mistakes that lead to her disappearing suddenly for a while.

The Monster Tamed: When she was 23 the girl just suddenly disappeared when in reality Constance had started to see errors with her ways. She started to wonder if she was the evil one, not those whom she killed. Were pirates all really that bad or did some just want freedom and purchase away from a corrupt empire? Was it really abuse or was it something more? Was she doing right? Could she do right? What was right? What is evil? Why is it there? Is stopping it actually a good thing? She was confused, wanting penance in a way, and yet in others her own sense of morality wouldn't let her have it. She eventually became broken, a bit insane as time went by to the point of inane ramblings about the nature of the world. She stopped killing and just watched people around. She had no purpose other than killing; she had no other skills. She wasn't a member of society and so eventually she went back to killing when she was 25.

A Monster Leashed: "The Kraken's Mate" came back, killing people in more sloppy ways; this time both innocent and evil were the same to her. This was her purpose…to kill until she was dead. Finally she went for something bigger as well; a new contract. It was to kill a man named Blackwood. Her attempt at assassination failed, ending with a clashing of blades and a tearful screech to kill her before the captain decided to give her quarter. She had no purpose without someone to guide her and well...with Blackwood she took on a new guise and became part of his crew. With someone to guide her the broken girl became a little better, but old habits honestly die hard.
First set of Goals
[SHOW]
1) Constance wants to find a purpose in her life other than just following orders. She wants to find out if she's destined to have a family, just be a killer, or if there's something more for her out there.

2) I'd like Constance to be able to one day get a chance to assassinate someone who has personally wronged one of the crew in a very big way. Something to help Constance prove herself to more people that she's part of the crew. (Not required at all, just an idea I had.)

3) I would like Constance's reputation to eventually shift from something to be feared to more something to be loved. Where the term "Kraken's mate" is more endearing than it is terrifying to the crewman and those allied with us, but just as scary to those outside.
Secrets
[SHOW]
1) Blackwood has invited, and even asked Constance to attempt to kill him again someday. Constance is unsure if she'd ever do it but Blackwood made it a challenge to her. If she's able to kill him she'll be free to do what she want for the rest of her life but Constance would lose her guidance.

2) Unknown to Constance, her noble father was the one who lead the pirates to her new orphanage because he didn't want the chance that someone would find out that his daughter murdered people.
Notable People in Her Life
[SHOW]
1) Jaques McDonald: One of Constance's fellow orphans and a student of Akio. He went missing after Akio died but stays in contact with Constance via a messenger bird. He has become an assassin for hire for nobles somewhere and invites Constance to come with him one day.

2) Monique Daichi: Akio's wife. Constance helped her flee the orphanage and eventually the woman became a poison/medicine seller somewhere. Just like Jaques, Monique every once in a while is able to stay in contact via a messenger bird.

3) Captain Pillock: A survivor of one of Constance's old raids on a pirate ship. Captain Pillock is a man who wants Constance's head on a platter for killing most of his crew in a single night.
Memories and Mannerisms
[SHOW]
1) Constance is both sadistic and masochistic. She was taught to be by Akio as causing pain was a way to make men atone for their sins while enduring pain was supposed to be your own way of making sure your burēdo stayed sharp. Constance has learned to honestly love the sensation of pain.

2) As she became a pirate herself she has found an odd love for the luxuries of booze and things she can find on the corpses of those she slays. She'll often keep trophies and trinkets of people she kills and keeps them next to her bed.

3) Constance is sometimes found atop of the deck at night, sighing softly as she looks over the ocean. Despite everything she's been through she really does want her own family and will sometimes daydream for hours at night in a vivid trance-like state of her being a mother and having a husband or hell, even a wife who cares about her.

4) Constance is often found daydreaming about causing harm to some more of the less desirable crewmates she has. As far as anyone knows nothing has actually happened yet but every once in awhile they'll talk to her and she'll say something unrelated to the conversation before paying attention to them.
Family/Class/Profession/Institutions
[SHOW]
Family: Constance has no more family other than the crew and perhaps Monique back on the mainland somewhere. She's pretty alone when it comes to intimacy.

Class: Constance is pretty low-class despite her biological being a Nobleman. At least she thinks that, she had no idea what rank her father actually was.

Profession: https://www.youtube.com/watch?v=yRh-dzrI4Z4 but also https://www.youtube.com/watch?v=4Ud_Yn_xHXg

Institutions: She's a member of Blackwood's crew and part of an ancient clan all but disbanded. She knows no members other than the couple of people she trained under.
Drives
[SHOW]
Primary: She wants to find a purpose in life whether it be as a housewife, an assassin, or a dangerous pirate. This is more important to her than her actual hate for pirates or anything else.
Secondary: Constance takes glee in her job. Her own twisted sense of morality makes her feel like everyone she snuffs out from the world is making the world a better place, even with Blackwood and her higher-ups as her guide. She will attempt to twist anything she does into forming her own sense of right.
Tertiary: She wants friends. She's never had them and even the others in the orphanage weren't 'friends' to her. Making friends is a way to remind herself that she's not the monster that people called her.
Second set of Goals
[SHOW]
Short-Term: Find a 'family' or Friends. She wants to be less alone.
Medium Term: Figure out who her parents actually are.
Long-Term: Start her own clan, with her family as part of it.
Crew Relations
[SHOW]
Captain Blackwood - Blackwood is very intriguing to Constance. Her first meeting was a quick attempt at a silent takedown that failed and transitioned into a clash of khopesh and cutlass. It ended with an oddly tearful shriek for the end of her life but somehow Blackwood made her part of his crew instead with a simple challenge to eventually try again. Under his guidance, Constance feels like the world is once again in her hands.

Marian - A fellow monster. Out of almost everyone, Marian interests Constance the most. She doesn't know too much about the woman but the skeletal leg and her reputation, as well as myths pertaining to that leg makes Constance smile. Merciless in battle, much like Constance herself, Constance looks up to her as someone to be rather respected. She hopes to one day truly make friends with her or more.

Phil - Much like Henri, Phil reeks of corruption. Not just the normal corruption that pirates tend to bring either that Constance has deadened her nose to, but someone who really just cares for himself and his money. The thing is though, Constance wants to respect the man. So she'll sit there with a twitchy little smile as he gives her her tiny share of the total loot the dogs have earned. She'll say thank you, give a little bow and silently imagine Phil choking on his pipe.

Orson - One of the first friends she ever made. Orson is a nice man to Constance, even though half the time he tries to prevent Constance from daydreaming about various ways of killing the other less desirable crewmates. He does it with a soft smile, a joke, and Constance hasn't harbored a single hostile thought towards him. She -has- thought of killing some people who was giving him a hard time though.

Alador - Alador is arrogant, condescending, and has a very easy thing to tug as Constance stabs a spike through his chin. Despite this though, Constance knows hes necessary and will not actually attempt any harm on him. The man is interesting though, and knowledgable. He reminds her of a scholar she once killed. He's fun to daydream doing horrible things to him though.

Carver - Carver is unpleasant but generally keeps to himself. She likes that. She at least respects what he does a lot like Alador and that's what keeps her from wishing ill upon him. He's not as fun to daydream about as Alador though considering that she's unsure Carver would actually care or just say 'finally' as he dies...

Baelgar - This man knows his weapons and Constance often times goes to him talking about what exactly she can get her hands on. What the best gun is for a more silent or flashy take-down. They sometimes talk about more gruesome things like exactly what a good cannon-ball does to someone when it hits them in the chest. She generally shys away from mentioning much more of what she does to him. He's a friend who knows Constance is odd, but Constance actually tends to act a little normal around him. This is another person Constance has never harbored a daydream for.

Eva - Eva has the habit of trying to scare Constance away but the assassin isn't that easily scared and honestly finds Eva both wonderful and interesting. Constance has never really had to use poisons so having someone who is an expert of them makes Constance smile. Another girl Constance hasn't had a daydream about, though Constance hopes she's not annoying to her. Poisons though...that might be fun.

Old Lefty - Constance respects Lefty for what he does. An expert of traps is definitely something that'd be hard to accomplish especially with only just losing a hand. No daydreams against him yet, he seems like he'd make a good friend.

PC's
----
Grommak - Grommak is interesting. He feels like a man whom Constance would have met back in her orphanage. She hopes to maybe make a friend with him even though she's a bit wary of the big scary orc man. She's unsure of his past and doesn't know too much about him...but like I said, he seems interesting.

Henri - To Constance, Henri seems like the kind of man she would have killed without a second thought and immediately dumped into the ocean. That, or throw a vial of acid on his pretty little face just to watch him scream as all of his narcissism washes away with a tide of blood and dead skin. She doesn't like him to say the least, though he seems generally nice. She might give him a chance but Constance is a bit vigilant on what the man wants from her. He just reeks of corrupted noble.

Darcell - A womanizer is not Constance's first idea of a good person but its honestly a bit adorable. Someone who might actually take notice of her... It's an odd feeling of both wanting to hug someone or flay their face off with a cheese grater. Constance feels like she's just as likely to do either.

Liam - A man of two faces. A happy man when drunk, amazing to be around most of the time in this state and he's in this state a lot. When he's sober though...Constance sees a different side of him and wonders which one should be the 'real' face of the man. She wants to learn more about him honestly though she wishes he wasn't so drunk all the time just so he could give her a stable sentence.

Isabella - Girl would do better with her mouth sewn shut, but Constance doesn't feel like she -hates- the girl. She likes the fact she's quick witted and doesn't back down from a fight but Constance feels like the whole 'not closing her mouth' thing could be easily solved. Despite this she kind of likes listening to the girl, just to have some noise sometimes.
Personality
[SHOW]
Constance is harsh, blunt, and yet...oddly sweet at times. She's definitely a broken woman, and some may even argue she's more evil than most of the other crew mates about but when push comes to shove? She's a woman with a bad past that refuses to let it go. Beyond it all though there's a real want for connection with the girl. It's just getting beyond the fact she literally uses hate to make a khopesh that makes it hard for people to say anything to her. Well that and the fact she could probably kill you at a moments notice...and would like it...
Character Sheet
[SHOW]
Constance Ellstrom, level 11
Human, Assassin, Shadow Dancer
Unseelie Agent Starting Feature: Unseelie Agent Starting Feature (Khopesh)
Guild Training: Night Stalker
Assassin: Shade Form
Human Power Selection: Bonus At-Will Power
Background: Deviant (+2 to Stealth)

FINAL ABILITY SCORES
Str 12, Con 14, Dex 20, Int 14, Wis 11, Cha 18.

STARTING ABILITY SCORES
Str 11, Con 12, Dex 16, Int 12, Wis 10, Cha 16.


AC: 24 Fort: 21 Reflex: 23 Will: 23
HP: 64 Surges: 8 Surge Value: 16

TRAINED SKILLS
Nature +10, Stealth +19, Thievery +17, Perception +10, Acrobatics +15, Athletics +13, Streetwise +14

UNTRAINED SKILLS
Arcana +7, Bluff +9, Diplomacy +9, Dungeoneering +5, Endurance +7, Heal +5, History +7, Insight +5, Intimidate +9, Religion +7

FEATS
Human: Lethal Shroud
Level 1: Leaping Shadows
Level 2: Hidden Insight
Level 4: Skill Training (Streetwise)
Level 6: Skill Power
Level 8: Disciple of Shadows
Level 10: Skill Swap
Feat User Choice: Axe Expertise
Feat User Choice: Improved Defenses
Level 11: Secret Stride

POWERS
Assassin at-will 1: Executioner's Noose
Assassin at-will 1: Inescapable Blade
Skill Power: Shrouding Gloom
Skill Swap: Kord's Force
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Targeted for Death
Assassin utility 2: Scrambling Climb
Assassin encounter 3: Inescapable Shadow
Assassin daily 5: Unleash Corruption
Assassin utility 6: Ghost of the Rooftops
Assassin encounter 7: Echoing Threat
Assassin daily 9: Black Garrote
Assassin utility 10: Walk Through Shadow

ITEMS
Shadowdance Leather Armor +2, Shadowdancer's Gloves (paragon tier), Adventurer's Kit, Shadowdancer's Boots (paragon tier), Contortionist's Cord (heroic tier), Escape Tattoo (heroic tier), Charlatan's Kit
Stat Block
[SHOW]
Constance Ellstrom

Human Assassin Level 11
Languages: Common, Ghian
Age: 27

Speed: 7 (+1 When starting her turn in Dim-Light or more)
Initiative: 10
Passive Perception: 20
Passive Insight: 15
Senses: Darkvision (2 Squares)

AC: 24
Fort: 21
Reflex: 23
Will: 23
HP: 64/64
Bloodied: 32
Surge Value: 16
Surges left: 8/8
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Assassin's Shroud
Shadow Step
Inescapable Blade
Executioner's Noose
Ghost of the Rooftops
Kord's Force

_____________________________
Second Wind
Create Shadow-Wrought Weapon (Khopesh)
Shade Form
Nightmare Shades
Scrambling Climb
Inescapable Shadow
Shrouding Gloom
Echoing Threat
Walk Through Shadow
Shadowy Tendrils

_____________________________
Targeted for Death [ ]
Unleash Corruption [ ]
Black Garrote [ ]

Item based Abilities
_____________________________
Shadowdance Armor +2 [ ]
Notable Feats, Features, Items, and Powers
[SHOW]
Notable Passive Abilities
___________________
Night Stalker: Whenever Constance hits someone who is not adjacent to another enemy they take an extra amount of damage equal to her cha modifier (+4).

Dancer's Action: When Constance spends an action point to make an attack she can teleport up to five squares as a free action before or after the attack.

Dancer's Ambush: When Constance teleports at all during her turn, she gains combat advantage on the next person she attacks for that round.

Shadowdancer's Gloves: When she's hidden, Constances attacks do an extra 1d6 damage.

Contortionist's Cord: When Constance is squeezing, she moves at full speed and takes no penalty to attack rolls. She still grants combat advantage however.

Axe Expertise (Free Feat): When wielding axes and whatnot, Constance gains +2 to attack. In addition, she can reroll damage whenever she rolls a natural 1 but must take the second result.

Escape Tattoo (On her back): When a non-minion scores a critical hit against Constance and does damage, she may teleport 3 squares away as a free action.

Secret Stride: Constance does not take a -5 penalty when moving more than 2 squares while using the stealth skill.

Notable Active Abilities
__________________
Assassin's Shroud: Thanks to her feats Constance's shrouds deal 1d8+5 damage each. In addition, while Constance is hidden the shrouds do not cause the creatures to be aware.

Shadow-Step: When Constance is adjacent to a creature she may, as a move action, teleport up to 4 squares away as long as she stops while adjacent to another creature.

Shadow-Wrought Weapon: Constance is able to create a weapon for her as long as she has a free-hand. This is an encounter power that lasts until she dismisses it or she uses this power again. The Shadow-Wrought weapon is a Khopesh that has a +3 enhancement to attack and damage. It deals an extra 3d8 damage on a critical hit.

Utility
________________
Kord's Force: This at-will allows Constance to use Athletics in place of Strength whenever making a strength check.

Scrambling Climb: This encounter power lets Constance make an athletics check + 5 to climb. If she succeeds she can climb up a number of squares equal to 2 + her speed.

Shrouding Gloom: Using this encounter power, if Constance has cover or concealment she may use the stealth skill.
User avatar
Fialova
Magical Liopleurodon
Posts: 5021
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs OOC

Post by Fialova »

The Ice Man, the Cold Caster of Cru'un
Image
Background
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Appearance
[SHOW]
Personality
[SHOW]
Character Sheet
[SHOW]
Ice Man, level 11
Dragonborn, Elementalist, Academy Master
Elemental Specialty: Water Elementalist
Water Elementalist: Ice Prison
Dragonborn Subrace: Bozak Draconian
Select option: Arcane Blood
Select option: Draconic Heritage
Select option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Constitution
Dragon Breath Damage Type: Dragon Breath Cold
Background: Arcane Refugee (+2 to Arcana)
Theme: Primordial Adept

FINAL ABILITY SCORES
Str 11, Con 19, Dex 14, Int 11, Wis 9, Cha 23.

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


AC: 25 Fort: 25 Reflex: 24 Will: 29
HP: 81 Surges: 10 Surge Value: 24

TRAINED SKILLS
Arcana +14, Streetwise +16, Endurance +14, Intimidate +18

UNTRAINED SKILLS
Acrobatics +8, Bluff +11, Diplomacy +11, Dungeoneering +4, Heal +4, History +7, Insight +4, Nature +4, Perception +7, Religion +5, Stealth +7, Thievery +7, Athletics +5

FEATS
Feat User Choice: Improved Defenses
Feat User Choice: Rod Expertise
Level 1: Arcane Spellfury
Level 2: Focusing Spellfury
Level 4: Rising Spellfury
Level 6: Unarmored Agility
Level 8: Wintertouched
Level 10: Superior Implement Training (Accurate rod)
Level 11: Lasting Frost

POWERS
Elemental Magic: Static Charge
Level 10 Elementalist Utility Power: Elemental Warding
Level 2 Elementalist Utility Power: Solkara's Grasp
Level 6 Elementalist Utility Power: Solkara's Forest
Primordial Adept Starting Feature: Solkara's Wave
Equipped
[SHOW]

Code: Select all

Main Hand: Accurate rod of the Dragonborn +2
Offhand:   Defensive Staff +1
Body:      Agile Resolve Vestments Cloth Armor (Basic Clothing) +3

Head:      Eagle Eye Goggles (heroic tier)
Neck:      Amulet of Protection +3
Arms:      Bracers of the Perfect Shot (heroic tier)
Hands:     Gauntlets of Blood (heroic tier)
Waist:     Barbed Baldric (heroic tier)
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      Crimson Determination (heroic tier)
Combat Block
[SHOW]
The Ice Man

Male Dragonborn Elementalist 11
Languages: Common, Cru'unish, Dwarven
Age: 34
Height: 6'
Weight: 165 lbs.

Speed: 6
Initiative: +7
Passive Perception: 17
Passive Insight: 14
Senses: Normal Vision

AC: 25
Fort: 25
Reflex: 24
Will: 29
HP: 81/81
Bloodied: 40
Surge Value: 24
Surges left: 10/10
Action Points: 1

MBA: +8 vs AC, 1d8+1 damage (1d8+5 vs bloodied enemies)
RBA (unarmed): +8 vs AC, 1d4+4 damage (1d4+8 vs bloodied enemies)
Elemental Bolt, as RBA: r10, +17 vs Reflex, 1d12+20 (1d12+24 vs bloodied enemies) cold damage and slide each creature adjacent to target 1 square

Resistances:
* 10 cold

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Elemental Bolt
Ice Prison
Static Charge
Acrobat Boots (heroic tier)
__________________________________

Second Wind [_]
Solkara's Wave [_]
Dragon Breath [_]
Elemental Escalation (Water) [_][_][_]*
Elemental Warding [_]
Learned Boost [_]

* Can only use once per round
__________________________________

Solkara's Grasp [_]
Solkara's Forest [_]
Accurate Rod of the Dragonborn +2 [_]

Consumables: None.
Important Features
[SHOW]
Class Features
Water Elementalist: Gain Ice Prison Power. Elemental Bolt deals cold damage and causes enemies adjacent to the target to be slid 1 square. Gain resist 10 cold.

Paragon Path Features
Arcane Underpinning: +2 to Arcana checks. When I hit with an arcane at-will attack power, I gain +1 to hit with an arcane attack power against the same target before my EONT.

Educated Action: When spending an AP to take an extra action, I can reroll the next miss I make before my EONT

Racial Features
Draconic Heritage: add Con Mod (+4) to healing surge value

Arcane Blood: +2 to damage on arcane attack powers

Dragon Breath: gain Dragon Breath encounter power, which keys of CON and deals cold damage

Theme Features
Primordial Adept Starting Feature: Gain proficiency in rods, learn a language, and gain Solkara's Wave encounter power.

Primordial Adept Lv5 Feature: +2 Bluff, Intimidate, Diplomacy, and Insight against creatures with elemental origin

Primordial Adept Lv10 Feature: +2 power bonus to damage with cold and thunder powers

Feat(ures)
Rod Expertise: +1 per tier to attack with rods, and gain +1 shield bonus to AC and Reflex when holding one

Arcane Spellfury: When I hit with a Sorcerer at-will, gain +1 to hit that enemy until my EONT

Focusing Spellfury: When I hit 2 or more enemies with a Sorcerer at-will, gain +2 damage to ranged and melee attacks until EONT

Rising Spellfury: When I hit only 1 enemy with a Sorcerer at-will, gain +1 to hit with area and close attack powers until EONT

Wintertouched: gain CA with cold powers against enemies vulnerable to cold

Lasting Frost: once per turn, the first enemy I hit with a cold power gains vulnerable 5 cold until my EONT

Item Features
Accurate Rod of the Dragonborn +2: +2d6 damage on crit. All damage dealt by this implement is cold damage.

Bracers of the Perfect Shot (heroic tier): +2 item bonus to damage with RBAs

Acrobat Boots (heroic tier): +1 item bonus to acrobatics and can stand as a minor action

Eagle Eye Goggles (heroic tier): +1 item bonus to attack with RBAs

Gauntlets of Blood (heroic tier): +2 bonus to damage against bloodied targets

Defensive Staff +1: +1 item bonus to NADs

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

Barbed Baldric (heroic tier): enemies that are grabbing me take 1d8 damage on the start of my turn.

Robe of Eyes +3: +3 item bonus to perception, and I cannot be blinded.
Scarpel24
Posts: 20
Registered for: 7 years 3 months

Re: Blackwood's Dogs OOC

Post by Scarpel24 »

Louis de Sores, the Mad Alchemist

Image

Personality
[SHOW]

Louis is a very charming man, he is very good at passing as a fool if needed to. He usually doesn't show his true nature or manners to anyone, always acting as the situation requires. He is actually a quiet man, lost in his thoughts. But something he does not tolerate is wasting time, so he is incredibly effective during negociations and battles. His passion for discovery and alchemy, though, get out of hand whenever the subject arrises, he just can't shut up about it. He also likes to end fights with a big blast, showing his alchemy prowess.

Appearance
[SHOW]

Louis is average weight, at 5'10", and is somewhat slim. He has no resalting feature, other that his short hair and red goatee. He usually dress for confort, light clothes and leather are the best for sailing, but he can wear fancy clothes if the situation requires. Maybe the most uncommon feature of Louis is the big alchemy suitcase he carries in his back everywhere he goes.

Background
[SHOW]
Louis life
[SHOW]

[sblock3=Birth and Early life]Louis was born as an aristocrat in Ellisport, together with his twin brother Jean. His parents gave the boys anything they wanted, and expected everything from them. Although the were identical, Jean was better at any task, and he would get all the praise from his family. The only thing Louis had for himself was his curiosity, as he would always try to find out about creatures, plants and magic, and he'd constantly be wandering around, and getting scolded because of it. Things didn't change until the boys joined the academy at the age of 12, to prepare to be officers and aspire to be admirals, just to bring wealth and glory to the de Sores family[/sblock3]
[sblock3=The Academy]In the years Louis spent training to be a officer, the difference between his brother and him increased. He was more capable that the average recruit in the academy, but his brother outshined him. The academy restricted the use of magic to the basics needed to perform well at sea, not that Jean would care, he already mastered all the magic affinities he could think of, he even learned how to make a magic bond with a swashbuckler the instructor gave him. Louis wanted to explore, to experiment and to be free, and he felt trapped inside the academy. The only silver lining was his friend, Camille Ferrer, a girl he liked and was as adventurous as him. They would spend most of ther free time talking about the forelle sea and all the wonders they could see. Sadly, after 4 years, the girl left the academy and Louis and his brother were promoted to officers.[/sblock3]
[sblock3=Breaking Free][/sblock3]

Acquaintances
[SHOW]

[sblock3=Jean de Sores][/sblock3]
[sblock3=Camille Ferrer][/sblock3]
[sblock3=][/sblock3]

Character Sheet
[SHOW]

Louis de Sores, level 11
Human Wizard
Background: Two Sides of the Coin (+2 Bluff)
Theme: Alchemist
Paragon Path: Alchemist Savant

FINAL ABILITY SCORES
Str 9, Con 11, Dex 13, Int 23, Wis 18, Cha 11.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 12, Int 20, Wis 15, Cha 10.

AC: 23 Fort: 21 Reflex: 27 Will: 27
HP: 61 Surges: 6 Surge Value: 15

TRAINED SKILLS
Arcana +16, Bluff +12, Diplomacy +10, Insight +14, Nature +14

UNTRAINED SKILLS
Acrobatics +6, Athletics +4, Dungeoneering +9, Endurance +5, Heal +9, History +11, Intimidate +5, Perception +9, Religion +11, Stealth +6, Streetwise +5, Thievery +6

FEATS
Class: Ritual Caster
Theme: Alchemist
Free: Improved Defenses
Free: Orb Expertise
Level 1: Arcane Fire
Level 1 (Human): Coordinate Explosion
Level 2: Quick Draw
Level 4: Enlarge Spell
Level 6: Wintertouched
Level 8: Burning Blizzard
Level 10: Stoking the Fire
Level 11: War Wizardry

Spellbook:
Daily 1: Flaming Sphere
Daily1: Arcane Whirlwind
Utility 2: Memory to Mist
Utility 2: Instant Friends
Daily 5: Acid Mire
Daily 5: Visions of Avarice
Utility 6: Disguise Self
Utility 6: Alchemist's Escape
Daily 9: Wall of Fire
Daily 9: Ice Storm
Utility 10: Arcane Gate
Utility 10: Goblin Oil

Cantrips:
Prestidigitation
Mage Hand
Suggestion
Spook

Alchemical Recipes:
Acidic Fire
Alchemist's Acid
Alchemist's Fire
Alchemist's Frost
Blastpatch
Clockwork Bomb
Clearwater Solution
Ghoststrike Oil
Goodnight Ticture
Inferno Oil
Noxious Grenade
Tethercord
Thunderstone

Equipped Items
[SHOW]

Code: Select all

Main Hand: Orb of Augmented Stasis +3
Offhand:   ---
Body:      Shared Suffering Cloth Armor +2
Head:      ---
Neck:      Amulet of Protection +3
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:  ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---
Backpack
[SHOW]

Adventurer's Kit,
Alchemist Case
SpellBook
Fine Clothing
Hand Pistol
10 Torches
20 Flasks
60 gp

Combat Block
[SHOW]

Louis

Male Human Wizard Level 11
Paragon Path: Alchemist Savant
Languages: Common, Imardian, Okani
Age: 35
Height: 5' 10"
Weight: 159 lbs.

Speed: 6
Initiative: +8
Passive Perception: 19
Passive Insight: 24
Senses: Normal Vision

AC: 23
Fort: 21
Reflex: 27
Will: 27
HP: 61/61
Bloodied: 30
Surge Value: 15
Surges left: 6/6
Action Points: 1

MBA: +4 vs AC, 1d4-1 damage
RBA (hand pistol): +6 vs AC, 1d6+1 damage

Resistances:
none

Vulnerabilities:
none

Saves:
none

Active Effects:
none

Powers:

Thunderwave
Scorching Burst
Freezing Burst


Second Wind []
Icy Terrain []
Maze of Mirrors []
Fire Sea Travel []
Quick Admixture [_]


Spellbook:

Flaming Sphere [] or Arcane Whirlwind []
Memory to Mist [] or Instant Friends []
Acid Mire [] or Visions of Avarice []
Disguise Self [] or Alchemist's Escape []
Wall of Fire [] or Ice Storm []
Arcane Gate [] or Goblin Oil []

Orb of Augmented Stasis []
Shared Suffering Armor []

Consumables:
2 Noxious Grenades lv 11
4 Acidic Fire lv 10
2 Alchemist's Fire lv 11
2 Alchemist's Frost lv 11
4 Blastpatch lv 9
3 Clockwork Bomb lv 9
2 Inferno Oil lv 10
2 Thunderstone lv 10

Important Features:
[SHOW]

Class Features
Orb of Imposition: I can make a target take a penalty to saving throws equal to mis WIS mod (-4) to save an effect I imposed with a Wizard power.
Or I can extend the duration of an at-will effect 1 more turn

Theme Features
Alchemist Lv1 Feature: Can make 1 free alchemical item each short rest (must use it to create another)
Alchemist Lv10 Feature: +2 to atk with alchemical items I make

Paragon Features
Alchemical Action: Add INT mod (+6) to atk with alchemical item after spending action point

Feat(ures)
Coordinated Explosion: +1 atk if ally is in AoE of wizard power
Arcane Fire: If I hit a target with a fire wizard power, it gains vulnerable 5 cold for the first wizard power I make against it (1 turn)
Enlarge Spell: can make -2 dmg for each die roll to enlarge AoE by 1
Wintertouched: Combat advantage against creature vulnerable to cold if using a cold attack
Burning Blizzard: +1 dmg per tier with acid or cold (current: +2)
Stoking the fire: If I hit with fire attack, I gain +2 atk with fire attacks against the same target for 1 turn
War wizardry: -5 atk against allies, allies take half damage

User avatar
Neovenator
Posts: 48
Registered for: 7 years 1 month
Location: Edinburgh, UK

Re: Blackwood's Dogs OOC

Post by Neovenator »

Gaul Imran, Pit Fighter Pirate
Image

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

Physical Description: Gaul is on the tall side for a human at 6’3”, thanks to his Imardinian mother, with a muscular build. His dark brown hair brings to mind the color of pecan shells, while his skin is a shade or two lighter than olive.

Personality: Being on the run for more than a year has made Gaul less willing to trust than he otherwise would have been, but once that trust is given, he values such relationships highly. As such, he has a protective side that he doesn’t always let out. He grew up in a relatively close-knit family and misses those bonds keenly at times. He is a team player, especially in battle, and prefers to selflessly take the hits for his fellows when he can. He appreciates jokes and witty one-liners a great deal. Gaul is generally reliable when asked for favors or for help and tends to make sound decisions and give good advice. He reads people and situations very well most of the time and prefers to think his actions rather than being impulsive, though he can simply react when the situation calls for it. He’s a fairly straightforward person and can come off as blunt sometimes. In combat, Gaul has no qualms with killing or grim treatment of enemies. Life as a gladiator could be harsh and he was no exception to that rule.

Birth/Early Life: Gaul is the eldest child born to Ronam Imran, a minor officer of the city guard of Razak, and Liah, an assistant baker originally from Imardin. He enjoyed a happy childhood and mostly managed to keep his younger siblings (sisters Coranna and Katerin, brother, and the youngest, Rylan) out of trouble. While Ronam always hoped his eldest son would succeed him in the guard, Gaul’s wanderlust put him a bit at odds with his close-knit familial bonds.

Leaving Razak: The night after Gaul’s 16th birthday, his father took very ill. After several days and no sign of improvement, Liah sent for a healer. The prognosis was disheartening at best. Ronam’s worst symptoms could be treated, but the disease had no known cure. His life was no longer in danger, but he would be severely weakened for the rest of his days. His career as a guardsman was over. The family’s financial situation grew worse over the next several years and they were forced to move to smaller accommodations. Liah found work for her daughters and youngest son at her bakery, but the earnings were relatively meager. Coranna began to show the early signs of magical aptitude, but affording formal schooling was out of the question. Finally, Gaul had had enough. On the night before he was to enlist in the guard, fighting broke out in The Iron Stag, a tavern Gaul frequented with his friends. An orcish fight promoter from Tjordek watched first hand as the 19 year-old Serranaki took down four opponents single-handedly, using only an ale mug and a broken chair seat for a shield. He introduced himself as Belugar and offered to sponsor Gaul as a gladiator in the famous Ring of Tjordek. It didn’t take long for the charismatic orc’s talk of glory and, more importantly, the amount of gold he could send home to his family to persuade the young man. Within the week, Gaul had booked passage on a merchant caravan and shared a tearful goodbye with his mother and sisters.

The Ring: Not long after his arrival in Tjordek, Gaul’s first fight was booked. He was billed as a young upstart, the type of underdog everyone loves...and then he was thrown in against a reigning champion, Culain, as easy fodder. Inexperienced and hardly knowing quite what to expect, Gaul was beaten soundly. As he faded into unconsciousness, he promised himself that this would be the last time. It wasn’t. In fact, Gaul lost his first five fights in a row. As the pay began to dwindle, Belugar was forced to look into more dangerous territory. That’s how a nervous Gaul found himself teamed up with another relative newcomer against the man who had beaten him to a pulp in his first match, Culain. The champion knocked out Gaul’s teammate within the first minute, but the young Serranaki surprised Culain after several rounds of heated fighting. Gaul had learned a great deal from his losses and had chosen a heavier weapon along with his shield this time. He fought defensively and only managed to get three hits on the champion, but each of his strikes took a heavy toll. When Gaul saw the opportunity for a fourth, he landed a mighty blow to Culain’s shoulder, breaking bones and ending the fight. From that point on, the Serranaki seemed to be a rising star. His penchant for taking punishment and dishing it out in equal measure made him a crowd favorite, and a favorite of his fellow gladiators in team combat. As the wins mounted, he was able to send more earnings home. While his family missed him, the gold he sent to them provided treatments for his father and,Gaul hoped, would mean his sister Coranna could afford to attend one of the schools of magic scattered across Voreld.

Fall from Grace: As Gaul’s star rose, Culain’s fell. He rarely won due to a lack focus and began to take fights less often, eventually almost dropping out of the sport completely. Though his skill with the sword did not truly wane, Culain grew bitter and hateful of Gaul, blaming the younger gladiator for his own failings. Over time he fell in with the shadier sides of the Kurnish underground and began rising in the ranks. A few short years after his defeat at Gaul’s hands, Culain put his ploy for a measure of revenge into action. Through his underground connections, he had a professional assassin kill Belugar and frame Gaul for the murder of his longtime sponsor and friend. Belugar was well-liked among the influential of Tjordek and Gaul was forced to flee the city or be arrested for what seemed to be an open-and-shut case. Outside the city, he ran into a triumphant Culain and his cronies. The ensuing fight left two dead toughs on the crimelord’s side, but Gaul barely managed to escape with his life.

The Pirate’s Life: Fearing to return to his family lest Culain learn their whereabouts (they had moved to Imardin to be closer to both Liah’s extended family and Coranna, who had begun her studies at the Tower of Menora), Gaul fled west. His family still depended on him, especially with Coranna’s tuition money to pay, so he sought work, but found the going tough. He began to find most of his success tracking down criminals for their bounties. While he often had to split the money with a tracker and, at times, several other party members, this was another job in which Gaul found he worked well with a group of skilled individuals. More than once, he was forced to leave a town when he heard whispers of recognition on the lips of tavern goers. Eventually, he found himself looking for work on the island of Brennis in the Forelle Sea. As he bent to eat his stew in a less than reputable establishment, he noticed a fight breaking out between several groups of people. Gaul prepared to ignore the brawl until he saw a girl in her late teens in on the fight, drawing a dagger. While she looked like she could take care of herself, in the dimly-lit tavern room the girl almost reminded Gaul of the sisters he had not seen in years. Almost before he realized what was happening, the Serranaki had picked up his shield and laid out a man coming up behind the girl with a knife. When the brawl was over, only Gaul, the girl, and her rough-looking friends were still standing. As they vacated the area, the group gave him a nod of respect and a few half-drunken playful shoves. The next day, Gaul was found in another inn by a man who introduced himself as Captain Blackwood of the Salacious Saint and claimed he, “wanted to meet the man who saw a bunch of pirates in a bar fight and decided to join in.” Almost before he knew it, Gaul found himself following the captain back to his ship.

People Tied to Character
[SHOW]

1) Coranna Imran: The oldest of Gaul’s three younger siblings, Coranna showed an aptitude for magic at a young age and was given a rare opportunity to study at the prestigious Tower of Menora, despite not being a Tulrissian. Now that the rest of the family is financially stable, the money Gaul sends home is used to pay for her education. She is considered very talented, especially when it comes to enchantments.

[sblock3=Appearance]Image[/sblock3]

2) Culain Bladewalker: Now a higher-up in the Kurnhuelde underworld, Culain is a former gladiator champion who blames Gaul for his own downward spiral. He framed Gaul for the murder of Belugar, forcing the Serranaki to abandon his life in Tjordek and flee across Voreld. Given a good opportunity, Gaul would love almost nothing more than to avenge his friend’s death and clear his name.

[sblock3=Appearance]Image[/sblock3]

3) Dinain Smeltmaster: Dinain is a rather unusual dwarf that Gaul befriended on his travels west. Despite his name, he gave up the smithy he inherited from his father to his younger brother, moved to the coast of Brennis, and became a fisherman. Courageous and always quick to come up with a backup plan, Dinain is still a dwarf you’d want to have your back in a fight, despite his preference for a relaxed lifestyle. He keeps his facial hair mostly shaved.
[sblock3=Appearance]Image[/sblock3]

Memories, Mannerisms, and Quirks
[SHOW]

1)Gaul is not a smooth talker when it comes to women, despite the relative fame he enjoyed around Tjordek.

2) He can be talked into doing relatively foolish things if he can be persuaded to drink enough, which is not always an easy task.

3) Gaul is very interested in hearing gossip and rumors, though he often pretends that this is not the case and rarely spreads it himself. Likely, this is something he picked up from his mother and two sisters.

4) Life in the arena could be tough. Though few fights in The Ring ended in death, Gaul is no stranger to killing. Though he takes no pleasure in most deaths and does not murder wantonly, he has no trouble sleeping at night.

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

Raised by: Gaul was raised by his parents, Liah and Ronam Imran.

Social status: They were initially in the lower middle class, before nearly reaching destitution after Ronam’s illness ended his career as a guardsman. Gaul’s earnings as a gladiator helped his family pay off their debts and eventually put them on par with upper middle class merchant families. Since moving to Imardin, Ronam was able to find less physically demanding work as a merchant and the family is now doing quite well. With some luck, and maybe some apt maneuvering via marrying off their children they could end up as minor nobility.

Relationship Status: single. Gaul is unmarried and has no children.

Religion: His mother was Imardanian by birth, so naturally was a member of The Church of the Goddess. Ronam converted to The Church before the two were married and Liah was sure to teach her children all about The Goddess. Away from home, however Gaul isn’t very pious.

Institutions: The Fighter’s Guild in Tjordek. Most of the non-slave gladiators were members of the loosely organized group, though Gaul’s enrollment may be a thing of the past since he was framed for murder. Now he’s just one of Blackwood’s Dogs.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Loyalty. To his family, and now to Captain Blackwood and the crew of the Salacious Saint.

Secondary: Wealth - Gaul wishes to accumulate enough money to pay off his sister Coranna’s education and fund those of his other siblings as well, if they pursue such a path.

Tertiary: Revenge - While he is careful not to let this consume him, Gaul would love to avenge the murder of his friend Belugar and clear his name in Tjordek.

As Gaul continues to grow and mature, his goals and drives will likely shift somewhat if his priorities change for one reason or another.

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

Short Term: Earn money to fund his sibling’s education.

Medium Term: Earn an officer position (perhaps boatswain) on board the Salacious Saint

Long Term: Aside from potential vengeance for Belugar, Gaul doesn’t yet know what his long-term goals are. He’s fairly certain that he doesn’t want to be a pirate forever, but...who knows? As he gets older and experiences more of life, he’ll try to find out what he wants.

As Gaul continues to grow and mature, his goals and drives will likely shift somewhat if his priorities change for one reason or another.

Crew Relations - Important NPCs and other PCs
[SHOW]

Captain Blackwood: Gaul is loyal to Blackwood. He respects what the pirate captain has built with the Salacious Saint and appreciates his offer of a place in the crew.

Mad Marian: Like most of the crew, Gaul is wary around Marian yet also curious about background and, obviously, her skeletal limb. He’s listened to many a crew member speculate on her nature. When dealing with the First Mate herself, Gaul finds it best to just follow orders and otherwise keep to himself. She’s kind of a bitch, but it is what it is.

Phil: Gaul is a tad envious of the extra share of loot Phil enjoys, but doesn’t let it bother him too much. He finds the Quartermaster friendly and enjoys his penchant for storytelling. Phil reminds Gaul a little of his friend Dinain.

Orson: Orson is one of Gaul’s favorite people aboard the ship. When he drinks too much, Gaul sometimes wishes he was more like the big swordsman. The Serranaki also finds the large man to be an excellent sparring partner.

Alador: While Gaul is not fond of Alador’s attitude he has a lot of respect for the sailing master’s awesome arcane powers and sailing expertise. During the rare times when he isn’t directly involved in combat, Gaul has found himself watching awestruck as Alador calls lightning strikes down on his foes.

Crooked Carver: Carver creeps Gaul out. Since Carver rarely speaks to most of the crew, its not an issue.

Baelgar: More than once, Gaul has found himself drinking more than he expected when Baelgar is around. The Serranaki finds the dwarf’s work very interesting, though he doesn’t have patience or skill to take up that work himself.

Bargetze: Gaul finds Bargetze to be pretty impressive and honestly believes she’d have done well for herself in The Ring. Occasionally, he finds it fun to go back and forth with the orcish woman in feats of strength. He’s enjoyed both victories and defeats.

Villiers: Given how he chooses to fight, Gaul is especially glad of the surgeon’s presence and skill. Personality-wise, they’re similar but go in opposite directions. Both value solitude at times and are far from boisterous, but Villiers buys into that completely while Gaul tends to prefer spending time with more talkative (or just louder) individuals.

Grommak: Gaul was fairly comfortable around Grommak early on, a result of having spent so much time around orcs in Razak and Tjordek. He respects Grommak’s skill with his blades and appreciates having a blademaster as a fellow front-liner. While the orc is rather gruff, Gaul finds him to be quite likeable.

Darcell: Gaul enjoys spending time with Darcell for the most part. He enjoys the bard’s quick wit, musical talent, and stories of traveling the world. On a certain level, the bard is many things that Gaul wishes he was himself. He is jealous of Darcell’s talent in courting women and sees him as a bit of a rival where Wendy is concerned, though he hides that most of the time when he’s sober. Soon after joining the crew, Gaul lost two consecutive dice games to the bard and he flat refuses to risk any more money against him.

Henri LaBelle: Gaul is polite to Henri, but finds him to be insufferably pretentious and overly self-centered all too often, even if the girls seem to like his looks. He’s a nice enough fellow when he forgets to get on his high horse, though.

Liam Rend: Gaul knew gladiators in Tjordek that drank heavily every night. They were never happy and usually had some terrible secrets or painful memories. The look in Liam’s eyes when he drinks reminds Gaul of them. He sympathizes, but isn’t really sure that he, or anyone else, can do anything about it.

Isabelle: Gaul is amused by Isabelle’s brash nature, opposite as it is to his own. He’d never spent much time around anyone with elvish blood before joining Blackwood’s crew, and he wonders to himself if all elves share her fire. Her boundless energy and love of climbing reminds Gaul of his younger brother Rylan as a kid.

Constance: Gaul is...wary of Constance’s skills and has no interest in getting on her bad side. He’s been off-balance the handful of times he’s had what passes for a conversation with her. He believes Constance is one of the most dangerous members of the crew.

Big John: Gaul once beat a man in The Ring that was almost as big as Big John. That warrior hadn’t been able to move nearly as quickly as the highlander, though, and he hadn’t used a chain. Fighting skilled chain wielders was the absolute worst. In short, Gaul probably won’t be asking Big John about being a regular sparring partner.

Eva: Like most of the male members of the crew, Gaul finds Eva attractive, but he wisely tries to avoid drawing her ire. Too much about her screams, “DANGER”.

Old Lefty: What Gaul imagined pirates were like before he joined the crew of the Salacious Saint. He believes that Lefty has a lot of good advice to give and is often worth listening to, despite his eccentricities.

Rhys: The cook is another member of the crew that gives Gaul the creeps. The whole cannibalism thing is pretty disturbing, if the rumors turned out to be true.

Rusty the Red: Gaul finds Rusty’s cowardice rather unbecoming, but feels it is sometimes necessary and healthy to at least hear out a more cautious approach. Otherwise, Rusty can be quite likeable.

Sam: Gaul enjoys Samuel as a storyteller and admires that the Bosun mate is willing to speak his mind, but frowns on what he sees as a lack of loyalty at times.

Yvan: Gaul thinks Yvan should take a break from hanging around Henri so much. Maybe be his own person for a bit. Right now, he’s just annoyingly codependent.

Wendy: In a roundabout way the reason Gaul ended up joining Blackwood’s Dogs. Gaul finds Wendy quite likeable and is quietly interested in her romantically, though he has difficulty expressing this. He finds it somewhat odd that the girl hasn’t taken some opportunity at port to leave the crew, but shrugs it off. Lot of the crew are running from something, after all.

Brent the Monitor Lizard: Though he never had one growing up, Gaul always considered himself a dog person. Brent is sort of like a dog...occasionally. Still, he’s one of the coolest pets Gaul has seen.

Iceman: Guy seems like the ultimate mercenary. Gaul isn’t sure the man who won’t even give his name is trustworthy. That sort of thing isn’t really up to him, though, and what Blackwood says goes.

Daphne: Gaul has caught a grand total of two glimpses of her. She’s very pretty, but does she actually have the power of foretelling as some of the crew was whispering about? Has to be more to this story.

Wishlist - NPCs and Magic Items
[SHOW]

NPCs

Coranna Imran, apprentice Enchantment Mage
Culain Bladewalker, disgraced arena champion turned crimelord
Dinain Smeltmaster, retired Dwarf Druid

Magic Items:

Counterstrike Guards (paragon tier)
Diamond Cincture (Paragon Tier)
Eye of Awareness
Any Dwarven Scale armor +3 or higher
Ruby/Sapphire/Diamond Scabbard
Dice of Auspicious Fortune
Battle Standard of the Hungry Blade (could maybe be flavored with Blackwood’s standard)
Radiant Bastard Sword +4 or higher and Siberys Shard of Radiance
Steadfast Amulet +3 or higher

[/sblock]

Character Sheet
[SHOW]
Gaul Imran, level 11
Longtooth Shifter, Fighter, Pit Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Background: Occupation - Bounty Hunter (Learn Imardinian)
Languages: Common, Grystok, Imardinian
Theme: Gladiator

FINAL ABILITY SCORES
Str 21, Con 16, Dex 15, Int 10, Wis 18, Cha 11.

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


AC: 30 Fort: 25 Reflex: 22 Will: 22
HP: 91 Surges: 12 Surge Value: 22

TRAINED SKILLS
Intimidate +10, Endurance +13, Athletics +15, Insight +14

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

FEATS
Level 1: Shield Push
Level 2: Mobile Challenge
Level 4: Weapon Proficiency (Bastard sword)
Level 6: World Serpent's Grasp
Level 8: Weapon Focus (Heavy Blade)
Level 10: Wild Senses
Feat User Choice: Improved Defenses
Feat User Choice: Heavy Blade Expertise
Level 11: Hindering Shield

POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Ignore Weakness
Fighter encounter 7: Come and Get It
Fighter daily 9: Thicket of Blades
Fighter utility 10: Clearheaded

ITEMS
Iron Armbands of Power (heroic tier), Adventurer's Kit, Heavy Shield, Strikebacks (heroic tier), Surefoot Boots (heroic tier), Amulet of Life +1, Casque of Tactics (heroic tier), Grappling Hook, Crowbar, Dagger, Javelin (5), Summoned Wyvernscale Armor +3, Jagged Bastard sword +3, 360 gp
Combat Block
[SHOW]
Gaul
Male Longtooth Shifter One-Handed Weapon Fighter 11
Languages: Common, Imardanian, Grystok
Age: 23
Height: 6'3"
Weight: 232 lbs.

Speed: 5
Initiative: +11
Passive Perception: 19
Passive Insight: 19
Senses: Low-light Vision

AC: 30
Fort: 25
Reflex: 22
Will: 22
HP: 91
Bloodied: 45
Surge Value: 22
Surges left: 12
Action Points: 1

MBA (bastard sword): +19 vs AC, 1d10+12 damage
MBA (javelin): +13 vs AC, 1d6+7 damage
MBA (dagger): +13 vs AC, 1d4+7 damage
RBA (javelin): +14 vs AC, 1d6+5 damage

Resistances: None


Vulnerabilities: None


Saves: No passive bonuses


Active Effects:


Powers:

Combat Challenge
Footwork Lure
Cleave
Summoned Wyvernscale Armor

Second Wind []
Longtooth Shifting []
Clearheaded[]
Ignore Weakness[]
Glowering Threat[]
Disrupting Advance []
Hack and Hew []
Sweeping Blow []
Come and Get It []
All Bets Are Off []
Strikebacks []
Amulet of Life +1 []


Driving Attack []
Rain of Steel []
Thicket of Blades []
Surefoot Boots []
Casque of Tactics [_]

Consumables:

None.

Important Features:
[SHOW]

Racial Traits and Class or Path Features:

Notable Feats:

Shield Push: Push target hit by Combat Challenge attack 1 sq.
Mobile Challenge: Shift 1 sq. with hit from Combat Challenge
Weapon Proficiency (Bastard Sword):
Heavy Blade Expertise: +1/+2/+3 to weapon attacks w/Heavy Blade, +2 to defenses vs OAs when wielding heavy blades
Weapon Focus (Heavy Blade): +1 damage/tier w/ heavy blade weapon attacks
Improved Defenses: +1/+2/+3 to Fort, Ref, and Will
Wild Senses: +3 to Initiative, roll Perception twice and use either result when following tracks
Hindering Shield:slow enemies I push, pull, or slide with attack until SoNT when using shield
World Serpent's Grasp: Knock slowed or immobilized targets prone on hit.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Summoned Wyvernscale Armor: At-Will Minor Action. Banish the armor to a secure extradimensional location. At any future point, unless already wearing armor, a minor action can recall the armor. It appears equipped as if donned normally.
Strikebacks: Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
Surefoot Boots: Free Action. Use this power when you are knocked prone. You stand up.
Casque of Tactics: Swap initiatives with a willing ally in sight when initiative is rolled as a Free Action.
Amulet of Life:Free Action. Spend an additional healing surge when you spend a healing surge.

[/sblock]

User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1925
Registered for: 6 years 8 months

Re: Blackwood's Dogs OOC

Post by FinalTemplar »

Helena, Pirate Orphan (#BF00FF)

Portrait
[SHOW]

Image

10 Minute Background
[SHOW]
Character Sheet
[SHOW]

Helena, level 11
Half-Elf (Drow), Rogue, Dread Fang
Build: Aerialist Rogue
Rogue Tactics: Brutal Scoundrel
Rogue: Sharpshooter Talent
Sharpshooter Talent: Sharpshooter Talent (Crossbow)
Darkfire: Darkfire Wisdom
Background: Occupation - Mariner (+2 to Acrobatics)
Theme: Bloodsworn

FINAL ABILITY SCORES
Str 19, Con 11, Dex 23, Int 9, Wis 13, Cha 11.

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

AC: 26 Fort: 22 Reflex: 26 Will: 19
HP: 73 Surges: 6 Surge Value: 18

TRAINED SKILLS
Stealth +19, Acrobatics +19, Thievery +16, Intimidate +14, Perception +13, Heal +11

UNTRAINED SKILLS
Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +5, History +4, Insight +6, Nature +6, Religion +4, Streetwise +5, Athletics +9

FEATS
Level 1: Backstabber
Level 2: Drow Fighting Style
Level 4: Two-Fisted Shooter
Level 6: Versatile Duelist
Level 8: Alertness
Level 10: Dirty Fighting
Feat User Choice: Improved Defenses
Feat User Choice: Heavy Blade Expertise
Level 11: Thief's Backstab

POWERS
Lolthtouched: Darkfire
Rogue at-will 1: Disheartening Strike
Rogue at-will 1: Deft Strike
Rogue encounter 1: Unbalancing Shot
Rogue daily 1: Scattering Shot
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Fleeting Spirit Strike
Rogue daily 5: Staggering Assault
Rogue utility 6: Perfect Balance
Rogue encounter 7: Hectoring Strike
Rogue daily 9: Not It
Rogue utility 10: Shadow Stride

ITEMS
Spiderkissed Broadsword +3, Hand Crossbow of Speed +2, Summoned Leather Armor +3, Bracers of the Perfect Shot (heroic tier), Acrobat Boots (heroic tier), Gloves of Agility (heroic tier), Reading Spectacles, Safewing Amulet +1, Barbed Baldric (heroic tier), Torch (10), Belt Pouch (empty), Candle clocks (10), Filter mask, Ten-foot pole, Waterskin, Backpack (empty), Trail Rations (10), Horn, Woodwind, Thieves' Tools, Mirror, Bedroll, Bottle of Wine (2), Hempen Rope (50 ft.), Fire Kit, Gambler's gear, Sack of Gold (535).

Combat Block
[SHOW]

Helena

Female Drow Rogue 11
Languages: Common, Imardanian
Age: 30
Height: 6'0"
Weight: 145 lbs.

Speed: 6
Initiative: +15
Passive Perception: 23
Passive Insight: 16
Senses: Darkvision

AC: 26
Fort: 22
Reflex: 26
Will: 19
HP: 73/73
Bloodied: 36
Surge Value: 18
Surges left: 6/6
Action Points: 1

MBA: Spiderkissed Broadsword +3 - +16 vs AC - 1d10+7 damage
RBA: Hand Crossbow of Speed +2 - +18 vs AC - 1d6+10 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

At-Will
Deft Strike
Disheartening Strike
Fleeting Ghost
Perfect Balance
Shadow Stride

Item At-Will
Spiderkissed Broadsword
Summoned Leather Armor
Acrobat Boots


Encounter []
Unbalancing Shot []
Fleeting Spirit Strike []
Hectoring Strike []
Fang and Web Strike []
Second Wind []
Bloodied Determination []
Darkfire []

Item Encounter []
Hand Crossbow of Speed []


Daily []
Scattering Shot []
Staggering Assault []
Not It []
Item Daily [_]

Consumables:
None.

Important Features
[SHOW]
Power Details
[SHOW]

Deft Strike -
Disheartening Strike -
Fleeting Ghost -
Perfect Balance -
Shadow Stride -
Bloodied Determination -
Darkfire -
Unbalancing Shot -
Fleeting Spirit Strike -
Hectoring Strike -
Fang and Web Strike -
Scattering Shot -
Staggering Assault -
Not It -

Racials:
Trance (Drow) - Meditate aware for 4 hours instead of sleep when extended resting.
Lolthtouched - I have the darkfire power.
Darkfire Wisdom - Use Wisdom for Darkfire.
Fey Origin - I have the Fey Origin.
Class:
Bloodsworn lv. 1 - Gain the Bloodied Determination power.
Bloodsworn lv. 5 - +2 to hit after using Second Wind.
Bloodsworn lv. 10 - +2 power bonus to Initiative and Intimidate checks.
First Strike - At encounter start, get combat advantage against any creature who has not acted yet during the encounter.
Brutal Scoundrel - Gain a bonus to my Sneak Attack damage equal to my strength modifier (+4).
Rogue Sharpshooter Talent (Crossbows) - Gain +1 to attack rolls with Crossbows, and gain the Far Shot feat as a bonus feat, even if I don't meet the prerequisites.
Sneak Attack - 3d8+4
Spider Assassin - Gain 1d8 to sneak attack damage vs a target who couldn't see me at the start of my turn.
Dread Sneak Action - After spending an Action Point to attack again, may add sneak attack even if I've already used it this round.
Feats:
Backstabber - The extra damage dice for my Sneak Attack feature are now d8s.
Rapid Assault - On my first turn during an encounter, gain +4 to damage with melee attacks.
Two-Fisted Shooter - Can treat the hand crossbow as an off-hand weapon, may reload it one-handed as a free action. When I score a critical hit, and have a loaded hand crossbow in my off-hand, may make an RBA with it as a free action.
Versatile Duelist - Gain proficiency with all one-handed military heavy blades. Can use heavy blades with my sneak attack and powers that require a light blade.
Alertness - Cannot be Surprised. +2 bonus to Perception checks.
Dirty Fighting - +4 damage bonus to melee attacks against surprised enemies.
Seize the Moment - During the first round of combat (includes surprise rounds), gain CA versus targets with a lower Initiative than mine.
Improved Defenses (Bonus) - Gain a +2 bonus to FORT, REFLEX, and WILL.
Master At Arms (Bonus) - Gain +2 to hit. Can use a minor action to sheath and draw a weapon.
Magic Items:
Spiderkissed Weapon - Free Action - (At-Will) All damage dealt with this weapon is poison damage. May use another free action to return the damage to normal. - Free Action - (Daily) Trigger: Hit an enemy with this weapon. Effect: Target is slowed (save ends). If they fail the save, they are immobilized (save ends).
Hand Crossbow of Speed - Minor Action - (Encounter) Make an RBA with this weapon.

Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
GingerGiant
Posts: 54
Registered for: 5 years 8 months

Re: Blackwood's Dogs OOC

Post by GingerGiant »

Documenting my interest.

Active Characters
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Abal ir Ianic, the Chain
Dolorian Antov: Hero, Soldier, Explorer!
Shinkansen Hanzo, the Subway Striker
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