The Siege of Wolfrun (OCB STF) — OOC

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Fialova
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The Siege of Wolfrun (OCB STF) — OOC

Post by Fialova »

Important Note #1: This game is a continuation/reboot of another game I ran in the past, and as such can use PCs originally made for that game, or new PCs entirely. You can find the original game's thread here. It may be a good idea to read the basic plot hook from that thread to fully understand the scope of this game, if you are new to our group.

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It has been months since the investigation into the strange happenings at Wolfrun, and much was uncovered as a result of the efforts of the Order of the Cherry Blossom's Special Task Force members. A strange cult from Tulrisse was discovered in the city, invited by the Baron Hasten Aerden, and replacing the town's guards as the local military force for the region. While posing as patrols fending off the nearby Wolf Clan, it was learned that their true goal was the importation of soil - under the guise of filler material hiding other items - from the Great Swamp between northern Tulrisse and southern Imardin. For what reason remains not fully known.

Multiple groups were apprehended aiding in the smuggling of this material into the region, and for many other crimes in conjunction with the smuggling. The shipping Captain Faustus Rivelle and his crew were arrested in the Iron Eye Cove, and the OCB's own Captain Elric Vergos was discovered aiding the notorious Viper out of serpent's point, though the outlaw he protected managed to avoid capture. Attempts to parley with the Baron of Wolfrun and to expel the strange and murderous cult have met with only failure and death, and so the decision was made - it would be war.

The forces of the Order have been mustered, the call to arms has been made. Normal patrols have ceased, and your own Captain - Ser Percival Melchett - has been granted the temporary title of Commander of the Order's forces. Together with what men the Iron Eye Cove can muster, you have marched north to siege the city of Wolfrun from its cultist occupiers.

Setting & Game Information

It is the early fall of the 83rd year of the 6th Era. You are camped in a siege camp surrounding Wolfrun Keep, which has been under siege for weeks now. The civilians of the town have long since fled, and a few skirmishes and damage from some rudimentary siege equipment have left the town itself mostly in ruins. Only the keep remains fully intact, and it is heavily guarded by hundreds of armed cultists, some of whom command powerful magic.

The siege has been slow going, as sieges tend to be. The keep is well stocked with food and supplies, and the cult itself seems to have a strong devotion towards whatever cause it is that brings them to the region. Most do not talk when captured, and the few who do are generally newer members with nothing of value to give. It seems the only way to fully weed them out will be a direct assault on the holding. Luckily, the full force of the OCB's siege workshops is being transported, and should arrive any day now. Then the true battle can really begin.

The game will begin shortly before the arrival of the incoming siege engines. You will play through the events of the siege and assault of Wolfrun Keep, featuring skill challenges and large scale military encounters. The successful capture of the keep will signal the end of this one-shot, and lead into the next game in the Order of the Cherry Blossom's Special Task Force (OCB STF) series of games, centered around the reclamation of Andor.

Character Hook

You are a member of the Order of the Cherry Blossom, a large and influential group of independent knights based out of Fort Sakura, on the Andorian Peninsula. No ordinary knight, you are a member of the Special Task Force - an elite group hand-picked by Captain Percival Melchett to oversee missions of particular risk and interest to the Order.

Every member of the Special Task Force holds the rank of Sergeant, a middling rank that is above all standard knights, thus giving you authority over virtually all colleagues you may meet on your missions. This allows you to recruit help as needed if a situation calls for it, as well as gather information more effectively - knights should always answer to their superiors when questioned.

You've been a member of the Special Task Force for at least the last two missions, including the one that uncovered the smuggling operations and the cult activities that resulted in the current siege. This means you've been part of the Special Task Force for at least six months now, though you can be a member for any amount of time longer than that. The STF only promotes from within the order, though, so you should have at least a few years in the OCB as a whole prior to your current position. Additionally, given the nature of the STF you should still be young enough to be in your physical and mental prime, with the 40s being a rough upper limit for how old your character should be.

The vast majority of knights in the Order are from the Andorian peninsula, which is primarily human in makeup. Most of the dwarves that once ruled the area are now holed up in Baerin in the mountains to the north, and very few leave their own kind. Very few elves have made it this far south, and most that have are fairly poor, though that does not mean there aren't a few amongst the Order's ranks. Orcs exist, but most in the city are of the wealthy sort, entrepreneurs who gambled and won with their decision to move their business to Fort Sakura. All of this means that you are very likely a human from the peninsula itself, but feel free to be something else if you have a good enough concept (which also makes sense, and isn't just shoehorning an idea).

Character Creation Rules

System: 4e
Level 10
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.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: +2 to a skill or add a language.
Equipment: One free level 9, 10, and 11 magic items. Free basic shit items within reason (ask if you are unsure). 4200gp to spend on other magic items/boons 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). In addition, every class starts with at least 4 trained (before accounting for race/theme/feats/etc.) regardless of what the builder says, and any that would otherwise have fewer gets more to make 4 as a base number.
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. Every character should know Andorian as the default language for this setting (as opposed to common), and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
Hybrids: In any game I run, you will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. I feel like this helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Important Note #2: You will not level during the course of this game, though successful completion of the siege will leave you at level 11, which is what level the next game will begin at. If you intend to carry your character over from this to that, still design it with leveling in mind.

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Re: The Siege of Wolfrun (OCB STF) 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
[SHOW]

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
[SHOW]

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
[SHOW]

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
[SHOW]

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
[SHOW]

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
[SHOW]

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.

OCB 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 special task force (including Melchett, your boss), regardless of how close or distant that relationship is. Feel free to also include relationships between any other members of the Order of the Cherry Blossom who exist as well, either of your own creation or another player's.

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.

Ser Percival Melchett - Karth is not a huge fan of national militaries, and Melchett reminds him of his mother's husband. Were the two to ever interact, it would likely not go well.

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, future PCs, or anyone else not covered in the section for related NPCs and OCB Relations.

Note: Make at least two of these be members of the OCB you might want to use in the future as alternate PCs, should yours die or you get sick of using them.

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.

Note: Please include information on the level, item slot, and tier (if applicable) of the items included. This makes it easier for me to find them in the builder later.

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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Fialova
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by Fialova »

Siege Mechanics

TBA

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Re: The Siege of Wolfrun (OCB STF) OOC

Post by Fialova »

The Order of The Cherry Blossom: Hierarchy

The Order uses a rigid ranking system, providing members of each rank with insignias in the shape of a blooming cherry blossom flower. The number of colored petals indicates their rank, ranging from an 'empty' flower (with no colored petals) for new recruits, all the way up to a gilded, fully-colored blossom for the head of the order. The ranks are as follows, in ascending order:

Grand Cross [Insignia: five gold-trimmed colored petals]
At the top of the hierarchy of the order sits Grand Cross, who directly oversees the six captains and, indirectly, everyone else. The original Grand Cross was a man by the name of Adrian d'Arcangeli, and has been held by one of his descendants ever since, each one raising their children to succeed them.

The Grand Cross' duties are mostly administrative and diplomatic, with most of their efforts spent dealing with things external to Fort Sakura. Traveling to visit close trade partners with the city, as well as entertaining them domestically, are two of the primary duties. The Grand Cross is also the judge who presides over and major criminal trials, and directly oversees the wardens of the prison complex that forms the upper portion of the keep.

Ser Alexios dArcangeli
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Appearance
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Image

Alexios d’Arcangeli is the current head of the Fort Sakura d’Arcangeli family, a branch of the d’Arcangeli dynasty that is originally from Gleios in Forelle. The Andor branch of the family began when Adrian d’Arcangeli settled in the region, after years of travel, and founded the Order of the Cherry Blossom. Since then, every Grand Cross of the Order has been a direct descendant of its founder, with Alexios as the most recent one and one of his child his expected successor.

Alexios is a serious and somewhat cold man. He is quite harsh on violent criminals, but unlike some of his predecessors he can also be quite harsh on white collar criminals as well, particularly corrupt guild members. He sees the guilds as the backbone to Fort Sakura’s economy, so any attempt at dishonesty among the leadership is seen by him as a direct attack on the well-being of the city and its inhabitants.

A married man, Alexios likes to spend a lot of time with his family. He regularly delegates many of his mundane duties to the OCB captains for extended periods so that he can instead spend time at home or go on trips with his wife and children. Oftentimes, one can find them out camping along the river or in the forest south of the farms, and it is also said that they have made trips to Kandoras on occasion as well.

Commander [Insignia: five colored petals]
The commander is officially the second highest rank in the order, though it is only a temporary title that exists in the rare time of war. Only one of the order's captains may be appointed as Commander in times of need, and traditionally this has always been granted to the captain of the military district. They exert absolute authority on the battlefield, only answering to the Grand Cross if present, and are tasked with planning strategies and formations for any battles or defenses that are forthcoming. As soon as wartime ends, the appointed captain returns to their normal rank and all returns to normal.

Ser Percival Melchett
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Appearance
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Captain Melchett has long served as the captain of the Military Disctrict in Fort Sakura, and is the order's de facto second in command. In the rare cases of war, he is the captain promoted to Commander of the OCB forces, leading them into battle from the front lines. He is a skilled fighter and a stern leader, though he is known to joke around at times.

Captain [Insignia: four colored petals and one uncolored petal]
For all intents and purposes the Captain is the second-highest rank in the order, only trumped by the Commander during rare times of war. At any given time there are six captains, each one acting as administrator for a specific area under the order's control. Due to the vast dissimilarities between these areas, each captain tends to have very different duties from one another.The current six captains are split between the five districts of Fort Sakura, with the last presiding over the Masaan Valley farmlands directly outside the city. In the near future it is likely there will be a seventh Captain appointed, who is expected to oversee the Desert Rose fortress upon its completion.

Ser Yasmin Arduille
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Appearance
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Yasmin is one of the Captains of the Order of the Cherry Blossom, high ranking members of the chivalrous order who oversee the protection and administration of the different districts of the fortified city Fort Sakura. In particular, she is in charge of the port, which makes her uniquely intertwined in the Order's economy as this puts her in direct head of the port authority.

Yasmin is shrewd and insightful, a good judge of character who is very picky about who she allows to dock and trade with the city. The various guilds of the city make sure to stay on her good side, and the wiser merchants from distant lands tend to as well. Though some see her as an overly strict figure, it is widely held that her attitude is why the Fort Sakura ports are some of the most profitable and least crime-ridden in all the lands.

Ser Destrian Willis
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Appearance
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A now Captain of the Order of the Cherry Blossom who initially recruited Naadir to the order and acted as his mentor. He is now in his late fifties and for all intents and purposes retired, doing very little work that isn’t ceremonial or advisory.

Sergeant [Insignia: three colored and two uncolored petals]
The lowest of the officer ranks, sergeants are the most diverse group among the order. Some are scholars, diplomats, or administrators, hanging up their swords in favor of desk jobs in the Fort Sakura keep. Some are patrol leaders, continuing their earlier work as leaders instead of followers. Some are investigators, serving as the heads of the guard patrols within Fort Sakura's walls and dealing with any criminal investigations.

In addition to the other types of sergeants, all members of the special task force share the rank. This gives them direct authority over any knights and knights errant they may come across on missions, making it easier to obtain intel or recruit assistance as needed. All sergeants, additionally, have access to certain parts of the order's archives that are sealed to the rank and file, though higher ranks have more access still.

Ser Lorelai dArcangeli
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Appearance
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Alexios d'Arcangeli's elder daughter, who is in line to become the next Grand Cross of the OCB. She is one of the memebers of the OCB's elite special task force.

Ser Gillam Trehearne
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Appearance
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A member of the OCB's elite special task force.

Ser Evander Wroclast
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Appearance
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A member of the OCB's elite special task force.

Ser Naadir Ahsan
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Appearance
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A member of the OCB's elite special task force.

Ser Esmerelda Sabile
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Appearance
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A member of the OCB's elite special task force.

Ser Roy Sabile
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Appearance
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A member of the OCB's elite special task force.

Ser Ewan Poresky
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Appearance
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A member of the OCB's elite special task force.

Ser Bridget
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Appearance
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A member of the OCB's elite special task force.

Ser Eloise Lapedite
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Appearance
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A member of the OCB's elite special task force.

Knight Errant [Insignia: two colored and three uncolored petals]
Though technically higher in the order hierarchy than standard knights, knights errant have no direct authority than anyone underneath them. Instead, knights errant are granted greater autonomy to travel and combat crime and corruption without being tied to a patrol or specific orders. As such, knights errant are far and away the most common members of the order encountered outside of Andor.

To become a knight errant requires both great skill and moral character, enough so that those in charge feel comfortable allowing one to make judgement calls in line with the order's goals at their own discretion, without direct oversight. This makes earning the rank a considerable time investment, but once earned there is no position with greater freedom to travel the world and make a name for themselves. Many have been known to pass up promotions to sergeant in favor of shooting for knight errant, so that they can experience other cultures and landscapes while doing the good work.

Knight [Insignia: one colored and four uncolored petals]
By far the most numerous rank, this is the lowest tier among actual members of the order. All newcomers with prior combat training, as well as those who graduated from recruits, begin at this rank. Knights form small patrols, led by sergeants, and are issued orders from above. These patrols tend to be fairly static, encouraging members to form bonds over time.

For the most part knights tend to spend a lot of time on the road, though some groups are more stationary. The various cities around the Andorian Peninsula tend to house one or more groups of OCB knights for general protection, in return for room and board (and the occasional donation to the order), and there are some stationed in Serran as well, to combat the Nabrand coalition and oversee construction of a new fortress, the Desert Rose.

Recruit [Insignia: five uncolored petals]
Anyone joining the order without prior combat training, or below a certain threshold of age and general maturity, becomes a recruit. These are not technically members, but more preliminary members-in-training. They undergo extensive combat training in the Fort Sakura military district of the course of a a few years to prepare to join the ranks of knights who serve.

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Fialova
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by Fialova »

Lorelai d'Arcangeli, future Grand Cross of the OCB

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Scratcherclaw
YUO ARE SMART
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by Scratcherclaw »

Niels de Leon, the Righteous Runaway

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

1)

2)

Secrets
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1)

2)

People Tied to Niels
[SHOW]

1)

2)

3)

Memories, Mannerisms, and Quirks
[SHOW]

1)

2)

3)

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

Family:

Class:

Profession:

Institutions:

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary:

Secondary:

Tertiary:

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

Short-Term:

Medium-Term:

Long-Term:

OCB Relations
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Wishlist
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Character Sheet
[SHOW]

Niels de Leon, level 10
Vryloka, Cleric|Paladin
Hybrid Cleric: Battle Cleric's Lore
Hybrid Paladin: Hybrid Paladin Reflex
Hybrid Talent: Paladin Armor Proficiency
Background: Athlete (+2 to Athletics)
Theme: Reaver

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

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

AC: 30 Fort: 22 Reflex: 20 Will: 22
HP: 72 Surges: 10 Surge Value: 18

TRAINED SKILLS
Athletics +15, Bluff +14, History +9, Diplomacy +14

UNTRAINED SKILLS
Acrobatics +6, Arcana +4, Dungeoneering +5, Endurance +5, Heal +5, Insight +5, Intimidate +9, Nature +5, Perception +7, Religion +4, Stealth +7, Streetwise +9, Thievery +5

FEATS
Level 1: Hybrid Talent
Level 2: Heavy Armor Agility
Level 4: Mighty Challenge
Level 6: Weapon Proficiency (Fullblade)
Level 8: Last Legion Officer
Feat User Choice: Two-Handed Weapon Expertise
Level 10: Headman's Chop

POWERS
Hybrid at-will 1: Ardent Strike
Hybrid at-will 1: Righteous Brand
Hybrid encounter 1: Healing Strike
Hybrid daily 1: Blood of the Mighty
Hybrid utility 2: Virtue
Hybrid encounter 3: Strength from Valor
Hybrid daily 5: Hallowed Advance
Hybrid utility 6: Holy Celerity
Hybrid encounter 7: Strike of Judgment
Hybrid daily 9: Death Angel
Hybrid utility 10: Word of Vigor

ITEMS
Sentinel Marshal Honor Blade Fullblade +2, Summoned Plate Armor +3, Healer's Brooch +2, Iron Armbands of Power (heroic tier), Acrobat Boots (heroic tier), Mercurial Mind (heroic tier), Gauntlets of Blood (heroic tier), Woundstitch Powder (heroic tier)

Combat Block
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Niels de Leon

Male Vyrloka Cleric|Paladin 10
Languages: Tulrissian, Andorian
Age: 23
Height: 5'11"
Weight: 150 lbs.

Speed: 8 (7 when bloodied)
Initiative: +9
Passive Perception: 17
Passive Insight: 15
Senses: Low-light Vision

AC: 30
Fort: 22
Reflex: 20
Will: 22
HP: 72/72
Bloodied: 36
Surge Value: 18
Surges left: 10/10
Action Points: 1

MBA: +16 vs AC; 1d12+9 damage (+1 to dmg on charge, +2 to dmg vs bloodied)
Charging MBA (Ardent Strike): +16 vs AC; 1d12+10 (+2 to dmg vs bloodied, target subject to Divine Sanction)
RBA: +7 vs AC; 1d4+2 damage (+2 to dmg vs bloodied)

Resistances:
10 Necrotic

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Ardent Strike
Righteous Brand
Divine Challenge
Summoned Plate Armor
Acrobat Boots
Woundstitch Powder


Second Wind []
Vicious Assault []
Healing Strike []
Healing Word []
Strength from Valor []
Strike of Judgment []
Lifeblood []
Virtue []
Holy Celerity []
Word of Vigor []
Mercurial Mind []
Sentinel Marshal Honor Blade []


Blood of the Mighty []
Hallowed Advance []
Death Angel [_]

Consumables:

None

Important Features:
[SHOW]

Class

Racial

Theme

Feats

Items

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ratwizard
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by ratwizard »

Introducing Katavia Kiithros, the Andorian Arbiter

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GingerGiant
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by GingerGiant »

Chanelle Haulermarque, the Radiant Retainer

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Character Summary
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Chanelle Haulermarque, level 10
Shardmind Paladin (Lay on Hands)
Shardmind Skill Bonus (Insight)
Background: Retainer (+2 bonus to Insight)
Theme: Guardian

FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 12, Wis 17, Cha 20

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

AC: 30, Fort: 21, Reflex: 21, Will: 23
HP: 91, Surges: 13, Surge Value: 22

TRAINED SKILLS (Unarmored)
Arcana +13, Diplomacy +15, Endurance +11 (+15), Insight +19, Religion +11

UNTRAINED SKILLS (Unarmored)
Athletics +0 (+4), Acrobatics +1 (+5), Bluff +10, Dungeoneering, Heal +8, History +6, Intimidate +10, Nature, Perception +10, Streetwise +10, Stealth, Thievery +1 (+5)

FEATS
Expertise: Devout Protector Expertise
1st Level: Mark of Warding
2nd Level: Virtuous Recovery
4rd Level: Pact Initiate (Fey Pact)
6th Level: Starfire Womb
8th Level: Improved Initiative
10th Level: We Were Once One

POWERS
Paladin At-Will 1: Virtuous Strike
Paladin At-Will 1: Enfeebling Strike
Paladin Encounter 1: Valorous Smite
Paladin Daily 1: Majestic Halo
Paladin Utility 2: Virtue
Paladin Encounter 3: Mocking Smite
Paladin Daily 5: Radiant Delirium
Paladin Utility 6: Call of Challenge
Paladin Encounter 7: Astral Thunder
Paladin Daily 9: Crown of Glory
Paladin Utility 10: Vengeful Vigilance

ITEMS
[SHOW]

Level 11: Summoned Plate Mail +3
Level 10: Healer's Brooch +2
Level 9: Symbol of the Champion's Code +2
Mercurial Mind
Command Circlet
Magic Longsword +2
Acrobat Boots
Hold Portal
Fastidiousness
Silence
Heavy Shield
15 Arcane Reagents

Equipped Items
[SHOW]

Code: Select all

Main Hand: Magic Longsword +2
Offhand:   Heavy Shield
Body:      Summoned Plate Mail +3

Head:      Command Circlet
Neck:      Healer's Brooch +2
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      Acrobat Boots
Symbol:    Symbol of the Champion's Code +2
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      Mercurial Mind
Combat Block Format
[SHOW]

Chanelle Haulermarque

Female Shardmind Paladin 10
Languages: Andorian, Imardanian, Tulrissian
Age: 23
Height: 5'8"
Weight: 110 lbs.

Speed: 6 (5 once bloodied)
Initiative: +4
Passive Perception: 20
Passive Insight: 29
Senses: Normal Vision

AC: 30
Fort: 21
Reflex: 21
Will: 23
HP: 91/91
Bloodied: 44
Surge Value: 22
Surges left: 13/13
Action Points: 1

Virtuous Strike (MBA): +16 vs. AC, 1d8+7, +2 bonus to saves until start of next turn.
RBA: None.

Resistances:
Resist psychic 5

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Virtuous Strike
Enfeebling Strike
Summon Plate Armor
Acrobat Boots


Shardswarm []
Guardian's Counter []
Valorous Smite []
Virtue []
Mocking Smite []
Call of Challenge []
Astral Thunder []
Mercurial Mind []


Majestic Halo []
Radiant Delirium []
Crown of Glory []
Vengeful Vigilance []
Item Daily [_]

Consumables:
15 Arcana Reagents

Important Features:
[SHOW]

Telepathy: Shardminds can communicate telepathically, normally within a range of 5 squares (see Command Circlet).
Surge Optimization: Whenever Chanelle spends a healing surge, she gains Resistance to all damage equal to her Wisdom modifier, and every ally within her telepathy range may make a saving throw. Feats: We Were Once One, Virtuous Recovery
Starfire Womb: Whenever Chanelle deals damage with a radiant or fear keyword power, she can roll a saving throw against a condition of her choice.
Mark of Warding: Chanelle's marks impose a -3 penalty instead of the usual -2. When she uses a power that grants a bonus to defense, the bonus to defense increases by 1. She can also master and cast Warding rituals.
Devout Protector Expertise: In addition to an expertise bonus to attacks, all her allies get a +1 shield bonus to AC and Reflex.

Symbol of the Champion's Code: The damage dealt by divine challenges and sanctions increases by 2, to a total of 10.
Command Circlet: Chanelle's telepathy range is 20.
Healer's Brooch: Increases the hit points restored by Chanelle's healing powers by 2.

Last edited by GingerGiant on Mon Apr 22, 2019 1:12 pm, edited 16 times in total.
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by FinalTemplar »

Reserved for Taichi, the Guardian Bear

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Last edited by FinalTemplar on Thu Apr 18, 2019 5:27 pm, edited 1 time in total.
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Re: The Siege of Wolfrun (OCB STF) OOC

Post by TauNeutrino »

Reserving one (1) spot

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Re: The Siege of Wolfrun (OCB STF) OOC

Post by Namelessjake »

Ser Daris Caine, The Lion Knight of Cainehall

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[SHOW]

Image

[SHOW]
Background and Concept Elements
[SHOW]

1. Personality - Daris takes being a knight seriously and has a strong sense of doing what is right and just. He will go out of his way to protect others. He is charismatic and friendly, while also being determined and focused when it comes to battle.

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

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

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

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

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

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

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

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

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

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

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

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

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

He contemplated joining the OCB but decided he was done with larger organisations and decided to go it alone as a sellsword off the back of his reputation from Tulrisse and the Malachite Blades, eventually coming into the employ of the Explorer's Guild for their expedition to Kandoras.

Goals
[SHOW]

1) Daris hopes to win fame and fortune from the expedition to Kandoras.

2) I would also like win fame and fortune and kill shit.

Secrets
[SHOW]

1) In order to win the glory on the battlefield he desires, Daris is always willing to fight until his dying breath if it comes to it. He has vowed to himself to never surrender in battle.

2) Unknown to him, Daris has an illegitimate child in Crescent Bluff, whose mother is a minor member of the Kul’adin family that Daris met when meeting with the family with the other Malachite Blade commanders to discuss a contract.

People Tied to Daris
[SHOW]

1) Lord Jorran Caine - The Lord of Cainehall and Daris' older brother. He was always jealous of Daris' martial ability and once their Father died he grew paranoid that Daris would seek to depose him, resulting in him exiling Daris.

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

3) Ser Anya Pawter - A knight of the OCB who was part of the special task force that uncovered the goings on in Wolfrun Keep. The two met shortly after Daris arrived in Andor and became good friends. She often attempts to convince Daris to join the Order.

Memories, Mannerisms, and Quirks
[SHOW]

1) For much of his exile Daris continued using his house's sigil, three rampant red stallions on yellow, however in the last few years he has taken to using his own sigil, three rampant yellow lions on red, due to his new renown.

Personal Sigil of Ser Daris Caine
[SHOW]

Image

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

3) Daris and Valcus (the lion) have developed a close bond over the years they have lived and fought together. Outside of combat they are quite affectionate with each other. When on the road, Daris will often sleep up against Valcus rather than use a bedroll. (I know this sounds like they fuck - They don't)

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

Family: Daris is a member of House Caine, the ruling house of Cainehall in Trelheim, Tulrisse.

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

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

Institutions: House Caine, The Malachite Blades (Formerly), The Explorer's Guild

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Glory - Daris strives to be great and live up the expectation set upon him as a child to match his namesake's deeds.

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

Tertiary: Home - While he has mostly given up on the idea due to it's unlikeliness, Daris misses Cainehall and the plains of Trelheim and wishes to one day find a way to return.

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

Short-Term: Assist the Explorer's Guild in its exploration of the Kandoras Ruins.

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

Long-Term: Find a way to return home or amass enough gold to settle down comfortably somewhere else.

Crew Relations
[SHOW]
Wishlist
[SHOW]

Items
Lancing Gloves, lvl 7

[SHOW]

Ser Daris Caine, level 10
Dragonborn, Cavalier
Mount Option: Summoned Steed
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragonfear
Background: The Breach (Learn Primordial)
Theme: Sohei

FINAL ABILITY SCORES
Str 22, Con 13, Dex 10, Int 8, Wis 10, Cha 18.

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

AC: 26 Fort: 24 Reflex: 20 Will: 22
HP: 82 Surges: 11 Surge Value: 23

TRAINED SKILLS
Diplomacy +14, Perception +12, Intimidate +16, Athletics +12

UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +9, Dungeoneering +5, Endurance +2, Heal +5, History +6, Insight +7, Nature +5, Religion +4, Stealth +1, Streetwise +9, Thievery +1

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Mounted Combat
Feat User Choice: Heavy Blade Expertise
Level 4: Improved Steed (Celestial Battle Tiger)
Level 6: Protector's Commitment
Level 8: Improved Defenses
Level 10: In Shining Armor

POWERS
Level 5 Cavalier Daily Power: Radiant Delirium
Level 6 Cavalier Utility Power: Call of Challenge
Level 9 Cavalier Daily Power: Death Angel
Level 10 Cavalier Utility Power: Benediction

ITEMS

Equipped Items
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Code: Select all

Main Hand: Malachite Blade (Vigilant Blade Bastard sword +2)
Offhand:   Painted Heater Shield (Preservation Shield Heavy Shield (heroic tier))
Body:      Trelheim Calvary Plate Armor (Plate Armor of Sacrifice +2)

Head:      Helm of Opportunity (heroic tier)
Neck:      Serran Travelling Cloak (Amulet of Protection +3)
Arms:      Iron Armbands of Power (heroic tier)
Hands:     ---
Waist:     Belt of Vigor (heroic tier)
Feet:      Trelheim Riding Boots (Riding Boots (heroic tier))
Symbol:    Holy Symbol of Fausta, Goddess of The Beasts
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

Mount:     Celestial Battle Tiger
Mount Item:Impenetrable Barding (heroic tier)
All Items
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Celestial Battle Tiger, Javelin (5), Fine Clothing, Holy Symbol, Dagger, Lance, Horn, Bedroll, Backpack (empty), Belt Pouch (empty), Flint and Steel, Hempen Rope (50 ft.), Oil (1 pint) (5), Tent, Torch, Waterskin, Trail Rations (10), Vigilant Blade Bastard sword +2, Plate Armor of Sacrifice +2, Shield of Protection Heavy Shield (heroic tier), Iron Armbands of Power (heroic tier), Amulet of Protection +3, Impenetrable Barding (heroic tier), Helm of Opportunity (heroic tier), Riding Boots (heroic tier), Belt of Vigor (heroic tier), Coinpurse of 0 Gold.

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Ser Daris Caine

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

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

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

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

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

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


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


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

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

Consumables:

Potion of Cure Light Wounds

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

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

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

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

Vigilant Blade Bastard Sword +1: Paladins can use this weapon as an implement for paladin powers. +1d8 fire and radiant damage on crit.

Mount Combat Block
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Valcus

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

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

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

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

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

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

Forest Walk: Ignores difficult terrain that is the result of trees, underbush, plants or natural growth.

User avatar
BartNL
Swampperson Prime
Posts: 897
Registered for: 5 years 7 months
Location: Neverland
Contact:

Re: The Siege of Wolfrun (OCB STF) OOC

Post by BartNL »

Reserving a spot

WIP

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====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Deva, Invoker|Cleric
Covenant Manifestation: Manifestation of Wrath
Hybrid Invoker: Hybrid Invoker Reflex
Hybrid Cleric: Battle Cleric's Lore
Hybrid Talent: Channel Divinity (Hybrid Invoker)

FINAL ABILITY SCORES
Str 10, Con 16, Dex 8, Int 13, Wis 22, Cha 13.

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

AC: 27 Fort: 20 Reflex: 19 Will: 24
HP: 63 Surges: 9 Surge Value: 16

TRAINED SKILLS
Religion +13, Insight +18, History +13, Perception +16, Arcana +11

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

FEATS
Bardic Ritualist: Ritual Caster
Level 1: Battle Intuition
Level 2: Hybrid Talent
Level 4: Power of the Sun
Level 6: Solar Enemy
Level 8: Bardic Ritualist
Feat User Choice: Staff Expertise
Level 10: Superior Implement Training (Accurate staff)

POWERS
Hybrid at-will 1: Hand of Radiance
Hybrid at-will 1: Lance of Faith
Hybrid encounter 1: Thunder of Judgment
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Divine Call
Hybrid encounter 3: Death Surge
Hybrid daily 5: Trumpet the Star's Fall
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Rain of Blood
Hybrid daily 9: Fourfold Invocation of Doom
Hybrid utility 10: Word of Vigor

ITEMS
Challenge-Seeking Accurate staff +3, Benefactor Scale Armor +2, Acrobat Boots (heroic tier), Casque of Tactics (heroic tier), Periapt of Cascading Health +2, Belt of Vigor (heroic tier), Ritual Book
RITUALS
Brew Potion, Traveler's Chant, Disenchant Magic Item, Enchant Magic Item, Create Holy Water, Shadow Bridge, Tenser's Floating Disk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

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